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Author Roccetti, Marco
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Language English
Abstract GLOBECOM 2004 - Satellite WorkshopNovember29th 2004Dallas,TX, USAThe growing availability of digital contents and thesimultaneous cost reductions in storage, processing, and networkingis driving the growth of the entertainment technology. Many of thetechnologies pioneered in emerging entertainment applications havealso found use in a large spectrum of more serious settings,ranging from telemedicine to in-home, in-car, in-flight multimediadistribution platforms. The success of the entertainment technologyis confirmed by several facts. Take, for example, the two followingcases: in 2003 the revenues generated by games have yet againsurpassed those provided by the movie industry; the Apple iTunesonline music service has hit a record share of almost 20% in theMP3 player market in the last semester of 2003. Further, while inthe past entertainment technology traditionally offeredpredominantly passive experiences (e.g., video on demand),continual advances in network and computer technologies areproviding tools for implementing greater interactivity and forenabling consumers to enjoy more exciting experiences, such as, forexample, interactive digital TV, interactive theatre andorchestrated music and sound design. Simply put, today'sentertainment technology is able to create "entertainment spaces"in which people experience a world where games, movies, songs, plusnews, sport events and shows, are all made available for instantenjoyment with just one click. Another beneficial aspect ofhigh-tech entertainment is that this phenomenon is pulling togetheran extremely diverse group of experts specializing in differenttechnical areas, such as networking, computer graphics, games,animation, multimedia design, human-computer interaction,educational media and software engineering. Even though high-techentertainment promotes interdisciplinary fusion, however, only theubiquity of wireless/wired communication is considered suitable foraccepting the challenge of building a "large interactiveenvironment" for the delivery of the maximum entertainment value tomillions of consumers worldwide. In this respect, there is a greathope that the wired and wireless Internet (along with itsprotocols, architectures, programming styles and technologicalsolutions) may take over this complex scenario for fulfilling theconsumer expectations. The first IEEE International Workshop onNetworking Issues in Multimedia Entertainment provides an openforum for researchers, engineers and academia to exchange thelatest technical information and research findings onNext-Generation Multimedia Networking concepts, technologies,systems, and applications for entertainment covering existingdeployments, current developments and future evolution. Authors aresolicited to submit complete unpublished papers in the following,but not limited to, topic areas:Networked Technologies for Entertainment:- Architectures, Platforms and Protocols for Networked Games-Internetworking, Vertical Roaming and SessionHandoffs for Entertainment (Internet to WLAN, to 3G/BT/.)- Home LANs, Body and Personal Area Networks forEntertainment-Media and Device Adaptation-Music and Movie Distribution-Next Generation Wireless Technologies for Entertainment(IEEE802.11n, UWB and Beyond)-Opportunistic Multi-hopping and Opportunistic Networks forEntertainment- QoS and Security Support for Entertainment-Resource and Service Discovery Technologies (P2P, LDAP, .)-Technologies for Networked In-Home/Car/Flight/TrainEntertainment-TV-Centric and Broadcast Networks for EntertainmentEmerging Entertainment Applications:- Agent-based Entertainment-Augmented, Virtual and Mixed RealityEvolutionary Entertainment-Field Trials-Interactive Television and Theater-Massive Multiplayer Games-Mobile and Wireless Entertainment-Networked Entertainment-Networked Narrative and Digital Interactive Storytelling-Networked Video, Music and Sound Design-Pervasive Entertainment-Personalized and User-Adapted Television-Sport, News and Entertainment-Virtual Technology and Virtual Environments for Entertainment-Wearable Entertainment-Wireless and Mobile Gaming-Testbed and Performance Evaluations
Description Affiliation: Universita' di Bologna, Bologna, Italy (Roccetti, Marco)
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2008-03-01
Publisher Place New York
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 2
Issue Number 2
Page Count 1
Starting Page 7
Ending Page 7

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Source: ACM Digital Library