Access Restriction

Author Roccetti, Marco
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Language English
Abstract FEATURE TOPIC: ENTERTAINMENT EVERYWHERE: System and NetworkingIssues in Emerging Network-Centric Entertainment SystemsBACKGROUND:The experience of bringing the Internet into our lives deeply isnow shared by millions of people. Take the USA, for example. It isreported that more than a fifth of American households has ahigh-speed, always-on, Internet access, and an increasing number ofthem is exploiting wireless technologies to distribute thebroadband connection throughout the rooms of their homes. With sucha high-speed, always-on, connection a drastic revolution is comingin the way people watch movies and news, listen to music, and playgames. This change has been driven fundamentally by two dominantfactors: First, the technological advances of computer-baseddigital multimedia technology (high quality video and sound) haveprovided consumers with good motivations to upgrade their homeentertainment systems (e.g., from mechanical VHS tape drives todigital DVD). Second, (wireless) networking technologies haveenabled the possibility to shift what they first consumed on theirdesktop PC in the office to their digital TV equipment in theliving room, as well as to the front pockets in their jackets. Allthese mean that in an entertainment-equipped house we might easilyfind a broadband entertainment center built on the top of a Cat-6Ethernet cable infrastructure or on a Wi-Fi network. Such anentertainment platform might be comprised, for example, of aconnection from the computer to the digital stereo or the TVdevices, as well as of an interconnected PlayStation2 or XBoxgoverned by programmable TiVo equipment for online play. Inessence, what is really new, nowadays, is that we know whattomorrow's entertainment technology will bring to us: a "magic box"where every game ever thought, every movie ever made, every songever sung, plus news, sport events and shows, will be available forinstant enjoyment with just one click on a button. While interestfor conducting research in this area was moderate for a long time,recently, instead, great opportunities have arisen in academia, aswell as in industry, for developing researches in the field ofcomputer-based entertainment systems, especially focused on theprovision of networking and system support to entertainment.Obviously, all these exciting technological advances have raised anumber of interesting research questions: How can the Internetnative language (i.e. the TCP/IP protocol) take over this complexscenario for scaling the delivery of entertainment contents to verylarge numbers of users? How can digital entertainment be deliveredefficiently to small devices such as PDAs and cell phones? How cannew system development styles, like the peer-to-peer style forexample, have influence on the architecture of computer-basedentertainment systems? How can the employed protocol be integratedto optimize the distribution of entertainment contents?
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 6
Ending Page 6

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Source: ACM Digital Library