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The phrase "entertainment technology" refers to a very real world of entertainment experiences made possible by the advent of primarily computer-mediated digital technologies. The term requires an elastic and fluid definition, required in large part by advances in technology that are making ever-new entertainment experiences and venues possible. What was meant by the phrase entertainment technology as recently as a year ago requires re-definition in light of recent developments on both technology and entertainment fronts.

In general, though, the term 'entertainment technology' refers to:

* networked and free-standing interactive computer games
* avatar creation and utilization
* massive multi-player online games
* digital entertainment
* specialty venues such theme parks, themed retail, specialty restaurants, and other location-based entertainment venues
* motion-base rides
* console and PC interactive game design
* the creation of unique input devices
* virtual reality utilizing head-mounted displays or other technologies such as CAVES
* wearable computing for entertainment purposes
* massive immersive display environments such as planetaria and Omnimax
* interactive robot animatronics
* synthetic interview technology
* speech recognition
* augmented reality
* telepresence for entertainment and education purposes
* digital production and post-production
* sound synthesis, surround sound, 3-D sound, and streaming audio
* the development of haptic devices (i.e. force feedback)
* entertainment robotics

The ETC considers this all to be within its investigative domain; especially those aspects of entertainment technology our very own students and colleagues in the field, will create in the near future!


Entertainment Technology Center
700 Technology Drive
Pittsburgh, PA 15219
Carnegie Mellon