ENTERTAINMENT &
TECHNOLOGY
Introduction
WHAT IS ENTERTAINMENT?
Synonymous with all forms of arts
and enjoyment.
Articulation of human emotions
The topic of this presentation deals with the advent
of Entertainment Technology
and how entertainment has worked like a catalyst for
technological advancement
Before Technology
After Technology

 The days of the cassette player and even CD players is
behind us
 VCR Players and Walkmans are now obsolete
 Sole source of entertainment was the TV and PC
 From artists needing months to finish one painting to
4K video technology, technology has come a long way
 Field of Art, Drama, Music has gone through a
monumental change
 Entertainment industry is a multi-million
dollar industry
 “I would rather entertain and hope that people
learned something than educate people and
hope they were entertained” – Walt Disney
 Entertainment is used as a means for education
as much as for enjoyment
 The world of entertainment has been propelled
to newer, dizzying heights due to technology.
We track this advancement in
technology from the past to where
it is today and explore what the
future holds.
ENTERTAINMENT IN THE PAST
 Entertainment a
few years ago was
very different from
what it is today.
 Technology was not
as advanced.
 Radio and T.V
changed the face of
Entertainment.
Pictures and Videos
 Cameras brought about a
revolution in the field of
entertainment.
 Pictures could be
captured and saved
instantly.
 Videos could be
recorded.
 Videos were played in
VCR’s using cassette
tapes.
Entertainment before
Radio and Television
Entertainment and Technology
Entertainment After Radio and
Television
Entertainment and Technology
Entertainment and Technology
Music and Gaming
• Phonograph was the first recording device.
• Gramophones were invented later.
• Cassettes brought something new in world of music.
• The first game was introduced by Atari.
• Nintendo brought revolution in the gaming market.
Impact
 Technology changed the face of entertainment.
 With advancement in technology, it has become
available to more and more people.
 People started thinking of innovative ideas to
entertain themselves; which soon lead to the birth
of Computers.
 Computers have lead to an increase in the no. of
ways in which people entertain themselves.
ENTERTAINMENT TECHNOLOGY
TODAY
Photographs, images & cameras
• The technology that the modern camera is based on was
created several hundred years ago.
• Four decades ago Photography firm Kodak was credited with
building the first digital camera, an innovation that has
changed the world.
• It was the mobile phone, and especially the smartphone that
brought digital photography to the masses.
• With increase in the no. of smartphone users, we
are taking more snaps
• People are better photographers than artists
• Photography is now a legitimate and high income
industry
• The internet has provided an impetus to the field
of photography
Entertainment and Technology
Internet
• We are the first generation to grow up in the “Digital
Age”.
• Online Games
• Live Chatting
• Memorabilia
• Shopping
• Multimedia-Music, Radio, Video, Movies, etc.
Some examples of Entertainment
Technology
 DJ Sets today make music for parties and concerts
 Apps like GarageBand, Mixxx etc can make music from
scratch.
 Tools like Adobe Photoshop and Adobe Premiere Pro
can manipulate and make images and videos of our
liking.
 Console games have changed the way people play
sports and they have effectively replaced Sports as the
preferred way of expression of aggression.
Entertainment and Technology
Entertainment after Technological
Advancement
Technology as it is today
 Technology has changed massively through the 20th
century.
 Today more emphasis is on the electronic entertainment
like TV, smartphones etc.
 Smartphones and PC are synonymous with
entertainment
 Concerts, plays, operas which were popular in the olden
times, are now available on the click of a button
 One of the chief reason for the popularity of
Entertainment Technology today is the internet.
TELEVISION TECHNOLOGY
• At the beginning of the 21st century, Latin Americans spent
an average of three to four hours each day watching
television, for entertainment and recreation.
• The “Home Theatre” experience was at the forefront of
manufacturers mind, providing bigger and better quality to
the consumer which led to the emergence of PLASMA, LCD
and LED TV.
• ‘CR-Tube TV’ era, which lasted for about 2 decades, is going
to end in the foreseeable future. The new standard for digital
broadcasts seems to trigger the acceleration of the shift to
digital TVs using devices such as Plasma TVs, LCD TVs, and
the latest technology - LED TV.
Transformation from 20th to 21st century
Music technology
 The 20th century was full of incredible advances in
recorded sound, amplified sound and sound engineering
 The 21th century saw a huge wave of new music systems
like speakers, home theatres, wireless devices, headphones,
disc jockeys(DJ’s) etc.
 Why go to a store to buy a CD when you can download the
track you want from the internet in a couple of minutes?
 CDs
 iPods
 Mp3
 EDM
Music and Technology
Advances in Gaming Technology
• Gaming technology is a new technology certainly helps
build bigger and better games
• Video games have come a long way since they crossed into
the mainstream in the 1980.
• Sony and Microsoft both entered into the motion gaming
craze with the PlayStation Move (with controllers much
like the Wii's) and the entirely hands-free Xbox Kinect.
• Online games are ubiquitous on modern gaming
platforms, including PCs consoles and mobile devices.
Games and Hardware
Entertainment Technology In Future
 People are always going to seek for a form of
entertainment that is on par with the latest
available technology.
 New technology will replace the old one with more
advancements in it.
 Virtual reality will become the new reality.
Holography:
 Holography is the impressive new technology which
can take the place of motion pictures and videos in
the future.
 It gives the people the chance to get a virtual
view of an object anywhere
Some Examples
3D Holographic Video Machine:
 This machine brings digital objects to life. Mostly
used in the film industry.
 Use of such a technology puts a very high impact
on the minds of the viewers.
 This technology is also very helpful in providing
information to people in vast amount.
Applications:
Narendra Modi's 3D hologram
avatar— which has already
attracted several times more
audience than Hollywood 3D
adventure flick Life of Pi can
dream of—marks one of the
several accomplishments of the
Gujarat assembly elections held
on 20 December, 2014
Music:
 With the incredible growth in music technology,
music production has been taken out of the hands
of a few and placed into the hands of the masses.
 Music today has become the basic need of life.
 We usually tap our foot to music , but the entire
music industry is dancing to the tunes of
advanced technology.
Portable music devices:
 Youth will stop using their hands and eyes for
playing any songs.
 Mixing of any type of music is possible and
launching it on the spot admidst the people is
possible.
 Finding our songs among the playlist would
become more effortless.
 These are the few examples as to how the music
industry has gained from technological developments.
Collaboration , selling and promotional activities have
gained momentum with the Internet and digital
technologies.
 The future of the music industry is highly promising;
with technological advancements like high-speed
download and car stereos that could connect to
online music stations.
Entertainment and Technology
Entertainment and Technology
Hologram
 It is a 3-Dimensional representation formed by
interference of light beams from a laser or other
coherent sources.
 Greek roots: holos meaning whole and gammas
meaning message.
 Holography is the science and practice of holograms.
 User Interactive.
Entertainment and Technology
Gaming
Then:
NOW:
Virtual Reality
 Referred to as Immersive Multimedia.
 A person can experience being in a 3-Dimensional
computer generated environment.
 Ability to interact with that environment.
 Popular areas for it’s use: Theatres, Galleries, Virtual
museums, Virtual theme parks, Discovery centres, etc.
Entertainment and Technology
CONCLUSION
Entertainment and Technology
Some Statistics
The End Is The Beginning.
 Hence we can see how fast technology took
over the entertainment industry.
 Everyone has access to technology and
therefore the basic need for Entertainment
is met.
 In the near future we might see more of it.

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Entertainment and Technology

  • 3. WHAT IS ENTERTAINMENT? Synonymous with all forms of arts and enjoyment. Articulation of human emotions The topic of this presentation deals with the advent of Entertainment Technology and how entertainment has worked like a catalyst for technological advancement
  • 6.  The days of the cassette player and even CD players is behind us  VCR Players and Walkmans are now obsolete  Sole source of entertainment was the TV and PC  From artists needing months to finish one painting to 4K video technology, technology has come a long way  Field of Art, Drama, Music has gone through a monumental change
  • 7.  Entertainment industry is a multi-million dollar industry  “I would rather entertain and hope that people learned something than educate people and hope they were entertained” – Walt Disney  Entertainment is used as a means for education as much as for enjoyment  The world of entertainment has been propelled to newer, dizzying heights due to technology.
  • 8. We track this advancement in technology from the past to where it is today and explore what the future holds.
  • 10.  Entertainment a few years ago was very different from what it is today.  Technology was not as advanced.  Radio and T.V changed the face of Entertainment.
  • 11. Pictures and Videos  Cameras brought about a revolution in the field of entertainment.  Pictures could be captured and saved instantly.  Videos could be recorded.  Videos were played in VCR’s using cassette tapes.
  • 14. Entertainment After Radio and Television
  • 17. Music and Gaming • Phonograph was the first recording device. • Gramophones were invented later. • Cassettes brought something new in world of music. • The first game was introduced by Atari. • Nintendo brought revolution in the gaming market.
  • 18. Impact  Technology changed the face of entertainment.  With advancement in technology, it has become available to more and more people.  People started thinking of innovative ideas to entertain themselves; which soon lead to the birth of Computers.  Computers have lead to an increase in the no. of ways in which people entertain themselves.
  • 20. Photographs, images & cameras • The technology that the modern camera is based on was created several hundred years ago. • Four decades ago Photography firm Kodak was credited with building the first digital camera, an innovation that has changed the world. • It was the mobile phone, and especially the smartphone that brought digital photography to the masses.
  • 21. • With increase in the no. of smartphone users, we are taking more snaps • People are better photographers than artists • Photography is now a legitimate and high income industry • The internet has provided an impetus to the field of photography
  • 23. Internet • We are the first generation to grow up in the “Digital Age”. • Online Games • Live Chatting • Memorabilia • Shopping • Multimedia-Music, Radio, Video, Movies, etc.
  • 24. Some examples of Entertainment Technology  DJ Sets today make music for parties and concerts  Apps like GarageBand, Mixxx etc can make music from scratch.  Tools like Adobe Photoshop and Adobe Premiere Pro can manipulate and make images and videos of our liking.  Console games have changed the way people play sports and they have effectively replaced Sports as the preferred way of expression of aggression.
  • 27. Technology as it is today  Technology has changed massively through the 20th century.  Today more emphasis is on the electronic entertainment like TV, smartphones etc.  Smartphones and PC are synonymous with entertainment  Concerts, plays, operas which were popular in the olden times, are now available on the click of a button  One of the chief reason for the popularity of Entertainment Technology today is the internet.
  • 28. TELEVISION TECHNOLOGY • At the beginning of the 21st century, Latin Americans spent an average of three to four hours each day watching television, for entertainment and recreation. • The “Home Theatre” experience was at the forefront of manufacturers mind, providing bigger and better quality to the consumer which led to the emergence of PLASMA, LCD and LED TV. • ‘CR-Tube TV’ era, which lasted for about 2 decades, is going to end in the foreseeable future. The new standard for digital broadcasts seems to trigger the acceleration of the shift to digital TVs using devices such as Plasma TVs, LCD TVs, and the latest technology - LED TV.
  • 29. Transformation from 20th to 21st century
  • 30. Music technology  The 20th century was full of incredible advances in recorded sound, amplified sound and sound engineering  The 21th century saw a huge wave of new music systems like speakers, home theatres, wireless devices, headphones, disc jockeys(DJ’s) etc.  Why go to a store to buy a CD when you can download the track you want from the internet in a couple of minutes?  CDs  iPods  Mp3  EDM
  • 32. Advances in Gaming Technology • Gaming technology is a new technology certainly helps build bigger and better games • Video games have come a long way since they crossed into the mainstream in the 1980. • Sony and Microsoft both entered into the motion gaming craze with the PlayStation Move (with controllers much like the Wii's) and the entirely hands-free Xbox Kinect. • Online games are ubiquitous on modern gaming platforms, including PCs consoles and mobile devices.
  • 35.  People are always going to seek for a form of entertainment that is on par with the latest available technology.  New technology will replace the old one with more advancements in it.  Virtual reality will become the new reality.
  • 36. Holography:  Holography is the impressive new technology which can take the place of motion pictures and videos in the future.  It gives the people the chance to get a virtual view of an object anywhere
  • 38. 3D Holographic Video Machine:  This machine brings digital objects to life. Mostly used in the film industry.  Use of such a technology puts a very high impact on the minds of the viewers.  This technology is also very helpful in providing information to people in vast amount.
  • 39. Applications: Narendra Modi's 3D hologram avatar— which has already attracted several times more audience than Hollywood 3D adventure flick Life of Pi can dream of—marks one of the several accomplishments of the Gujarat assembly elections held on 20 December, 2014
  • 40. Music:  With the incredible growth in music technology, music production has been taken out of the hands of a few and placed into the hands of the masses.  Music today has become the basic need of life.  We usually tap our foot to music , but the entire music industry is dancing to the tunes of advanced technology.
  • 41. Portable music devices:  Youth will stop using their hands and eyes for playing any songs.  Mixing of any type of music is possible and launching it on the spot admidst the people is possible.  Finding our songs among the playlist would become more effortless.
  • 42.  These are the few examples as to how the music industry has gained from technological developments. Collaboration , selling and promotional activities have gained momentum with the Internet and digital technologies.  The future of the music industry is highly promising; with technological advancements like high-speed download and car stereos that could connect to online music stations.
  • 45. Hologram  It is a 3-Dimensional representation formed by interference of light beams from a laser or other coherent sources.  Greek roots: holos meaning whole and gammas meaning message.  Holography is the science and practice of holograms.  User Interactive.
  • 48. Virtual Reality  Referred to as Immersive Multimedia.  A person can experience being in a 3-Dimensional computer generated environment.  Ability to interact with that environment.  Popular areas for it’s use: Theatres, Galleries, Virtual museums, Virtual theme parks, Discovery centres, etc.
  • 53. The End Is The Beginning.  Hence we can see how fast technology took over the entertainment industry.  Everyone has access to technology and therefore the basic need for Entertainment is met.  In the near future we might see more of it.