2. ENTERTAINMENT
Entertainment
is something that holds the
attention and interest of an audience, or
gives pleasure and delight.
Many forms of entertainment have persisted
over centuries.
Films, video games etc. have come about as
the result of technological developments.
3. APPLICATION OF IT IN
ENTERTAINMENT
Games
Movies
Music
Animation
Sports
Social
network
4.
5. 1958
– Tennis For Two by Willy Higginbotham
at Brookhaven National Laboratories. Used
an oscilloscope and an analog computer to
make something interesting
6. Video
gaming would not reach mainstream
popularity until the 1970s and 1980s, when
arcade video games, gaming consoles and
home computer games were introduced to
the general public.
Since then, video gaming has become a
popular form of entertainment and a part of
modern culture in most parts of the world.
7. We
can play games using a PC connected to a
video monitor.
A console game is played on a specialized
electronic device that connects to a common
television set or any video monitor.
Nowadays we have devices which have the
ability to play games but are not dedicated
video game machines, such as mobile
phones, PDAs, TVs etc.
8.
9. Computers
are used in a wide variety of
things in the movie making business.
For animated movies, they do most of they
work.
10. With
the aid of sophisticated graphics and
animation packages the special effect
technicians can create any illusion.
They are used to create graphic images and
animate them to move on the screen.
Computers can also add special effects, like
louder noises, explosions, making things
disappear, and much more.
11.
12. Computers
and the digital age have totally
transformed the music industry.
Back in the old days of music artists had a
hard time trying to get a break in the
industry.
It took money to book studio time to get a
demo that could be sent to record labels in
the hopes of making their dreams come true.
Often times artists would have to impress
someone with money who would pay to have
the demo made for the artist.
13. Now,
the music industry is not like that at
all.
Anyone with a computer and a mic can
record something.
Rather than spending thousands of dollars
recording a demo, now it can be done by
anyone in the privacy of their own home.
The big mixing console is really not needed
anymore because it can all be done within a
computer.
14. The
ability to find and obtain music on the
internet has really increased.
We can check latest music and listen to any
music we want via internet.
Because of IT, we can have premium sound
experience with latest gadgets.
15.
16. Animation
is the rapid display of a sequence
of images to create an illusion of movement.
The most common method of presenting
animation is as a motion picture or video
program.
This type of presentation is usually
accomplished with a camera and a
projector or a computer viewing screen
which can rapidly cycle through images in a
sequence.
17. Animation
can be used to make cartoons,
animated movies, etc.
In earlier days, cartoons were laboriously
hand drawn in the thousands of frame
needed for each cartoon but now computers
are doing much of the repetitions work.
18. The
computer can create outer space, alien
characters, and extinct-animals and so on
without the need of creating their physical
models
21. Analyzing
Movement
The best athletes pay close attention to detail.
Computers can slow recorded video and allow
people to study their specific movements to try
to improve their tendencies and repair poor
habits.
22. Scoreboard
Some scoreboards are manually updated, most
professional sports venues have very modern
scoreboards that are programmed to update
statistics and information immediately after the
information is entered into the computer.
23. Safety
Computers have aided in the design of safety
equipment in sports such as cricket helmets to
shoes to mouth guards.
24.
25. Social
network blends entertaining
interactive functionality and content
including live video streaming, video chat
communications, multi-player gaming, music
and videos streaming etc.
It is the foundation for a more immersive,
interactive, enriching and engaging content
consumption experience through social
channels.