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Saurav Shrestha
Diman Maharjan
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.
APPLICATION OF IT IN
ENTERTAINMENT
 Games
 Movies
 Music
 Animation
 Sports
 Social

network
 1958

– Tennis For Two by Willy Higginbotham
at Brookhaven National Laboratories. Used
an oscilloscope and an analog computer to
make something interesting
 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.
 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.
 Computers

are used in a wide variety of
things in the movie making business.
 For animated movies, they do most of they
work.
 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.
 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.
 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.
 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.
 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.
 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.
 The

computer can create outer space, alien
characters, and extinct-animals and so on
without the need of creating their physical
models
 Recording


Information

Official statistics keepers and some scouts use
computers to record statistics, take notes and
chat online while attending and working at a
sports event.
 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.
 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.
 Safety


Computers have aided in the design of safety
equipment in sports such as cricket helmets to
shoes to mouth guards.
 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.
Application of IT in entertainment

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Application of IT in entertainment

  • 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
  • 19.
  • 20.  Recording  Information Official statistics keepers and some scouts use computers to record statistics, take notes and chat online while attending and working at a sports event.
  • 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.