DocumentCode
773746
Title
Intelligent Interactive Entertainment Grand Challenges
Author
Maybury, Mark ; Stock, Oliviero ; Wahlster, Wolfgang
Author_Institution
Inf. Technol. Div., MITRE, Bedford, MA
Volume
21
Issue
5
fYear
2006
Firstpage
14
Lastpage
18
Abstract
Webster\´s defines entertainment as "something diverting or engaging" or "a performance". IT occurs in a broad range of domains including games and toys, the fine arts, movies and radio, sports, travel, and education. Some examples from the digital world includes virtual games, interactive arts such as audience guided movies, augmented sports, virtual and nonvirtual travel guides, and computer-based tutors. Advances in AI and human-computer interaction offer seemingly endless opportunity to enhance traditional forms of entertainment and support the creation of new ones. However, several fundamental scientific and technical impediments must be overcome to achieve these promises
Keywords
artificial intelligence; entertainment; human computer interaction; interactive systems; software agents; artificial intelligence; audience guided movies; augmented sports; computer-based tutors; human-computer interaction; intelligent interactive entertainment; interactive arts; nonvirtual travel guides; virtual games; virtual travel guides; Art; Artificial intelligence; Cognition; Computer science education; Cultural differences; Educational technology; Failure analysis; Motion pictures; Natural languages; Speech analysis; art; artificial intelligence; cinema; education; games; interactive entertainment; sports; travel;
fLanguage
English
Journal_Title
Intelligent Systems, IEEE
Publisher
ieee
ISSN
1541-1672
Type
jour
DOI
10.1109/MIS.2006.98
Filename
1705423
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