• 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