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
Link To Document :
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