Entertainment technology

[1] The diversity and complexity of entertainment technology will bring endless joy and convenience to people's spare time.

However, the rise of new types and venues for entertainment, as well as rapidly advancing technological development, has increased the range and scope of its practice.

[2] Entertainment technology dates back to at least Antiquity, with the development of tools and Automatons by Hero of Alexandria which were used to enhance and automate aspects of theatric performances.

[3][4] Popular entertainment (technology) began with the invention of the phonograph by Thomas Edison, which was used to record and playback sound.

[5] This in turn impacted society, as this technology became a large part of everyday life and allowed people, governments, and organizations a way to communicate their ideas and creations with others.

At the stage of audience consumption and participation, media outlets considered as entertainment applied sciences can be discussed as the capacity for acquiring statistics and cultivating attitudes and as a "space" for interaction.

Being one of the icons in the twenty-first century, it was a portable digital music player and started a revolution for mobile devices.

For example, the actors who perform in the 2016 Star Wars prequel Rogue One died, and visual effects artists used motion-capture video of a stand-in reading his lines to reprise his role of Grand Moff Tarkin.

While the opening of Esports Stadium Arlington, officers hope it could be the center of e-sports, and produce $1.7 billion in revenue by 2021.

The largest venue in North America has 100,000 square feet, with an 80-foot-wide stage, and 2000 gamers in the world sit around one by one, their movements are shown on an 85-foot LED screen.

The movie market finally caught up with the trend, atoms-embedded home theatre equipment is going to sell at a lower price; Apple's 4k TV, Amazon Prime Video, and Netflix all support 3D sound format streaming.

[23] Because UNLV's program is in its infancy, current entertainment technologists come from a wide variety of educational backgrounds, the most prevalent of which are theater and mechanical technology.

The program provides a choice for students who want to get involved in the entertainment industry rather than pure engineering or technical theatre.

[24] Traditionally, people interested in careers in this field either presented themselves as apprentices within craft unions or attended college programs in theatre technology.

Although both are appropriate in limited ways, the growing world of entertainment technology encompasses many different types of performance and display environments than the theatre.

This is a virtual reality example, which is part of entertainment technology.