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Intelligent Interactive Entertainment Grand Challenges

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3 Author(s)
Maybury, M. ; Inf. Technol. Div., MITRE, Bedford, MA ; Stock, O. ; Wahlster, W.

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

Published in:

Intelligent Systems, IEEE  (Volume:21 ,  Issue: 5 )