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APPLICATION OF IT IN ENTERTAINMENT

ENTERTAINMENT

Entertainment is something that holds the Many forms of entertainment have persisted over Films, video games etc. have come about as the
attention and interest of an audience, or gives centuries. result of technological developments.
pleasure and delight.
APPLICATION OF IT
IN
ENTERTAINMENT:
 Games
 Movies
 Music
 Animation
 Sports
 Social network
APPLICATION OF IT IN GAMES
HISTORY OF
COMPUTER
GAMES
• 1958 – TENNIS FOR
TWO BY WILLY
HIGGINBOTHAM AT
BROOKHAVEN
NATIONAL
LABORATORIES. 
•     USED AN
OSCILLOSCOPE AND AN
ANALOG COMPUTER 
•     TO MAKE SOMETHING
Video gaming would not reach mainstream
    Popularity until the 1970s and 1980s, when
    Arcade video games, gaming consoles and
    Home computer games were introduced to
     The general public.

Since then, video gaming has become 


    a popular form of entertainment and a part of 
    modern culture in most parts of the world. 
 We can play games using a PC connected to a 
      Video monitor.

 A console game is played on a specialized 


     electronic device that connects to a common
      Television set or any video monitor.

 Nowadays, we have devices which have the 


     Ability to play games but are not dedicated
     Video game machines, such as mobile phones,
     PDAs, TVs etc.
APPLICATION OF IT IN MOVIES
• COMPUTERS ARE USED IN A WIDE VARIETY OF THINGS IN
THE MOVIE MAKING BUSINESS.

• FOR ANIMATED MOVIES, THEY DO MOST OF THE WORK. 

• WITH THE AID OF SOPHISTICATED GRAPHICS AND


ANIMATION PACKAGES THE SPECIAL EFFECT TECHNICIANS
CAN CREATE ANY ILLUSION.

• THEY ARE USED TO CREATE GRAPHIC IMAGES AND


ANIMATE THEM TO MOVE ON THE SCREEN.

• COMPUTERS CAN ALSO ADD SPECIAL EFFECTS, LIKE


LOUDER NOISES, EXPLOSIONS, MAKING THINGS
DISAPPEAR, AND MUCH MORE.
APPLICATION OF IT IN MUSIC
 Computers and the digital age have totally transformed the
music industry.

 Back in the old days of music artists had a hard time trying to
get a break in the industry.

 It took money to book studio time to get a demo that could be


sent to record labels in the hopes of making their dreams come
true.

 Often times artists would have to impress someone with money


who would pay to have the demo made for the artist.
 Now, the music industry is not like that at all.

 Anyone with a computer and a mic can record


something.

 Rather than spending thousands of rupees recording a


demo, now it can be done by anyone in the privacy of
their own home.

 The big mixing console is really not needed anymore


because it can all be done within a computer.
 The ability to find and obtain music on the internet
has really increased.

 We can check latest music and listen to any music we


want via internet.

 Because of IT, we can have premium sound


experience with latest gadgets.
APPLICATION OF
IT IN ANIMATION
• ANIMATION IS THE RAPID DISPLAY OF A SEQUENCE OF IMAGES TO CREATE
AN ILLUSION OF MOVEMENT.

• THE MOST COMMON METHOD OF PRESENTING ANIMATION IS AS A MOTION


PICTURE OR VIDEO PROGRAM.

• THIS TYPE OF PRESENTATION IS USUALLY ACCOMPLISHED WITH A CAMERA


AND A PROJECTOR OR A COMPUTER VIEWING SCREEN WHICH CAN RAPIDLY
CYCLE THROUGH IMAGES IN A SEQUENCE.  

• ANIMATION CAN BE USED TO MAKE CARTOONS, ANIMATED MOVIES, ETC.


• IN EARLIER DAYS, CARTOONS
WERE LABORIOUSLY HAND
DRAWN IN THE THOUSANDS OF
FRAME NEEDED FOR EACH
CARTOON BUT NOW COMPUTERS
ARE DOING MUCH OF THE
REPETITIONS WORK

• THE COMPUTER CAN CREATE


OUTER SPACE, ALIEN
CHARACTERS, AND EXTINCT-
ANIMALS AND SO ON WITHOUT
THE NEED OF CREATING THEIR
PHYSICAL MODELS. 
RECORDING
INFORMATION
• OFFICIAL STATISTICS
KEEPERS AND SOME
SCOUTS USE COMPUTERS
TO RECORD STATISTICS,
TAKE NOTES AND CHAT
ONLINE WHILE ATTENDING
AND WORKING AT A SPORTS
EVENT.
ANALYZING MOVEMENT

• THE BEST ATHLETES PAY CLOSE ATTENTION TO DETAILS.

• COMPUTERS CAN SLOW THE RECORDED VIDEO AND


ALLOW PEOPLE TO STUDY THEIR SPECIFIC MOVEMENTS TO
TRY TO IMPROVE THEIR TENDENCIES AND REPAIR POOR
HABITS
SCOREBOARD

• SOME SCOREBOARDS ARE


MANUALLY UPDATED, MOST
PROFESSIONAL SPORTS VENUES
HAVE VERY MODERN
SCOREBOARDS THAT ARE
PROGRAMMED TO UPDATE
STATISTICS AND INFORMATION
IMMEDIATELY AFTER THE
INFORMATION IS ENTERED INTO
THE COMPUTER. 
SAFETY

• COMPUTERS HAVE AIDED IN


THE DESIGN OF SAFETY
EQUIPMENT IN SPORTS SUCH AS
CRICKET HELMETS TO SHOES
TO MOUTH GUARDS.
APPLICATION OF IT IN
SOCIAL NETWORKS
ENTERTAINING INTERACTIVE
FUNCTIONALITY AND CONTENT
INCLUDING LIVE VIDEO STREAMING,
VIDEO CHAT COMMUNICATION,
MULTIPLAYER GAMING, MUSIC AND
VIDEOS STREAMING ETC.

• IT IS THE FOUNDATION FOR A MORE


IMMERSIVE, INTERACTIVE,
ENRICHING AND ENGAGING CONTENT
CONCLUSION
• SEEING THE FACT THAT PEOPLE CANT
WATCH TELEVISION DUE TO THEIR
HECTIC WORK SCHEDULE, MEDIA AND
ENTERTAINMENT APPLICATIONS HAVE
TAKEN THIS ADVANTAGE LEADING TO
A SURGE IN THEIR POPULARITY WHEN
IT COMES TO DOWNLOADS AND
DEMAND. VIRTUALLY ALL TYPES OF
ENTERTAINMENT ARE PROVIDED IN
THE FORM OF GAMES, MOVIES, NEWS,
TV SHOWS AND THE SUCH.
INTEGRATED WITH EFFECTIVE
QUALITY IN THE CONTENT, YOUR

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