TAILIEUCHUNG - Handbook of Multimedia for Digital Entertainment and Arts- P20

Handbook of Multimedia for Digital Entertainment and Arts- P20: The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art, which attracts and absorbs their participants. The fantastic success of this new field has influenced the development of the new digital entertainment industry and related products and services, which has impacted every aspect of our lives. | 25 IT and Art Concepts and State of the Practice Why 571 The Why dimension refers to the reasons why artists and technologists want to interact. One of the main reasons artists seek help from the technologists is to get support with the tools that they need for the realizations of their artwork 33 . We make an attempt to classify the reasons for cooperation into six categories - Learning about interdisciplinary cooperation. The potential reciprocal interaction between artists and technologists is challenged by the demands of the user artists . These demands stimulate engineers and researchers to extend technology with possibilities that go beyond its intended use 33 . - Innovation of products and interfaces. As an example we look into HumanRobot-Interaction HRI which aims at developing principles and algorithms to allow more natural and effective communication and interaction between humans and robots. Research ranges from how humans will work with remote teleoperated unmanned vehicles to peer-to-peer collaboration with anthropomorphic robots. Many researchers in the field of HRI study how humans collaborate and interact and use those studies to motivate how robots should interact with humans 34. - Aesthetics in computing. In 35 Fishwick reports the result of a survey on the usefulness of aesthetic methods on several areas of computer science. The result shows that data structure algorithms digital logic computer architecture was chosen by the respondents as some of the fields where aesthetic computing can be used. Information visualization and software visualization are other fields that can contribute to bringing art aesthetics inside of computing 36 . Paul Fishwick has coined the term Aesthetic Computing to refer to a new area of study which is concerned with the impact and effects of aesthetics on the field of computing. As an example the discrete models found in computing can be transformed into visual and interactive models which might increase the .

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