DocumentCode
1490435
Title
Entertainment in the Age of Big Data
Author
Schlieski, Tawny ; Johnson, Brian David
Author_Institution
Intel Corp., Hillsboro, OR, USA
Volume
100
fYear
2012
fDate
5/1/2012 12:00:00 AM
Firstpage
1404
Lastpage
1408
Abstract
Everybody loves a good story. People all over the world seek out and crave entertainment. This will not change in the coming age of big data and cloud computing. But stories are more than just a distraction from the big problems of the world we are all supposed to be solving. Stories are (computationally) one of the most challenging problems facing our computers. Humans are hardcoded for story. Our computers are not. Or not yet. Through our research we examine a future of entertainment where increasing computational power allows us to be genuinely connected to a truly digital world. We argue that a genuinely digital and connected future opens the door for a new kind of storytelling, and ultimately, a new way of managing and interacting with the massive data sets collected and shared by humans.
Keywords
cloud computing; entertainment; humanities; big data; big problems; cloud computing; computational power; digital world; entertainment; storytelling; Computers; Data handling; Data storage systems; Humans; Information management; TV; Computational intelligence; TV; memory systems; social implications of technology;
fLanguage
English
Journal_Title
Proceedings of the IEEE
Publisher
ieee
ISSN
0018-9219
Type
jour
DOI
10.1109/JPROC.2012.2189918
Filename
6180180
Link To Document