Abstract
The author’s background from engineering and performance art led to the realization of a body of research titled SoundScapes/ArtAbilitation. ArtAbilitation is now recognized as a growing international movement across disciplines (Weiderhold, 2007). Primarily, the author’s work involves exploring invisible sensor-technology as a means to entertain and thus to develop affordable tools to supplement and motivate engagement and play in therapeutic training. Evaluation and automatic decision-support of change is included in the “Virtual Therapist” concept, which is seen as addressing future needs of service industries for disabled and older people.
The research began around 1985. More recently, the research has developed a conceptual framework on how molecular science advances would one-day influence entertainment experiences (figure 1 –see also Brooks 2000; Brooks & Petersson 2005; 2007). Such advances were seen also offering new channels for non-formal learning, therapy/rehabilitation, and general well being in society. Predictions hint at how advances in biotechnological data exchange between human and machine would be at a sub-nano level creating environments that would optimize closure of he afferent-efferent neural feedback loop that would challenge producers/developers of future contemporary entertainment media in their ability to satisfy multimodal experiences. This short paper focuses on the “entertainment experience”, including the content to stimulate that experience and the means of content delivery to achieve that experience.
The research began around 1985. More recently, the research has developed a conceptual framework on how molecular science advances would one-day influence entertainment experiences (figure 1 –see also Brooks 2000; Brooks & Petersson 2005; 2007). Such advances were seen also offering new channels for non-formal learning, therapy/rehabilitation, and general well being in society. Predictions hint at how advances in biotechnological data exchange between human and machine would be at a sub-nano level creating environments that would optimize closure of he afferent-efferent neural feedback loop that would challenge producers/developers of future contemporary entertainment media in their ability to satisfy multimodal experiences. This short paper focuses on the “entertainment experience”, including the content to stimulate that experience and the means of content delivery to achieve that experience.
Original language | English |
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Publication date | 2013 |
Publisher | Association for Computing Machinery |
Publication status | Published - 2013 |
Keywords
- Future entertainment
- societal benefit
- engaging experiences
- play
- Nanotechnology
- Ufog
- Virtual Interactive Space
- Metaverse
- Interface
- nanobot