Digital Illusion - Entertaining the Future with High Technology

What can we do to gain some much needed perspective on the dizzying worlds of digital entertainment? For starters, there's a book we need to read, says Dan Sarto.

For every person with a formal education in some flavor of technology, there are a hundred more people who have had a smattering of classes here and there, and probably a thousand more people who are self-taught, self-proclaimed "software designers" or "computer consultants" whose technical zenith was learning to program Basic on an Atari 800. Considering the quality of the vast gobs of "beta release B0.15 rev 2" software available for downloading off the Internet nowadays, it often seems that the latter group of "Certified Atari Technologists" lead the development charge at many companies.

Marketing as a Must
As a breed unto themselves, entertainment system developers often seem driven by the same frenzy, (marked by a fast pulse, shallow, rapid breathing, and a sweaty forehead), that overtakes many 14 year-olds, and 40 year-olds for that matter, prowling the long entertainment software isles of large computer stores. With entertainment giants like Sony, Disney and Fox putting huge dollars behind any and every conceivable, and ill conceived, entertainment medium, the people that now drive critical product development decisions aren't always highly skilled veteran technologists, but rather media executives touting their latest mega marketing idea. You know, the ones who rig the schemes where the same cute characters adorn pillow cases, theme park rides, audio cassette sing-alongs, and interactive multimedia game cartridges, all at the same time. There's an old joke that needs updating for the '90s: What did the drummer say at his first paying gig? "Would you like fries and a Mighty Zanthrogeek CyberWarlock action figure with that?"

It's a given that product development in any industry must be market-driven. However, many high tech consumer entertainment companies appear driven by some blinding, hyped-up vision of what their focus groups and market research teams think people will buy. Their expensive miscalculations, a veritable cornucopia of "entertainment pabulum for the masses," fill the $9.95 bins at WalMarts and CompUSAs throughout the land.

So, what can we do to take a step back, catch our breath, and gain some much needed perspective on the dizzying worlds of digital entertainment? For starters, there's a book we need to read.

Getting Some Perspective
Clark Dodsworth Jr., a specialist in converging entertainment technologies, has gathered together a group of leading technologists to create a masterpiece - part history lesson, part blueprint, part vision of the future - that is a must read for anyone who hopes to make a living involved with creating, producing or distributing entertainment technology.

Digital Illusion - Entertaining the Future with High Technology is a tightly woven compilation of 35 chapters covering critical aspects of what Dodsworth refers to as the "entertainment beast and its future." Each chapter is penned by an industry expert, and then edited and crafted by the author into one comprehensive volume like little gems fashioned together into a magnificent tiara. Digital Illusion marries intelligent and descriptive narrative with detailed facts and explanations. This book has something for everybody, and should appeal to a wide audience. Newbies and wannabees can find solid fundamental descriptions about core concepts, tool sets, and practical uses of key technologies. Expert technologists can find fresh perspectives on where this "stuff" came from, where it is today, and where it's going tomorrow.




















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