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The changing face of entertainment and the driving force behind it: computer simulation
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Source Winter Simulation Conference archive
Proceedings of the 32nd conference on Winter simulation table of contents
Orlando, Florida
SESSION: Keynote address table of contents
Pages: 6 - 6  
Year of Publication: 2000
ISBN:0-7803-6582-8
Author
Richard Kidd  Sony Pictures Imageworks, Santa Monica, CA
Sponsors
IIE : Institute of Industrial Engineers
ASA : American Statistical Association
IEEE/CS : Institute of Electrical and Electronics Engineers/Computer Society
IEEE/SMCS : Institute of Electrical and Electronics Engineers/Systems, Man, and Cybernetics Society
INFORMS-CS : Institute for Operations Research and the Management Sciences-College on Simulation
NIST : National Institute of Standards and Technology
SIGSIM: ACM Special Interest Group on Simulation and Modeling
SCS : The Society for Computer Simulation International
Publisher
Bibliometrics
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ABSTRACT

In today's world of entertainment computers are used more than ever to take the viewer to new "places" in games, television & feature films. In games, we drive a stock car around the high banks of the Daytona International Speedway. In television we become part of an alien world at a scheduled time each week, and in feature films we set sail on the open seas on an 85-year old ocean liner. Without computer simulation, there are many reasons why we would not be able to enter these worlds and entertainment would not be what it is today. This paper will discuss the practical use and goals of using simulation in entertainment. With these goals as our guide, we will examine the tools that are used to design our model of the physical system, execute that system, and analyze the output. We will study both the traditional tools and the tools of the future. As desktop computers become supercomputers and multiple CPUs on the desktop become the norm, our mathematical models will become increasingly complex. This increase will lead to more accurate simulations, thereby changing the faces of entertainment and blurring the lines of reality.