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Entertainment in Era of AI, Big Data & IoT

Giri Gandu Hallur (), Sandeep Prabhu () and Avinash Aslekar ()
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Giri Gandu Hallur: Symbiosis International (Deemed University)
Sandeep Prabhu: Symbiosis International (Deemed University)
Avinash Aslekar: Symbiosis International (Deemed University)

Chapter Chapter 5 in Digital Entertainment, 2021, pp 87-109 from Springer

Abstract: Abstract The Entertainment industry is witnessing the convergence of device, network, and platform. This chapter highlights and discusses services and applications that apply these three technologies. AI has found application in the Entertainment industry in all three areas Creation, Production, and Consumption. In the areas of production, inputs from IoT sensors result in large amounts of data, which is then analyzed using Big Data analytics to arrive at actionable insights. AI with help from Big Data analyses IoT data collected from sensors and presents us with highly accurate data of consumer behavior helping us analyzing trends and patterns of purchasing. Virtual Reality based emotion personification can enhance the audience’s experience, by engaging with them through sharing of emotions thus creating an immersive VR experience. As industries enjoy the benefits of AI, Big DATA & IoT they should be equally prepared for its undesirable negative consequences. Increasing AI, Big DATA, & IoT deployments across disciplines will bring in legal, moral, and ethical issues. Appropriate regulatory measures by competent authorities after anticipating its impacts will help in striking the balance. The Management of security risks through adherence and compliance to industry best practices in data security as well as the physical security of the IoT assets will serve as a driver for AI, Big DATA, & IoT adoption. The industry needs to drive consensus on the adoption of interoperable standards and protocols that will provide the much needed end-to-end interoperability of AI management standards, Big Data Analysis, immersive production, distribution, and consumption of media. Lastly, on the human resources front companies in the Entertainment industry need to upskill their employees in a whole new set of multi-disciplinary skill sets and understanding & expertise in IoT hardware and software.

Keywords: AI; Big data; IoT; Entertainment; AR & VR; Data analytics (search for similar items in EconPapers)
Date: 2021
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Persistent link: https://EconPapers.repec.org/RePEc:spr:sprchp:978-981-15-9724-4_5

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DOI: 10.1007/978-981-15-9724-4_5

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