AI x Entertainment
Four Conversations is an annual signature programme by the National Library where thought leaders share new possibilities for the future, while inspiring lifelong learning and the creation of new knowledge.
This resource guide has been produced to complement the conversation on AI x Entertainment.
The speakers for this session are:
Co-founder and CEO
Sense of Space
Yuan Yi
Co-Founder
Hiverlab
Danny Loong
Founder & CEO
Timbre Group
Artificial intelligence and machine learning are undisputed game-changers in the entertainment and media industry, revolutionising how audiences will watch movies, play games, engage in sports and indulge in other recreational pursuits. The AI market in the media and entertainment industry is projected to more than quadruple from US$1.8 billion in 2018 to US$8.4 billion in 2023.1
The evolution of technological software and inventions of increasingly sophisticated content creation tools have changed how content is created and distributed. There are numerous examples today in the entertainment business where AI is used to improve productivity, to propel the human imagination to stratospheric heights and to enhance the consumer experience. AI automation has helped entertainers and content creators better hone their craft to deliver higher quality content and AI-powered data analytics have enabled production houses to make strategic and lucrative marketing and advertising decisions.2
Other examples of AI applications in the entertainment industry include3:
- Personalisation of content, using AI algorithms to push out content which match the viewers’ interests
- Automation of certain stages in movie production, such as storyboarding, sound production, scheduling and even managing of movie budgets, shortening the time for movies to hit the screens
- Automation of transcription and subtitles using natural language processing, speeding up the post-production process
- Prediction of gamers’ behavior in computer and video games, resulting in a more immersive and challenging experience for consumers
- Contents categorisation and classification, leading to improved customer engagement and higher sales
- AI-powered search optimisation which renders more accurate search results, thereby improving customer satisfaction
With technology advancing at warp-speed, there are limitless possibilities where AI can be deployed to thrill, delight and entertain the masses.
This guide provides supplementary resources for those who are keen to further explore this topic. You can also visit https://search.nlb.gov.sg/ to search for more resources. If you would like to view other resource guides created by our librarians, please visit Reference@NLB.
This resource guide was prepared in September 2022 by Sharon Teng, a Librarian at the National Library, Singapore.
E-Books
Retrieved from OverDrive. (myLibrary ID is required to access the eBook)
Title | Description |
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Playing smart: On games, intelligence and artificial intelligence Julian Togelius, Playing smart: On games, intelligence and artificial intelligence. (Cambridge, Massachusetts: MIT Press, 2019). |
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Reality media: Augmented and virtual reality Jay David Bolter and Maria Engberg, Reality media: Augmented and virtual reality. (Cambridge, Massachusetts: MIT Press, 2021). |
Websites
Artificial intelligence: Deepfakes in the entertainment industry
Vejay Lalla, Adine Mitrani and Zach Harned, “Artificial intelligence: Deepfakes in the entertainment industry,” WIPO Magazine, June 2022, https://www.wipo.int/wipo_magazine/en/2022/02/article_0003.html
Videos
Trapped in the Metaverse: Here’s what 24 hours in VR feels like
“Trapped in the Metaverse: Here’s What 24 Hours in VR Feels Like,” Wall Street Journal, 13 Nov 2021, https://youtu.be/rtLTZUaMSDQBEkM
How immersive technologies (AR/VR) will shape our future
Dinesh Punni, “How immersive technologies (AR/VR) will shape our future,” TEDx Talks, 31 Aug 2021, https://youtu.be/QcANba_1xg8
All Rights Reserved. National Library Board Singapore 2022.
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“Artificial intelligence in media and entertainment industries,” Datamites, 11 May 2022, https://datamites.com/blog/artificial-intelligence-in-media-and-entertainment-industries/ ↩
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“Artificial intelligence in media and entertainment industries,” Datamites, 11 May 2022, https://datamites.com/blog/artificial-intelligence-in-media-and-entertainment-industries/; “The applications of AI in the entertainment industry,” AppleTech, 25 February 2021, https://www.appletechsoft.com/the-applications-of-ai-in-the-entertainment-industry/ ↩
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Siddhika Prajapati, “6 applications of AI in entertainment industry,” AnalyticSteps, 28 October 2021, https://www.analyticssteps.com/blogs/6-applications-ai-entertainment-industry; “Artificial intelligence in media and entertainment industries,” Datamites, 11 May 2022, https://datamites.com/blog/artificial-intelligence-in-media-and-entertainment-industries/; “The applications of AI in the entertainment industry,” AppleTech, 25 February 2021, https://www.appletechsoft.com/the-applications-of-ai-in-the-entertainment-industry/ ↩