
The Application and Practice of Artificial Intelligence in the Entertainment Field
- 1 Faculty of Animation, Arts & Design, Sheridan College, Oakville, ON L6H 2L1 Canada
* Author to whom correspondence should be addressed.
Abstract
Artificial intelligence (AI) technology has witnessed unprecedented advancements and a gradual penetration into civilian applications. This paper aims to thoroughly investigate the application of AI in the entertainment industry, with a particular focus on the principles and cross-disciplinary implementations of 3D real-life scanning, AI for non-player characters (NPCs), and AI video generation. By synthesizing how these technologies streamline content creation processes, lower technical barriers, and inspire novel approaches to game design, we observe that AI is not only reshaping the ecosystem of the entertainment sector but also facilitating the entry of newcomers into game development. However, alongside the benefits, this study identifies several challenges and limitations associated with current AI technologies, such as accuracy, cost-effectiveness, and ethical concerns, which require attention and resolution in future research and practice. Through a detailed examination and synthesis of these phenomena, this research provides a reference for practitioners and suggests directions for subsequent studies.
Keywords
Artificial intelligence, 3D scanning, game design, 3D modeling, NPC.
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Cite this article
Tian,Y. (2024). The Application and Practice of Artificial Intelligence in the Entertainment Field. Applied and Computational Engineering,110,50-54.
Data availability
The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.
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Volume title: Proceedings of CONF-MLA 2024 Workshop: Securing the Future: Empowering Cyber Defense with Machine Learning and Deep Learning
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