The essays in this first volume in the Carnegie Mellon Entertainment Technology Series represent entertainment computing research and development. The veritable explosion of social transformations brought about by computer-generated and computer-mediated digital entertainment was upon us before many in higher education realized the world had changed. The artificial cleavage between what was considered to be "entertainment" and the calculating functionality of computer processing ws dispelled in a hail of wireless technologies, unique input devices, enhanced display capabilities, multi-player games and worlds, and breathtaking advances in animatronics.
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