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==Simulation in entertainment== '''Simulation in entertainment'''<!--boldface per [[WP:R#PLA]]--> encompasses many large and popular industries such as film, television, video games (including [[serious game]]s) and rides in theme parks. Although modern simulation is thought to have its roots in training and the military, in the 20th century it also became a conduit for enterprises which were more hedonistic in nature. ===History of visual simulation in film and games=== ====Early history (1940s and 1950s)==== The first simulation game may have been created as early as 1947 by Thomas T. Goldsmith Jr. and Estle Ray Mann. This was a straightforward game that simulated a missile being fired at a target. The curve of the missile and its speed could be adjusted using several knobs. In 1958, a computer game called ''[[Tennis for Two]]'' was created by Willy Higginbotham which simulated a tennis game between two players who could both play at the same time using hand controls and was displayed on an oscilloscope.<ref>[http://www.pong-story.com/intro.htm Welcome to PONG-Story] {{webarchive |url=https://web.archive.org/web/20100827183321/http://www.pong-story.com/intro.htm |date=27 August 2010 }}</ref> This was one of the first electronic video games to use a graphical display. ====1970s and early 1980s==== [[Computer-generated imagery]] was used in the film to simulate objects as early as 1972 in ''[[A Computer Animated Hand]]'', parts of which were shown on the big screen in the 1976 film ''[[Futureworld]]''. This was followed by the "targeting computer" that young Skywalker turns off in the 1977 film ''[[Star Wars (film)|Star Wars]]''. The film ''[[Tron]]'' (1982) was the first film to use computer-generated imagery for more than a couple of minutes.<ref>{{cite web |url=http://design.osu.edu/carlson/history/tron.html |title=TRON β The 1982 Movie<!-- Bot generated title --> |access-date=24 June 2009 |archive-url=https://web.archive.org/web/20090525083246/http://design.osu.edu/carlson/history/tron.html |archive-date=25 May 2009 |url-status=dead}}</ref> Advances in technology in the 1980s caused 3D simulation to become more widely used and it began to appear in movies and in computer-based games such as Atari's ''[[Battlezone (1980 video game)|Battlezone]]'' (1980) and [[Acornsoft]]'s ''[[Elite (video game)|Elite]]'' (1984), one of the first [[Wire-frame model|wire-frame 3D graphics games]] for [[home computer]]s. ====Pre-virtual cinematography era (early 1980s to 1990s)==== Advances in technology in the 1980s made the computer more affordable and more capable than they were in previous decades,<ref>[http://homepages.vvm.com/~jhunt/compupedia/History%20of%20Computers/history_of_computers_1980.htm History of Computers 1980] {{webarchive|url=https://web.archive.org/web/20090818073333/http://homepages.vvm.com/~jhunt/compupedia/History%20of%20Computers/history_of_computers_1980.htm |date=18 August 2009 }}</ref> which facilitated the rise of computer such as the Xbox gaming. The first [[video game console]]s released in the 1970s and early 1980s fell prey to the [[North American video game crash of 1983|industry crash]] in 1983, but in 1985, [[Nintendo]] released the Nintendo Entertainment System (NES) which became one of the best selling consoles in video game history.<ref>{{cite magazine| url=http://www.time.com/time/covers/1101050523/console_timeline/ | archive-url=https://web.archive.org/web/20050520013104/http://www.time.com/time/covers/1101050523/console_timeline/ | url-status=dead | archive-date=20 May 2005 | magazine=Time | title=Video Game Console Timeline β Video Game History β Xbox 360 β TIME Magazine | date=23 May 2005 | access-date=23 May 2010}}</ref> In the 1990s, computer games became widely popular with the release of such game as ''[[The Sims]]'' and ''[[Command & Conquer]]'' and the still increasing power of desktop computers. Today, computer simulation games such as ''[[World of Warcraft]]'' are played by millions of people around the world. In 1993, the film ''[[Jurassic Park (film)|Jurassic Park]]'' became the first popular film to use computer-generated graphics extensively, integrating the simulated dinosaurs almost seamlessly into live action scenes. This event transformed the film industry; in 1995, the film ''[[Toy Story]]'' was the first film to use only computer-generated images and by the new millennium computer generated graphics were the leading choice for special effects in films.<ref>{{cite web|date=16 August 2002|url=http://www.beanblossom.in.us/larryy/cgi.html|archive-url=https://web.archive.org/web/20120717074134/http://www.beanblossom.in.us/larryy/cgi.html|archive-date=17 July 2012|url-status=dead|title=A Brief, Early History of Computer Graphics in Film}}</ref> ====Virtual cinematography (early 2000sβpresent)==== The advent of [[virtual cinematography]] in the early 2000s has led to an explosion of movies that would have been impossible to shoot without it. Classic examples are the [[Virtual actor|digital look-alikes]] of Neo, Smith and other characters in the [[The Matrix (franchise)|''Matrix'']] sequels and the extensive use of physically impossible camera runs in [[The Lord of the Rings (film series)|''The Lord of the Rings'']] trilogy. The terminal in the [[Pan Am (TV series)]] no longer existed during the filming of this 2011β2012 aired series, which was no problem as they created it in virtual cinematography using [[automation|automated]] [[camera angle|viewpoint]] finding and matching in conjunction with compositing real and simulated footage, which has been the bread and butter of the movie artist in and around [[film studio]]s since the early 2000s. [[Computer-generated imagery]] is "the application of the field of 3D computer graphics to special effects". This technology is used for visual effects because they are high in quality, controllable, and can create effects that would not be feasible using any other technology either because of cost, resources or safety.<ref>{{cite web |url=https://www.sciencedaily.com/articles/c/computer-generated_imagery.htm |title=Computer-generated imagery<!-- Bot generated title --> |access-date=28 February 2018 |archive-url=https://web.archive.org/web/20150424054942/http://www.sciencedaily.com/articles/c/computer-generated_imagery.htm |archive-date=24 April 2015 |url-status=dead}}</ref> Computer-generated graphics can be seen in many live-action movies today, especially those of the action genre. Further, computer-generated imagery has almost completely supplanted hand-drawn animation in children's movies which are increasingly computer-generated only. Examples of movies that use computer-generated imagery include ''[[Finding Nemo]]'', ''[[300 (film)|300]]'' and ''[[Iron Man (2008 film)|Iron Man]]''. ===Examples of non-film entertainment simulation=== ====Simulation games==== [[Simulation games]], as opposed to other genres of video and computer games, represent or simulate an environment accurately. Moreover, they represent the interactions between the playable characters and the environment realistically. These kinds of games are usually more complex in terms of gameplay.<ref>{{Cite web |url=http://open-site.org/Games/Video_Games/Simulation |title=Simulation β General Information {{!}} Open-Site.org<!-- Bot generated title --> |access-date=24 June 2009 |archive-date=9 October 2020 |archive-url=https://web.archive.org/web/20201009060731/http://open-site.org/Games/Video_Games/Simulation |url-status=live }}</ref> Simulation games have become incredibly popular among people of all ages.<ref>{{Cite web |url=http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid=1 |title=Video Games in the US Market Research {{!}} IBISWorld<!-- Bot generated title --> |access-date=24 June 2009 |archive-date=2 November 2022 |archive-url=https://web.archive.org/web/20221102051759/https://www.ibisworld.com/united-states/market-research-reports/video-games-industry/ |url-status=live }}</ref> Popular simulation games include ''[[SimCity]]'' and ''[[Tiger Woods PGA Tour]]''. There are also [[flight simulator]] and [[driving simulator]] games. ====Theme park rides==== Simulators have been used for entertainment since the [[Link Trainer]] in the 1930s.<ref>[http://www.starksravings.com/linktrainer/linktrainer.htm Link Trainer Restoration<!-- Bot generated title -->] {{webarchive|url=https://web.archive.org/web/20111005201455/http://starksravings.com/linktrainer/linktrainer.htm |date=5 October 2011 }}</ref> The first modern simulator ride to open at a theme park was Disney's [[Star Tours]] in 1987 soon followed by Universal's [[The Funtastic World of Hanna-Barbera (ride)|The Funtastic World of Hanna-Barbera]] in 1990 which was the first ride to be done entirely with computer graphics.<ref name="trudang.com">[https://web.archive.org/web/19990117065230/http://www.trudang.com/simulatr/simulatr.html simulatr.]</ref> Simulator rides are the progeny of military training simulators and commercial simulators, but they are different in a fundamental way. While military training simulators react realistically to the input of the trainee in real time, ride simulators only feel like they move realistically and move according to prerecorded motion scripts.<ref name="trudang.com"/> One of the first simulator rides, Star Tours, which cost $32 million, used a hydraulic motion based cabin. The movement was programmed by a joystick. Today's simulator rides, such as [[The Amazing Adventures of Spider-Man]] include elements to increase the amount of immersion experienced by the riders such as: 3D imagery, physical effects (spraying water or producing scents), and movement through an environment.<ref>{{cite web |url=http://www.awn.com/mag/issue4.02/4.02pages/kenyonspiderman.php3 |title=Bringing Spidey to Life: Kleiser-Walczak Construction Company<!-- Bot generated title --> |access-date=24 June 2009 |archive-url=https://web.archive.org/web/20090907034658/http://www.awn.com/mag/issue4.02/4.02pages/kenyonspiderman.php3 |archive-date=7 September 2009 |url-status=dead}}</ref>
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