Cinema system design

With rapid technological advancements, there are multitudes of changes in the aspects of lifestyle from learning, to the nature of work, entertainment, and ways of socialization. Most of these activities center behind ickering screens - most of our activities are mentally stimulating, entertains us...

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Bibliographic Details
Main Author: Loh, Xiu Ming
Other Authors: Peer Mohideen Sathikh
Format: Final Year Project
Language:English
Published: 2017
Subjects:
Online Access:http://hdl.handle.net/10356/71287
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Institution: Nanyang Technological University
Language: English
Description
Summary:With rapid technological advancements, there are multitudes of changes in the aspects of lifestyle from learning, to the nature of work, entertainment, and ways of socialization. Most of these activities center behind ickering screens - most of our activities are mentally stimulating, entertains us instantly, and yet they have almost no heath values. According to a survey of 30 individuals age 18 - 35, each person spends an average of 9.5 hours being sedentary or engaging in activities with zero to little metabolic rate. The heath risks associated with today’s more sedentary lifestyles is a cause of concern, especially when the majority of these sedentary hours are staple productivity hours at work or at school. On the other hand, current day entertainment offers much possibility of being a form of motivation for people to move about. This can be seen from the growing genre of “exer-gaming” (a portmanteau of “exercise” and “gaming”), which has been credited with upending the stereotype of gaming as a sedentary activity, and promoting an active lifestyle. This project explores the way which current day entertainment can be combined with a product and experience to motivate people to move and promote an active lifestyle.