Odeon Cinema and Telia Test 5G-Connected Movie Theater

Odeon Cinema Center in Oslo and Norwegian mobile firm Telia teamed to operate the first 5G-connected movie theater, presenting films streamed over the next-gen network. The plan was announced in December, with the introduction of a 5G “test network.” The two companies are still in test mode with the launch of the 5G-enabled Odeon, to demonstrate how 5G will replace 4G and at least some wired broadband services. The Odeon is in fact using 5G to transfer the films to its own server, and said the system “works excellently.” Continue reading Odeon Cinema and Telia Test 5G-Connected Movie Theater

Samsung Reveals New Galaxy Phones, Including a Foldable

Samsung introduced four new Galaxy phones this week, one of which will work on 5G networks and three of which will have somewhat larger screens and more sophisticated camera systems. The company is also teasing a fifth device that is foldable. With regard to larger sizes, Samsung is offering the S10 and S10 Plus, with 6.1-inch and 6.4-inch displays respectively, compared to the S9 and S9 Plus’ screen sizes of 5.8 inches and 6.2 inches. Larger screen size was achieved without enlarging the devices’ body sizes. Continue reading Samsung Reveals New Galaxy Phones, Including a Foldable

HPA Tech Retreat: Drones, Photogrammetry as Useful Tools

Singularity Imaging founder/chief executive Eric Pohl discussed how drones and photogrammetry methods can be used to extract 3D information and create large point-cloud scenes. Uses include previsualization for production, content for set extensions, VR/AR and gaming applications. Pohl noted that, at last year’s HPA Tech Retreat, a presentation showed how the Unity game engine could be used to map and plan a production. “Mapping and remote sensing are quite mature, but drones bring something new to it,” he noted. Continue reading HPA Tech Retreat: Drones, Photogrammetry as Useful Tools

ETC@USC Publishes Coverage and Analysis of CES 2019

The Entertainment Technology Center’s team of journalists and analysts reported live from CES 2019 in Las Vegas last month. Our extensive post show analysis — which includes video reports, keynote and panel overviews, and coverage of trends regarding products and services that will impact media & entertainment — is now available online. This year’s report examines key areas such as 5G technology, emergence of the Data Age, introduction of commercial quantum computing, advances in cloud computing, artificial intelligence, machine learning, AR/VR, smart homes, digital assistants, robotics, and an array of CE products and services related to these growing sectors. Continue reading ETC@USC Publishes Coverage and Analysis of CES 2019

Madefire and Magic Leap Collaborate on Comic Books in AR

Madefire, which makes digital versions of comic books, has collaborated with Magic Leap to debut its first Motion Book experiences in augmented reality on Magic Leap One Creator Edition, the developer version headset that costs $2,300. The comics are available in the Magic Leap World! Explore stories. In the past, Madefire has also collaborated with DC Comics and Marvel to create digital comics. Its platform, which is available on iOS, Android as well as Oculus Rift, offers 40,000 comics including Blizzard’s Overwatch comics. Continue reading Madefire and Magic Leap Collaborate on Comic Books in AR

Upcoming Apple Devices to Feature 3D Camera for AR Apps

According to sources, Apple will debut an iPhone with a rear-facing, longer-range 3D camera as early as next year, with the goal of enabling augmented reality applications. The planned 3D camera would work up to 15 feet from the device, in contrast with Apple iPhone’s current 3D camera which points toward users and is limited to distances of 25 to 50 centimeters for use with Face ID facial recognition. The new camera uses a laser scanner, better for long distances, said sources, rather than dot-projection technology. Continue reading Upcoming Apple Devices to Feature 3D Camera for AR Apps

VR Filmmakers Explore New Platforms at Sundance Festival

At the Sundance Film Festival, there was evidence that that some of the pioneering virtual reality companies are expanding — or shifting — their purview from VR movies into other genres. Sundance’s New Frontier program, which launched five years ago, highlighted VR filmmaking. At this year’s festival, long-time VR producers such as Felix & Paul are still engaging in virtual reality projects, but others are exploring augmented reality, connected devices and artificial intelligence in their interactive stories. Continue reading VR Filmmakers Explore New Platforms at Sundance Festival

Hamlet 360 and Other Stage Plays Integrate Immersive Tech

Theaters, from the experimental to the commercial, are using augmented reality, 360-degree videography and other new technologies to make their productions more immersive, even on traditional stages. In one recent production, “Hamlet 360,” technical direction by Sensorium transforms the 61-minute Shakespearean play into virtual reality. Another recent example is The Builders Association’s AR-integrated production “Elements of Oz,” where audience members use their cellphones to see a tornado approach Dorothy’s house. Continue reading Hamlet 360 and Other Stage Plays Integrate Immersive Tech

Augmented Reality Drives Need for New Cloud Infrastructure

The potential of augmented reality is massive but despite software development kits including Apple’s ARKit, Google’s ARCore, Amazon Sumerian and Microsoft’s Mixed Reality ecosystem, actual implementations have been limited. That’s because the current cloud infrastructure constrains actual consumer-facing AR projects. The popularity of “Pokémon Go” in summer of 2016 was an example of that; at the first Pokémon Go Fest in Chicago, 20,000 players experienced slowdowns and outages due to constrained network bandwidth. Continue reading Augmented Reality Drives Need for New Cloud Infrastructure

Nielsen’s SuperData and App Annie Quantify Gaming Market

Epic Games’ “Fortnite” led the way to 13 percent growth of digital games and interactive media to $119.6 billion in 2018, said Nielsen division SuperData. On its own, “Fortnite” earned $2.4 billion last year. The global industry segment is expected to grow to $118.2 billion in 2019. SuperData’s annual report stated that, in 2018, 850 million unique people viewed video games, with Tyler “Ninja” Blevins garnering 218 million hours, making him Twitch’s No. 1 streamer. Mobile games came out on top with $61.3 billion in revenue. Continue reading Nielsen’s SuperData and App Annie Quantify Gaming Market

Magic Leap, Wacom Debut Prototype of Shared Design Tools

Wacom and Magic Leap, whose partnership was announced last October at the first L.E.A.P. developers’ conference, have debuted a prototype of their collaborative design tools. Two years in the making, the tools consist of a Magic Leap One headset connected to a Wacom Intuos Pro pen tablet. Designers use a separate Pro Pen 3D stylus to control content on a Spacebridge platform that streams 3D data into a spatial computing environment. The system, which was on display at CES 2019, allows multiple people to interact with 3D models. Continue reading Magic Leap, Wacom Debut Prototype of Shared Design Tools

ETC Panel: USC Students Discuss the Future of Entertainment

The ETC invited nine undergraduate students from the USC School of Cinematic Arts to the December 13, 2018 All Members Meeting to discuss their impressions regarding the future of entertainment. Click here for a six-minute highlight reel from that one-hour conversation, featuring student perspectives on immersive storytelling, social media, content distribution and more. ETC plans to produce student discussions at least quarterly in 2019 — twice at our Executive Board Meetings and twice for our All Members Meetings. We encourage everyone at an ETC-member company to attend (as appropriate) and ask questions at these future sessions. Continue reading ETC Panel: USC Students Discuss the Future of Entertainment

CBS Films Moves to Streaming, CBS Preps for 8K Super Bowl

CBS Films is in the midst of a sea change. After releasing four scheduled films — “Five Feet Apart,” “Scary Stories to Tell in the Dark,” “Pavarotti,” and “Lexi” in theaters, via its Lionsgate partnerships — it will be folded into CBS Entertainment Group in the next year. Its new mandate will be to find content for CBS’ streaming services, including, most likely, CBS All Access. Meanwhile, CBS is bringing more tech to live sports. The network is planning augmented reality graphics and some strategic 8K coverage and mobile streaming of the upcoming Super Bowl LIII. Continue reading CBS Films Moves to Streaming, CBS Preps for 8K Super Bowl

Verizon and Amazon Planning New Services to Stream Games

Streaming games are in the news, with Verizon in alpha tests of its Verizon Gaming, reportedly currently running on the Nvidia Shield set-top box and, eventually, Android smartphones. Verizon Gaming can be played using a paired Xbox One controller. Verizon has been recruiting players for its alpha test of the service, which offers 135 games. On the heels of Razer announcing it would integrate Amazon Alexa into its gaming platform, The Information revealed that Amazon is now developing its own streaming game service. Continue reading Verizon and Amazon Planning New Services to Stream Games

Chinese Startup Nreal Debuts Sleek, High-Quality AR Glasses

Chinese startup Nreal unveiled augmented reality glasses at CES 2019 featuring high-quality visuals and a sleek form factor that are slimmer than the Vuzix Blade AR glasses. The Nreal glasses weigh 85 grams (less than one-fifth of a pound) and offer 1080p projection through both lenses, with a 52-degree field of view. That makes the Nreal glasses closer to a Magic Leap headset or Microsoft HoloLens glasses — with an even better field of view. Nreal, similar to Magic Leap, also requires a processor pack connected to the glasses. Continue reading Chinese Startup Nreal Debuts Sleek, High-Quality AR Glasses