NAB 2018: Machine-Learning Tools to Become Vital for Editing

USC School of Cinematic Arts professor and editor Norman Hollyn spoke at a conference on machine learning about ML tools available today and those that are imminent for editing film/TV content. Underlying the growing importance of ML-powered tools for editors, Hollyn pointed out that editors who resisted the advent of digital nonlinear editing in the 1990s exited the industry. “AI is bringing things into the post production world and if we don’t start to look at and embrace them, we’ll be ex-editors,” he said. Continue reading NAB 2018: Machine-Learning Tools to Become Vital for Editing

NAB 2018: Post-Millennial/Gen Z Survey on Cinema, TV, VR

If you want to know what’s on the mind of a post-millennial, the best person to ask is a member of that demographic. At NAB 2018, a 15-year-old high school sophomore did even better than that, presenting the results of her own survey of over 200 members of her age group. Based on a family conversation (that included her father, industry consultant Pete Ludé), Helen Ludé, a student at Lowell High School in San Francisco, decided to poll her friends on cinema attendance, home consumption habits and virtual reality.  Continue reading NAB 2018: Post-Millennial/Gen Z Survey on Cinema, TV, VR

NAB 2018: Hollywood Pushes HDR Production, Post – Part 1

At NAB 2018 in Las Vegas, a panel of Hollywood leaders described the progress of high dynamic range (HDR) as part of the motion picture, TV, and home entertainment pipelines. They also revealed some of the pitfalls that continue to bedevil adoption of the new standard, as well as spell out the changes that need to take place for HDR to be fully embraced. Sony Pictures Entertainment senior vice president, technology Bill Baggelaar noted however that, “consumers have a preference for HDR,” underlining its inevitability. Continue reading NAB 2018: Hollywood Pushes HDR Production, Post – Part 1

ETC@USC to Present Sessions at the NAB Show in Las Vegas

ETC is participating in a restructured/streamlined NAB Show schedule (April 7-12, Las Vegas Convention Center). ETC directors Yves Bergquist (data & analytics), Phil Lelyveld (immersive media) and Seth Levenson (adaptive production) have programmed sessions for the Next-Generation Media Technologies education track, focusing on AI and machine learning, immersive media and cloud technology. The sessions are scheduled for Monday-Wednesday in North Hall 257. In addition, ETC will present Future of Cinema sessions in South Hall 222/223 on Sunday, April 8, prior to Monday’s official NAB Show floor opening. Continue reading ETC@USC to Present Sessions at the NAB Show in Las Vegas

Number of OTT-Only Households in the U.S. Continues to Rise

According to a new report from the Video Advertising Bureau, the number of households in the United States that are now using only OTT streaming services to watch movies and TV shows has reached 14.1 million, a figure that has almost tripled over five years. However, that number makes up just 11 percent of all U.S. TV households. The report also found that over-the-top services are often used in tandem with pay TV subscriptions; 70 percent of those with OTT services also pay for cable, satellite or telcos.

Continue reading Number of OTT-Only Households in the U.S. Continues to Rise

MoviePass Teams With Landmark for E-Ticketing, Other Perks

MoviePass has announced a new partnership with Landmark Theatres, the chain co-owned by Mark Cuban and Todd Wagner that caters to indie and foreign films as well as mainstream titles. MoviePass subscribers will have the option to enjoy exclusive perks such as e-ticketing, seat selection and advance screening reservations for movies exhibited at Landmark’s 255 screens in 53 theaters. “There is no better place to watch a movie than Landmark and now MoviePass customers will be able to enjoy all of our theaters,” said Cuban. Continue reading MoviePass Teams With Landmark for E-Ticketing, Other Perks

Google Play Makes It Easy to Track Streaming Movies and TV

This week, Google is rolling out an updated Google Play Movies & TV app, including changes to the Google Play Store that will help consumers more easily identify which streaming services feature their desired content and whether that content is available for rent or purchase. “The end result is something that’s similar to Apple’s own TV app,” reports TechCrunch, “which combines users’ own library of movies and TV with the ability to seek out what’s trending and available in the world of online video.” Continue reading Google Play Makes It Easy to Track Streaming Movies and TV

Startup Using AI to Help Create Effects for Movies, TV, Games

Palo Alto-based startup Arraiy is developing methods for automating part of the often-tedious process of producing visual effects for movies, TV shows and video games. “Filmmakers can do this stuff, but they have to do it by hand,” said CTO Gary Bradski, who has worked with tech companies such as Intel and Magic Leap. The Arraiy team, led by Bradski and CEO Ethan Rublee, “are building computer algorithms that can learn design tasks by analyzing years of work by movie effects houses,” reports The New York Times. “That includes systems that learn to ‘rotoscope’ raw camera footage, carefully separating people and objects from their backgrounds so that they can be dropped onto new backgrounds.” Continue reading Startup Using AI to Help Create Effects for Movies, TV, Games

Report: Worldwide Piracy for TV and Music Increases in 2017

According to the latest figures from London-based piracy tracking firm MUSO, entertainment media piracy continues its ascent. Globally, consumers made more than 300 billion visits to piracy websites in 2017, up 1.6 percent from the previous year. Despite the popularity of legal streaming options such as Netflix and Spotify, MUSO found that the illegal streaming and downloading of television content and music increased last year, up 3.4 percent and 14.7 percent, respectively. However, movie piracy decreased by 2.3 percent. Continue reading Report: Worldwide Piracy for TV and Music Increases in 2017

Americans Now Spend $2 Billion Monthly on Streaming Video

According to Deloitte’s 2018 Digital Media Trends Survey, U.S. consumers are now spending about $2 billion per month to watch their favorite TV shows and movies via streaming video services such as Netflix, Amazon and Hulu. The survey notes that 55 percent of U.S. households subscribe to at least one such service — a significant increase from 2009, when it was just 10 percent — and the average customer pays for three. Conversely, the survey found that pay-TV subscriptions like cable and satellite are down to 63 percent from 74 percent in 2016.

Continue reading Americans Now Spend $2 Billion Monthly on Streaming Video

NBCUniversal, Intel, Microsoft, Unity Launch Gaming Contest

NBCUniversal is inviting developers to create games leveraging its popular television and film properties such as “Battlestar Galactica,” “Back to the Future” and “Jaws.” Through the Universal GameDev Challenge — co-sponsored by Universal, Unity Technologies, Intel, and Microsoft — Unity game engine developers can submit pitches to be selected to build out their full vision in PC game form. Winner and runner-up win a consulting contract with Universal, Microsoft and Unity, along with a combined $250,000.

Continue reading NBCUniversal, Intel, Microsoft, Unity Launch Gaming Contest

Internal Numbers Reveal the Success of Amazon Prime Video

For the first time, numbers are available to demonstrate how Amazon’s original video strategy is paying off. Thanks to internal documents read by Reuters, the general public can see evidence that Amazon’s top shows enticed over 5 million people to sign up for its Prime shopping membership by 2017. Using video to create shoppers is a key to Amazon’s strategy, and chief executive Jeff Bezos has been open about that approach. In total, Amazon’s U.S. audience for video (original and licensed) is about 26 million. Continue reading Internal Numbers Reveal the Success of Amazon Prime Video

Google Maps Helps Develop Real-World Gaming Experiences

Google is enabling game developers to create “Pokémon Go”-like experiences in which game elements are embedded into real-world maps using the new Google Maps API and the Unity game engine. Over 200 games are already in development. Next Games is developing a game based on the popular TV series “The Walking Dead,” and NBCUniversal and Ludia will release a “Jurassic World Alive” location-based game for mobile. Because Google Maps updates in real time, developers can create gaming experiences with a sharp eye on reality.

Continue reading Google Maps Helps Develop Real-World Gaming Experiences

UPDATE: FandangoNOW Joins Movies Anywhere Ecosystem

Yesterday we reported that FandangoNOW had become the latest retailer to join the Movies Anywhere digital ecosystem. FandangoNOW is the fifth participating retailer, joining iTunes, Amazon Prime Video, Google Play and Vudu. While the announcement was accurate, we mistakenly suggested that Movies Anywhere is a Disney-branded service. While Movies Anywhere is owned by Disney, and some of its underlying tech was developed for the previous Disney Movies Anywhere platform, it should be clarified that the current Movies Anywhere is jointly controlled by five studios: Fox, Sony, Universal, Warner Bros. and Disney. Continue reading UPDATE: FandangoNOW Joins Movies Anywhere Ecosystem

FandangoNOW Is Latest to Join Movies Anywhere Ecosystem

Movies Anywhere announced that Fandango’s video-on-demand service, FandangoNOW, is the latest retailer to join the digital movie ecosystem. Movies Anywhere provides a central location for movies purchased or redeemed through Apple’s iTunes, Amazon Prime Video, Google Play, Walmart’s Vudu and FandangoNOW. The service is jointly controlled by five major studios: Sony Pictures, Twentieth Century Fox Film, The Walt Disney Studios, Universal Pictures and Warner Bros. Continue reading FandangoNOW Is Latest to Join Movies Anywhere Ecosystem

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