Magic Leap Demonstrates Its Augmented Reality Technology

Magic Leap, the Florida-based company that raised $542 million from Google, Qualcomm and others last year, demonstrated how it plans to marry the real world with virtual, computer-generated content. Magic Leap demonstrated its technology at The Wall Street Journal’s WSJDLive conference in Laguna Beach, California with a concept video that shows the user interacting with a tiny robot gimbal hiding and ducking behind the legs of a real table. The user also brought up a virtual solar system in the real office environment. Continue reading Magic Leap Demonstrates Its Augmented Reality Technology

Digital Hollywood: Platforms Battle to Dominate TV Viewership

A group of industry experts gathered to determine what platform(s) would be the ultimate TV winner. OTT, over-the-air broadcast, cross-platform, multiscreen experience, set-top boxes, mobile devices and consoles were all fair game for conversation. Among the more interesting pronouncements were that set-top boxes are on their way out (although it may take some time), that the proliferation of apps begs for aggregation, and that the lowly antenna is regarded as a miracle device by millennials. Continue reading Digital Hollywood: Platforms Battle to Dominate TV Viewership

Digital Hollywood: Reality Lab Demonstrates Live VR Broadcast

Reality Lab gave a technology demonstration of Quantum Leap, the code name for a VR recording device with 16 cameras and proprietary technology that enables it to render real-time video instantly, without post production, on a Samsung Gear VR running Oculus Connect software. Company founder Halsey Minor calls Quantum Leap, which was featured at a Digital Hollywood luncheon, capable of “the first live VR broadcast.” Minor reports that his company plans a music concert VR shoot in the next six months. Continue reading Digital Hollywood: Reality Lab Demonstrates Live VR Broadcast

Digital Hollywood: VR/AR Today and Five Years In the Future

VR experts at a Digital Hollywood panel described the challenges with virtual reality today and predicted how it’ll progress in the next five years. Moderated by iCinema Ventures founder Bruce Greenberg, the panelists were upbeat about future prospects at the same time they warned of the pitfalls, including how VR ubiquity could lessen its value. The conversation eventually focused on the tensions between hardware manufacturers enabling the VR experience and content creators working within technical limitations. Continue reading Digital Hollywood: VR/AR Today and Five Years In the Future

Digital Hollywood: Defining and Engaging the Digital Consumer

The digital consumer is undergoing a redefinition, said a panel of experts at Digital Hollywood focused on “Hollywood and the Digital Consumer: How Technology Content and Services Establish the Next Level of Consumer Entertainment Experience.” “We can agree that we no longer need the adjective,” said moderator Don Levy, president of Smith Brook Farm and consultant with ETC@USC. “It’s now just our customer, the audience.” Mobile platforms and niche markets are among the trends that dominate consumer behavior, said the panelists. Continue reading Digital Hollywood: Defining and Engaging the Digital Consumer

Digital Hollywood: Evolution of Internet TV and Mobile Video

Internet TV has become increasingly mainstream, fulfilling the promise of video anytime, anywhere. A Digital Hollywood panel, moderated by Siemens executive Steve Wong, took a look at video across platforms to determine where the players currently stand in the evolution. Quoting a Parks Associates study, Wong revealed that North America leads the globe with OTT, whose revenue is largely based on subscriptions rather than transactions. Internet advertising is also due to overtake TV advertising by 2017, said the study. Continue reading Digital Hollywood: Evolution of Internet TV and Mobile Video

Digital Hollywood: VR for Live Events in Music, News, Sports

Virtual reality for live events is a reality, not just for music, news and sports but red carpet events, revealed Variety editor David S. Cohen, who hosted one covering the debut of “Guardians of the Galaxy” recently. He noted the difference between the three genres under consideration. “Sports are a live play. News is perishable but doesn’t always have to be live. Music is more evergreen.” At Digital Hollywood, experts shared the most exciting opportunities and most concerning pitfalls of VR content. Continue reading Digital Hollywood: VR for Live Events in Music, News, Sports

Ruling on YouTube Viral Videos Parses Fair Use Versus Theft

The line between “fair use” in copyright law and outright theft has often been unclear, but a recent U.S. District Court ruling drew the line on a case involving Equals Three Studios and viral-video aggregator Jukin Media. Jukin accused Equals Three of illegally taking dozens of clips for use in its own YouTube show. Equals Three sued Jukin, saying its actions were protected by fair use, and that Jukin’s takedown deprived it of ad revenue. The Court’s ruling sides with Equals Three on all but one of the videos under consideration. Continue reading Ruling on YouTube Viral Videos Parses Fair Use Versus Theft

Interfaces From Voice to Gesture Likely to Eclipse the Screen

The screen has been the interface between users and information for decades but, as the Internet of Things grows in capability and becomes embedded in more products, the screen could end up diminishing in importance as an interface. Although some Internet of Things devices do use screens, people seem to gravitate to a variety of other interfaces. More specifically, wearables, gesture-based devices, ambient notifications, and automated responses appear to be on track to overtake the traditional screen. Continue reading Interfaces From Voice to Gesture Likely to Eclipse the Screen

GoPro and USC Ink Deal to Use Cameras for Film, Games, VR

In GoPro’s first ever deal with an educational institution, the camera company and USC School of Cinematic Arts announced that USC students will receive help to distribute, monetize and promote content created with GoPro camera equipment. As part of the deal, GoPro will donate 150 cameras and accessories, and GoPro camera technology will be incorporated into the school’s filmmaking curriculum — including education, workshops and one-on-one tutoring — this fall. The cameras will also be used for gaming and VR. Continue reading GoPro and USC Ink Deal to Use Cameras for Film, Games, VR

Apps vs. Mobile Web: Apple, Google Compete for Publishers

Apple pushes apps as a way to make the iPhone a must-have device. Google pushes mobile websites, to make money from digital search and the data it collects. What’s a digital publisher to do? More and more of them are finding it onerous to maintain both. Although apps are ideal for loyal users, they require users to download them. Web pages appear to be a better way to attract new users. Apps currently dominate, but there’s some indication that publishers that must choose between the two, pick their website. Continue reading Apps vs. Mobile Web: Apple, Google Compete for Publishers

Paramount to Test Shorter Release Window for Home Video

Paramount Studios is using two October releases to test a shorter window than the traditional 90-day window between theatrical release and home video. “Paranormal Activity: The Ghost Dimension,” which opens on October 23, and “Scouts Guide to the Zombie Apocalypse,” which opens a week later, will go to home video about two weeks after their screen count falls below 300 locations. Paramount offered participating theater chains a percentage of digital revenue; AMC Entertainment and Canada’s Cineplex have signed on. Continue reading Paramount to Test Shorter Release Window for Home Video

NFL Stops Fans From Sharing Sports Video Clips via Twitter

The tension between intellectual property owners and user-generated video sports replays came to a head when Twitter deactivated two popular sports accounts: Gawker Media’s Deadspin, with more than 887,000 Twitter followers, and @SBNationGIF, an offshoot of Vox Media’s SB Nation. The takedown came in response to complaints from the National Football League. But critics note the fuzzy line between fair use and IP infringement; some sports leagues, such as the NBA, regard user-generated videos as marketing, not infringement. Continue reading NFL Stops Fans From Sharing Sports Video Clips via Twitter

SMPTE Webinar Details the Strengths and Challenges of HDR

FotoKem VP and principal color scientist Joseph Slomka led a SMPTE webinar yesterday on “Clarifying High Dynamic Range,” detailing his experiences in working with HDR productions. High dynamic range is “gaining traction in both the consumer and professional aspects of motion pictures,” notes SMPTE, but “there are differences of opinion even in its definition and ways to approach it.” Slomka described HDR’s impact on perception of resolution and depth as well as pitfalls in production, post production and display. Continue reading SMPTE Webinar Details the Strengths and Challenges of HDR

New Media Companies Lured to TV by Revenue Opportunities

New media companies that attracted an entire demographic away from traditional television are making a counterintuitive move by producing TV programs, often in partnership with networks and other Hollywood players. BuzzFeed, Vice Media and Huffington Post are among the companies now inking deals with HBO, A+E Networks, Comcast’s Universal Studios and Hearst Television. One big reason why is that new media purveyors have to meet expectations of sky-high valuations, and TV is a more predictable revenue stream than online video. Continue reading New Media Companies Lured to TV by Revenue Opportunities