ETC Student Challenge: Future of Creative Media Resources

The latest Entertainment Technology Center student challenge launched on October 5. Technology and processes in the entertainment industry are changing rapidly, yet the goals of the entertainment and experience industries remain the same. Students from the schools of cinematic arts, engineering, business, communication, and innovation were asked: How can we forge alliances between the legacy community which has a deep knowledge of the storytelling arts and the rising filmmakers and creators helping to shape new tools and resources? How would you like to access these amazing legacy talents as you develop your own storytelling skills using new tools? How would you like organizations and institutions around you to support your ideas? Continue reading ETC Student Challenge: Future of Creative Media Resources

Executives Evaluate AI Proposals for ETC Student Challenge

On April 1, after students presented their ideas for AI-Assisted Experiences during ETC’s latest student challenge, a group of leading tech executive judges engaged the students in a spirited discussion of possibilities, opportunities and ethics related to artificial intelligence. Interactive Media and Game Design senior Toby Zhao and Universal Pictures’ Sherry Wong discussed the uses and limitations of AI in today’s creative process. Psychology graduate Erik Rollins asked whether the industry is thinking about how AI will influence society. Epic Games CTO Kim Libreri responded that society needs standards that will let us know when something is real versus synthetic or altered. It is already too easy to distribute manipulated or false information and rile people up, he said. Continue reading Executives Evaluate AI Proposals for ETC Student Challenge

USC Planning to Offer Journalism Course Using Google Glass

While developers consider a number of industries for which Google Glass may have useful applications, some are considering the headset’s potential use in the news business. Professor Robert Hernandez of USC’s Annenberg School for Communication and Journalism is offering a course this fall on Glass Journalism. “The class will consist of teams (Journalist, Designer, Developer) working together to research and develop different types of news apps designed specifically for the Glass platform,” reads a Tumblr post about the course. Continue reading USC Planning to Offer Journalism Course Using Google Glass

NAB: USC’s Elizabeth Daley Speaks at Tech Summit on Cinema

The ongoing effort to utilize new technologies in the service of storytelling was the theme of USC School of Cinematic Arts (SCA) Dean Elizabeth Daley’s keynote address Sunday at the SMPTE Technology Summit on Cinema at NAB. Digital technology is deeply engrained throughout the SCA curriculum. In fact, the Interactive Media & Games Division and the John C. Hench Division of Animation and Digital Arts wouldn’t exist without it. Yet “everything has changed, and nothing has changed. Great storytelling is still key,” Daley said. Continue reading NAB: USC’s Elizabeth Daley Speaks at Tech Summit on Cinema

CES 2014: What Millennials Will Be Talking About and Buying

Smart TVs and appliances, 4K displays, cars with built-in mobile technology and wearable devices are all the rage at this year’s CES, and technology-loving consumers are lining up, wallets in hand, to make big purchases. But what’s most likely to capture the attention of millennials isn’t a 105-inch TV or a refrigerator that can send text messages, but wearable devices that are affordable, stylish and truly convenient alternatives or aides to the smartphones and other devices we already own. Continue reading CES 2014: What Millennials Will Be Talking About and Buying

Gates and Myhrvold File Patent: Generating Video From Text

Bill Gates and Nathan Myhrvold have unveiled another compelling idea — a device or app that can automatically create custom video clips from any selection of text. For Gates and Myhrvold, creating videos from text or images would be a major feat. But the pair have also patented other technologies with major potential, such as a Hurricane Suppression System for the Gulf of Mexico. If the video technology is made, it can have an impact on how students view reading. Continue reading Gates and Myhrvold File Patent: Generating Video From Text

Samsung Readies ATIV Ultrabook and Tablet for U.S. Launch

Samsung plans to release two new PC products in the upcoming weeks: The company’s ATIV Book 9 Plus is a $1,399, 13.3-inch ultrabook featuring a 3,200 x 1,800 Gorilla Glass qHD+ display, which the company claims offers the “highest resolution in the world.” In addition, Samsung’s ATIV Tab 3 measures a mere 0.32-inches thick and weighs only 1.28 pounds. The $700 tablet features a 10.1-inch, 1,366 x 768 resolution display and boasts up to seven hours of battery life. Continue reading Samsung Readies ATIV Ultrabook and Tablet for U.S. Launch

Court Rules Former College Athletes Can Sue Electronic Arts

A federal appeals court is allowing a group of former college athletes to sue Electronic Arts over allegedly using their likenesses in video games without their permission. This is one of two legal actions this year against the company by former college players. EA has claimed First Amendment rights, but the appeals courts have disagreed. The issue also involves the NCAA and calls into question policies regarding profits generated from college sports and players. Continue reading Court Rules Former College Athletes Can Sue Electronic Arts

Google Unveils Glass Partnership with Notable Film Schools

Google has announced its plans for the Glass Creative Collective, a new partnership with film and design schools including USC, AFI, UCLA, CalArts and RISD. In an effort to help students and aspiring filmmakers become comfortable with Google Glass features such as the voice-activated interface and built-in video cameras, the company is loaning each of the schools three sets of the $1,500 Glass device for the upcoming semester. The goal is for students to start experimenting with more immersive forms of entertainment. Continue reading Google Unveils Glass Partnership with Notable Film Schools

Digital Paper: Sony Announces Ultra-Thin Flexible E-Reader

Sony may soon offer an affordable alternative for transitioning from paper notebooks and textbooks to digital solutions. According to a Japanese press release, the company is developing a 13.3-inch flexible e-reader called Digital Paper. Designed for use in classrooms, the grayscale reader weighs about 0.78 pounds, is a mere 7mm thick, features a touch capable 1,200 x 1,600 pixel display and includes Wi-Fi, 4GB of internal memory and a microSD card slot. Continue reading Digital Paper: Sony Announces Ultra-Thin Flexible E-Reader

Kickstarter-Funded Lynx 3D Camera Works as Advertised

Since a group of students from the University of Texas unveiled the Lynx A 3D camera project on Kickstarter earlier this year, it has raised far beyond the project’s $50,000 fundraising goal. And as of last week, Lynx Laboratories was getting ready to ship out the first cameras. At the DEMO Mobile SF event, Engadget had an opportunity to demo a prototype, watching firsthand as the camera scanned a person’s head in real time. Continue reading Kickstarter-Funded Lynx 3D Camera Works as Advertised

National Digital Public Library Slated to Launch This Month

The National Digital Public Library has scheduled its official launch for April 18. Students, educators and researchers will have access to a wide variety of research tools, archives, museums and an extensive database of publications. All of these resources will be available for free. However, this is just the first stepping stone for the creators of the digital library. Continue reading National Digital Public Library Slated to Launch This Month

Should We Be Thinking about 3D Devices and Services for the Classroom?

  • Market research firm Pacific Media Associates estimates that approximately 185,000 3D-ready projectors will be sold to U.S. schools (grades K-12) this year, which would be more than double the number sold last year.
  • “Schools are trying to keep up with the multiplex, keen to find ways to engage students in an age of 3D movies and gadgets that make traditional classroom materials look dated,” reports The Wall Street Journal. “And the technology and equipment makers are eager to create a new market for their 3D products.”
  • Teachers who are 3D proponents find that introducing 3D experiences in the classroom are beneficial in explaining a wide range of topics from understanding what cartilage in a skeletal system looks like to how math works in real life. “You don’t want to turn away because you don’t want to miss anything,” said one middle school student of the approach.
  • It should came as no surprise that younger generations are drawn to 3D, the iPad and mobile devices, but despite new technologies interactive teaching techniques remain the key. This makes 3D technology different in the classroom than it is in the multiplex. “Anyone can watch 3D, but you need to interact with it to really learn,” says James Mayrose, associate professor at Buffalo State College and chief executive of Tactus Technologies Inc., a company that offers a 3D dissectible-frog program.
  • Early studies indicate 3D projection dramatically increases test scores, and it is interesting to note that, unlike TVs, many 3D-ready projectors typically cost the same as regular projectors ($600-800).
  • According to WSJ, some schools are evaluating budgets while some are “waiting for more 3D materials that are in compliance with testing and graduation standards.” The article also points out that “few if any of the leading academic publishers, including Pearson PLC and McGraw-Hill Cos., have created their own stereoscopic course material, but Texas Instruments’ DLP says it is currently in discussions with various publishers.”
  • ETCentric staffer Phil Lelyveld suggests this is a potentially huge market for monetization and marketing opportunities.