5G Networks Will Impact the Media & Entertainment Industry

Download a movie in six seconds. Watch more immersive sports broadcasts. Enjoy sophisticated game play with only a few milliseconds of latency. Smart movie theater, smart home, smart car, smart personal devices … all will be connected by the new 5G networks, claim the experts. Qualcomm’s chief legal officer Donald Rosenberg told the World Economic Forum that, “we’re on the verge of a new age of interconnectedness, when the daily lives of people across the planet will be more closely intertwined than ever.” Continue reading 5G Networks Will Impact the Media & Entertainment Industry

HPA Tech Retreat: Ways That M&E Is Embracing the Cloud

Western Digital global head of M&E/telco strategy Erik Weaver led a discussion among three other experts about where the media and entertainment industry is today with its slow-burn adoption of the cloud in production and post. Avid chief technology officer Tim Claman; Google Cloud global lead, entertainment industry solutions, Buzz Hays; and Microsoft global technology strategist Marco Rota described their perspectives and activities related to the various ways that media and entertainment companies have embraced the cloud. Continue reading HPA Tech Retreat: Ways That M&E Is Embracing the Cloud

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

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

CES 2019: 5G to Make Debut as a Multi-Faceted Technology

At CES 2019 next week, 5G is expected to make a strong showing, not simply as a means to improve mobile phones, but as a game changer for everything from robots and drones to video games, sports and shopping. Although Samsung has already shown prototype 5G phones for Verizon and AT&T, ETC consultant George Gerba noted that, “the need to upgrade phones will not occur till 2020 when most metropolitan areas should be closing in on the first wave of 5G.” “This is one of those evolutions that will happen in waves and with some bumps,” he said. Continue reading CES 2019: 5G to Make Debut as a Multi-Faceted Technology

CES 2019: Yet Another Transformation Waiting in the Wings?

The ETC@USC team is heading to Las Vegas this weekend to deliver daily news and analysis from CTA’s annual CES trade show. Yesterday, ETC’s Don Levy pointed out that “the transformative potential of 5G … will likely emerge as the hot underlying topic of CES” and ETCentric will be covering the “show with particular interest in how developments can impact or disrupt media, entertainment and technology companies.” We’ve been watching for signs of a next transformational change that’s been growing in the background since Ericsson started testing 5G in 2015. At CES, we’ll be looking for supplementary trends to see how close we are to a sea change in distribution and personalization. Continue reading CES 2019: Yet Another Transformation Waiting in the Wings?

CES 2019: Is This the Beginning of the Age of Personalization?

The transformative potential of 5G technologies progresses from promise to first products and will likely emerge as the hot underlying topic of CES 2019, which opens Sunday, January 6 in Las Vegas. ETC@USC will cover the trade show with particular interest in how developments can impact or disrupt media, entertainment, and technology companies and their business models. Artificial intelligence, mixed reality, IoT, cloud systems, media and marketing, and blockchain are six other topics that together with 5G suggest personalization to be an overarching theme. Continue reading CES 2019: Is This the Beginning of the Age of Personalization?

CES: The Next Wave of Immersive Media Tech and Markets

For a long time, we have posited that the future of immersive media will be 10 percent virtual reality and 90 percent augmented reality. In the coming year the VR and AR technologies and markets will continue to advance, but in different directions and for different reasons. VR is moving into niche markets, location-based entertainment (LBE), business applications and eSports. Meanwhile, we expect AR to focus on innovation across numerous fronts, including high-end niche business and professional applications, low-end consumer experiences and new glasses with limited feature sets. Continue reading CES: The Next Wave of Immersive Media Tech and Markets

VRX 2018: Bridging Entertainment, Enterprise and Technology

The annual VRX Conference & Expo is slated for December 6-7 in San Francisco. The ETC’s Phil Lelyveld will be moderating a panel on the second day, focused on immersive storytelling with panelists including Ted Schilowitz of Paramount, Paul Raphael of Felix & Paul Studios, Bruna Berford of Penrose Studios and Ryan Pulliam of Specular Theory. VRX organizers are gathering a stellar lineup of top companies, execs and investors across entertainment and tech to cut through the hype and get to the heart of what’s really happening in XR. For those interested in attending, enter code ETC15 at registration for a 15 percent discount. Continue reading VRX 2018: Bridging Entertainment, Enterprise and Technology

VRX 2018: Bridging Entertainment, Enterprise and Technology

The annual VRX Conference & Expo is slated for December 6-7 in San Francisco. The ETC’s Phil Lelyveld will be moderating a panel on the second day, focused on immersive storytelling with panelists including Ted Schilowitz of Paramount, Paul Raphael of Felix & Paul Studios, Bruna Berford of Penrose Studios and Ryan Pulliam of Specular Theory. VRX organizers are gathering a stellar lineup of top companies, execs and investors across entertainment and tech to cut through the hype and get to the heart of what’s really happening in XR. For those interested in attending, enter code ETC15 at registration for a 15 percent discount. Continue reading VRX 2018: Bridging Entertainment, Enterprise and Technology

vETC 2018: How Would You Store a Zetta-Byte of Cold Data?

Imagine your entire film archive stored on small cubes of glass or as DNA? Now imagine that it could potentially last for hundreds or even thousands of years, and for the lowest cost ever achieved before. It may sound like science fiction, but, at Microsoft, it’s already a reality in one of their R&D labs. This fascinating presentation by Austin Donnelly and Karin Strauss shows you the future of long-term, cold storage. Continue reading vETC 2018: How Would You Store a Zetta-Byte of Cold Data?

vETC 2018: The Current Immersive Media Landscape: Trends and Opportunities

Tipatat Chennavasin, co-founder of the Venture Reality Fund, the largest VC fund focused on VR and AR, discussed the Current Immersive Media Landscape: Trends and Opportunities. As an investor, Chennavasin cares about sales — what consumers are actually buying. VR is looking for the killer app that will drive adoption. Forty-four VR titles have generated over $1 million in revenue, so the market is looking pretty good to him. “Beat Saber” is the first game to unlock the potential of VR, with over 500 million views on social media in addition to the game’s VR users. Continue reading vETC 2018: The Current Immersive Media Landscape: Trends and Opportunities