By
Rob ScottApril 24, 2014
While touchscreen devices have keyboards integrated directly onto their screens, many people miss the tactile feel of a traditional keyboard. Tactus Technologies, a company we first reported on during CES 2013, has developed shape-shifting touchscreen buttons to meet the needs of these consumers. The tech is coming to market later this year with an iPad accessory that will feature transparent morphing buttons that use small fluid-filled channels and elastic blisters to make the buttons rise during use. Continue reading Tactus Brings Shape-Shifting Touchscreen Buttons to iPads
By
Phil LelyveldApril 9, 2014
In one corner of the Zeiss NAB booth filled with video cameras and lenses, the latest model of the Zeiss Cinemizer head mounted display is plugged into a video camera. The Cinemizer features dual 870×500 pixel OLED displays. An optional soft-rubber Eye Shield blocks out all external light. Once plugged into the camera via a standard HDMI connector, the camera operator sees exactly what the camera sees. The camera controls can be overlain on the image, just as they can appear in the eye piece or screen on the camera itself.
Continue reading Cinemizer HMD Ideal for On-Set Shooting and VR Experiences
By
Phil LelyveldApril 8, 2014
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
By
Phil LelyveldApril 7, 2014
The through-line of Saturday’s “The Future of Cinema” panel at the SMPTE Technology Summit on Cinema at NAB was entertainment technology evolution and experimentation, for better or worse, in the service of story and the entertainment experience. Panel members from MKPE Consulting, Entertainment Technology Canada, Group 47, IMAX, Disney and Deluxe discussed a range of topics including projection systems, light sources, frame rates, dynamic range, color gamut and what moviegoers will be looking for in their theater experience. Continue reading Panel Envisions the Future of Cinema at SMPTE Tech Summit
By
Rob ScottMarch 26, 2014
In a surprise announcement yesterday, Facebook revealed its plans to acquire Oculus VR, maker of the virtual reality Oculus Rift headset. Reaction to the $2 billion agreement has ranged from excitement on Wall Street — to bewilderment by those questioning the accuracy of the news — to anger by some early supporters who pledged funds to the startup via its Kickstarter campaign. Others reportedly disappointed in the news include developers who purchased early prototypes of the Oculus Rift hoping to become the first to create games. Continue reading Facebook Plans to Purchase VR Startup Oculus for $2 Billion
By
Rob ScottMarch 25, 2014
Dolby plans to introduce a surround sound experience for tablets and smartphones. During last month’s Mobile World Congress in Barcelona, the company detailed how algorithms running on an audio processor chip or ARM processor core could simulate Atmos-like surround sound by essentially tricking the user’s brain into thinking the audio is 3D. While it is not clear when the tech might become available to consumers, Dolby says the first iteration will be ready for hardware partners by the end of this year. Continue reading Dolby Wants to Bring Atmos Surround Sound to Mobile Devices
By
Rob ScottMarch 18, 2014
At the Game Developers Conference in San Francisco this week, a collection of tech companies and organizations announced the formation of the non-profit Immersive Technology Alliance (formerly S3DGA), which plans to develop games involving augmented reality, virtual reality, 3D and gesture controls. Members include Avegant, Big Blue Bubble, Electronic Arts, Epson, GameFace Labs, Technical Illusions and others. Earlier reports that Oculus VR is involved in the consortium turned out to be inaccurate. Continue reading Game Companies Announce the Immersive Technology Alliance
By
Rob ScottFebruary 17, 2014
3D Systems, provider of 3D printing solutions, and toy and game company Hasbro have announced plans to co-develop creative, immersive play experiences “powered by 3D printing” for children. The partnership aims to commercialize play printers and platforms later this year, combining 3D Systems’ printing products with Hasbro’s portfolio of consumer brands. 3D Systems has been spending more on R&D, and recently announced plans to partner with Hershey to develop 3D printing tech to produce food items. Continue reading 3D Systems and Hasbro Co-Venture: 3D Printing Play for Kids
By
Lisette LeonardFebruary 3, 2014
Hollywood, computer companies and video game makers have often pursued interesting ways to bring entertainment closer to reality, a pursuit that may head to the next level with the introduction of holodeck-related technologies. Some scientists and researchers now believe that holodecks, which would allow the audience to become a part of the story rather than just passively sitting back and watching it, could become available in some form by 2024. Continue reading Holodecks Could Become a Reality Within the Next Ten Years
By
Cassie PatonJanuary 30, 2014
The Oculus Rift virtual reality headset was developed with video games in mind, but is becoming a compelling possibility for filmmakers as well. A 360-degree interactive video of a live performance by Beck proves to be truly immersive, making the viewer feel as if he or she is on stage with the musician. Makers of the Rift took to this year’s Sundance Film Festival to interact with filmmakers and see how the virtual reality technology can potentially be used in cinema. Continue reading Oculus Rift: Virtual Reality Headset Goes Beyond Video Games
By
Lisette LeonardJanuary 30, 2014
The Army Contracting Command is looking into new technology for effective training methods. Northrop Grumman believes it has a solution with its Virtual Immersive Portable Environment (VIPE) Holodeck technology. The VIPE Holodeck is a 360-degree virtual training system that allows users to participate in simulations, mission rehearsal and data visualization. The technology works by using a Kinect integration navigation sensor, which allows users to feel immersed in the environment. Continue reading VIPE: New Virtual Holodeck System Used for Training Simulation
By
Erick MoenJanuary 13, 2014
The focal point of the virtual reality renaissance, the Oculus Rift, is edging closer to its consumer release. The company was at the 2014 CES showing off the latest update to its ever-improving 3D head-mounted display with a prototype codenamed Crystal Cove. The new device improves the frame rate and image persistence of its two screens to reduce motion blur. ETC was on-hand to test out the latest VR experience and talk to the company’s young founder, Palmer Luckey. Continue reading Changing the Way We Game: Virtual Reality with Oculus Rift
By
George GerbaJanuary 10, 2014
Bendable video screens offer the best of both worlds: an immersive cinema experience by pushing forward into the screen for an increased peripheral experience — or a flat panel for viewing basic content such as a news show from across the room. New flexible substrates are making this possible, and two manufacturers showed prototypes at CES. Samsung and LG both unveiled widescreen TVs that can mechanically bend at the press of a remote control button. Continue reading Bendable Screens Provide the Option of Going Flat or Curved
By
George GerbaJanuary 10, 2014
Immersive technology was all the rage as wide screens took over cinema in the 1950s. Its impact was made real again in three manufacturers’ booths at the 2014 International Consumer Electronics Show. Samsung, LG and Hitachi all showed impressive 105-inch diagonal, “5K” displays. The immense curved screens, featuring an ultra-wide 21:9 aspect ratio, are the first of their kind to present movies this close to their native cinematic format. Continue reading Ultra HD Flirting with Aspect Ratio: Video Curves That Please
By
Debra KaufmanJanuary 8, 2014
Google Glass moved Augmented Reality from the science fiction depicted in “Minority Report” to the real world. But the technology — which allows the superimposition of data, 3D CGI or video over a real environment, in real time — still has a long way to go. More importantly, the work has barely begun to make AR a revenue-generating business. “We’re not just putting content on top of the world but using context to decide what to display and how to display it, to expand the story and the experience,” said DAQRI CEO Brian Mullins. Continue reading Augmented Reality Needs Powerful Storytelling and Interaction