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
Tim MillerMarch 17, 2014
In a ceremony at the Ray Stark Theater on USC’s Cinematic Arts campus last Thursday, Dean Elizabeth Daley joined George Lucas in welcoming three USC film professors to their new endowed chairs. Made possible by a generous gift from Lucas, the three new chairs — The Sergei Eisenstein Endowed Chair for Cinematic Design, the George Mélies Endowed Chair in Visual Effects, and the William Cameron Menzies Endowed Chair in Production Design — are now held by Bruce Block, Michael Funk, and Alex McDowell respectively. Continue reading USC Cinematic Arts Professors Installed in New Endowed Chairs
By
Rob ScottMarch 11, 2014
Disney has signed a multiyear deal with Shanghai Media Group that will have writers in the U.S. collaborate with Chinese writers and filmmakers to develop Disney-branded movies that incorporate Chinese themes. The partnership will also expand training opportunities between the creative teams of both countries. Meanwhile, film producer Robert Simonds is forming a new movie studio that intends to meet the growing needs of China and self-distribute the types of films that have been displaced by summer blockbusters. Continue reading Disney Teams with Shanghai Media, Producer Forms New Studio
By
Rob ScottMarch 11, 2014
Leichtman Research Group conducted its 11th annual HDTV-focused consumer survey and learned that the majority of respondents have not heard of 4K/Ultra HD, suggesting the industry may need to educate consumers in order to foster adoption of the technology. According to LRG, only 30 percent of adults have heard of 4K, while only about one-third of that group has actually seen a 4K TV. Additionally, strong interest in purchasing a 4K set was not evident in the findings. Continue reading HDTV Survey: Most U.S. Consumers Are Not Familiar with 4K TV
By
Rob ScottMarch 7, 2014
South Korean researchers at public university KAIST have developed an alternative to Google Glass called the K-Glass. Although similar to Google’s electronic eyewear, KAIST’s wearable alternative is equipped with a special AR chip that enables the device to recognize objects without relying on barcodes or other markers. While currently bulkier than Glass, KAIST explains that its processor “duplicates the ability of the human brain to process visual data.” Continue reading K-Glass: South Korea Developing Alternative to Google Glass
By
Rob ScottMarch 7, 2014
When mapping out product placement strategies, marketers often avoid scary movies so that consumers will not associate their brands with fear. However, a recent study from the University of British Columbia’s Sauder School of Business suggests that viewers, especially when alone, are actually more likely to remember products and think of them favorably when they see them in a scary movie. When subjects of the study experienced fear, they also experienced an emotional attachment to familiar brands. Continue reading Product Placement Most Effective When Viewers Are Scared?
By
Lisette LeonardMarch 6, 2014
The Institute of Electrical and Electronics Engineers (IEEE) suggests that 85 percent of tasks in an average person’s daily life will include game elements by 2020. Gamification is already being integrated into social media, data collection, the healthcare industry and more. Social media sites including Foursquare, Yelp and Facebook are incorporating game and reward features. For example, they encourage users to check into restaurants by rewarding them with badges and titles, such as “mayor” of a restaurant. Continue reading IEEE Predicts That Our Daily Lives Will Be Gamified by 2020
By
Lisette LeonardMarch 6, 2014
Security firm F-Secure released a 40-page Threat Report this week for the second half of 2013, which shows that Android receives the most malware attacks. Mobile malware on the Android platform increased 18 percent from 2012 to 2013, from 79 percent to 97 percent. Three fourths of the malware detections came from Saudi Arabia (42 percent) and India (33 percent). The United States and Finland are next on the list at 5 percent each, followed by Germany, Great Britain and Hong Kong. Continue reading Threat Report Indicates Mobile Malware Increase for Android
By
Rob ScottMarch 5, 2014
According to a new Consumer Electronics Association study, 79 percent of online U.S. adults obtain the video content they watch from traditional TV providers, although a significant number of viewers are turning to other sources. Online video streaming is most common with consumers ages 18-34. However, traditional TV viewing remains consistent for most age groups, suggesting that online services are being used as a supplement rather than a replacement of traditional programming. Continue reading Digital Video Content Not a Replacement for TV Programming
By
Rob ScottMarch 4, 2014
Global tablet sales reached 195.4 million units last year, a 68 percent increase compared to 2012, according to Gartner. While sales of iOS tablets declined to 36 percent of the market in 2013, Android tablets captured the number 1 spot with with 62 percent of the market, thanks to the growth of low-end smaller screen tablets and first time buyers. However, when looking at sales by vendor, Apple still holds the lead, followed by Samsung, Asus, Amazon and Lenovo. Continue reading Worldwide Tablet Sales Up 68 Percent, Android Takes the Lead
By
Lisette LeonardFebruary 25, 2014
After successful launches of the Nexus 4 and 5 smartphones, Google and LG are creating a new smartwatch which will likely debut at the Google I/O conference in June. Google will be responsible for creating the software and logistical aspects of the product launch, while LG will be in charge of manufacturing the product. Wearable technology continues to generate significant buzz; according to Juniper Research the market will be worth $19 billion by 2018. Continue reading Google and LG Partner on New Smartwatch for June Launch
By
Lisette LeonardFebruary 25, 2014
Samsung has become the largest smartphone maker worldwide without having many of its own retail stores. Since its growth has slowed while faced with a variety of cheaper models from rivals, Samsung is looking to expand its retail presence in North America and Europe. In the next few months Samsung is planning to open around 60 stores in Europe, and 90 kiosks in Canada. The company has no independent retail stores in the U.S., but teamed up with Best Buy last year to create 1,400 “store-in-store” kiosks. Continue reading Samsung Expands Retail Presence in Europe and North America
By
Debra KaufmanFebruary 21, 2014
Broadcasters and other media organizations are contemplating a move to an Ethernet-based facility for their live streams for a range of compelling reasons: flexibility, simpler cabling, better economies of scale and an easier move to Ultra HDTV. At an HPA Tech Retreat panel on “Professional Networked Media,” Fox Network Engineering & Operations Vice President Thomas Edwards led a panel of broadcast executives working to make that a reality. Continue reading HPA Tech Retreat: Transitioning to an Ethernet-Based Facility
By
Rob ScottFebruary 18, 2014
Connected TV penetration has exceeded the 60 percent mark for broadband households in the U.S., according to new data from The Diffusion Group, indicating that an increasing number of consumers are interested in receiving entertainment services such as Netflix and Pandora. TDG’s January 2014 study found that 63 percent of broadband households have at least one Internet-connected TV, up from 53 percent the same time last year. The numbers reflect smart TVs in addition to devices like game consoles and Internet sticks. Continue reading Report Points to Increase in Internet-Connected TVs in U.S.
By
Rob ScottFebruary 17, 2014
According to a new report from Javelin Strategy & Research, most mobile commerce took place via tablets in 2013, due primarily to the doubling of tablet ownership year-over-year. Javelin reports that $59.7 billion in sales were made from mobile devices last year, up from $20.7 billion the year prior. The study shows that $56.6 billion was made through a mobile site or app while $3.1 billion was made via a mobile POS. Tablets were responsible for $28.7 billion in mobile commerce. Continue reading Study: Mobile Retail Sales Soar in 2013, Especially Via Tablets