GDC 2016 Tops Attendance Record, Celebrates Past & Future

The 30th edition of the Game Developers Conference (GDC) set a record for event attendance, with more than 27,000 game industry professionals at last week’s conference in San Francisco’s Moscone Center. One of the major draws this year was the debut of the Virtual Reality Developers Conference (VRDC), an event dedicated to the creation of new video games, entertainment and technology around virtual and augmented reality (AR), which was held alongside GDC 2016. VRDC brought greater focus to the nascent field of virtual reality development. Continue reading GDC 2016 Tops Attendance Record, Celebrates Past & Future

USC: Evolution of Entertainment Conference to Focus on VR

The student-run Business of Entertainment Association (BEA) at the USC Marshall School of Business is producing a day-long conference on virtual reality. The E2 Conference will focus on the business of VR entertainment, highlighting many of the tech innovations related to VR, while addressing the practical applications of VR in studio entertainment. This will be a great opportunity to network with business students exploring careers in media. Warner Bros. is a sponsor, and ETC@USC’s Phil Lelyveld is moderating a panel. Go to the E2 Conference site for more information and to register. E2 is scheduled for Friday, February 19. Continue reading USC: Evolution of Entertainment Conference to Focus on VR

USC: Evolution of Entertainment Conference to Focus on VR

The student-run Business of Entertainment Association (BEA) at the USC Marshall School of Business is producing a day-long conference on virtual reality. The E2 Conference will focus on the business of VR entertainment, highlighting many of the tech innovations related to VR, while addressing the practical applications of VR in studio entertainment. This will be a great opportunity to network with business students exploring careers in media. Warner Bros. is a sponsor, and ETC@USC’s Phil Lelyveld is moderating a panel. Go to the E2 Conference site for more information and to register. E2 is scheduled for Friday, February 19. Continue reading USC: Evolution of Entertainment Conference to Focus on VR

CES 2016: Virtual Reality Startups Are Tackling Big Problems

A number of startups at the Sands Convention Center during CES are showcasing solutions for targeted problems and shortcomings within the overall VR experience. Some plan to develop products, while others hope to license their technologies and IP to others. IonVR is showing lens-based tech that reduces motion sickness and latency in mobile VR. The Eye Tribe is working on foviated rendering and an interface based on eye tracking, while Reach Bionics is developing a UI based on facial expressions. Continue reading CES 2016: Virtual Reality Startups Are Tackling Big Problems

Netflix Adopts New Streaming Plan for Better Pix, Less Data

Netflix is changing how it streams video, the first such effort since the company launched in 2007. Beginning in 2011, Netflix has been working on a new streaming algorithm that will not only improve image quality but also save up to 20 percent of data. Netflix currently accounts for nearly 40 percent of all data consumed during peak Internet viewing hours. As Netflix focuses on entering more international territories, including nations with less developed Internet capabilities, streaming quality and data usage are critical. Continue reading Netflix Adopts New Streaming Plan for Better Pix, Less Data

SMPTE 2015: Hollywood Engineers Examine OTT Deployment

As OTT becomes an increasingly compelling delivery platform, engineers born and bred on over-the-air, cable and satellite technologies are closely examining various schemes for deployment. On SMPTE 2015’s second day, sessions focused on that topic, featuring panelists from Prime Focus Technologies, Comcast and USC Viterbi School of Engineering. The big take-away was that going over-the-top might take some planning but it’s a worthwhile route to take, to engage viewers and provide more data for advertisers. Continue reading SMPTE 2015: Hollywood Engineers Examine OTT Deployment

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

ABCs of Light Field Capture, Key to Photorealistic Virtual Reality

A technique called light field capture will become the foundation for photoreal virtual actors for virtual reality, says Paul Debevec, chief visual officer at the University of Southern California’s Institute of Creative Technologies (ICT). At the recent VRLA Expo, Debevec gave a talk on the topic that explored two decades of research and development in light field capture technology, and described the basics of what makes this technique so compelling to create photorealistic virtual reality. Continue reading ABCs of Light Field Capture, Key to Photorealistic Virtual Reality

VR Experts Look at Crowdsourced Ratings to Improve Content

Virtual reality stakeholders debating ways to move content into the mainstream are looking at crowdsourced ratings to help improve quality control. Although content is improving in this nascent genre, one bad VR experience can turn off a first-time user to subsequent tries. This, and the need to get a quantifiable number of headsets into the marketplace were identified as chief impediments to VR achieving more widespread acceptance, concluded participants at the first SoCal Virtual Reality Conference and Expo at UC Irvine. Continue reading VR Experts Look at Crowdsourced Ratings to Improve Content

Silicon Beach Now the Main Tech Hub of Southern California

Silicon Beach has become home to a number of tech startups, publicly traded companies and business incubators. Recent years have seen a wave of talent, innovation and investors that have fostered compelling new companies and, in some cases, acquisitions by larger Silicon Valley tech leaders. However, a number of startups have opted to stay in Los Angeles, while larger companies such as Google, Microsoft and Yahoo are building a presence. While still early in its development, the LA tech scene now has the core ingredients that helped launch Silicon Valley. Continue reading Silicon Beach Now the Main Tech Hub of Southern California

Virtual & Augmented Reality Summit Comes to Digital Hollywood

Last week’s Digital Hollywood Spring event at the Ritz Carlton in Marina Del Rey featured a new track: a three-day Virtual & Augmented Reality Summit. Panels and sessions covered a wide range of topics — including cameras, software solutions, sound design, workflow, file management, and more — and demonstrated just how rapidly this new art form is evolving. GoPro’s acquisition of multi-GoPro spherical stitching software company Kolor was the big news. At the same time, VR producers say they are looking for better camera and stitching solutions. Continue reading Virtual & Augmented Reality Summit Comes to Digital Hollywood

NAB 2015: Why Content Creators Should Care About VR (Panel)

We are past marketing and stunt VR, and now need to move quickly to paid live action VR experiences for the media to succeed, Ted Schilowitz, Fox’s Futurist said during the NMX panel “Why Content Creators Should Care About Virtual Reality” at the NAB Show in Las Vegas this week. Tim Street, board member of the International Academy of Web Television, moderated the panel that also included Cosmo Scharf, the founder of VRLA, Ikrima Elhassan from Kite & Lightning, and Michael Kintner, CEO of 260 Heroes. Continue reading NAB 2015: Why Content Creators Should Care About VR (Panel)

CES: Broadcasters and Execs Gather at 2nd Screen Summit

The 2nd Screen Society — formed to address the companion screen viewing of TV and home entertainment — hosted the 2nd Screen Summit on January 5 during CES. Television network, production and creative tech execs gathered at the Encore Las Vegas to discuss this year’s theme — It’s all about the data: “Data is going to be the currency that fuels the entertainment industry in the years ahead and 2nd screen will be the way that data is collected.” The event featured a series of thought-provoking keynote discussions and panels. Continue reading CES: Broadcasters and Execs Gather at 2nd Screen Summit

Oculus Rift Virtual Reality Technology Not Just About Gaming

Facebook CEO Mark Zuckerberg imagined that the Oculus virtual reality technology his company acquired would eventually go beyond gaming — and it looks like that trend is already taking shape. Developers from a wide variety of industries are working on new apps for the Oculus Rift that could be used by stock traders, educators, psychiatrists, astronauts, filmmakers and others. The Oculus Rift is making VR more accessible because of its relatively low cost and growing variety of content. Continue reading Oculus Rift Virtual Reality Technology Not Just About Gaming

Snapchat Adds ‘Our Campus Story’ Exclusively for Colleges

Snapchat’s popular “Our Story” montages from live events around the world are so popular that the company is adding a similar feature to share students’ college experiences. The “Our Campus Story” feature only allows people on campus to post and view the communal story. Like with “Our Story,” Snapchat will still approve all of the posts before they get added to the mix. The new feature launched last week at UCLA, the University of Southern California, Penn State, and UT Austin. Continue reading Snapchat Adds ‘Our Campus Story’ Exclusively for Colleges