philip lelyveld The world of entertainment technology

11Oct/12Off

Frugal Amazon opens checkbook for streaming video

"According to an executive directly involved in the deal, Amazon agreed to an earn-out provision payable to Epix over time if the number of subscribers to Amazon's Prime Instant Video service rises above a certain threshold," reports Reuters. "That comes in addition to a fixed upfront fee, the basis for most subscription video-on-demand deals up to this point."
"This could be considered online video deals 2.0," says Goldman Sachs media analyst Drew Borst. "After doing 1.0 deals mostly with Netflix and a few with Amazon, it dawned on the media companies that they may want to get a piece of any future growth too."

See the full story here: http://www.reuters.com/article/2012/10/09/amazon-hollywood-idUSL1E8L4FM720121009

11Oct/12Off

Monetizing BitTorrent helps Australian Newspaper

Sydney Morning Herald publisher Fairfax was spooked by the escalating cost of licensing video for its new TV site. So now it’s adding cheaper content by legalising BitTorrent videos on producers’ behalf.

“One of our major ways to get content is going to BitTorrent, and other BitTorrent sites, and find what people are illegally downloading to then go to the content owner and say, ‘hey, I watched this last night it’s going awesome on BitTorrent’ and then say ‘how about giving it to us?”‘

“We then bring it over here and we advertise on BitTorrent that it’s legally available on our platform, and then pay some revenue share based on it. That’s worked quite effectively.”

Read the full story here: http://paidcontent.org/2012/10/10/monetizing-bittorrent-helps-australian-newspaper-keep-down-video-costs/

10Oct/12Off

Clayton Christensen: “Disruptive Innovations Create Jobs, Efficiency Innovations Destroy Them”

One of the biggest problems with the cloud computing era is that the cloud provides such capacity that it can tempt people into developing apps and tools that no one actually needs. Instead, developers need to build for the jobs people are trying to accomplish. The real disruptive power of the cloud, he says, is that it makes it exceedingly easy for SMBs to accomplish their business tasks more affordably and efficiently. This is also the reason that he and many others anticipate modularity taking over the cloud and the industry.

The problem is that the current focus across tech on efficiency is succeeding in destroying jobs for many and creating capital for few: “Disruptive innovations create jobs, whereas efficiency innovations destroy them.” Metrics like IRR and RONA, in the end, funnel profits away from disruptive innovation and distract management from investing in what’s important.

See the full article here: http://techcrunch.com/2012/10/09/clayton-christensen-disruptive-innovations-create-jobs-efficiency-innovations-destroy-them/

10Oct/12Off

Disney Research explores capacitive fingerprinting to create multi-user touchscreens

Disney Research is currently developing multi-user touchscreen technology that is able to identify and differentiate between individuals based on their impedance profile, an approach that the group refers to as capacitive fingerprinting. As demonstrated in the video below, the system's capacitive touchscreen detects an individual's electrical impedance over a range of AC frequencies, which in turn creates a profile that is unique for each user since everything from bone density, muscle mass, and clothing can affect the results.

Capacitive fingerprinting builds upon the group's Touché system, which uses touch-sensing technology to distinguish between different objects or parts of a body and can even add touch functionality to nontraditional surfaces. While we would love to see capacitive fingerprinting used for collaborative work situations on a large touch surface, it is probably more likely that Disney will implement it for use in multiplayer gaming, not unlike the SideBySide platform that the group revealed last year.

See the full story plus video here: http://www.theverge.com/2012/10/9/3480688/disney-multi-user-touchscreen-capacitive-fingerprinting?utm_source=feedburner&utm_medium=email&utm_campaign=Feed%3A+mediaredef+%28jason+hirschhorn%27s+Media+ReDEFined%29

9Oct/12Off

MindMeld App Listens to Phone Calls and Gives Context

Expect Labs, a new company with sophisticated audio analysis tools, wants to fill up smartphone and tablet screens with useful and pertinent stuff during phone calls. The company analyzes what concepts, people and places are being mentioned and displays relevant information about them in a shared space in its new iPad app, MindMeld.

See the full story here: http://allthingsd.com/20120911/mindmeld-app-listens-to-phone-calls-and-gives-context/

9Oct/12Off

Microsoft Research crafts wrist-worn device that tracks hand gestures in 3D space (video)

A team led by researchers at Microsoft's UK-based R&D lab has crafted a system that tracks the full 3D pose of a user's hand without the need for a pesky glove. Dubbed Digits, the Kinect-inspired rig latches onto a user's wrist and utilizes a diffuse infrared light, IR laser, camera and inertial measurement unit to track fingertips and just five key points of a hand.

5Oct/12Off

Digital Out-of-home Entertainment Network Association Conference stresses Immersion, Engagement, and Creativity

[This story is permanently posted as a pdf here.]

By Philip Lelyveld

Representatives of all parts of the Digital Out-of-Home Entertainment (DOE) Industry met last week at the second annual DOE Network Association (DNA) Conference, held at USC’s Davidson Conference Center.  Many of the attendees are involved in pressing the limits of digital technology and physical design to greatly expand the storytelling and engagement possibilities of out-of-home venues.

The DOE industry defines itself as covering the professional theme park, educational and edutainment (museums, visitors centers, science centers), arcade, retail and mall advertising and enhancement, ‘exergaming’ (workout experiences), and other public pay-to-play, ticketed, and free entertainment experiences.  These experiences span the spectrum from fully real, physical equipment and spaces such as hands-on museum ‘sandbox’ exhibits, to fully virtual immersive gameplay.

Consultant Randy White of White Hutchinson Leisure gave some troubling statistics specific to the arcade industry.  While other forms of discretionary entertainment spending, such as movie attendance, has been holding relatively steady, 60% of arcade dollars have shifted to home entertainment and ‘stay-cations’ in the last five years.

BMI Gaming’s David Young said that one of the arcade industry’s responses has been to encourage and recognize innovation through an international design competition.  This year’s winner was Speed of Light; a vertical, button-based, two-player version of wack-a-mole with a lot of flashing lights.

Americans go to the movies on average 4 times per year.  But they eat out approximately 167 times per year.  Dining is a highly social experience.  The top 20% of income households account for 48% of out-of-home spending.  Mr. White recommended that arcades redesign their facilities to attract this upscale market with restaurants, wifi-equipped lounges, and games that allow for more group social and competitive activities.  One audience member noted that this would redefine the businesses that arcades compete with to include coffee shops, shared work spaces, hotel lobbies, and other social gathering spots.

Kevin Williams, the organizer of the DNA conference, spoke forcefully of the DOE industry’s need to embrace technology to a far greater degree than it has to date.  There is no reason, he argued, why devices could not recognize players when they return to a facility, coordinate communications as they interact with devices throughout the facility, and – if they opt-in – connect them with people who have similar interests and skill levels anywhere on the planet.  The technology already exists to offer experiences outside of the physical environment to patrons that could motivate them to return to the facilities.  The DOE industry can compete with rapidly improving home and personal entertainment options by offering attractive, safe locations to socialize, access high-end specialized devices, and have location-specific blended physical and virtual experiences.  It is critical, he added, that equipment be software-upgradeable so that experiences can be regularly refreshed.

One example of a business doing this is MagiQuest (http://magiquest.com), a Harry Potter-like world with home-play, clan-building, and location-based components.  Players can buy physical objects, like wands and capes, as well as virtual goods that aid in gameplay.  With 15 physical locations in the US and Japan, MagiQuest offers a unique, integrated on-site and virtual game and social experience.

The ETC’s Phil Lelyveld moderated a panel on 3D Interactive Entertainment Experiences in Public Places, which more accurately covered 3D, 4D, 5D, 6D, and 7D experiences.  3D is stereoscopic visuals.  4D adds motion and effects, while 5D includes a live performance component.  Interactivity in addition to all of the above is called 6D.  7D, as one vendor stated, is for customers who want more than 6D - Spinal Tap’s ‘the dial goes to 11.’

The immersive theatrical, walk-through, and cart-based experiences that the companies at this conference have developed match or exceed those found in the major theme parks.  In fact, many of these companies have been involved in developing attractions for those parks.  For example, Alterface developed an interactive 6D dark ride in Germany that, they claim, predates and is more complex than Toy Story Mania at Disney California Adventure.  Thinkwell Design’s installation at the Fernbank Nature Quest, Atlanta, Ga., makes very effective use of augmented reality and simulations in their educational experience design – including a scientifically accurate, interactive river simulation walkway with fish, plants, and turbulance.  (Watch a Fernbank video here: http://fernbankmuseum.org/naturequest/ )

3D projections onto building surfaces, ‘the other 3D,’ are increasingly in demand for both event programming and advertising.  Oscura Digital discussed their amazing projection over the Zayed Mosque, the second largest mosque in the world, in Abu Dhabi, UAE (Video http://www.youtube.com/watch?v=WfOyK_lxKbQ ,  story http://www.youtube.com/watch?v=WfOyK_lxKbQ ).  Pearl Media, which proudly self-brands itself as a ‘guerilla marketing firm,’ discussed how they always get permits, but do not always ask permission from the building owner when they install their temporary work.  They have developed real-time rendered 3D projections that crowds can interact with via tablet controllers.  Their projection onto a bagel store in Austin, TX during the SXSW conference increased bagel sales three-fold at the location.  Pearl Media also does very clever interactive storefront installations that capture pedestrians’ attention and imagination (see http://www.pearlmediaus.com/interactive.php )

To sustain and grow the DOE sector, and to compete with other experiences, a number of show developers framed their work in terms of preshow, show, and post-show components (See photo).  In some locations, the preshow has become so engaging that patrons have to be encouraged to move on when the main attraction is ready for them.

The key presentations given at this conference will be edited and distributed as both a physical book and e-book.  Overall, the DNA conference was an interesting window into an industry that is using digital tools to create engaging storytelling, learning, and advertising experiences.  Their work can inform what the traditional entertainment and CE industry is planning.

The next meeting of the DNA will probably be held in San Francisco in the first half of 2013.  Go to http://www.thestingerreport.com/dna.html for more information.

 

Key companies represented at the DNA conference include;

Simiosys (http://www.simiosys.com , Chris Stapleton)

New Models of Ineractivity in Movie Theaters

Timeplay Entertainment  ( http://timeplay.com , John Race)

Vortex Immersion Media (http://www.vorteximmersion.com , Ed Lantz)

Maximizing Social Media

Snibbe Interactive (http://www.snibbeinteractive.com , Graham Plumb)

Augmented Reality’s Next Stage in Leisure Facilities

Thinkwell Design (http://www.thinkwellgroup.com , Craig Hanna)

Ogmento (http://www.ogmento.com/team , Brian Selzer)

3D Interactive Entertainment Experiences in Public Places

Triotech (http://www.trio-tech.com , Ernest Yale)

Super 78 Studio (http://www.super78.com , Brent Young)

Mediamation (http://www.mediamation.com , Dan Jamele)

Alterface (http://www.alterface.com/en/home/ , Benoit Cornet)

3D Interactive Marketing in Public Places

Obscura Digital (http://obscuradigital.com , Barry Threw)

Pearl Media (http://www.pearlmediaus.com , Joshua Cohen)

4Oct/12Off

M-Go signs up DreamWorks Animation and Relativity

M-Go has added DreamWorks Animation SKG and Relativity Media to the studios that will offer movies for sale or rental on the digital movie service, which is set to go live by the end of the year.

Among the movies that will become available on M-Go are following these new content licensing deals are DreamWorks’ ShrekMadagascar,Kung Fu Panda(pictured) and How to Train Your Dragon, as well as Relativity’s The RavenMirror Mirror and Act of Valor.

John Batter, CEO of M-Go, said more content agreements will be announced before the service launches, including day-and-date new movies as well as deep catalog titles.

The service is designed to span multiple devices and to be compatible with the UltraViolet cloud platform, and M-Go apps will come preloaded on Samsung and Vizio TVs, Blu-ray players and tablets as well as on Intel Ultrabooks.

See the full story here: http://www.dmwmedia.com/news/2012/10/03/m-go-signs-up-dreamworks-animation-and-relativity

4Oct/12Off

Ahead of Debate, USC Project Uses Twitter To Measure Political Sentiment

A new project out of the University of Southern California is looking to help people visualize public sentiment towards the 2012 United States presidential candidates, by analyzing Twitter. According to the school, its new real-time sentiment analysis project analyzes public sentiment towards President Obama and Mitt Romney, by analyzing the emotion of tweets--figuring out if those Tweets are positive, negative, neutral or otherwise--and using it to figure out, in real-time, how the public is responding to such things as political debates and breaking news. The first 2012 Presidential Debate is scheduled for later tonight in Denver. The USC project was developed jointly by the Annenberg Innovation Lab at the Annenberg School for Communication and Journalism, and the Signal Analysis and Interpretation Lab (SAIL) at the USC Viterbi School of Engineering. The two said the service is also able to detect and filter through things like sarcasm in Twitter posts.

See the original post here: http://www.socaltech.com/ahead_of_debate_usc_project_uses_twitter_to_measure_political_sentiment/s-0045419.html

1Oct/12Off

Will.I.Am creating “‘American Idol’ for young wizards”

Music and television star Will.I.Am is creating an American Idol-type show for promising young talent in science and technology. That news exploded on Sunday’s social media, after a story in U.K. tabloid The Sun said Simon Cowell was involved.

...the Hollywood Reportersaid Will.I.Am was in extremely early stages of development in a sci/tech talent reality show and that he had talked to Cowell about it, but that there were no assurances that Cowell was going to be involved. The trade paper used its contacts to follow up, but did not learn anything more definitive.

Read the full story here: http://www.dmwmedia.com/news/2012/09/30/will-i-am-creating-american-idol-for-young-wizards