Friday, September 28, 2007

Where is Mark @?

9/28/07
United #128
LAX -> Chi Ohare
11:00 pm - 4:48 am

9/29/07 - 10/2/07
Hotel 71
71 E Wacker Drive 60601

10/3/07
United #672
Chi Ohare ->
8:00 am - 11:05 am

10/3/07
Crowne Plaza Time Sq Manhattan
1605 Broadway 10019

10/4/07
United #839
NY La Guardia -> LAX
6:10 pm - 9:36 pm

Sunday, September 23, 2007

CONTROL :: OFFICIAL

CONTROL...what ya gonna do when the novelty has gone....

FAC51-Y3: The Hacienda

FAC51-Y3: The Hacienda: "Behold the latest shoe from one of my favorite brands Y-3 in collaboration with Legendary Manchester UK nightclub, The Hacienda. The shoe%u2019s awesome (read: dead sexy) design was a collaboration between Peter Saville (original Factory Records designer), Ben Kelly (architect who did The Hacienda%u2019s interior) and Joy Division/New Order Bass player, Peter Cook (not sure why he had this honor). Regardless, never before have I seen so many cooks in the kitchen deliver such a fantastic sneaker-specimen. The sneakers come in a custom six-sided, maple-bottomed box (naturally it%u2019s the same shape as the dance-floor as at The Hacienda). Then, the shoes inside are wrapped in four sheets of tissue paper, two feature Kevin Cummin%u2019s photography in the 80%u2019s, one will show designer Ben Kelly%u2019s original sketches for the clubs interior, and the final will show the current state of the club space. I kid you not%u2013 this is packaging detail at its best, absolutely gorgeous! Along with the incredible package and shoes, lucky buyers will also get a DVD documenting the whole club history and experience. The shoe is a short run at 250 pairs and will sell exclusively in the Y-3 Manchester store for two weeks before it goes into Selfridges in London and Y-3%u2019s flagship in Tokyo. The FAC51-Y3 will be 345 GBP, or just under $700 US."

Sunday, May 13, 2007

Anthropomedia: SAG and Internet Video

Anthropomedia: SAG and Internet Video: "In the past, one of the hallmarks of professionally produced material has been the participation of Screen Actor's Guild (SAG) members. So what's SAG doing about made for Internet DV? I posed that question to myself today, and decided to ring SAG in Hollywood.

After negotiating the voice menu system and a pleasant operator, I reached another assistant type, who pleasantly took down my information and promised to relay my request for info to Mark Friedlander, who works in Contracts as a Signatory Rep for Internet/Interactive Productions. I was told Mark is one of two people working in this area at SAG. I guess the union is on the case.

Stay tuned to see what SAG has to say about Internet, or as they call it 'Interactive' video!"

The 463: Inside Tech Policy: Starving Actors to be Fed by YouTube?

The 463: Inside Tech Policy: Starving Actors to be Fed by YouTube? "On the eve of tomorrow morning's 9:30 am ET Congressional hearing on "The Future of Video", we raise a sleeper issue that promises to eventually have significant impact on online video business models.

It's about the talent. Yes, the actors who make those shows that still aren't reality-based possible are going to want a piece of the Internet video revenue pie, too. There has been noise from the Screen Actor Guild that they are well aware of where video is headed and when their next contract round is up, they plan to make their case well known. So much so that the Screen Actors Guild just created a new-media department. From the Hollywood Reporter:

SAG and other guilds have been ramping up operations dedicated to tracking and researching new-media issues. In the next round of film and TV contract talks, the guilds are expected to demand significant improvements in residuals paid for the re-use of member-created entertainment content distributed over the Internet and other new-media platforms.

"This is the dawn of a new era in entertainment," Friedlander (the SAG new media lead) said. "The developments in new-media formats give actors new opportunities, but it's important to make sure they are compensated fairly for their work, no matter what the format..."

Perhaps this will be raised by tomorrow's hearing witness Phil Rosenthal who is the Executive Producer of "Everybody Loves Raymond" and is also representing the Screen Actors Guild."

Wednesday, May 02, 2007

Friedlander set to guide SAG's new-media unit

Friedlander set to guide SAG's new-media unit "In an appointment underscoring the industry's increased focus on emerging media, SAG on Wednesday promoted contracts veteran Mark Friedlander to head the guild's newly formed new-media department.

As director of new media, Friedlander and his department's staff will work closely with SAG's new technologies, interactive contract and organizing committees. He will report to deputy national executive director Pamm Fair.

"Mark's expertise in new-media and interactive contracts, combined with his knowledge of emerging technologies and his legal background, make him the perfect choice for this new position," Fair said. "Our elected leaders and staff have made new media a top priority, and this new department, along with our research and economics department, will provide essential research, analysis and strategy to guide our long-term decisions and policies."

SAG and other guilds have been ramping up operations dedicated to tracking and researching new-media issues. In the next round of film and TV contract talks, the guilds are expected to demand significant improvements in residuals paid for the re-use of member-created entertainment content distributed over the Internet and other new-media platforms.

"This is the dawn of a new era in entertainment," Friedlander said. "The developments in new-media formats give actors new opportunities, but it's important to make sure they are compensated fairly for their work, no matter what the format. The department will help accomplish that, and I'm excited to lead this critical area for the Screen Actors Guild."

Friedlander joined SAG in 2005 as a business representative in the contracts department, specializing in theatrical, new-media and interactive projects. He previously worked as an entertainment attorney."

Its a bit weird when I threw parties I wanted in URB or Project X. Now I get in the Reporter! COOL!

Tuesday, April 17, 2007

MoTV: Mobile TV and Video Summit, April 17, Morning Sessions

*MoTV: Mobile TV and Video Summit*

April 17 Morning Sessions

*Welcome and Introduction*
Michael Stroud - iHollywood Forum

Stroud - Sprint and Treo 700p is a very capable mobile video platform.
However purchasing video is not compelling because the same content can
be seen for free on TV.

Stroud - This year the main hurdle for mobile video will be to drive
higher adoption rates. The technology is here and is now becoming a
standard in handsets. The remaining question is how does the industry
get consumers to pay for mobile video content.

*Obsticles and Oportunities*
Scott Wills - Hiwire
Robin Chan - VCast
Joe Zaller - Snell and Wilcox
Jeffery Brown - MediaFLO
Bob Zitter - HBO
Michael Stroud - iHollywood Forum

Chan - Mobile video is still at an early adopter stage. But phone prices
are coming down and as a result the subscriber rates are going up.

Chan - Adding a "TV button" to handsets is leading to more adoption. The
user only needs to push 2 buttons to access content. First they push the
"TV button" which activates the TV functions on the device then the user
selects a channel.

Zaller - 3G is a unicast technology versus MediaFLO which is a broadcast
technology. There will likely need to be a hybrid inorder for mobile
video to succed. Both methods are monitizable but MediaFLO's broadcast
technology is much more economically efficient.

Chan - V CAST is live in 22 markets now.

Zaller - Mobile video is inclusive of all kinds of devices not just
phones. It includes iPods, TVs, phones, etc.

Brown - The unicast delivery networks have already begun to colapse in
some foriegn markets. This problem has driven the broadcast build out.
Curently there are 3 million broadcast capable handsets in Korea and
there are 5 million in Japan. Early adoption is only at issue in the US
and this will soon be overcome.

Zitter - 70% of viewers watch time shifted (VOD, DVR, etc.) programing
instead of live if they have access to that technology. Consumers seem
to perfer on demand methods rather than DVR so they do not have to plan
ahead. This propensity for time shifting seems to cut against the
broadcast model. Consumers want to control their experience. The only
exception to this seems to be live sports.

Wills - Storage on mobile devices will grow enabeling greater DVR
functionality. This coupled with the broadcast model will empower the
consumer while distributing the work load to the end user rather than
the network.

Zitter - The use of these technology skews to younger users.

Zitter - Consumers expect day and date deployment on mobile platforms of
TV product.

Chan - The content owners are slicing rights to maximize revenue.

Wills - The practice of slicing rights by venue is making it too complex
for consumers as well as distributors and will slow adoption.

Zitter - Sometimes visual content needs to be reworked to release across
all platforms. For example if music is included in a program, and if
that music could not be licenced for broadband, the music will need to
be redone before that visual content can be released across all
markets.

Stroud - Consumers don't care how a program is delivered to them. They
just want to watch the content when and where they choose.

Zaller - There will be a continued rapid proliferation of these new
technologies because the average handset lifespan is only 9-18 months.

Pannel - High adoption of these mobile video technologies in the US will
occur within the next 2-5 years.

Wills - Consumers don't neccessarilly want content specifically created
for mobile.

Zitter - There are different concerns for creating content for mobile.
Dark sceens, long shots, and audio with high dynamic ranges do not
translate well. Quick cuts, and medium shots do work well. Also there is
a high cost to creating content now because there is no standardization
in resolutions, metadata, or aspect ratios for devices.

Wills - Consumers are now willing to watch for about 5-10 minutes. If
they like the content they will stay longer and these periods are
increasing.

Stroud - Consumers will watch increasingly long content as devices begin
to provide better experiences (i.e. iPhone).

New Terms -
- MDTV - Mobile Digital TV Alliance. (See http://www.mdtvalliance.org/)

*Keynote: QUALCOMM*
Paul Jacobs - QUALCOMM

Jacobs - The phone is not just a phone anymore. It will be an extention
of the person, containing a wide variety of personal information, and
having access to even more. Making calls is becoming an afterthought.

Jacobs - Mobile phones are more ubiquitous than all other consumer
electronics devices.

Jacobs - The higher-end data services are more popular in lower economic
strata.

Jacobs - 1/3 of the worlds population have cell phones.

Jacobs - A voice call requires about 4k and video requiers about 400k.
Because there is a per bit cost associated with delivery the economics
of video will need to become more efficient.

Jacobs - Viewing is not based on a "prime-time" model, because the
devices are always with the consumer, viewing is more evenly distributed
throughout the day.

Jacobs - MediaFLO can support local content, including local ad
insertion.

Jacobs - MediaFLO is becoming a standard. The FLOForum includes 70+
members in 12 countries. Non-phone devices are already being built (i.e.
PacketVideo).

New Terms -
- Open Mobile Video Coalition - It is an industry alliance including the
9 largest US broadcasters who intend to help accelerate the adoption of
mobile broadcast video.
- Clipcasting - Clipcasting pushes content to the device in the
background that can later be accessed on demand by the user.

*Presentation: Chalenges To Mobile Video Delivery*
Joe Zaller - Snell and Wilcox

Zaller - The 4 main problems for mobile content delivery are: 1) all
screens on mobile devices are progressive but most content is
interlaced, 2) the screen sizes and shapes differ from device to device,
3) the compression needs to get better, and 4) the diversity of
platforms makes the delivery of the content inefficient.

Zaller - As the number of deliverables goes up, the earnings per
deliverable goes down.

Zaller - There are 2 solutions to the above 1) dynamic automatic
reframing and 2) dynamic automatic refocusing.

*Mobile TV: The Battle Is Joined*
Levi Shapiro - Telephia
Michael Ramke - Modeo
Larry Gitlin - Handheld Entertainment
Sam Matheny - New Over Wireless
Jerry Hanley - QUALCOMM
Osama Al-Shaykh - PacketVideo

Shapiro - There are 6.2 million subscribers of mobile video now in the
US. This makes up 2.7% of the US mobile phone market.

Shapiro - Mobile video now is generating more revenue than mobile
games.

Shapiro - 85% of handsets are not video capable in the US. There are 30
million that are video capable.

Shapiro - About 1 in 5 users in the US who can subscribe to video
services do.

Shapiro - The demographics in the US are skewing heavily toward males.
70% of video service subscribers are male and 3/4 of these are under 35.
All other value ad services tend to skew heavilly toward female.

Shapiro - Hispanics in the US are 3 times more likely to subscribe to
video services.

Shapiro - Almost 1/2 of subscribers in the US are in homes with 4 or
more people. The choice for the viewer may be between small screen and
no screen.

Shapiro - 80% of viewers in the US watch more than 5 minutes per session
and the period is getting longer.

Shapiro - 100% of video subscribers in the US use their mobile device to
access the Internet. 2/3s of these users also upload video to the
Internet.

Shapiro - Entertainment is the most highly sought after content form but
it is also the least available.

Al-Shaykh - HSDPA (3G) is working in France and Japan.

*Presentation: User Generated Content*
Larry Gitlin - Handheld Entertainment

Gitlin - Comedy is leading in the space but other areas such as drama
and how-tos are growing.

Gitlin - Handheld Entertainment through its ZVUE network delivers both
user and profesionally generated content side by side.

-- compsed on my hiptop --

Sunday, April 15, 2007

NAB April 15 Afternoon Sessions

*Digital Cinema Summit*

April 15

*Making 3D Movies From 2D, Meet The Robinsons *
Robert Neuman - Disney
Nordi Rahhali - Digital Domain
Dan Brimer - Digital Domain
Josh Greer - REAL D
Howard Lukk - Disney
Walt Ordaway - Consultant

Neuman - Depth of field is a problem in 3D because people try to focus
on out of focus objects.

Neuman - Floating windows are created to make sure that objects do not
inadvertantly violate the corners of the screen. But a window violation
can be used as a creative choice to highten emotion in the sceene (i.e.
a wepon comes forward off the screen to create fear in the audience).

Rahhali - Digital Domain can take 2D files, split the layers and
re-render the image at 2 different offsets, one for each eye.

Lukk - The release of Day and Date for 2D and 3D films is happening now.
It will get more frequent as the formats for digital cinema are
standardized.

Lukk - Audiences will watch feature length digitally projected 3D films.
(See: Meet the Robinsons, Nightmare Before Christmass, etc.) However,
they can not watch more than 20-40 minutes of traditional 2 projector
sytstems because audiences members tire trying to resolve the
differences in the Right and Left eye projections (i.e. jitter, etc.).

Greer - 3D allows stories to be told on a percineum stage rather than a
flat screen.

*Shoring Up Digital Pipelines*
Curtis Clark - ASC
David Stump - ASC
Lou Levinson - Post Logic Studios
Glenn Kennel - Laser Pacific

A complete digital pipeline flowchart can be viewed on the ASC website.

*Case Study: Balls Of Fire, Capture To Master*
Leon Silverman - Laser Pacific
Jeff Roth - Focus Features
Tom Ackerman - DP (not present)
Steve Gaub - Associate Producer
Dave Cole - Colorist
Aaron Weintraub - Visual Effects Supervisor
Nolan Murdoch - Panavision

Cole - Using an End to End digital pipeline allows you to see in the
theatre exactly what you intended from post.

Roth - It costs more to shoot digitally now. But this will change as
crews become more familar with the new digital equipment and the cameras
become cheaper.

Roth - Budget line item spends are shifting because new rolls are being
defined (i.e. DITs).

New Terms:
- End to End - This means a film is created and distributed digitally.
- Genesis Camera - It is a digital camera made by Panavision that uses a
35mm CCD and standard Panavision optics. It has similar dynamic range to
film.
- Panalog - Refers to the custom color space and gama curve that is used
on a Genesis Camera. This curve is different than the one usually
created on a CCD and it causes images to visually appear more like
film.
- Luster - It is a color grading (correcton) software for digital video
from Autodesk.
- Lut - Look Up Tables used to keep consistancy in image characteristics
from shot to shot.
- DIT - A Digital Imaging Technition assists the traditional film camera
crew in its use of the digital camera systems like Genesis.

-- compsed on my hiptop --

NAB April 15 Morning Sessions

*Digital Cinema Summit*

April 15

*USCs Entertainment Technology Center*
David Wertheimer - ETC

Wertheimer - ETC is focusing on anytime anywhere content. The work on
digital cinema will suport this.

Wertheimer - The ETC has built an Anytime Anywhere Content Labratory.
The students provide feedback.

*Case Study: 300, Digital Theater to Home*
David Wertheimer - ETC
Philippe Erwin - Executive Producer (Game)
Jeffery Silver - Producer
Chris Watts - Visual Effects Supervisor

The 300 had $63 million budget. It was shot in 60 days. It made $70
million on its opening weekend. It is the 3rd most successful R rated
movie ever. The film as of April 15, 2007 made $200 million domestic and
$200 million foreign. Highest scoring preview the studio ever tested.

Silver - The studio invested $150,000 to do a 2 minute test shot to see
if it was possible to get the look the studio wanted.

Watts - The studio demanded lots of Pre-Vis. It was very useful to
determine camera angles and placement of performers.

Erwin - Good games usually take about 2 years to create. Great games
take 3-4 years.

Erwin - An average time line for game development looks like this:
- Pre-Production - 4 months
- Production - 12 months
- Alpha - 2 months
- Beta - 2 months
- QA - 2 months
- Manufacture and Release - 1 month

Erwin - To make a Day and Date release sometimes the platform is
carefully selected. The PSP was chosen because it required less depth
and complexity for a game to be produced.

Watts - Film was used because it was easier to shoot at high frame
rates. Digital cameras are not as easy to use when shooting at multiple
high speed frame rates.

Erwin - Screenings of the film footage shot during game production
helped the game to match the film.

Erwin - The film shared elements with the game to speed production and
to synch look and feel. However the PSP platform dictated recreating
some assets at lower levels of complexity.

Erwin - There will be an increase in Day and Date releases.

Erwin - The game was developed with porting in mind. Very little work
little work had to be done to get the game to 3 additional platforms.
Really all that needed to be done was up-rezing of some of the assets.
This process only took 4 additional weeks.

Erwin - In 2-3 generations (5-15 years) of game consols, realtime play
will resemble the complexity CGI can create in todays cinema.

Erwin - Today games on Next Gen platforms cost $10-20 million in pure
production budget.

*In-Theater Piracy*
Mike Robinson - MPAA
Steve Weinstein - Motion Picture Laboratories
Annlee Ellingson - BoxOffice Magazine

See "The Piracy Problem" a 3 part series by Annlee Ellingson for
BoxOffice Magazine.

Ellingson - MPAA believes $6 billion were lost to piracy in 2005. 90% of
pirated copies have be cam'd.

Robinson - Cam copies can be of extreemely high quality.

Robinson - Topsites are the first servers to host a pirated file.
Facilitators are the next level of servers who spread the files to
Downloaders.

Robinson - Files can spead globaly in a mater of hours. One recent
example: Friday night a cam copy was made in Guam and Saturday a hard
copy was bought in London.

Robinson - 75% of cam'd copies come from the US (50%) and Canada (25%).

Robinson - A technological solution is required. Hunting for cams is
nearly imposible.

Weinstein - The turnaround time to get professionaly pirated copies out
to the world is about 48 hours. Some of these copies have even been
dubbed and subtitled to regional languages.

Weinstein - The industry is using 3 main methods to stop piracy:
- 1) Forensic watermarking will help the industry to track where the
pirated copies are coming from. Digital cinema helps to create a more
complex watermark system that can include time stamps. This way pirate
opporations can be stoped.
- 2) The second method is to Search out the cams. There are two types of
search. They are optical and electomagnetic. Unfortunately cell phones
interfere with the electromagnetic search and optical can be intrusive.
- 3) The third method is Jamming the cams. The industry is trying to use
optical interference methods because there are health and privacy
concerns with certain electromagnetic technologies.

Weinstein - 3D is not a piracy deterent. One half of the stereoscopic
image can be captured for 2D playback. Or alternatively both halfs could
be copied for a suitable playback device once they become more common
place.

Robinson - Screeners are NOT curently the source of most pirated copies.
Cams are.

Weinstein - Serialized cams or movie recognition technically could be
used to deter piracy. However serial numbers would require industry and
consumer cooperation for registration. Movie recognition would likewise
be problematic requiring all cam manufacturers to have recognition
capabilities built in to their products. That is unlikely due to the
proliferation of cams in all kinds of devices.

Weinstein - Most piracy today is coming through hard-goods, not internet
files.

Note: Several members of the audiance during the break were having
conversations about their various personal piracy methodologies. The
individuals seemed to believe that if they were not selling their copies
or had paid to see the original (rented or purchasd the DVD), then there
was nothing wrong with copying it for personal use.

*Delivery Issues / Inter-Society Digital Cinema Forum*
Bill Kinder - Pixar
Michael Karagosian - MKPE Consulting

ISDCF is another organization investigating standards for delivery
methods, KDMs, naming conventions, scaling methods, and silver screens.
(See www.isdcf.com)

*Digital Cinema Rollout*
J. Wayne Anderson - GBG/R/C Theaters
Bill Campbell - Orpheum Theaters (small exhibitor, 10+ screens)
Jeremy Divine - Rave Motion Pictures (early adopter, medium size
exhibitor, 400+ screens)
Travis Reid - Digital Cinema Implimentation Partners (3 largest
exhibitors, 1500+ screens)

Anderson - There are 4000+ digital cinemas today. 100,000+ traditional
cinemas still to be upgraded.

Anderson - 3D is a novelty but it does help the gross revenue of
theaters.

Campbell - Small exhibitors, like the large chains, are concened with
the cost of digital upgrades.

Campbell - Small exhibitors will be able to play movies sooner under a
digital regime because there is no limit on the amount of prints
available. They will also be able to take advantage of national ad
campaings by releasing simultaneously.

Campell - Small exhibitors will also be able to exhibit in higher
quality by forgoing older prints for digital files.

Campbell - Delivery will also be more reliable to remote theaters
because digital files will be easier to transport (over satalite,
Internet, etc.) than 70lbs of reels.

Campbell - In 2000 the cost to upgrade a single screen to digital would
cost about $120,000-150,000. Today it is slightly less.

Campbell - Film projectors can last as long as 50 years. No one knows
how long digital systems will last before they need to be upgraded.

Campbell - Film projectors are interoperable. Digital projection systems
are not yet.

Divine - Digital has worked very well so far for Rave.

Divine - For Chicken Little, Rave installed 10 digital screens. While
expanding, all new screens installed have been digital. Today 70+% of
the screens owned by the chain are digital.

Divine - All the 3D release the chain has played have done extreemley
well.

Divine - To install they take a screen down on a Sunday by the following
Friday it goes back up.

Reid - Digital Cinema Implimentation Partners plans to roll out digital
screens by 2008.

New Terms -
- Ingestion - This is the process of uploading the DCP to the server at
the theater.
- LMS - ???
- TMS - ???

*DCI Update*
Wade Hannibal - Universal Pictures

Version 1.1 of the DCI specification has been adopted as of today and
version 0.9 of the DCI specification for stereoscopic images has been
released for review as of today. (See www.dcimovies.com)

-- compsed on my hiptop --

Saturday, April 14, 2007

NAB April 14 Afternoon Sessions

*A Studio Perspective*
Christopher Cookson - Warner Bros.

Cookson - The greatest value from products comes when the project enters
their library.

Cookson - Japan has a 4K by 2K display built for the home today.

Cookson - The average consumer sits 3 screen hights away from their TV
screen in their living room.

Cookson - The average viewer sits 1.5-2 screen hights away in a stadium
style theater. If the viewer has 20 20 vision, 2K is the maximum
resolution they will be capable of discerning.

Cookson - There is detail in the 4K print that is missing in the 2K. At
some future point thoes details will be important and likely visable to
the viewer with new display technologies.

Cookson - 4K maybe the theoretical limit of what lenses today will allow
capture of on 35mm film.

*Digital Intermediates*
Gavin Schutz - Azear Media Services
Curt Behlmer - Technicolor
Sean - Deluxe
Marvin Hall - Modern Videofile

Behlmer - Key delivery is a slow and manual process today. As digital
cinema expands this will become a major choke. There is no analog
equivalent for key delivery in the world of film.

Behlmer - To move a film from one server to another takes almost real
time (about 2hrs). This makes moving a film from one theater to another
much more difficult than with film.

Behlmer - Key generation also takes time. When a server or projector
fails a new key must be generated for the replacement.

New Terms -
- Digital Intermediates - A digitaly scanned film file.
- DSM - Digital Source Masters are high resolution a/v files created by
a digital camera.
- DCDM - Digital Cinema Distribution Masters are the raw files packaged
in to the DCP.
- DCP - Digital Cinema Package includes the encrypted a/v files and meta
data required for "play out" in the theater. The average DCP is 150-200
GB (equevilant to 4 filled Blu-ray disks) at 2K resolution.
- DCD - Digital Cinema Delivery is the process of sending the DCP to the
theater by various methods, satalite, mailed hard drives, DVDs etc.
- Keystoning - This is the process of distorting an image from a
projector not placed even with the center line of the screen. The
process corrects the image making it rectangular instead of
trapazoidal.

*European Perspecive*
Wendy Aylsworth - Warner Bros.
Effi Bernt - ARRI
Siegfried Foessel - Fraunhoffer
Mike Christmann - Flying Eye
Christoph Fehn - Fraunhoffer
Fabrrizio Frescura - Digilab
Wolfgang Ruppel - T-Systems International
Ernesto Santos - Mog Solutions

JPEG2000 is the compression algorythm used. It allows for either 2K or
4K images to be extracted from the same raw data.

The Worldscreen is an EU project creating a complete Digital Cinema
workflow from backend to screen. It was a response to the US
colaboration the Digital Cinema Initiative. Partners in the Worldscreen
include among others Warner Bros., Deutch Telcom, ARRI, and Fraunhoffer.
(See www.worldscreen.org)

The more formats you can transcode (dvd, mobile, theatrical, etc.), the
more revenue oportunities.

-- compsed on my hiptop --

NAB April 14 Morning Sessions

*Digital Cinema Summit*

April 14

*3D Raise Your Glasses*
Tom Scott - Onstream Media
David Schnuelle - Dolby Lab
Lenny Lipton - NyVision
Boyd MacNaughton - Real D
Martin Sadoff - Digital Jungle
Kenbe Goertzen - QuVis

Scott - Since the last NAB there has been a 7 fold increase in digital
screens.

Scott - 3D is driving digital cinema adoption. Meet the Robinsons opened
in 3D on 700 screens.

Lipton - 3D cinema dates back to the times of Edison. It is not a new
phenomenon.

Lipton - A single digital projector is capable of creating a 3D image.

Lipton - Cinema ticket price increase has come as a result of
inflationary forces and greater technological investment.

Lipton - In the past, multi-projector systems have failed.

Lipton - When new technology is addopted it takes time for creatives to
use it to its full extent.

Lipton - DMD (Digital Micromirror Device) technology from TI is
installed on 2600 digital projectors around the world.

Lipton - "ZScreen" projectors have a high enough refresh rate to show
both left and right eye images with a single projector.

Lipton - CGI movies are leading in 3D.

Lipton - "Silver screens" lighten the load on the projector by
increasing the amount of reflected light.

Lipton - 3D films are doing over 3 times the revenue of their 2D
counterparts.

Lipton - Upcoming movies that may help speed 3D adoption are coming from
Robert Zemeckis and James Cameron.

Sadoff - There are 4 main different types of 3D systems currently.
Active glasses (1080i capable). Dolby. Polarized. Anaglyph (red and
cyan).

Sadoff - Each system requires a different combination of glasses,
digital intermediates, servers, and projectors.

Sadoff - 1080 is what the audiance wants. Not all systems are curently
capable of 1080 projection.

MacNaughton - Different parts of the theatre have a different quality of
experience.

Schnuelle - Jitter makes 3D difficult. This is why more stable systemes
such as IMAX and DLP are paving the way for 3D.

Schnuelle - Depth of field changes at sceen cuts makes 3D a jaring
experience for the viewer.

Schnuelle - Dolby does a 6 color seperation at different wavelengths of
light. Red, Green, and Blue each hit each eye. But the red seen by the
right eye is at a different wavelength from that seen by the left. If
the the glasses are removed the image looks 2D but not blurry.

Schnuelle - 3D requires spliting light between the eyes and thus dims
the image. The image is further dulled if the system use polarization or
another type of filtration.

Schnuelle - Glasses reuse is important becuase of the tremendous waste
product that would follow each release if the glasses were disposable.
Glasses washing is costly.

Goertzen - Accounting for the right and left eye synchronization in a
single file format can help maintain quality even after sensorship or
other unanticipated edits.

New terms -
- Anaglyph - classic two color 3D systems
- Silver Screen - has a high reflective quality required with most
polarized 3D systems
- Stereo polorizers (active v passive, linear v circular) - separates
image for right and left eyes

*Standards: DC-28*
Wendy Aylsworth - Warner Bros.

Aylsworth - The digital standards working groups have sections for
"mastering", "distribution", and "exhibition". They do not include a
creative section.

Aylsworth - Digital projectors have a 99.9% uptime. Traditional
projection has a 99.98% uptime.

Aylsworth - A standard for encryption has been encluded.

SMPTE is creating the DC-28 standard. Membership is open for a fee,
aproximately $200 / yr.

*Workflow in the Digital Theater*
Michael Karagosian - MKPE Consulting
Cliff De Young - Regal Entertainment Group
Jonathan Kramarsky - Deluxe Digital
Les Moore - Eastman Kodak
John Wolski - Strong Digital Systems

Karagosian - Early adoptors have instaled digital systems. However there
is now a break in the growth curve. It is likely a temporary pause
before the majority adopts.

Karagosian - The encryption key delivery chain is too slow and
inefficient today. If there were 10,000 digital screens today the system
would collapse.

Cliff De Young - Alternate content ("pre-show", ads before show, etc.)
will grow with the flexability of digital systems.

Cliff De Young - Electronic content delivery needs to be standardized at
the theater level.

Moore - A Theater Management System could report all film screenings,
pre-show information, and all ticket sales in a digital theater
context.

Kramarsky - KDMs can be delivered by physical means, Internet, or closed
network. Each poses its own unique problems.

New Terms -
- Interlocking - The sending of the same print through multiple
projectors to multiple screens to maximize revenue.
- Ext3 filesystem - Unix file system used for most digital cinema
distributions.
- KDM - Key Delivery Messages are the files that includes decrypting
information, 1) for a specific projector, 2) for a specific geographic
location 3) for a specific window of time only.


-- compsed on my hiptop --

Thursday, April 12, 2007

Where is Mark!

Southwest Airlines Flight# 452
From: Burbank Bob Hope Airp 13Apr07 02:20pm Friday
To: Las Vegas NV, USA 13Apr07 03:20pm Friday

Hotel Mirvac Hotels Excalibur Hotel And Casino
Phone:1-702-597-7777
3850 LAS VEGAS BLVD SO, LAS VEGAS NV 89109-1050
Fax:1-702-597-7163

Southwest Airlines Flight# 65 Class:Y
From: Las Vegas NV, USA 19Apr07 05:25pm Thursday
To: Burbank Bob Hope Airp 19Apr07 06:30pm Thursday

Thursday, February 15, 2007

Coachella Festival sells out

Coachella Festival sells out: "Tickets disappear at record pace

Tickets to the Coachella Valley Music & Arts Festival have sold out in record time, more than two months in advance of the Festival dates, it was announced today.

The event, which takes place April 27-29 at the Empire Polo Field in Indio, California, features headliners including Bjork, Red Hot Chili Peppers and the newly reunited Rage Against The Machine, as previously announced. Arcade Fire, Jesus and Mary Chain, Arctic Monkeys and Interpol are also on the bill.

Festival booker Paul Tollett of Goldenvoice cleared up rumours that the event would be changing its desert location due to real estate development on its current site.

'There are rumours about that whole area being developed for houses and golf courses,' he told Billboard. 'We said we'd make this commitment to them, but please don't make houses here, and it worked.'"

Wednesday, February 14, 2007

Coachella Countdown!

Thursday, January 18, 2007

Sundance Day 1

Opening night! Redford adresses the crowd and points out that maybe the
time has come for the opposition to speak out. Front row balcony, kid
from Nip Tuck, Mr. Hopper, Tom Haden, and malibu's finest Mr. Nolte in
attendence for Chicago 10 - A rockin' look at the railroading of the
Chicgo yippies. Animation and archival footage to a soundtrack of MC5,
the Beasties, and Rage!

Wikkid film. Let's storm the capitol!

-- compsed on my hiptop --

Friday, January 12, 2007

where is mark at?

hi all,

here is my deal for ces:

Jan. 6, 2007
bur -> las
Southwest #1649
11am - 12pm

Paris
(702) 946-7000
3655 Las Vegas Blvd S, Las Vegas, NV


Jan. 11, 2007
las -> bur
Southwest #607
5:10pm - 6:10pm

Thursday, January 11, 2007

Marks Back

Post game on CES to come soon.

Monday, January 08, 2007

CES Day 1

Broadband Games Expand 1/7 10am - Zeichner, Early /
Microsoft, Norman, Mills / AOL, Parkis / Disney, Reid / Gametap,
Sehgal / Shockwave

• Reid - “Casual gamers” now include all demographics. Lines are blurring between hard core gamers and casual gamers.

• Parkis - But there is a growing generational split. Older players have less time to invest and thus can't play some hardcore games.

• Sehgal - Advertising is a growing revenue stream. Millions of in game ad impressions are being served. Pre-roll ads are growing too. And advertisers understand and like pre-roll ads because of the similarities to traditional media. Micro-transactions are also starting to explode (in particular in the “free to play” space).

• Mills - Exclusivity in the casual game space is growing. But so is cloning. A game at the 1 to 2 meg download hits the sweet spot.

• Sehgal - Super simple 1 minute games are also becoming very popular.

• Reid - If there is a network there will be play. So people will play part on the phone, later more on their pc, then some on the console, etc.

• Sehgal - Flashlight just launched for phones as gaming platform. This may help unify design. (This also has video delivery implications, ala youtube, etc.)

• Norman - Mobile distribution is a requirement in foreign markets because pcs and consoles are premium products where mobile phones are not.

• Parkis - Disney is crossing its games and theme parks to make an “alternate reality game” type experience.

• Reid - Episodic content is a great model and one that will continue to grow. It is a great way to limit risk in development and increase customer loyalty.

Next Generation Power Gamer Platforms 1/7 11:30am - Larson / Gamespot, Burks / Seagate, Ciacchella / Deloitte, Early / Microsoft, Goodman / Yankee Group, Kaiafas / Intel, Verma / TV Head, Yuen / Qualcomm

• TVHead is a casual game channel. It is played on a TV with the use of your remote control. No additional hardware is required. ($16 million raised in first round VC.)

• Verma, Ciacchella - Episodic content is growing. TVHead is trying to develop in this space.

• Early - Business models are diversifying to meet a diversifying audience.

• Goodman - Definition of games is blurring. For example in Second Life Reuters has a reporter.

• Ciacchella, Goodman, Kaiafas - Areas of growth in near future will be emersion, AI, and physics models.

• Yuen - There is lots of opportunity for cross platform creativity. For example games will have elements designed to be played on the phone, others for the console, etc. (See Microsoft Gran Turismo.)

• Verma - Casual MMOGs will explode. Think Sims instead of Warcraft.

• Early - Blockbuster syndrome is infecting game development but casual games are a way to mediate the problem.

• Burks - Digital distribution will grow as standards are made open. Closed standards limit audiences and increase costs.

• Kaiafas - Episodic content also helps to breakdown the cost barrier.

• Ciacchella - Advertising is also helping to defer content cost.

• Sam & Max is an example of a very successful episodic game.

• Ciacchella - Stories are very important.

• Predictions from the panel: game ubiquity, more acceptability of gaming, greater emersion, more growth of social gaming, more blurring of platform types, advertising will be critical.

• Yuen - The user generated game will blossom. Second Life might be the first one in the space.

• Verma – B Sky B is leading games over TV. TVHead has a proprietary system that works over standard VOD infrastructures.

Game Power Optical and Chips 1/7 1pm - Jasko / Digital Economics,
McNaughton / AMD, Taylor / NVIDIA, Lake / Intel, Kerslake / TI, Donahue
/ Microsoft, Dimelow / ARM

• McNaughton – Games will have adaptive AI and processors will have 16 cores within 5 years. They will have 8 cores by the 2nd half of ‘07.

• Lake - New UIs will explode. See Wiimote, Guitar Hero, wireless controllers. He predicts head mounted displays will become comon.

• Kerslake - OMAP allows rich full motion 3d on phones and is shipping its 2.0 product with 3.0 on the way soon.

• Donahue - Live Anywhere will grow.

PC and Mobile Games Expand Market Share - Dolbier / IBM, Early /
Microsoft, Nakayama / Amped, Sepso / Major League Gaming, Vanukuru /
Virgin Mobile, Webb / iPlay

• Cross platform gaming is hindered by, cost of development, bandwidth, handset design, etc.

• Webb - 5% of mobile subscribers have downloaded a game. The number is low because the user experience of getting the game is bad.

• Nakayama - 30-50% of Amped subscribers have downloaded 2-3 games.

• There are 300 million consoles vs 2 billion handsets. Consoles renew every 5 years vs handsets which do so every 1-2 years.

• Dolbier - Business models are ads vs subscription vs purchase (sometimes try and buy) vs free to play (micro-payments), but all are now being hybridized.

• Cross carrier interaction is starting but in limited ways.

• Burger King advergames were the #1 selling console games for the holiday season on the X-Box 360.

• XMA is an SDK for making X-Box games, so anyone can make and distribute games. XMA allows games to run on X-Box, Win, and mobile.