• Monday, Mar. 28, 2016
Oculus Rift begins shipping; reviews suggest waiting is OK
In this Wednesday, Jan. 6, 2016, file photo, Yining Hou uses the Oculus Rift VR headset at the Oculus booth at CES International in Las Vegas. (AP Photo/John Locher, File)
LOS ANGELES (AP) -- 

The first consumer-ready Oculus Rift virtual-reality headset was delivered to a real person over the weekend, and reviewers got their first taste. The initial feedback: It's a beautiful, wonderful device that immerses you, yet it still has a ways to go.

Oculus founder Palmer Luckey hand-delivered the first Rift to software developer Ross Martin in Anchorage, Alaska, on Saturday, kicking off a new era in virtual reality by putting the most powerful VR device yet into a consumer's hands.

Martin, who had never tried VR before, spent a few hours on the Rift Monday morning. He watched a short movie, played a game and explored a virtual environment that included an up-close encounter with a Tyrannosaurus Rex.

"I couldn't stop saying, 'Wow,'" Martin, a 33-year-old Web developer, said in an interview. But he said that he felt a touch of nausea at times and that the resolution could be better.

"If you're a gamer, this is right up your alley," he said. "You're going to be able to forgive that."

Oculus has said it's sending the Rift to its first Kickstarter backers first, followed by those who ordered one in January for $600, or at least $1,500 with a high-end personal computer included. Oculus, which began crowd-funding through Kickstarter in August 2012, was acquired by Facebook for $2 billion in 2014 and has shipped two developer versions so far.

Expectations for a consumer version have been high. There's a backlog of orders and if you order now, you can expect delivery in July. It's not clear, though, how many units Oculus made for the first round — and whether there will ultimately be much demand beyond gamers and hard-core technologists.

Early reviews by journalists have been mixed.

Steven Tweedie of Business Insider was glowingly positive in his review of the Rift, relishing the greater presence he felt in both games and narrative stories.

"Everything feels like it means more: there's a heightened connection to characters, both in games and short films, and the action carries weight," he wrote.

But he noted its hefty price tag "is undoubtedly the biggest thing keeping more people from getting the chance to try virtual reality."

Time's Lisa Eadicicco called the Rift "expensive, complicated, and totally wonderful." She added, "It's brilliant. It's fascinating. It's not perfect, but it's only getting started."

Several reviewers, including IGN's Dan Stapleton, wrote that because the Rift doesn't come with controllers that allow for separate actions by each hand, the Rift will suffer compared with the HTC Vive, which will have such controllers included when it comes out next month. Oculus expects its "Touch" controllers to come out later this year.

Wired reviewer Peter Rubin similarly bemoaned the lack of games using Touch.

Nathan Olivarez-Giles of The Wall Street Journal wasn't wowed by all the 30 games that were available at launch.

And he wrote that nausea, a consistent complaint among VR headset users, was real.

"When I pushed myself to play 'Valkyrie' for as long as 45 minutes nonstop, I took aspirin to fight off a headache."

  • Thursday, Mar. 24, 2016
A look at how Oculus compares to Vive and PlayStation VR
In this Jan. 6, 2016 file photo, Peijun Guo wears the Oculus Rift VR headset at the Oculus booth at CES International in Las Vegas. The consumer version of the Oculus Rift will arrive for early adopters on Monday, March 28, 2016, kicking off a new wave of high fidelity virtual reality available for people’s homes. (AP Photo/John Locher, File)
SAN FRANCISCO (AP) -- 

After four years of hype, high-end virtual reality is coming to consumers' living rooms next week with the release of the consumer edition of the Oculus Rift. The debut will be followed by the introduction of similar high-fidelity head-mounted displays, the HTC Vive and PlayStation VR.

Despite comparably offering immersive windows into 360-degreee virtual worlds, each headset has a unique approach to VR, whether it's the room-detecting capabilities of the Vive or the plug-and-play simplicity of PlayStation VR. Here's a look at how the three systems are different:

OCULUS RIFT
For early adopters, Oculus will be first to market with a $599 headset that must be connected to a high-powered PC. It's worth noting that although the Rift officially launches March 28, Oculus has announced that pre-orders have already sold out and new orders won't be shipped until this summer.

The headset will come with an Xbox One controller to play included games like space dogfighter "EVE: Valkyrie" and cartoony platformer "Lucky's Tale." However, Oculus' intuitive Touch controllers, which can recreate the sensation of hands in VR, won't be available separately until later this year.

Out: March 28

HTC VIVE
For a higher price than both the Rift and PS VR, the Vive will offer seated and standing gameplay experiences utilizing a pair of sensors capable of monitoring movement in a room. Unlike the other headsets, the Vive features a front-facing camera and sensors to detect what's in the real world.

As with the Rift, the Vive needs to be connected to a super-charged PC costing at least $1,000 in order to operate, but the Vive will come with a pair of wand-shaped controllers and games such as "Job Simulator," ''Fantastic Contraption" and "Tilt Brush" to validate its heftier $799 price tag.

Out: April 5

PLAYSTATION VR
Sony is offering the least expensive entry into VR at $399. While the Rift and Vive only operate when connected to souped-up PCs, Sony's version of VR works in tandem with the PlayStation 4 console, which costs around $350 depending on the model, and PlayStation camera, about $60.

PS VR features one OLED screen inside the headset, while both the Rift and Vive have a screen for each eye, offering a slightly larger field of view. The headset works with the PlayStation DualShock and Move controllers. Physically, it fits more like a visor than Oculus and Vive's goggle-like approach.

Out: October

  • Wednesday, Mar. 23, 2016
The consumer tablet is dying; long live the business tablet
In this Monday, March 21, 2016, file photo, members of the media and invited guests take a look at the new iPad Pro during an event at Apple headquarters in Cupertino, Calif. (AP Photo/Marcio Jose Sanchez, File)
NEW YORK (AP) -- 

Tablets may never again be the consumer sensation they once were, but they are finding new life among professionals.

Apple took aim at that market in announcing a second iPad Pro model this week. Samsung started selling the Windows-based Galaxy TabPro S last week, while Microsoft doubled down on its Surface tablet business last fall with Surface Book, a laptop whose keyboard pops off to leave behind a tablet. Google has its own using Android, the Pixel C.

Unlike early models, these tablets are meant to be used with a physical keyboard and a stylus. That makes them appealing to people looking to get stuff done, whether that's typing a report or drawing on a graphics app.

"It's no secret the tablet business has slowed down overall except in places where there's productivity," says Gary Riding, a senior vice president for mobile computing marketing at Samsung. ("Productivity," in this case, being jargon for work as opposed to play.)

These new devices also have higher price tags. Many sell for almost $1,000, or even more with accessories. Companies market them as PC replacements rather than devices for watching video, reading books and playing games — that is, things you can already do with your phone.

The Surface Pro 3 is "much thinner than a laptop, and when you have the case with the keyboard, it's essentially a laptop," says Ryan Hastman, who now leaves his Mac laptop behind while traveling to raise money for the University of Alberta in Canada.

Tablet shipments fell 10 percent to 207 million worldwide last year and are projected to fall another 6 percent this year, according to IDC. But one subset — tablets with detachable keyboards — more than doubled to 17 million last year. It's projected to grow to 64 million in 2020 and represent 30 percent of the overall tablet market, rather than 8 percent now.

"It's not all doom and gloom," IDC analyst Jitesh Ubrani says. "Microsoft's done a very good job at marketing detachables. Everyone's now jumping on that bandwagon."

In a sense, Apple was a victim of its own success following the iPad's debut in 2010. Tablets took off with consumers who found them appealing replacements for home laptops. But people haven't replaced them as often as phones. And as phones got bigger, some people began wondering whether they needed a tablet at all.

Enter Microsoft, long the king of "productivity" software, which in 2012 designed a tablet that ran Windows and targeted professionals. The Microsoft Surface didn't have the fun apps that iPads and Android tablets had, but it had Word, Excel and other Office apps long before entertainment-oriented devices did. It also has a USB port and other features missing in most tablets.

It took Microsoft two years to get it right, though. The Pro 3 in 2014 was the first Surface with a fully adjustable kickstand that mimicked the flexibility of laptop screens. And last fall's models were the first Surface devices with Windows 10, which mirrored traditional PCs much more than the Windows 8 it replaced.

"Everyone wants a tablet, and everyone needs a laptop," says Brian Hall, Microsoft's general manager for Surface. "You can have an approach that says people need to buy one of each, or you can have an approach that says there's a happy medium."

The holiday quarter was the best yet for Surface, with revenue increasing 29 percent to $1.35 billion.

But don't count Apple out. IDC estimates that Apple sold more than 2 million iPad Pros in the holiday quarter when it launched, compared with 1.6 million units for Surface. Apple's advantage: apps designed from the start for touch screens and battery conservation, rather than ones adapted from the mouse-and-keyboard world of plugged-in Windows PCs.

Now, Apple is giving customers additional choice — a 9.7-inch iPad Pro that starts at $599, $200 cheaper than the 12.9-inch original (add about $250 for the keyboard and stylus). Just as Microsoft and Samsung have done, Apple is targeting the hundreds of millions of people whose Windows machines are at least five years old. Apple says most iPad Pro customers are coming from Windows.

Bryan O'Neil Hughes, head of outreach and collaboration for software maker Adobe, says a faster processor and better graphics make the Pro something people choose — rather than settle for — when replacing PCs. Many professionals in creative industries, he says, prefer tablets over laptops for presentations, sketching and design.

Nicole Dalesio, an artist and teacher in San Jose, California, says the iPad Pro's stylus offers more precision than other devices and "mimics the natural effect of using things like brushes or pencils or charcoal."

That's not to say PCs are going away. Hall acknowledges that people have cheaper options with traditional laptops. And while Dallas chef Nicholas Harrison says his iPad Pro can do everything his restaurants need, he has a PC at home for hard-core games.

That's not to say entertainment-focused tablets are going away, either. Amazon has a healthy business selling such devices for as low as $50 — creating its own niche, just as Apple, Samsung and Microsoft are with professionals.

"This is what happens as markets mature," says Jan Dawson, chief analyst with Jackdaw Research. "There's a lot more market that can only be served with niche and segmented products."

  • Wednesday, Mar. 23, 2016
Zync Render gives Encore a new dimension
A dragonfly comes to life in a Cineplex Entertainment spot in stereoscopic 3D
TORONTO -- 

Encore Post, a division of Deluxe Entertainment, is a global postproduction studio headquartered in Hollywood recognized with Emmy and Visual Effects Society awards. Over the last several years the Encore team has worked on feature films such as Maps to the Stars and Forsaken, while also providing high-class visuals for television straddling sci-fi, drama and comedy in projects such as The Newsroom, Orange is the New Black, Falling Skies, The Flash and Extant.

For its latest work, a new approach was required. Encore was hired by Cineplex Entertainment, one of North America’s largest movie theatre operators, to create a 35-second spot in stereoscopic 3D.

“It was a different kind of project for sure,” said Michael Kowalski, director of VFX at Encore Toronto. “Often, given the time and budgets, working in high-quality visual effects means taking a lot of creative approaches and methodologies to make stuff really work. The Cineplex brand spot for its UltraAVX theatre experience was a prime example of that--and Zync Render proved to be just the kind of creative methodology we needed to get the job done.”

Zync Render is Google’s cloud rendering solution for the creative industries. Built on Google Cloud Platform, it allows studios and freelancers the ability to quickly and cost effectively send rendering-intensive jobs up to Google’s cloud infrastructure with a turnkey solution that is easy to use.

The Cineplex spot may have been just 35 seconds in total, but those 35 seconds needed to contain an epic story along with a great deal of rendering-intensive detail – all in stereoscopic 3D.

“The intention of the spot was to illustrate that when you watch a movie in an UltraAVX theatre, the experience is bigger, better, and more vibrant,” explained Kowalski. “The spot starts with a dragonfly on the macro level, then the camera follows him as he flies across a CG backdrop and through a portal, and comes out transformed into a CG dragon breathing spirals of flame. The message is clear--UltraAVX transforms your viewing experience.”

With the outro card not taken into consideration, Encore had just 25 seconds to tell the transformative story, hitting each narrative beat without making the whole experience feel rushed.

“Another big challenge was that, artistically, we had to carry all of the colors and the characteristics of the dragonfly over to the dragon, while ensuring it still felt absolutely majestic,” noted Kowalski. “That meant using the same bright, iridescent blues and yellows of the dragonfly and applying that to the dragon, without straying too far into the cartoon side of things.”

The challenges went beyond the artistic and into the technical--not only did the high-resolutions textures and stunning CG backdrop need to be rendered with the utmost quality, it needed to be done so twice, given the project’s stereoscopic requirements.

“Considering that we were working with assets like the dragon and the portal, and a landscape with elements ranging from tree and fog to mountains and planets, the renders were very heavy, and that meant using more CPUs and taking more time to process.”

Although Encore had several months to design the characters, create the environment and carry out the animation, they knew the last five weeks of the project would be key. Encore knew it would need to turn around multiple iterations of the project each week--and that’s when the studio turned to Google’s Zync Render.

Raw speed
With renders on the Cineplex short taking three-four days to render, Kowalski knew the team needed a new solution.

Previously, Encore had been able to run projects using its in-house render farm, as they mostly involved the integration of invisible VFX or CG elements into live action environments. With a full CG project, however, a greater degree of power was required.

“When rendering using our in-house environment we would have to launch renders on a Friday and leave the hardware chugging away over the weekend,” he explained. “We knew that ultimately we would need to work faster than this, and that this would require more horsepower than our setup would allow. That was when we turned to Zync--suddenly we were able to turn things around in a night, instead of a weekend!

“Zync really gave us that extra capacity--and it was really easy to use,” said Kowalski. “We could just upload our data onto the cloud, let it render, and then have it all download back to our servers--it was just like rendering in-house.”

Zync integrates natively with a variety of industry-standard applications and renderers. The team at Encore was using Maya, NUKE and V-Ray on this project.

This streamlined workflow, empowered by efficiency and performance of Zync, meant that the Encore artists could get even more creative than usual. “One of the big problems with rendering locally is that it can take literally days to see the result, and if you don’t like it and want to make changes, you’re then waiting another couple of days to see those alterations,” related Kowalski. “Thankfully, with Zync you have that flexibility to start the render, go home, then come in in the morning and start making changes right away. That means more iterations, which in turn means greater scope for creativity.

“For example, at one point we were getting close to finals, and the client was giving us notes on the changes they wanted us to make on the spot,” he continued. “We only had one or two days to make them and show the results. Using Zync we could do that. We could accelerate our artist process overall, and that means quicker changes, which means more iterations, which means better final output. It’s invaluable! In total we ended up logging over 10,000 hours of render time on Zync.”

The future is in the cloud
For Encore and many studios like it, this enhanced pipeline is absolutely key when working in a fast-paced, time-sensitive industry. Not only does it empower artist creativity and help meet those deadlines, but it’s also beneficial from a practical standpoint, allowing studios to operate in a far more efficient manner.

“The benefits of Zync and cloud rendering go beyond the empowerment of the artist,” explained Kowalski. “One of these is that, by taking the rendering off of our networks and placing it on Google Cloud Platform, we don’t have to worry about the network slowing down when there’s so much data going across. We can work internally without fear of interference [with our projects].”

Zync offers on-demand per-minute billing, so Encore can scale up and down as per the needs of each project paying only for what they render.

“We can keep a small render farm for our day-to-day stuff, but when we have deliveries or unique projects that requires a lot more rendering--like the Cineplex short--we can turn to Zync and really ramp things up,” said Kowalski. “A lot of our work comes in bursts, so four-five days per week our render farm might be adequate. But when we get to delivery you have a crunch. At those times, having access to that extra CPU is vital – it gets you over the hump versus having that extra gear here all that time when you’re not using it.”

Encore has also been satisfied with the security of the cloud: “Security was something we investigated as it’s always a concern, but the Google Cloud Platform team provided us with details around audits done by one a major studio that covered the underlying infrastructure and storage, so I was more than happy with the security measures in place.”

Considering the broad benefits realized, Kowalski sees a bright future for cloud rendering. “It’s definitely the future--not just at Encore, but for the entire industry. The cloud is where it’s at.”

  • Tuesday, Mar. 22, 2016
VER selects Grass Valley switchers for live production
Stephen Stubelt, senior vice president, sales and marketing, Grass Valley
MONTREAL -- 

To help with live production and 4K acquisition, global rental house VER added a number of new switchers from Grass Valley, a Belden Brand, to its product portfolio. VER selected one Kayenne K-Frame and seven Karrera K-Frame S-series video production center switchers to expand its HD and 4K offerings.

VER has served the broadcast and A/V market for three decades with offices in the United States, Canada and Europe. It’s worked with Grass Valley for years and has a large selection of Grass Valley solutions in its rental portfolio already.

“Our customers come to us because they know we can offer them the very best in broadcast equipment, no matter what their need,” said Howie Rosenthal, executive director, broadcast, VER. “We chose to add Grass Valley switchers to our equipment portfolio based on their reputation for outstanding performance and reliability in the market. Our previous experience with the company gave us complete confidence that this was a smart investment to help drive additional growth in our business.”

Both the Karrera and Kayenne share the K-Frame platform, allowing VER to mix control panels with mainframes to best suit its clients’ production needs and different budget requirements. The modular design also helps accommodate clients’ power needs in space-constrained environments.

The Karrera K-Frame S-series switcher combines the ultimate mid-range switcher performance with proven workflows and simplified control of complex productions—offering multiformat support including 1080p and 4K. These unrivaled capabilities are offered as two system packages, with 3 M/Es or 2 M/Es, for exceptional affordability.

The Kayenne brings the highest level of performance available to live productions. Kayenne provides unprecedented I/O density, up to 9 M/Es; 18 using Double Take, 3G capability with full 1080P 50/60 support; and a suites mode that enables one frame to support multiple panels. Both switchers are now available with IP I/O for SMPTE ST 2022-6 connectivity.

“Performance and dependability are critical for companies in the broadcast equipment rental business,” said Stephen Stubelt, senior vice president, sales and marketing, Grass Valley. “VER chose our solutions because of their experience with our equipment in the past, and because they know they are making a wise investment that will give them the variety of robust solutions they need to meet the changing needs of their clients.”

  • Thursday, Mar. 17, 2016
Autodesk updates Stingray, Maya at Game Developers Conference
Autodesk Maya LT modeling
SAN FRANCISCO -- 

Looking to the future of game development, Autodesk is advancing its toolset for indie game makers with innovative updates to its Stingray Game Engine and Maya LT 2016 3D animation and modeling software.

Unveiled this week at Game Developers Conference (GDC) 2016, Stingray v1.2 adds support for new VR platforms and improvements that speed up common tasks within the engine. Maya LT Extension 3, coupled with Stingray v1.2, integrates several modeling, UV creation, rigging and animation improvements, and includes an updated exporter to simplify the creation of visually compelling characters.

Stingray v1.2 Highlights:
-- Expanded VR Support: Compatibility with the HTC Vive VR Platform and Oculus Rift SDK v0.8.
-- Multi-core Compilation: Faster project and asset import with multi-CPU compiling.
-- Workflow Improvements: Entity support in story enables the shading environment to be animated with global illumination, fog, depth of field and more; a unit component editing tool moves, rotates or scales and animates sub-components of units; improved UI flexibility helps snap, move, or maximize/minimize Stingray tools independently of each other and use multiple monitors in development; and rendered outline highlights make it easier to find lost objects within large scenes.

Maya LT 2016 Extension 3 Highlights:
-- Rigging Advances: New quick rig tool allows for the automated creation and placement of bipedal character rigs, while HumanIK support for up to five roll bones per limbs distributes model deformations during an animation.
-- Improved Modeling and UV Toolsets: New shape authoring toolset and shape editor as well as blendshape deformer and sculpting enhancements; a robust mesh mirroring command and expanded tool symmetry; a new brush-based Symmetrize UV Tool, multi-object support for Unfold and improved layout and auto-seam features; and poly modeling enhancements.
-- Updated Game Exporter: Users can now select objects in the viewport, create a named set with a single click and view it in the game exporter as an object to be exported; click-drag workflow facilitates scrolling through key frames in animations to choose the clip’s start and end times.

Sam Abbott, COO at Compulsion Games, recently shared, “We chose Maya LT because it is affordable and has pretty much everything we need for asset creation (modeling/texture baking). Subscribing to Maya LT allows us to equip a growing team more easily and always have the most up-to-date tools available. And, Maya LT is probably the best quality for cost software in the industry right now, and we’re really happy using it.”

Stingray v1.2 has just become available for subscription customers to download and runs $30 US MSRP per month. Maya LT 2016 Extension 3 will be available for download to customers on subscription April 18, 2016, and includes access to Stingray v1.2 in the monthly subscription fee.

  • Wednesday, Mar. 16, 2016
PlayStation VR to debut in October for less than Rift, Vive
In this March 19, 2014 file photo, Marcus Ingvarsson tests out the PlayStation 4 virtual reality headset Project Morpheus in a demo area at the Game Developers Conference 2014 in San Francisco. Sony's version of virtual reality will cost a few hundred dollars less than competitors when its headset is released in October. the company announced Tuesday, March 15, 2016, during the Game Developers Conference. (AP Photo/Jeff Chiu, File)
SAN FRANCISCO (AP) -- 

Sony's version of virtual reality will cost a few hundred dollars less than competitors when its headset is released in October.

The company announced a $399 price tag and October release date for PlayStation VR on Tuesday during the Game Developers Conference, an annual gathering of video game creators.

"We're proud of the price point we've been able to achieve because it means more gamers will be able to bring PlayStation VR into their living rooms," said Andrew House, president and CEO of Sony Computer Entertainment.

House noted that Sony has sold 36 million PS4 consoles since the console first debuted in 2013.

The head-mounted PS VR headset works in tandem with the PlayStation 4 console, which costs about $350 depending on the model. The headset replaces a wearer's vision with virtual worlds while detecting head movement with internal sensors and a camera.

PS VR's release will come months after the respective consumer launches of similar high-definition headsets, the Oculus Rift and HTC Vive.

The Rift from Facebook-owned Oculus will be available March 28 for $599. The Vive from HTC and gaming company Valve will be released April 5 for $799. They both require high-end PCs costing at least $1,000 or more in order to work.

PS VR will come with ear buds and the cables required to use it. However, it will not be bundled with PlayStation Move controllers or the PlayStation Camera, which costs about $60.

In addition to playing immersive, 360-degree games, PS VR will feature a cinematic mode allowing users to broadcast traditional games and content on a virtual big screen within the headset.

For gamers and technophiles, interest in VR has been building since Oculus began showing off early prototypes of the Rift headset at industry events in 2012.

"We believe that PlayStation VR is best poised to bring VR to the mainstream given the unparalleled VR experience we're offering at a tremendous value, along with the strength of our ecosystem and the momentum of our brand," said House.

House said he expects over 50 games will be available for PlayStation VR by the end of 2016. He added that Electronic Arts and Lucasfilm are creating exclusive "Star Wars: Battlefront" content for PS VR.

  • Wednesday, Mar. 16, 2016
Cooke Optics offers new set of Anamorphic/i lenses
Cooke Optics' new crop of anamorphic lenses
LEICESTER, UK -- 

Cooke Optics, manufacturer of precision lenses for film and television, is to give cinematographers yet more choice in the looks they can achieve, with a specially manufactured set of anamorphic lenses called Anamorphic/i SF. The new lens range, which is complementary to the acclaimed Anamorphic/i series, offers a coating that gives cinematographers even more options for anamorphic character.

“The enthusiasm for anamorphic lenses shows no sign of abating, but people sometimes want to take that special look still further,” said Les Zellan, chairman and owner, Cooke Optics. “We’ve been playing with coatings to provide even more of the ‘anamorphic funkiness’ that people like, while maintaining the Cooke Look. We see the Anamorphic/i SF set as an addition to the cinematographer’s arsenal, so they have the option of creating classic anamorphic shapes or kicking the flares, bokeh and other aberrations up a notch.”

The Anamorphic/i SF range will be available for demonstration at NAB 2016, and will be shipping directly after the show. Cooke will also present the new Anamorphic/i wide angle zoom lens at NAB 2016, as well as lenses from the Anamorphic/i, 5/i, S4/i and miniS4/i ranges.

  • Wednesday, Mar. 16, 2016
Blackmagic Micro Studio Camera 4K shoots VR experience at NY Fashion Week
Blackmagic Design's Micro Studio Camera 4K
FREMONT, Calif. -- 

Blackmagic Design announced that nine Micro Studio Camera 4Ks and nine Video Assists were used to shoot high-end fashion brand Chromat’s Fall/Winter 2016 runway show at New York Fashion Week. Working alongside director Winslow Porter, Josh and Jason Diamond, for their VR company SUPERSPHERE, used the Micro Studio Camera 4Ks and Video Assists as part of their 360Design “Diamond EYE” rig to capture 360-degree shots of the models walking down the runway.

The VR rig was situated at the top of the U-shaped runway to capture the best possible viewpoint and main view of the runway. “We shot from the press area, so viewers not only feel like they are sitting at the fashion show, but also get the immersive experience of being embedded among the press and paparazzi,” explained Josh, who was a producer on the project.

The collection was inspired by light and luminescence, and the show switched between bright lighting and complete darkness, during which the models were illuminated by garments lined with bright neon lights. Jason, who was the VR camera supervisor on the shoot, explained, “The show featured complete darkness with flashes of neon light from the clothing, all the way up to bright lighting. We couldn’t adjust the camera settings or iris on the fly, so we needed a camera that could capture it all and handle the wide range of lighting.”

He continued, “The Micro Studio Camera 4K’s dynamic range was essential to capturing the large variance between dark and light in the same shots. We shot in ProRes, 10-bit, 60 fps and at 1080p to get the most information possible out of the cameras’ sensors. Some of the more desired components to shooting VR include larger sensors and dynamic range, production-ready file formats, high frame rates and the ability to use high-quality lenses all in a very small form factor so you can place the cameras close together. The Micro Studio Camera 4K hits all the marks and more. You get the highest image quality, SDI and HDMI connections, the ability to record to the Video Assist at ProRes HQ 1080p, 60 fps; it’s a big deal.”

The “Diamond EYE” rig features a custom central mounting point, and all the Micro Studio Camera 4Ks were connected to it and calibrated for the final stitched frame. Each of the nine Micro Studio Camera 4Ks were connected via SDI to its own Video Assist, mounted to the cameras on tiny ball heads so they could be rotated. Two custom Switronix battery plates, each with nine 12v connectors from XLR cables, along with Switronix Gold Mount Batteries, were used to power the cameras and Video Assists.

Josh noted how the Video Assist’s flexibility proved useful for the shoot. “They are small, lightweight, touchscreen, have solid mounting points and record ProRes to SD cards, all of which makes our workflow easy and streamlined,” he said.

Jason concluded, “The Micro Studio Camera 4K’s breakout cable and the fact that Blackmagic Design is open with the protocol really increases flexibility as well. I was able to reroute power and genlock away from the base of the rig for better organization, and I didn’t have to worry about forcing too much stress on one thing or running too many cables on the rig. You can pretty much make whatever cable you want to suit your needs.”

The virtual reality experience is now airing on Littlstar, a global VR cinema network dedicated to immersive 360-degree video and photos.

  • Thursday, Mar. 10, 2016
What's in the (cable) box? Possibly the future of television
This Wednesday, May 30, 2007, file photo shows a cable box on top of a television in Philadelphia.(AP Photo/Matt Rourke, File)
NEW YORK (AP) -- 

It's hard to get excited about a cable box. It's basically a boring oblong you put on a shelf near your TV and never think of again unless your cable service goes out.

But it's at the center of a battle pitting technology companies and the government against the TV industry. The Federal Communications Commission wants to let you buy your own cable box in hopes of saving you money and getting you new features. The cable industry worries about losing the power to frame how you get your video — and with it, billions of dollars in revenue. Some in Hollywood also worry about losing advertising dollars.

Here's what you need to know about this dispute:

WHAT'S A SET-TOP BOX?
Early on, cable boxes were little more than descramblers intended to block channels you hadn't paid for. Although they still serve that purpose, they've evolved into mini-entertainment centers that can record and play back programs, handle video on demand and even tempt you with non-TV distractions. Comcast, for example, recently added video games.

Most TV subscribers today lease boxes from their TV service provider. A study released last year by Sens. Edward Markey and Richard Blumenthal, Democrats on a Senate subcommittee that oversees technology and communications, found that the average household spends about $231 a year on box rental fees. Although some boxes can integrate Netflix, most people need a separate device to watch online video.

WHAT DOES THE GOVERNMENT WANT TO DO?
The FCC wants to give you more options for buying boxes and using different TV-watching software, much the way you can currently buy your own phone or modem.

The tech companies and regulators arrayed behind this effort claim you'll see lower prices, more choices and technological advances as a result.

The new rules would force TV suppliers — companies like Comcast, DirecTV and Verizon Fios — to make available video and channel information to outside companies like Google, Apple and TiVo. They'd have to provide this data in a format set by an "open standards body," which the FCC says could include consumer-technology makers, cable companies, content companies, apps developers and consumer-interest groups.

HAVE THERE BEEN EFFORTS TO "UNLOCK THE BOX" BEFORE?
Yes, but they didn't work.

About 12 years ago, cable operators rolled out CableCards — high-tech cards you could stick in TVs or boxes sold by others, like TiVo, to negate the need for a cable box.

But cable companies initially had to install them for customers and had no incentive to make sure they were easy to get and activate, says John Bergmayer, an attorney at the public-interest group Public Knowledge, which supports the government's cable-box initiative.

A cable-industry vision from 2008, dubbed tru2way, also failed. The cable industry designed software for TVs that let them deliver cable without a box. But the technology didn't appeal to consumer-electronics companies and fizzled out, Bergmayer says.

BENEFITS FOR VIEWERS
With a device like an Apple TV, you could, theoretically, get all your video in one place: live cable channels, Netflix, HBO's app, YouTube. And the device would keep working even if you switched, say, from cable to satellite TV.

You could also see better search capabilities. New gadgets might let you do a single search for both TV channels and online services, which could help you find niche online video that cable companies don't carry. TiVo already offers such a feature, but you still need a CableCard or a box from a cable company that has partnered with TiVo.

Change is coming no matter what the FCC does, says Alan Wolk, an analyst with the Diffusion Group, a TV and media research firm.

Cable companies already have apps that let you watch TV on phones and tablets, and newer Internet-only offerings deliver channels through a streaming-TV gadget rather than a set-top box.

WHY ARE CABLE AND ENTERTAINMENT COMPANIES RESISTING?
Besides losing fees from renting boxes, the cable industry doesn't want some intermediary in charge of video its customers get. For example, a box designed by Apple might make it just as easy to get video from Netflix, such that customers might question the need to pay for channels or cable's video-on-demand offerings. Cable companies now pay — and charge you — billions of dollars a year to carry these channels and programs.

Cable companies also worry that they wouldn't be able to help customers with technological issues and that new ads could interfere with the viewing experience. FCC Chairman Tom Wheeler has said that the rules would prohibit extra advertising, but he didn't offer details.

Some TV executives worry that instead of buying regular commercials on their channels, advertisers might migrate to targeted-ad opportunities if, say, Google builds a box. The TV executives also have raised concerns that tech companies could use data on your viewing habits in ways cable companies aren't allowed to.

Most subscribers today take a full-fledged bundle of hundreds of channels that can cost $70 or more a month. An analysis by bond-ratings agency Moody's says new set-top boxes, if successful with consumers, could pressure cable companies to deliver smaller, cheaper packages.

More choice might be good for you — but maybe not for companies dependent on your monthly bills.

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