Thursday, 19 January 2017

Lost in Time: The Future of Immersive Media

Streaming Media 

A high-concept game show devised by members of The Matrix visual effects team, produced in Norway, and being sold by the makers of The X Factor could herald the future of multi-screen entertainment.


Lost in Time is a mash-up of live action filmed on a green screen with audience participation and real-time graphics. spanning TV, gaming, mobile and e-commerce.
"We are pioneering a new category of digital entertainment called interactive mixed reality (IMR)," explains Bård Anders Kasin, co-founder of The Future Group (TFG), the tech masterminds and co-producer of the show with FremantleMedia. "The real and virtual worlds merge to produce a new environment where physical and digital co-exist."
"All the big TV evolutions have come about from technology," says Dug James, SVP of development production and part of the global entertainment development team for FremantleMedia. "The advent of mini-DV and portable camcorders enabled the first reality shows. Nonlinear editing and logging of rushes enabled on location rapid turnaround formats like Big Brother and text voting pushed interactivity with the Idol and Got Talent formats. Fremantle are always looking for those forward-looking tech changes that deliver new ways of entertainment or storytelling."
Nolan Bushnell, the founder of games developer Atari Corp. and a consultant to the project, claims that the fusion of gaming with TV can "bring a standard construct for new kinds of entertainment."
 Lost in Time follows three contestants as they are transported into different eras including the Roaring Twenties, Wild West, Space Age, Ice Age, Medieval Age, and the Jurassic period where they compete in a series of challenges against the clock with the aim of winning a jackpot prize. Viewers can also participate within the same virtual world via mobile app where they are able to play against the show contestants as well as other players from across the country in real time.
While the TV show can be enjoyed without playing the second screen game, the format is targeting family audiences for broadcasters concerned about shedding core viewers to OTT services and mobile.
TFG has spent two and half years and amassed $42 million in funding to develop the core technology which is based on Epic Games' Unreal Engine.
The nut that it's managed to crack is to synchronise computer animation with live action photography such that people are able to interact with virtual objects, or have physical objects interact with the virtual world, in real time.
It's a breakthrough that puts the company three years ahead of anyone else, according to co-founder Jens Petter Høili. "Various companies might have developed different aspects of the technology, but no one has put it all together in the way we have," he says.
The technique is becoming increasingly popular in visual effects filmmaking on films like Avatar or The Jungle Book where a director can direct actors against a green screen while viewing virtual backgrounds in real-time. TFG takes this a stage further—it is fully live-capable. The virtual worlds are created in advance and rendered live mixed with live action photography.
"A games engine wants to render in as few milliseconds as possible whereas broadcast cameras records at anywhere from 25 to 50 frames a second," explains Bård Anders. "To make this work for broadcast we had to work a way of getting frame rates from virtual and physical cameras to precisely match, otherwise this would not work."
Working with Canadian broadcast kit vendor and virtual set specialist Ross Video, TFG devised a means of binding the Unreal game engine with linear timecode.
To do this the team were granted access to the Unreal source code and reengineered it so that the rendered virtual image is genlocked with studio footage captured with SMPTE timecode.
To achieve a pinpoint accurate chroma key, a set of HD systems cameras have been customised to run 4:4:4 RGB rather than the 4:2:2 YCbCr compressed images of conventional broadcast.
Contestants and physical objects are tracked by 150 IR sensors positioned behind the green screen. This arrangement also enables motion capture in real time. Demos of this have included contestants mocked up as storm troopers.
"In a movie you'd put markers on an actor and remove them in post," says Bård Anders. "We don't have that luxury so we needed a whole new way of linking the IR signals with the camera tracking."
Even the speed and racking of the robotic cameras has been tinkered with. Such systems are typically designed for slow-moving tracking shots and gentle zooms in news room virtual sets not for filming people running or jumping around.
The cameras are loaded with Ross' software UX VCC which provides a bridge between the robotic and manual camera systems with a tracking output and the Unreal engine.
Accommodation had to be made for any change in the physical depth of field from focusing or zooming which will naturally distort the picture's bokeh (the visual quality of the out-of-focus areas of a photographic image). To do that profiles of each individual lens are fed to the UX VCC which in realtime replicates the distortion inside the virtual camera model.
"If a physical prop in the studio and a virtual prop are not aligned even by a fractional amount then the whole chain pulls apart," says Bård Anders. "The background optics of each lens which distort when you change focus need to be exactly matched in the games engine."
Production is being made in a 500 sqm/5381 sq ft studio on the outskirts of Oslo. This arrangement includes a Technocrane, automated ceiling camera, several SolidTrack markerless systems plus Steadicam units. A military-grade simulation platform is used for flying or driving game elements.
The idea is that broadcasters could either use this as a hub and fly in to shoot their version of the show or establish their own green screen base equipped with a package of TFG gear. Further production hubs in the U.S. and Asia are planned.
TFG will offer a package of pre-built virtual environments as well as a library of 3D assets for content creators to build their own worlds.
This allows a broadcaster to tailor the show to suit. A Chinese version of Lost in Time might include a future Shanghai or an ancient Han Dynasty world in contrast to a version produced for Argentina, for example.
The entire technical setup will be sold to broadcasters along with a licence to produce the format. Crucially, that required the system to operate within a standard production environment.
"We could produce over IP but Fremantle needed this to scale which means it has to be able to plug into studios throughout world," says Bård Anders. "It is also important for broadcasters to use this without needing to train people to a large extent when they operate it."
Familiar broadcast switchers and control surfaces are integrated, such as Ross Carbonite Black and the Ross UX VCC. Directors will have to familiarise themselves with the ability to select from a virtual infinite number of camera angles inside Unreal with which to replay highlights of a game from any angle.
As part of the current production contestants will be recorded in 3D using photogrammetry for insertion of animated avatars of their facial likeness at certain points in the games' storyline.
The need to standardise an advanced suite of technologies also explains the decision to produce in HD, although there is nothing stopping a 4K production except managing (and paying for) four times the data overhead.
"There is a balance to be struck when you increase the resolution between resolution and frame rate but with graphics hardware advancing so fast we don't anticipate this will hinder us for long," explains Øystein Larsen, TFG's VP of virtual.
The Oslo production began by using NVIDIA GeForce GTX 1080 cards and is now running on its latest GPU architecture, Pascal which are "40% faster" says Larsen.
Likewise, the first season of the show is not being made for virtual reality because of the small market penetration of VR goggles. A VR app has been tested on platforms including Oculus and is available for any broadcaster that wants it.
Nor will the first season, which airs on commercial broadcaster TV Norge from March, be live. Most of the 60 minutes of each show is pre-recorded, but through the use of the companion app viewers can interact with live elements incorporated into the broadcast—for example, competing against other viewers during the show to win real prizes.
"In our experience when you do something this new something always fails in the first season," says Bård Anders. "Nothing has failed yet, but we decided to remove one element of risk which is live production. However, this is possible and will likely happen from season two."
When it does, the format's possibilities begin to open even further. It would be possible, for example, for players of the mobile app to compete live with competitors in the studio and for the same virtual world played in by studio contestants to change and react according to actions of players at home.
"This production is proof of concept," says Bård Anders. "Once we've nailed this we can really start to let our imagination's fly."

The Matrix Connection

Bård Anders was a technical director at Warner Bros during the making of The Matrix trilogy when he came up with the initial idea.
"When we started to experiment with gaming technology in the production pipeline I thought at some point we have to be able to do this in real time," he says.
In 2012 he started-up The Future Group in Oslo by merging his startup with another tech company led by Høili, a serial entrepreneur who led the sale of Høili Group to private equity firm Industri Kapital in 2005 and founded several ventures such as EasyPark.
Bård Anders called Larsen—lead technical director at Warner Bros during Bård Anders' time there—to head R&D on the virtual systems.
Another Matrix VFX alumai with Larsen at Manex and ESC facilities, Kim Libreri is now CTO at Epic Games. The Matrix link continues with Michael Gay, who also worked on the trilogy with Bård Anders, Larsen, and Libreri and is now Epic's director of cinematic production.
"After 14 years we are all back working together again," says Bård Anders.

The Fremantle Connection

FremantleMedia will sell the show at sales fayre MIPTV in April. James emphasises that for all the technology the content itself has to be compelling to watch.
"We've spent a huge amount of time on how to tell real emotional stories. We knew this wasn't going to be a game show for gamers—this had to be for families. The tech has to be stable since it needs to perform day after day but we have to give viewers a reason to interact and we do that, we hope, by telling human stories featuring genuine personalities."
Another key for Fremantle is advertising and sponsorship. Product placement is a given with logos designed to mimic the virtual environment (e/g a Pepsi logo styled to fit a saloon in the Wild West).
TFG is also working with brands to create advertising spots using the Unreal Engine such that viewers need not leave the show's virtual universe.
"Instead of leaving the show at a commercial break, we enter another virtual world which is content or a story created by a brand," says Stig Olav Kasin, TFG's chief content officer and former TV producer of Norway's version of The Voice.
The app's games can be played offline when the show is off-air.
"Sponsors are attracted because they can go deeper into storylines of the game rather than just having a bumper, plus they can have the activation all week," says James.
Users can download the app to iOS or Android and invite friends to join through Facebook. "We are concentrated on using the biggest platform for today which is TV, but designed to transition the viewers and the format over to the mobile platform from tomorrow," says Bård Anders.

The Next Frontier

The patented platform underlying the production, which Bård Anders refers to as an "integration architecture," is branded Frontier and is being sold and distributed as a separate product by Ross Video. The market for this package are post facilities, studios and producers wanting to advance virtual set capabilities with the Unreal engine and produce IMR content.
"The most complex parts are the software which integrates with the hardware system and allows us to connect everything in the studio with the virtual graphics under control of a standard broadcast HD switcher," says Bård Anders.
Other customers might include producers wanting an off-the-shelf means to pre-viz content in realtime, rather than going to the expense of proprietary systems which are currently built for shows like The Jungle Book.
There are suggestions that Frontier be used to reinvigorate existing TV formats. Instead of constructing a new physical set, why not customise a brand new one with Unreal's photorealistic graphics?
Outside of TV and film, TFG is eyeing applications in industry, e-learning, medical and e-sports. For the latter, the tools could be used to insert game commentators into League of Legends, say to analyse moves by players from within the game itself. Kind of like Tron.
Amusement parks are another potential home, offering an advance on current 4D simulation rides by putting people inside story worlds like Harry Potter or the Star Wars universe.
"We've been approached by a lot of the biggest companies around the world," says Høili.
Another spin-off product is an augmented reality graphics system which could be overlaid on soccer matches, for example, and linked with in-game sports data from the likes of Opta. Users could then pull more data, such as stats, or analysis by touchscreen.
"What we are producing with now is like the first smartphone," says Bård Anders. "There will be a natural progression of this technology."
As depth cameras advance and GPUs accelerate the processing of 3D maps interfaced with animation software then the green screen could be removed and content could be created outside a studio.
A company called Owlchemy is already developing this. Using a ZED stereo depth camera, it is able to perform realtime mixed reality compositing using a custom shader and custom plugin to be able to green screen the user and depth sort them directly into the games engine itself.
The merger of platforms and formats is a clear trend and could signal indeed signal the future of media. Finnish talkshow Tilt introduced a virtual reality component last year. The series, which broadcasts on TV6 and is produced by indie Reflect, has its contestants compete in VR games.
French distributor Kabo recently acquired the rights to sell the format internationally alongside another Reflect format which makes e-sports games available for viewers to play on mobile, connected TV and VR headsets.

Unreal TV

Fremantle is not the only media company exploring Unreal for new entertainment formats since Epic made the game engine available for free.
"Games, architecture, engineering, design, education and automotive not so much separate as they are converging into a digital content creation industry - an industry in which everything is interoperable and where Unreal is the engine that links them all together in real time," Epic chief executive Tim Sweeney told the Game Developers Conference.
Nickelodeon is developing an animated kids show codenamed Project 85 using the engine. Unreal's user forum quotes Nickelodeon saying that "the flexibility of the tool allows us to take bigger risks as we can now iterate on the fly and push into areas that were once cost and time-prohibitive. Using Unreal, kids can watch our stories, play with our characters, and invite them into their living room like never before."
ILM X Lab is also using Unreal to create immersive content in the Star Wars universe.

NewTek and Unreal

Announced in September, NewTek said its Network Device Interface (NDI)—a video over IP production protocol—will be implemented for Unreal Engine 4.
Brian Olson, vice president of product management, is convinced of the importance of the convergence of gaming engines and linear production, as well as the impact on e-sports and e-gaming.
"The convergence of linear video production and gaming engines has been taking place over the past several years in an organic fashion," he says. "In a quest for more and more realistic rendering, producers turned to gaming engines to provide state-of-the-art real-time 3D rendering of virtual environments. Gaming engines have gone beyond what has been possible with traditional virtual rendering engines, which were basically character generators to begin with. Things like global illumination, real-time reflections, and real-time shadows are difficult to do with most traditional virtual set products. Manufacturers are only now trying to bring turn-key products to market that utilize gaming engines.
He expects colossal hard sets that take up thousands of square feet are going to be a thing of the past in most cases.
"Virtual environments created by gaming engines will be nearly as realistic and probably have more impact for much less money," he says. "Gaming engines will be even more prevalent in their native space. E-sports and e-gaming events will use IP video streams from actual electronic games and competitions for linear broadcasting and digital streaming. They key is getting video in and out of computers in an easy and high-quality fashion. That's where NewTek's NDI IP video standard really helps. Epic Games has implemented NDI in UE4 to help users with this problem."

The force is strong for Star Wars: Made GREAT in Britain

VMI

Rogue One: A Star Wars Story was 2016’s top-grossing film at the UK box office, more than £1m ahead of its nearest competitor, Fantastic Beasts and Where to Find Them. Both, though, are testament to this island’s world class filmmaking crafts as described by Rogue One director Gareth Edwards in a short film for the Star Wars: Made GREAT in Britain campaign, a collaboration between the UK Government, Disney and Lucasfilm.



All eight Star Wars films have been shot largely in the UK, and the campaign is dedicated to celebrating Britain's unique contributions to the series. 
Director and DP Matthew Beecroft worked with producer Alistair Audsley to a brief from agency Feref and the UK government’s Made GREAT In Britain campaign, to film Edwards in Paris.
He also made a companion cinema commercial featuring Rogue One star Felicity Jones, shot at Claridges.
“Rather than a standard interview I wanted to make the films as cinematic as possible with an aesthetic that would fit as close as possible to the footage of Rogue One (which was shot on an ARRI Alexa 65),” explains Beecroft. “I was also aware that our time with the talent would be limited so a lighter, more portable setup using the ARRI Amira made most sense.”
For the Made GREAT in Britain campaign online video featuring Edwards he selected Superspeeds. “Since we were unsure what we’d be presented with in terms of location and lighting restrictions I thought an extra stop or so would be useful.”
Beecroft swapped the Superspeeds for Cooke S2 / S3 Panchros and shot 4K UHD (3.2K) to meet the DCP requirements of the theatrical trailer.
This was a Star Wars: Made GREAT in Britain 55" commercial made for the Industry Trust for IP Awareness, the UK copyright education body, and released as part of its anti-piracy Moments Worth Paying For campaign.
“I didn’t want it to look too clinical so using older lenses, which have a warmth and organic feel to them, are sympathetic to the rendition of skin tones and worked really well with Felicity.” 
The kit on both occasions was sourced from VMI. “When you establish a good relationship with people, as I have over 12 years working with VMI, you just know that they will give you fantastic service, lots of options and that the kit you wish for is always available.” 
In the video, Edwards talks about the strength of the British character and the camaraderie sparked on set between cast and crew.
"What is it about Britain that seems to generate these people?" he asks. "We're quite polite – all those cliches, but I think that generates a really good artistic sensibility. We have to find another way of getting it out and I think that comes through art forms. My favourite being cinema.
"It's pretty phenomenal the influence we've had on global culture. We really punch above our weight."

Wednesday, 11 January 2017

BBC will "Reinvent" iPlayer

Streaming Media 

Facing competition from the likes of Now TV, Netflix, and Amazon Prime Video, the BBC is setting out to make iPlayer the top OTT service in the UK

Catch-up service BBC iPlayer will be "reinvented" in a bid to be the top online TV destination in the UK within three years.

Specifically, new technology such as artificial intelligence, voice recognition and personalisation will be introduced to reassert iPlayer’s eminence as the gold standard of online TV services.
In an address to staff,  made public ahead of time by the broadcaster, BBC director-general Tony Hall will explain how he wants to "reinvent public broadcasting for a new generation."
He says, "iPlayer was the biggest revolution of the last charter. Now we need it to make the leap from a catch-up service to a must-visit destination in its own right."
At the end of 2015, iPlayer was used by almost a third of the UK population, ahead of Sky's Now TV and Netflix, both used by 16%, according to Ofcom.
However, the BBC feels it needs to make a leap ahead of competition from Amazon Prime and Netflix, both of which plan to spend upwards of $6 billion this year on content.
"Our goal, even in the face of rapid growth by our competitors, is for iPlayer to be the number one online TV service in the UK," Hall says. "That will mean doubling our reach, and quadrupling the time each person spends on it every week. And we want do it by 2020. That’s tough, but I know we can do it."
The revamp is already under way. Last July, the BBC launched BBC ID, a personalised app binding access to all its digital services including BBC channels, as well as its news and sports websites. BBC ID will surface content to users based on previous content radio/text/video choices plus editorially curated recommendations.
One can expect the BBC to embrace tech developments in virtual assistants and voice recognition, as per Amazon Alexa, to enhance personalisation.
The Corporation’s experiments in 360° video experiences continues. BBC Earth Productions, which produces natural history, science, and adventure programming for commercial arm BBC Worldwide, is reportedly planning to explore 'haptic' virtual reality and AR experiences. BBC Earth recently announced it had been working with Oculus Rift to create three VR experiences, including one enabling users to follow black bears in the Alaskan wild, also available on Samsung Gear VR headsets later this month. The BBC launched its first VR production, an animation depicting migrants crossing the Aegean Sea from Turkey to Greece, on the Oculus store last month.
iPlayer usage has never been higher. An average of 243 million monthly requests were to the service last year. BBC Three, the youth targeted network which was taken off air and made online-only last year, was said to have had "a good year" with the first episode of drama Thirteen proving the second most popular series, after episode one of natural history show Planet Earth II, with 3.23m requests.
Other changes, already enacted by all4, the digital service of Channel 4, could see whole series released at once for binge viewing.
Beyond entertainment, the BBC will put a stronger emphasis on "slow news"—meaning more in-depth analysis of topics and issues—to run alongside the "fast" breaking news and day to day events.

Tuesday, 10 January 2017

The Panasonic FZ80: 4K for under $400

Red Shark News
It’s not all GH5. Anyone in the market for a 4K stills photo and 4K video point and shoot camera with telephoto capabilities should perhaps take a close look at the Panasonic Lumix FZ80 —especially when you consider it will retail for less than $400. 
The FZ80 is in fact an update of the company’s existing FZ70 and houses the same 60x DC VARIO superzoom, but includes a new 18.1-megapixel 1/2.3-inch High Sensitivity MOS sensor. 
The lens itself is capable of 20mm wide-angle for landscapes while the 60x optic equates to a super long 1200mm. The maximum aperture range is f/2.8-5.9.
The array of 4K options is impressive for such a compact (130.2 x 94.3 x 119.2mm / weight 616 grams) and affordable imager. It shoots 8 megapixel JPEGs in multiple burst modes in 4K Photo mode. Switching to video it will capture 4K at 30p with a 100Mbps bitrate or Full-HD 1920x1080 videos at 60p. 
There’s an interesting 4K Live Cropping function, familiar to top-end outside broadcasters, which allows you to pan and zoom in HD from the 4K frame. This is complemented by a pair of high speed video modes: 1280 x 720 video at 120p and 640 x 480 at 240p. 
Panasonic says the inbuilt POWER O.I.S. (optical image stabilisation) system reduces image blur with both still and video shooting. An electronic shutter ranges in speed from 1s to 1/16,000s. There’s also a mechanical shutter.
The 3-inch rear LCD is the same size as its predecessor but is now a touchscreen with a resolution of 1.04 million dots (up from 460,000) and there’s a superior 1.17 million dot electronic viewfinder. Panasonic says this is five times sharper than the one on the FZ70. 
The Lumix FZ80 also boasts a high-speed autofocus system delivering an AF time of 0.09 seconds. The ISO range is bumped up from 100-6400 to 80-6400.
A ‘Post Focus’ feature allows you set focus points after capture. Selecting several focus points via the Focus Stacking feature offers the ability to create a final image with an increased depth of field.
There’s a time-lapse mode and burst shooting at 10p (AFS) and 6p (AFC). Other modes include Panorama Shot, Intelligent Auto, and Creative Control with 22 different filters. Artistic Nightscape mode offers a 60-second exposure.
There’s built-in WiFi for sharing to mobile devices. With no onboard storage, files are recorded to SD/SDHC/SDXC cards.
Current release date, as with the GH5, is March.

Monday, 9 January 2017

Taking back control of live

blog post for Focal Point VR
Facal Point VR demonstrates the power of the VR experience with a live production from the IMG Champions Tennis.
Best viewed live and in high definition, sport has long been considered immune from many of the pressures facing linear TV. However, young people are switching off from TV sport as part of a drop in average audiences of nearly a tenth in six years, analysts have claimed.
Recent research by Ampere Analysis found that 18 to 24-year-olds, the younger end of the so-called ‘millennial’ age group, were 17% less likely to identify sport as their favourite form of programming than the general population.
At the same time viewing figures for TV sport are down on both sides of the Atlantic. It has been widely reported in the US that broadcast audiences for NFL matches have dropped across all major networks while UK sports channels, including Sky Sports, BT Sport and Eurosport reveals 2016 average weekly viewing is down by 9% compared to 2010
The data should ring alarm bells for pay-TV operators that rely on sport as the main draw for subscribers.
Ampere suggested that the rise of online streaming services such as Netflix and YouTube, as well as social media, was providing stronger competition for young people’s attention. 
This should come as no surprise. As a demographic, millennials have become accustomed to being more in control over how and when they consume TV content and, as a result, streaming services have grown in popularity with this audience more than any other.
“With an ageing fan base, broadcasters must get their eyes back on the ball if they are to retain – and grow – this highly desirable audience,” says the analyst.
There is a way in which sports rights holders and live event content owners can innovate a way out of the impasse. 
Streaming an event live in 360° to smartphone apps and virtual reality headsets offers a fundamentally different experience and what’s more, one that puts the viewer in control.
“VR video offers a genuine alternative way of consuming video,” says Ian Baverstock, Co-Founder, Focal Point VR. “It is different from conventional video recording in the way people perceive it. You lose some advantages of editing and action replay and the ability to zoom in and out of a picture. In effect, you lose the directed experience. But what you get in return is a feeling of authenticity and presence which is of tremendous appeal to a cynical youth audience who don’t value content served when someone else is in control.”
Instead of being mediated through someone else’s perspective, VR is about being live and present at the event. 
“It’s about having the freedom to look around and see what is really going on,” says Baverstock. “Offering consumers, and especially millennials, the chance to be part of something live yet under their own control is extremely valuable.”
To help prove the point, this week’s matches from the IMG Champions Tennis, including the final on Sunday December 4, are being live streamed in 360-degrees to a specially created app available to a select audience of broadcasters, sponsors and technologists.
The season ending finale of the ATP Champions Tour features some of the greatest players ever including John McEnroe and Pat Rafter competing indoors in front of a packed house in the awe-inspiring Royal Albert Hall.
Viewers will be able to switch between multiple streams for different perspectives on the live action much as they would access a Red Button on TV but all without leaving the VR stream. 
“We are not editorialising in any way,” explains Paul James, Co-Founder and Head of Production. “This is a viewer-based experience where they are the editor. The viewer makes the decision about when and where they want to watch. Our role is to make sure that when consumers do come to VR for the first time they experience such a ‘Wow’ that they will want to return for more.”
The event is also a prime opportunity to experiment with various aspects of what is still an emerging technology. Three different rigs will be arrayed around the court ranging from a stereo pair for 3D capture, a GoPro mounted rig for output to YouTube and a high-end system comprising three Blackmagic Micro Studio Camera 4K outputting dual streams of 4K and 6K.
Signals from the latter configuration will be fed into Focal Point VR’s own encoding, stitching and packing solution and delivered [by content delivery network/over the internet] to the app and also to an embeddable HTML5 player.
Longer term, the ability to share the experience with friends and family will be essential to the success of live VR. Developments by companies including Facebook are already working to crack the issue by introducing avatars and voice into the live feed.
“Ultimately you want to be able to share the experience of attending an event virtually with a member of your family who may live many miles away. While this capability is unlikely to be available in the first commercial launches of VR, the technology will soon offer the chance for both of you to teleport to the same experience. A step even beyond that is to enhance the ability to move around within and interact with the VR world, for example by being able to point rather than just look. Our technology allows broadcasters to engage with consumers on a completely new level.”

Wafer-thin OLEDs and HDR were this year’s CES TV advances

Red Shark News
Amid all the usual hoopla about wacky gadgets — this year being AI toothbrushes, robotic cushion cleaners and walk around VR — you can rest assured that the old product category of TVs is where the largest manufacturers are putting most of their marketing and R&D. These were the CES 2017 highlights.
TVs sell. Always have done and, if the Consumer Technology Association (CTA) is right, then 4K Ultra HD TVs “arm in arm with High Dynamic Range,” according to its senior director of market research, Steve Koenig, remains one of the industry's fastest-growing segments.
It projects shipments of UHD displays to reach 15.6 million units in 2017 and earn $14.6 billion in revenue in the US alone.
Global TV volumes, meanwhile, are expected to rise slowly, though within that 4K UHD sales should see an impressive jump from 53 million units last year to 82 million next year. “OLED is also starting to make its value felt in the market but that will be a next-decade story,” added Koenig.

No self respecting TV is complete without HDR capability and being wafer thin

No TV will be marketable in the year ahead though without a badge signposting its performance in High Dynamic Range (HDR). Most manufacturers are hedging their bets, or perhaps making the only sensible choice by supporting the main flavours of HDR: Dolby Vision (technically known as PQ) which is Dolby’s proprietary HDR format; the open HDR format HDR10; and Hybrid Log Gamma (HLG), developed by the BBC and NHK which is considered more applicable to the inconsistent pipelines and final displays of broadcast than the more calibrated cinema environment.
For example, LG’s new top-of-the-line ‘W’ OLED model features an ‘Active HDR’ function that allows the unit to support four HDR technologies (the fourth being Advanced HDR, Technicolor’s broadcast distribution system which also upscales Standard Dynamic Range).
This number of HDR formats will likely be whittled down in time. Consumers will become confused (though most major brands will badge their top of the range screens as UHD Premium meaning it includes HDR); vendors don’t want the added expense of incorporating more bits into their displays; and neither broadcasters nor Hollywood studios want to have to keep mastering multiple versions, which they currently have to.
On that point, Technicolor said it will use only LG OLED TVs as reference monitors for colourists working on Hollywood content at Technicolor owned facilities (rather than promote tools of its chief rival Dolby).
The multiple HDR options are not only available in LG’s W series, but also in its new LCD TVs. These displays will also offer a feature that LG calls ‘HDR Effects’, which according to the Korean firm means the TVs are able to produce the "best picture even if the original HDR content contains static or no metadata at all.”
All of its displays also will offer an ‘Expert Mode,’ which Technicolor chief marketing officer Sandra Carvalho explained aims to improve “image and colour accuracy ... whether the image is displayed in SDR or HDR.”
While LG covered all bases, others had more fractured HDR offerings, and Samsung continued to strike out on its own.
Panasonic is touting the TX-65EZ1002B, a 65-inch OLED screen that supports HDR10 and HLG, but not Dolby Vision. Sony’s first 4K HDR TVs, including the XBR-A1E Bravia OLED, supports Dolby Vision, HDR10 and HLG.
Also aboard the Dolby Vision bandwagon are TCL, which introduced a $500 50-inch P-Series TV; and select new Roku TVs.
Separately, Dolby announced that Lionsgate, Universal, and Warner Bros had committed to releasing Dolby Vision UHD Blu-ray Discs early this year - good news for those who own Dolby Vision-enabled sets, but potentially irksome for anyone who already owns a TV that supports only HLG or HDR10 (Dolby Vision UHD Blu-rays should include an HDR10 base layer for compatibility with non-Dolby players and displays).
Samsung is the notable outrider, preferring to tout its own quantum-dot technology (now branded QLED) as not only better than OLED for displaying those all important deep blacks but also for showing-off HDR.
The company said its QLED displays can accurately capture all colours in the DCI-P3 colour space at all levels of brightness between 1500 and 2000 nits.
Samsung is also sticking with the curved screens it introduced last year for its higher range models, even introducing a new range of curved monitors targeting gamers.

Only thin models need apply

It may be un-PC but there is only one size that counts when it comes to TV. Models have been reducing in size since the junking of the cathode ray tube. NHK is even working on giant screens of 8K resolution which can be rolled up. At previous CES, prototypes of paper thin mouldable displays were shown by LG among others.
That’s the future. Right now for a cool $20k you can walk away with LG’s signature 65-inch ‘W7’ which is just one-tenth of an inch wide and weighs 18 pounds. Despite the thinness, "It's fairly durable," says Tim Alessi, head of product marketing at LG USA. "It seemed pretty substantial." The firm has designed a mount that uses magnets so the set can be fixed flat (well, 3mm) against a wall, which the firm says means it doesn't cast "a single shadow". It also boasts Dolby Atmos immersive sound.
While not as thin as LG’s Sony’s new Bravia OLED A1E would also sit flush against a wall. It has a feature called Acoustic Surface where the display itself transmits the sound by pushing the sound through the screen rather than the edges of the display.
Also notable in the category: Hisense has a 100-inch 4K TV that uses a short-throw laser projector with a 5.1 sound channel system for $13k.

Friday, 6 January 2017

DJI to tackle Hollywood with Hasselblad acquisition?

Red Shark News 
Last year DJI Innovations bought a minority stake in classic camera brand Hasselblad and this year it’s gone the whole hog and acquired a controlling share of the company.
Aside from buying one of the most iconic names in high-end photography, the question behind DJI's move is why? Well, maybe that’s the point. With ink on the deal barely dry, and neither party quoted anywhere as yet about future plans we can speculate that either DJI, the Chinese drone market leader, is branching out into specialist cameras separate from aerial filming, or more likely, it will integrate Hasselblad tech into its Phantom UAV range.
Hasselblad started out around the same time as Kodak (founder Arvid Hasselblad apparently met Kodak founder George Eastman on honeymoon in 1888) but came into its own post second world war making medium format film stills cameras, notably the 500 C design. Its cameras were subsequently used by NASA almost exclusively on the Apollo missions sending the Hasselblad brand into an orbit of highly desirable objects. Despite this the firm struggled to make the move to digital and was sold (from Chinese camera distributor Shriro) to private equity firm Ventizz in 2011.
Since 2003 the firm has been making DSLRs, gradually growing is H range until introducing the H5D-50C, a medium format CMOS camera system, and in June last year, the X1D-50c, the first of a new line of medium-format mirrorless imagers. In a market of declining prices Hasselblad wasn’t afraid of keeping a premium. The X1D-50c, for example, is listed as $8000 body only.
While DJI has developed its own cameras, including the Zenmuse X5R, a Micro Four Thirds camera capable of recording 4K in RAW at framerates up to 30fps, its drones tend to be eschewed by UK based aerial filmmaking companies in favour of heavy duty heavier lifting craft which can fly professional digital cine cameras like a RED or Alexa Mini plus the weight of professional lenses. 
Could a reworked Hasselblad camera combined with craft payload in the range of 13kg/28lbs be DJI’s tilt at Hollywood? Certainly the cache of a classic brand on par with a Rolex, longtime partner Zeiss (or Saab) will do no harm in tempting more filmmakers onboard.