Wednesday, 26 February 2020

New Intel chip could accelerate the advent of quantum computing

RedShark News
The marathon to achieve the promise of quantum computers has edged a few steps forward as Intel unveils a new chip capable, it believes, of accelerating the process.
Called ‘Horse Ridge’ and named after one of the coldest places in Oregon, the system-on-chip can control a total of 128 qubits (quantum bits) – which is more than double the number of qubits Intel heralded in its Tangle Lake test chip in early 2018. 
While companies like IBM and Microsoft have been leapfrogging each other with systems capable of handling ever greater qubits the breakthrough in this case appears to be an ability to lead to more efficient quantum computers by allowing one chip to handle more tasks. It is therefore a step toward moving quantum computing from the lab and into real commercial viability. 
Applying quantum computing to practical problems hinges on the ability to scale, and control, thousands of qubits at the same time with high levels of fidelity. Intel suggests Horse Ridge greatly simplifies current complex electronics required to operate a quantum system. 
To recap why this is important let’s take it for read that Quantum computing has the potential to tackle problems conventional computers can’t by leveraging a phenomena of quantum physics: that Qubits can exist in multiple states simultaneously. As a result, they are able to conduct a large number of calculations at the same time. 
This can dramatically speed up complex problem-solving – from years to a matter of minutes. But in order for these qubits to do their jobs, hundreds of connective wires have to be strung into and out of the cryogenic refrigerator where quantum computing occurs (at temperatures colder than deep space).

Harnessing the power

The extensive control cabling for each qubit drastically hinders the ability to control the hundreds or thousands of qubits that will be required to demonstrate quantum practicality in the lab – not to mention the millions of qubits that will be required for a commercially viable quantum solution in the real world.
Researchers outlined the capability of Horse Ridge in a paper presented at the 2020 International Solid-State Circuits Conference in San Francisco and co-written by collaborators at Dutch institute QuTech. 
The integrated SoC design is described as being implemented using Intel’s 22nm FFL (FinFET Low Power) CMOS technology and integrates four radio frequency channels into a single device. Each channel is able to control up to 32 qubits leveraging ‘frequency multiplexing’ – a technique that divides the total bandwidth available into a series of non-overlapping frequency bands, each of which is used to carry a separate signal.
With these four channels, Horse Ridge can potentially control up to 128 qubits with a single device, substantially reducing the number of cables and rack instrumentations previously required.

Giving with one hand, taking with the other

The paper goes on to argue that increases in qubit count trigger other issues that challenge the capacity and operation of the quantum system. One such potential impact is a decline in qubit fidelity and performance. In developing Horse Ridge, Intel optimised the multiplexing technology that enables the system to scale and reduce errors from ‘crosstalk’ among qubits.
“While developing control systems isn’t, evidently, as hype-worthy as the increase in qubit count has been, it is a necessity,” says Jim Clarke, director of quantum hardware, Intel Labs. “Horse Ridge could take quantum practicality to the finish line much faster than is currently possible. By systematically working to scale to thousands of qubits required for quantum practicality, we’re continuing to make steady progress toward making commercially viable quantum computing a reality in our future.”
Intel’s own research suggests it will most likely take at least thousands of qubits working reliably together before the first practical problems can be solved via quantum computing. Other estimates suggest it will require at least one million qubits.
Intel is exploring silicon spin qubits, which have the potential to operate at temperatures as ‘high’ as 1 kelvin. This research paves the way for integrating silicon spin qubit devices and the cryogenic controls of Horse Ridge to create a solution that delivers the qubits and controls in one package.
Quantum computer applications are thought to include drug development – high on the world’s list of priorities just now, logistics optimisation (that is, finding the most efficient way from any number of possible travel routes) and natural disaster prediction.

Tuesday, 25 February 2020

Xiaomi beats its competitors to the 108MP punch

RedShark News
Chinese electronics brand Xiaomi is on the verge of launching the first smartphone with a 108 Megapixel camera beating Samsung’s latest flagship Galaxy S20 series by a couple of weeks.
Samsung won’t lose too much sleep, though, since both models carry the same 1/1.33” large image sensor which was co-developed by both companies, and only Samsung’s has the power of Qualcomm’s 5G and 8K ready Snapdragon 865 chip.
The ISOCELL Bright HMX is the first mobile image sensor in the industry to go beyond 100 million pixels. Put another way, you can now get single picture resolutions of 12032 x 9024 on a phone that were previously available only in a few high-end DSLR cameras.
It has 0.8 micron pixels or photo-sites — the same size as current 48MP and 64MP cameras. The sensor also uses ‘pixel-binning’ to deliver shots that are comparable to a 27MP 1.6 micron pixel camera.
Of course, just because you have mega megapixels doesn't automatically equate to better pictures. Optics play a major role in the quality of photos. A fantastic sensor coupled with poor optics can be worse than a mediocre sensor with fantastic optics. Sharpness, vignetting, chromatic aberration, distortion (barrel, pin-cushion), lens flare and so on all affect the quality of a photo.
Xiaomi has put the sensor into Mi Note 10, the latest of its premium flagship line-up. With the 108MP wide-angle lens photographers can now produce ‘billboard-level’ prints up to 4.24 meters high.
The Mi Note 10 encompasses five other lenses – including 5MP and 12MP telephotos, a 20MP ultra wide-angle lens, and a macro lens. This setup enables a zoom from 0.6x to 50x.
Aside the penta rear camera setup, the phone has a 32MP front camera, which offers AI modes for ‘beautify’, ‘portrait selfies’, ‘scene detection’, and a AI face unlock, panorama selfie, and palm shutter features.
The Mi Note 10’s rear camera supports a Night Mode which allows for greater light capture and combines multiple shots of the same scene for increased versatility.
There’s a 960 frames-per-second macro slow-motion video function and a 4K video option with an ultra-wide angle.
The Mi Note 10 has a 6.47” 3D edge-to-edge AMOLED display and a 400,000:1 contrast ratio for deeper blacks and higher colour fidelity. Battery life is claimed to last for more than two days. The device houses the Qualcomm Snapdragon 730G processor.
The Xiaomi MI Note 10 comes in two models: a 128GB version costs £459 from 25 February; a 256GB model cost £100 more.
If you wait until 13 March but are prepared to shell out twice that amount you can pick one of the Galaxy S20 series.
All three S20 models offer three main cameras—ultra-wide, wide, and telephoto—with the S20+ and S20 Ultra adding in a special depth camera but it’s the S20 Ultra that has the 108MP wide angle.
Using a combination of optical zoom and AI-enhanced ‘Super Resolution Zoom,’ the Galaxy S20 and S20+ can use their 64MP telephoto cameras to produce up to 30x zoom. The S20 Ultra ups the stakes using folded optics and the ISOCELL Bright HMX to deliver 100x maximum zoom.
All of these models can shoot 8K video thanks to the Snapdragon 865, all support 5G and all feature 3200 x 1440 AMOLED displays that are HDR10+ certified.

Friday, 21 February 2020

New LED technology is completely transforming displays

RedShark News 
At the corporate communications trade event Integrated Systems Europe (ISE) last week one of the more obvious trends is the rise and rise of LED screens. Some of the exhibition halls feel like you’ve wandered into Times Square, so overwhelming are the displays awash with hyper-vibrant imagery.
Only five years ago, LED technology was best known for large format outdoor installations but in recent years, the miniaturisation of LED components has made it possible to obtain increasingly fine pitch at affordable prices.
This makes it possible to offer LED walls with 8K resolutions and therefore to realise high-quality indoor installations even at short distance.
“With flexible and freeform LED, but also with projection mapping, the creative possibilities are virtually limitless,” says Michel Buchner from creative technology provider, Nexxt Technology. “The only problem is that the majority of designers and architects are not aware of this yet. Once they think beyond the frame and more about animated wallpaper, patterns, and textures blended as elements in their designs we expect a large rise in the use of aesthetic media with projection mapping and flexible LED.
The first examples of flexible printed circuit boards (PCBs) shown in a ribbon configuration were presented at ISE some years ago. Arguably, the real shift was the custom fabrication of PCB shapes which permit the design of any cut shape. From circles to complete logos and even domes - all made to spec.
LED ‘sheets’ exhibited at ISE from Spanish company Flying Screens can be combined to create custom-size screens for installed in unconventional locations such as on curved surfaces. The company claims the technology allows design and features which are currently impossible to reach with traditional LED panels.
One of the key technologies is MicroLED which offers far higher total brightness than OLED as well as far greater power efficiency.
Amazingly, it is the same technology behind both Samsung’s massive direct-view cinema screens, such as one in a Malaysian multiplex measuring 45.93-feet wide and 16.4-feet high, as well as microscopic display prototypes by California’s Mojo Vision, based in Saratoga, California, which has made a display with 14000 pixels just 0.48mm wide.
MicroLEDs are based on gallium nitride (GaN) LED technology which is being backed as the future of AR/VR display but they are difficult to manufacture at scale. A standard 55-inch panel, for example, requires millions of MicroLEDs. Any imperfection could create uneven colours and lighting.
A potential solution to mass fabrication may have been cracked by Compound Photonics, a US-based firm which makes compact high-resolution microdisplays partly at a factory in Plymouth together with Plessey Semiconductors, say they’ve produced the first fully addressable microLED display modules.
The proof of concept aims to produce the world’s highest performance microLED display modules that deliver “improved brightness at the smallest pixel sizes, higher frame rates, with extended bit depth at the lowest power consumption” to be fitted into AR/MR smart glasses and Head mounted VR applications. Initial samples of a 0.26 inch diagonal, Full HD 1080p resolution microLED display module are expected to be available this summer.
The minute we talk about screens not being standard shaped or oriented then content creation become a challenge, even though the procedure is largely the same as before. You can spend a million quid on the most amazing LED screen but it’s worthless if you don’t invest in the content.
Questions like ‘Is it a commercial or primarily artistic design?’ and ‘What should your spectator experience?’ are paramount. Do you want active attention or does it complement the space in an artistic way like a wallpaper or light sculpture?
“Every space or building has its own approach with visual media, but with numerous solutions and financial ramifications,” Buchner says. “It’s is absolutely important to drop the convention of the regular screen as most people look at it today.”

Friday, 14 February 2020

Ericsson claims 5G streaming record from Huawei

Streaming Media 


Ericsson’s decision not to attend Mobile World Congress was the first domino to topple the trade show (which was due to start Feb 24) but it is also among the first out of the bag with MWC news.
Given the sidelining of Huawei in the United States as well as in Australia and European countries like France for 5G infrastructure contracts it was always going to be the case that Ericsson and fellow telco equipment giant Nokia would make headway.
Ericsson’s headline grabbing announcement at a hastily reconvened ‘virtual’ press event was that it had trumped Huawei's 5G speed record of 2.92Gbps by clocking up 4.3Gbps over 800MHz of millimetre wave spectrum.
In context, 4.3Gbps is the equivalent of downloading one hour of UHD 4K content from a streaming service in just 14 seconds.
The telco equipment and networks vendor used a technical specification made up of 8 component carriers (8CC) aggregating 800 MHz of mmWave spectrum to set the new record. The test was made using a 5G smartphone “form factor test device” powered by Qualcomm’s Snapdragon X55 5G Modem-RF system.
Head of product area networks at Ericsson, Per Narvinger said in a release, “The 8CC aggregation solution we have successfully tested will enable not only higher speeds but also large-scale 5G deployments and new business opportunities.”
The commercial solution, including network and terminal support, will be available to 5G consumers during 2020, it confirmed.
The Swedish telco views the 4.3Gbps speed as further proof of 5G’s ability to replace fibre, as mmWave has advanced from 1Gbps to 2Gbps to 4Gbps peaks, quadrupling the top broadband speeds offered by most cable providers. Beyond video streaming, the company also expects mixed reality and multi-player online gaming to benefit from the speed advances.
It is believed, not least by politicians on both sides of the Atlantic, that Ericsson and Nokia are at least 18 months behind Huawei’s state-subsidised lead on 5G tech.
Ericsson denied that this was the case with CEO Börje Ekholm previously pushing back against the idea that US pressure on Huawei is giving the equipment vendor a “free ride.”
Instead, it is “creating uncertainty in the market, reducing investments overall,” Ekholm said during an interview with CNBC [https://www.cnbc.com/2020/01/21/davos-ericsson-boss-says-no-one-ahead-of-us-on-5g-not-even-huawei.html] during which he said that Ericsson is seeing “very little effect” on its order books as a result of Huawei discussions.  
US Attorney general Bill Barr has also argued that the US should take controlling stakes in Nokia or Ericsson or both to battle Huawei's dominance.
“The main concern about these suppliers is that they have neither Huawei's scale nor the backing of a powerful country with a large embedded market like China,” Barr told the Center for Strategic and International Studies in Washington. “Putting our large market and financial muscle behind one or both of these firms would make it a far more formidable competitor and eliminate concerns over its staying power.”

Cisco, the most obvious US-based suitor, however just ruled out this idea.
CEO Chuck Robbins reiterated in a Q2 financials reports Wednesday that technologies such 5G, 400-gigabit Ethernet, WiFi 6 and the cloud are big opportunities for the networking giant but that customers are still cautious about some of the tech transitions. Cisco is continuing to “pause” spending in light of a fall in company revenue of 4% from a year ago and lacklustre growth forecasts.
Ericsson said it expects 100 million 5G subscriptions worldwide by the end of the year with most demand coming from China. Ericsson itself has 81 5G commercial agreements with 49 customers and 25 live 5G networks worldwide.
Data from analyst firm Omdia (the new brand for Informa/IHS Markit) suggest 5G-enabled smartphone shipments will grow eight-fold by 2021.
While 5G is set to become a common feature on premium phones released this year (except foldables), Samsung’s latest flagship Galaxy S20 brings 5G into the mainstream.
Omdia says a key emphasis for Samsung is gaming performance. The new devices are using a display with an extremely high refresh rate of 120Hz with a 240Hz input sensor which, when coupled with 5G, “would give gamers the quickest reactions of any mobile gaming solution,” says Daniel Gleeson, Principal Analyst, Consumer Technology at Omdia.
Samsung is so confident in the gaming capabilities of the S20 that it has announced a partnership with gaming company, Forza Street, with cross play with PC gamers enabled. 
“5G will drive the rapid growth of game streaming and esports, with the bundled-service revenue market of such partnerships expected to grow to $2.6 billion by 2024,” according to Omdia’s latest forecast.
The Galaxy S20 also puts the focus squarely on the camera technology. The S20 Ultra model features a 108MP camera with a 100x zoom and 8K video recording.  8K footage recorded on to the device would soak up 600MB per minute, according to Samsung and that just five minutes of 8K footage would take up around 3GB of space. That’s one reason why a 5G upload connection to cloud storage is important.
“The headline feature should nonetheless grab attention and reassert Samsung’s technology leadership in the space,” says Gleeson.
It’s not just Samsung though. Chinese brands like Xiaomi and OnePlus are using 5G as a way to build partnerships with operators around Europe. Xiaomi has a major presence in the big five European markets already and Omdia expect that to grow. Apple’s iPhone 12 will have 5G too but release dates have not been made public.

Thursday, 13 February 2020

ISE2020: Communication technology rampant

IBC
With more than 80,000 attendees, and 1,300 exhibitors (minus LG and a few others from Asian Pacific which elected to stay home due to virus fears), there’s a lot to take in at the world’s largest exhibition for AV and systems integration professionals.
Pro AV, in a nutshell, is any video or audio application that isn’t media and entertainment. Most of the tech is designed to communicate information.
It’s a diverse market ranging from battle-ready military simulators to the digital advertising screens on any high street as reflected in the $85 billion that Avixa, the trade association and co-organiser of ISE, thinks Europe’s pro-AV market will be worth by 2024.
The XR opportunityVR, AR, MR, lumped together as XR (extended reality) and given its own ‘summit’ at ISE acknowledges that extended reality is a massive opportunity for the AV industry.
IDC’s Worldwide Augmented and Virtual Reality Spending Guide forecasts that global spend on AR/VR will top $18.8 billion this year – up 78.5% since 2019, with nearly two-thirds of the spend by businesses.
Another recent Research and Markets report pins global XR industry at $209 billion and predicts it to grow 65% over the next five years.
“While XR is undeniably the future of business, many businesses aren’t quite sure where to start,” suggests Kathryn Bloxham, head of innovation at XR Intelligence.
Hilary McVicker of immersive projection specialist Elumenati said the potential of “spatial XR” was to “bridge the physical and digital worlds” to provide “a social, collaborative way to experience immersive content.”
An obvious market for XR is museums, theme parks and other entertainment attractions. A ‘VR at ISE’ feature exhibited an aquatic theme park ride. Designed by Lightspeed Design this allows the rider to ‘touch’ virtual objects, including a jellyfish and dolphin, using mid-air gestures. The VR content is projected onto a curved Vioso Panadome screen by Digital Projection hardware so the rider doesn’t need to wear a headset. Other spectators, also on motion seats, could watch with head-mounted devices.
XR is being increasingly used in corporate training, design, aviation, medicine and education.
Volkswagen, for example, is using AR for indoor navigation at some of its factories. AR also helps companies to train new employees.
“Virtual prototyping and simulation will be a necessity for a huge number of companies,” said Frank Reynolds, marketing manager at Antycip Simulation. “Virtual content can open doors for countless procedural training tools addressing a multitude of professional uses.”
The AR cloud – conceptualised as a machine-readable 1:1 scale model of the real world is expected to transform the way that businesses operate and communicate with customers according to ABI Research. It thinks AR Cloud will have a market cap of over $100 billion by 2024.
Key technologies making this happen include computer vision, AI and Simultaneous Localisation and Mapping (SLAM) which will combine to precisely localise devices and deliver sharable, persistent AR content.
Haptics can’t be discounted either: For example, a helmet designed by researchers at Carnegie Mellon University gives firefighters the ability to ‘sense’ directions in pitch black, smoke-filled environments. The haptic helmet sends a buzz to the front, back or the sides of the head, precise signals which indicate whether the user should move forward, stop and turn left or right.
Esports get an educationColleges in North America have been offering scholarships in esports for years and now UK colleges and universities are following suit. That’s partly because of the growing market in esports-related jobs and partly because higher ed establishments believe an esports course can more than pay its own way in graduate interest. There’s evidence too that gaming helps STEM studies, particularly in attracting women to areas where they have been traditionally underrepresented.
Staffordshire University introduced the UK’s first esports degree in 2018. The University of York has a partnership with Esports group ESL. Other institutions following suit include Chichester, Roehampton, Sheffield Hallam and Teesside.
These degrees focus on the business and event management aspects of esports, building skills in budgeting, marketing, and casting – not to mention the production skills of a live broadcast. Staffordshire Uni, for example, has built a dedicated esports lab and ‘pro-gamer training facility’.
“There is a lot of crossover between pro video and AV in esports,” says Kieron Seth, marketing director at kit distributor Holdan. “For us, it’s about providing a broadcast-level live event experience designed both for spectators in the arena and for viewers over the internet.”
The facility’s IT network is another critical component to building an esports program, interconnecting powerful gaming stations, minimising latency, and ensuring a smooth spectator experience.
The installed base of esports devices in North American and West European universities is forecast to reach 64,000 by 2021, according to Futuresource. A survey by Extreme Networks found that more than 70% of schools across K-12 and higher education in North America, Asia Pacific and Europe are considering an esports curriculum.
Smart buildings improve wellbeingThe smart buildings market is predicted to grow to $92.5bn globally by 2025, according to Rethink Technology Research, up from around $4.2bn in 2019.
“The design of buildings with renewable energy sources and with smart energy systems is an increasingly important trend,” said architect Aryanour Djalali, CEO of architectural practice DNA Barcelona, who gave a keynote at ISE’s Smart Building Conference. “Automation can be fully integrated into buildings so that all systems feed into the same cloud-based network.”
Erik Ubles, CTO at EDGE said, the four key elements of smart buildings are wellbeing, design, sustainability and technology. He argued that 85% of workers aren’t engaged in the workplace because of the physical environment.
“While heat, lighting and air quality all play a part in producing happier (fitter?) and more productive occupants we want to design spaces that connect people to the building,” he said.
If you want to use smart building technologies to save costs or increase margins, the main use case you should be targeting is human productivity, advised Rethink.
On the ISE show floor were companies showing how an open-plan office could be integrated with ‘smart’ technology to enhance and improve the work experience. Products in this area include human-centric lighting systems which use tuneable LEDs to offset typical cold corporate illumination, immersive audio, voice and gesture control, and products using 5G and Wi-Fi 6. For example, using 5G, architects could quickly beam a 3D rendering of a building to a conference meeting over 5G for interactive AR/VR design collaboration.
Screens: thinking beyond the frameDigital signage is expected, by Avixa, to become the largest pro-AV solution area by 2024 eclipsing conferencing and collaboration.
Like ‘TV everywhere’ digital outdoor signage is all about context: who is watching and when, where and why they’re watching. As a result, content management software is evolving to digital experience platforms (given its own acronym DXP) to give greater control over tailoring content by time of day and device, or even individual passer-by.
Think Bladerunner 2049 and other future cityscapes where giant holograms react to your presence. Low latency 5G connections are set to enable superfast immediate facial recognition, customised for users via geo-fencing. It’s a data-driven approach that will see tech giants Google and Microsoft playing an increasingly larger role.
Another clue to how this will evolve was in a towering holographic display at the entrance to one of ISE’s halls made possible with an ‘invisible’ projection surface from Novaline and CarbonBlack Technologies, playback servers from disguise, Panasonic projectors and visuals created by Belgium’s NTTRB.
The next question is how do you make content stand out in a world of screens? Digital screens used to be flat and square but new flexible LEDs are freeing designers to get creative with format and to showcase more artistic content.
“With flexible and freeform LED, but also with projection mapping, the creative possibilities are virtually limitless,” says Michel Buchner from creative technology provider, Nexxt Technology. “The only problem is that the majority of designers and architects are not aware of this yet. Once they think beyond the frame and more about animated wallpaper, patterns, and textures blended as elements in their designs we expect a large rise in the use of aesthetic media with projection mapping and flexible LED.”
Combined with improvements to contrast ratio and more precisely controlled backlighting LED’s main advantage us its large footprint with no discernible gaps (bezel). Video walls composed of panels with virtually non-existent bezels (down to 0.5mm) spread across the show floor.
“The complexities of installation are becoming less of an issue too, as the rise of interchangeable tiles and out-of-the-box solutions pave the way for simplicity,” says Claire Kerrison, analyst at Futuresource.
LED ‘sheets’ exhibited at ISE from Spanish company Flying Screens can be combined to create custom-size screens for installed in unconventional locations such as on curved surfaces. The company claims the technology allows design and features which are currently impossible to reach with traditional LED panels.
The Abu Dhabi tourist board recently won a Guinness World Record for the size of an AR-enhanced digital billboard on display at Piccadilly circus. The 548 sqm display captured images of people near the statue of Eros and digitally placed them, using 3D AR overlays, among some of Abu Dhabi’s tourism landmarks.
Off to BarcelonaThe latest research from Avixa shows pro AV revenues growing at 5.7% or twice the expected global GDP over the next five years. As a result, next February, ISE relocates to the far larger venue of the Gran Via in the Fira de Barcelona. Not bad for a show that was attended by 3500 people on debut in Geneva only 16 years ago.

Sunday, 9 February 2020

AI gives iconic Lumière train movie a 4K make-over

RedShark News
It’s one of the most iconic films in all cinema, a 50-second shot of a train arriving into a station, now resurrected in 4K using Artificial Intelligent interpolation.
‘L’arrivée d'un train en gare de La Ciotat directed and produced by Auguste and Louis Lumière made its debut in 1896. It was filmed using the Cinematographe, an all-in-one camera, which also serves as a printer and film projector and was remade in the 1930s by Louis in stereo 3D – a moment to which Martin Scorsese paid homage in the opening sequence to his 3D feature Hugo.
In much the same way that Peter Jackson breathed new life into footage of the first world war with his documentary They Shall Not Grow Old, the grainy stuttering film footage has been restored, upscaled to 4K and uplifted to 60 frames a second.
YouTuber Denis Shiryaev had the idea to put the footage through a pair of AI programs, DAIN and Gigapixel AI. Both are forms of video frame interpolation which aim to synthesize non-existent frames in-between the original frames.
The former (Depth-Aware Video Frame Interpolation), imagines and inserts frames between the keyframes of an existing video clip and added enough frames to increase the rate to 60fps. Gigapixel AI “analyzes the image and recognizes details and structures and 'completes' the image” according to developer Topaz Labs.
Shiryaev has added in some sound for good measure. While the result is certainly cleaner and captures the unnerving feeling of watching something filmed a century ago as if it were yesterday, it’s not perfect either. There are jumps and odd ripples but if someone were to do a professional job on, say, Chaplin's first masterpiece, The Tramp from 1915, or to polish other historical film artefacts, then algorithmic assistance might be the most economical way to do it.
A.I has previously been used to restore Orson Welles’ unfinished feature The Other Side of the Wind. Originally made in the 1970s but unreleased, the film has had its resolution improved for release on Netflix in 2018.
“AI can create art,” says Alex Zhukov the chief technology officer of Video Gorillas whose A.I tools were used on the project. “The real question is when AI will create art that is indistinguishable from that of a human.”

Friday, 7 February 2020

VOD makes us anti-social – but don’t expect streamers to admit it

Videonet
It should come as no surprise that our seemingly insatiable appetite for streaming video is making us all more anti-social – even in our home. A fresh study suggests that the ability to view on connected devices is driving consumers to watch TV independently of other family members.
The increasing trend towards personalised viewing, something that consumers are said to desire, is morphing our behaviour so much that we are increasingly identifying as solo viewers.
Recent research by Ampere Analysis found that solo viewers no longer find watching TV with other members of their household particularly attractive – in fact they actively disagree that watching with others is important. It found that the numbers of solo viewers are greatest in those markets with highest OTT video usage, indicating that it is specifically the rise of VOD, and the huge variety in content choices that it enables, that is driving the phenomenon.
It’s only going to continue. As new streaming services launch, the content pot grows larger, while the ability to serve content tailored to individual preferences is improving all the time.
Ampere believes this won’t make much difference to how content is marketed .“I don’t think SVOD platforms will want to position themselves as advocating watching things on your own all the time, because watching TV is always seen as a communal activity that brings people together,” says Minal Modha, Consumer Research Lead and report author. “Also, in an age when people are allegedly becoming more insular due to social media and smartphones, SVODs wouldn’t want to contribute to anything that could be perceived as having a negative impact on mental health.”
Despite that, the more people a streaming service can get to watch different assets in its library, even from the same account, the more information it can collect about individual profiles. For the growing number of AVODs launching into the market, that can only be good for slicing, dicing and serving up targeted ads.
“With personalisation, I think it’s hard for SVOD platforms to know whether people are solo viewing or viewing with other people through a single profile on the account,” suggests Modha. “Ampere envisages that, as long as those profiles are engaging consumers, SVODs won’t change their personalisation process.”
Ampere found a clear correlation across countries including the U.S., Sweden, Denmark and Australia between SVOD usage and the proportion of consumers identifying as solo viewers. The relationship is especially clear once demographic effects are taken into account, and strongest in adult-only homes. The pattern breaks down among households with children. For this group, family time is still important. Regardless of whether the households have older or younger children, adults in these homes are less likely than their peers to engage in solo viewing, despite their high SVOD usage.
Live broadcasts were not included in the research, but Ampere concludes that live will encourage different viewing patterns due to the need to watch the content… live. “Therefore [live] aligns itself more with communal viewing and we would not expect that to change any time soon.” Indeed, last Sunday’s Super Bowl scored its first ratings increase in five years, with just under 100 million viewers, on average, watching Fox’s broadcast.

There is evidence that scheduling the release of ‘must-see’ content , rather than dropping all episodes into an on-demand offer at once (as a box set) for binge-viewing can still encourage communal experiences. The BBC scored its biggest new drama launch in more than five years with His Dark Materials, transmitted over eight successive Sundays before Christmas. For the first episode, 7.2 million tuned in, with the rest of the run averaging around 4 million and another million plus watching on catch-up.