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The Future of Touch & Interactivity Conference

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Now in its third year, The Future of Touch & Interactivity at Display Week is the premiere event for display industry professionals to learn about the latest in human machine interface technologies.

 

The event will take place on Thursday June 7th and cover how touch & interactive solutions are shaping the display industry. The Future of Touch & Interactivity will feature keynotes & presentations from industry leaders, lively panel sessions and plenty of time for networking.

The draft agenda is now available on the agenda page. Continue to check back as information is added and the agenda is updated. The Call for Papers is open. To submit your request to be a speaker, visit the Speaker Page

The following is a draft agenda. Continue to check back as information is added and the Agenda is updated.

 

7:30 AM 
Doors Open – Continental Breakfast Served

 

8:30 AM – 8:35 AM
SID Greeting
Brian Berkeley–President SID, SVP, Samsung Mobile Display

8:35 AM – 8:40 AM
Introduction
Ian Weightman–Senior Director, IHS

 

8:40 AM – 9:10 AM
Keynote 1
Micheal Dolezal-Chief Touch Technologist, 3M-Scaling Beyond the Smart Phone: Meeting Touch Expectations in an Expanding Market

9:10 AM – 10:30 AM

Session 1 – The Future of Touch
This session will discuss technologeis and markets related to direct touch technologies. The focus will be to identify opportunities and challenges in the market for touch technologies.

Speakers from the following companies will present:

Randy Lawson, Principal Analyst, IHS-Challenges and Opportunities in the Touch Controller IC market

Gary Barrett-Co-founder & CTO, Touch International-Back to the Future: Did the Touch Guys Miss Something?

Rick Seger-President, n-Trig-The Pen “An Old Fashioned Tool in a Modern Market”

Dave Nolte- Senior VP of Engineering, Ocular-Advances in PCAP: Larger Sizes and Simpler Structures

 

10:30 AM – 10:50 AM-BREAK

 

10:50 AM – 12:30 PM

Session 1 – The Future of Touch Cont.

The following speakers will present:

Andrew Morrison-Technical Director, Zytronic-The Challenge of Scaling Multitouch Projected Capacitive Sensors to Ultra Large Sizes

Adam Bogue, Founder, Circle Twelve-Multi-User Touch

Gerry Seidman, CEO, Tactonic Technologies-Touch 2.0-Surface Interaction Everywhere

Stian Aldrin, CEO, Elliptic Labs

Geoff Walker, Owner & Principle Consultant, Walker Mobile-Discord in the Touch Industry: It’s Not Always About Technology

12:30 PM – 1:30 PM-Lunch

 

1:30 PM – 1:40 PM
Afternoon Greeting
Mark Fihn– Publisher, Conference Chair, Veritas et Visus

1:40 PM – 2:10 PM

Keynote 2

Carlton Sparell– Vice President Product Development,Oblong Industries

2:10 PM – 3:30 PM

Session 2 – Great Thinkers

Insights from industry-renowned developers in the fields of touch and interactivity.
The following speakers will present:
Steven Bathiche, Director of Research, Microsoft-Breaking Harlow’s Monkeys

Ken Perlin, Professor, NYU Media Lab-Glimpsing the future of human/computer interfaces

Chia Shen, Professor, Harvard University

 

3:30 PM – 3:50 PM-Break

 

3:50 PM – 5:30 PM
Session 3 – The Future of Interactivity

The session will consider some of the exciting developments related to the market for interactive displays remote sensing technologies.

Vincent John Vincent, CEO, Gesturetek-A revolution in gesture control: On, Off and In the Screen

Jon Fox, Chief Creative Officer/Managing Partner, Helios Interactive-Gesturing in Public

Jinha Lee-Tangible Media Group, MIT Media Lab, Inventor

Neil Schneider, Meant To be Seen; S-3D Gaming Alliance, President, Touch & Target: Stereoscopic 3D Gaming Interfaces and The Display Maker Challenge

Bob Senior, President, isiQiri

5:30-7:30 PM Networking and Cocktail Reception

See the full website here: http://imsconferences.com/sidfti.html

Research and Markets 3D Tech Market Research Rpt. (purchasable)

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Three-Dimensional (3D) Technology Market (2011 – 2016) by Products (3D IC, 3D Printer, 3D Display – HMD, 3D Smartphone, 3D TV, 3D Digital Signage), Applications (3D Animation, 3D Printing, 3D Medical Imaging, 3D CAD, 3D Gaming, 3D Cinema) & Technology (Stereoscopy, Auto-Stereoscopy, Volumetric) Focus, Global Forecast & Analysis – Features Introduction to 4D Technology   

Three Dimension (3D) technologies has now commercialized in most of the products and applications such as Smartphone, TV, Animation, Gaming, Medical imaging etc. After the success of ‘Avatar’, numbers of producers are releasing their movies in 2D as well as 3D version. Thus, 3D cinemas have become the additional revenue generator for cinema producers.   

Products like 3D Smartphone, 3D printer, 3D gaming consoles etc. are latest 3D technology based products, which have just been launched and are yet to capture the market, but as 3D market is progressing rapidly, these products are expected to perform better in near future. This report provides information on 3D glasses by company and by different features. The report describes a comparison matrix of 3D glasses, which includes different company models along with their features.   

After commercialization of 3D technology, 4D is making its way in the field of medical imaging and BIM (Building information modeling). 4D cinema has also become popular, although it is just a marketing term used by 4D cinema owners and 4D cinema producers. In 4D BIM, architects or engineers are able to make forecasted image of their projects with the combination of 4D and CAD tools. It also helps in predicting the timeline of the projects. In 4D medical imaging, it helps to display the affected organ or development of fetus over certain period of time. It helps doctor in curing the disease of the patient.   

In global 3D technology market, North America is a leading market. North America is a huge base for 3D gaming and animation designers; which shares the largest percentage in overall 3D product and applications market. It is followed by Europe and APAC. APAC has the fastest growing rate of 21.96% In addition, most of the 3D technology product and applications providers are based out of North America and APAC region; hence from supply side also North America is leading.   

This report deals with all the driving factors, restraints, and opportunities for the 3D technology market, which is helpful in identifying trends and key success factors for the industry. The report also profiles companies that are active in the field of 3D, technology with their competitive landscape and strategies. It highlights the winning strategies and burning issues pertaining to the 3D technology industry.   

For more information please click on:   
http://www.researchandmarkets.com/product/ll5739/threedimensional_3d_technology_market_201

Title Index:   

1Introduction   
1.1Key Take-Aways   
1.2Report Description   
1.3Markets Covered   
1.4Stakeholders   
1.5Research Methodology   

2Executive Summary   
2.1Overview   
2.2Parent Market Tables   
2.3Method Of Analysis   
2.4Recommendations   

3Market Overview   
3.1Introduction   
3.2Market Definition   
3.3Need For 3D Technology   
3.4Evolution Of 3D Technology   
3.5Market Dynamics   
3.5.1Drivers   
3.6Burning Issue   
3.6.1Lack Of Technology Awareness   
3.7Winning Imperatives   
3.7.1Focus On Autostereoscopy Technology   

4Three Dimensional (3D) Technology   
4.1Market Trends   
4.23D Technology Products And Applications Life Cycle   
4.3Emerging Technologies In 3D   
4.4Technological Aspects Of 3D   
4.5Types Of 3D Displaying Technology   
4.6Future Advancements In 3D Technology   
4.6.1Introduction To 4D Technology   
4.7Segmentation Of 3D Technology   

5Global 3D Technology Market Forecast,   
By Product Type   
5.1Introduction   
5.23D Ic   
5.33D Printer   
5.43D Displays   

63D Technology Market Forecast, By Applications   
6.1Introduction   
6.2Industrial Applications   
6.3Consumer Applications   

73D Technology Market Forecast, By Geography   
7.1North America   
7.2Europe   
7.3Apac   
7.4Row   

8Competitive Landscape   
8.1Market Share Analysis   
8.2Key Growth Strategies   

9Company Profiles   
9.1Autodesk, Inc.   
9.2Barco Nv   
9.3Dolby Laboratories, Inc.   
9.4Dreamworks Animation Skg, Inc.   
9.5Electronic Arts, Inc.   
9.6Htc Corporation   
9.7Imax Corporation   
9.8Lg Electronics   
9.9Liteye Systems, Inc.   
9.10Nintendo Co. Ltd.   
9.11Nvidia Corporation   
9.12Panasonic Corporation   
9.13Planar Systems, Inc.   
9.14Reallusion, Inc.   
9.15Real D   
9.16Sony Corporation   
9.17Samsung   
9.18Sharp   
9.19Toshiba   
9.20Vuzix Corporation   
9.213D Systems Corporation   
9.22Others   

Pricing:   

Electronic  (Single User) : EUR 3640   
Electronic  (1 – 5 Users) : EUR 4423   
Electronic  (Site License) : EUR 5597   
Electronic  (Enterprisewide) : EUR 7045   

Ordering – Three easy ways to place your order:   

1] Order online at http://www.researchandmarkets.com/product/ll5739/threedimensional_3d_technology_market_201

2] Order by fax: Print an Order form fromhttp://www.researchandmarkets.com/product/ll5739/threedimensional_3d_technology_market_201 and Fax to +353 1 4100 980   

3] Order by mail: Print an Order form fromhttp://www.researchandmarkets.com/product/ll5739/threedimensional_3d_technology_market_201 and post to Research and Markets Guinness Center, Taylors Lane, Dublin 8. Ireland.   

Related Titles also available from Research and Markets:   

Global 3D Animation Software Market 2010-2014 –   
http://www.researchandmarkets.com/product/ll5739/global_3d_animation_software_market_20102014

Thank you for your consideration.   

Best Regards,   

Laura Wood   
Senior Manager   
Research and Markets Ltd   
laura.wood@researchandmarkets.com

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Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

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