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Digital Town Square

Can Machine Intelligence Solve Entertainment’s Data Challenges?

 

What are the latest developments in visual and sound recognition, natural language processing, machine learning and artificial intelligence and how are entertainment, finance, retail and insurance integrating these tools into their services? Do entertainment datasets, pipelines and workflows present a one-of-a-kind challenge or do other sectors share similar pain points and bottlenecks? Are there ways that content owners, distributors, service providers, and technology companies can collaborate to jumpstart the application of signal analysis and neural networks to their mutual benefit? Attendees will hear concrete and practical use cases from leaders in the field such as Sentient, Amazon, Clarafai, IBM and Rage and see machine intelligence’s potential to plus production and archiving efficiencies, leverage libraries and grow profits.

Registration:
By invitation only.

When: Thursday, March 23, 2017.

Sponsors:

Hosting Sponsor Participating Sponsor
Amazon Web Services GrayMeta height=

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Previous Events

Rise of the Machine: A New Age In Metadata

Can 21st Century data science help solve some of the intractable metadata challenges faced by production, post and archiving? Find out at this interactive forum examining innovations in upstream metadata capture and utilization and the potential for change through data identification, machine learning and AI combined with indelible and unstructured metadata. Presentations, case studies and panels about current and emerging filmmaker solutions; Hollywood and Dublin Core; audio and video content recognition; deep learning; extracting and managing unstructured production metadata; leveraging descriptive metadata for greater ROI; and more.

Target Audience:
Studio, network and OTT executives, production and postproduction leads, technologists and archivists; producers and below-the-line workflow experts; executives and technologists at hardware, software and service companies working in production technology, data capture, recognition and optimization, and asset management.

Registration:
By invitation only. Audience makeup will be calibrated to support a thorough, balanced and open dialogue. Safe harbor—there will be no media coverage.

When: Wednesday, November 2, 1:00 PM – 5:30 PM with a reception.

Sponsors:

Hosting Sponsors Supporting Sponsors
Bluescape MarkLogic
Haworth GrayMeta height=

 

Rethinking Digital Archiving and StorageAs the latest in its ongoing Digital Town Square series, the Entertainment Technology Center at USC held a symposium on “Rethinking Digital Archiving and Storage” on June 9 at Amazon’s Santa Monica facilities. Approximately 80 people from all the major Hollywood studios, archivists and post production professionals participated in the interactive forum that examined the challenges in current archiving and storage practices, the pressures to change those practices, and emerging solutions.

“Our membership of Hollywood motion picture studios and broadcast networks are facing significant issues with regard to how to manage and protect their growing assets,” said ETC executive director Ken Williams. “Holding a Digital Town Square is an opportunity to hear from top experts in the field and openly discuss the issues affecting the entire community.”

Pacific Interface consultant Laurin Herr set the stage by describing the current landscape faced by archivists and content creators and owners. Storage/data authority Tom Coughlin detailed the exploding archive content, and Amazon Web Services product manager Henry Zhang described how his company’s services aim to create efficiencies and offer solutions.

Among the topics of focus were the impact of the increased amount of data flooding today’s media and entertainment archive, how to define tiers or levels of storage, nascent technologies that offer the promise of better solutions (including the cloud, DOTS, DNA and optical media), and how several studios and archives are planning for the future. Coca-Cola and Universal Pictures also presented case studies.

Amazon Web Services (Ben Masek and Ian McPherson) hosted the event, with participating sponsor Fujifilm and its Dternity digital archiving solution. The event was also sponsored by DigitalFilm Tree.

Speakers:

  • Guillaume Aubuchon, CTO, DigitalFilm Tree
  • Jean Bolot, VP, Research & Innovation, Technicolor
  • Brian Campanotti, Director, Business Development, Oracle
  • Annie Chang, VP, Technology Standards & Strategy, The Walt Disney Company
  • Tom Coughlin, President, Coughlin Associates
  • Daniel De La Rosa, Director, Film Production Technologies, Universal Pictures
  • Nick Felder, Group Director, Film & Music Production, Coca-Cola
  • Laurin Herr, President, Pacific Interface
  • Andrea Kalas, President, Association of Moving Images (AMIA)
  • Joshua Kolden, Founder, Avalanche
  • Denis Leconte, Director, Technology, Iron Mountain Entertainment Services
  • Josh Rizzo, VP, Technology, 24p Dailies Lab — Sony Pictures Entertainment
  • Dan Rosen, CTO/Partner, Group 47
  • Erik Weaver, Project Manager, Cloud, ETC@USC
  • Konstantin Wilms, Specialist Solution Architect, Amazon Web Services
  • Henry Zhang, Senior Product Manager, Amazon Web Services

Sponsors:

Hosting Sponsor Participating Sponsor Event Sponsor
Amazon Web Services FujiFilm - Dternity Digital DigitalFilm Tree

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Business of VR workshop

One hundred and four business people with direct involvement in Virtual Reality attended The Business of VR workshop co-produced by the Entertainment Technology Center at USC and the Advanced Imaging Society.

Over the course of the afternoon the attendees heard seven 10-minute presentations, participated in one of four moderated discussion groups, and had the opportunity to experience seven VR demos while networking. The event was held at the Skirball Center, Los Angeles, on November 17, 2015.

The program provided attendees with perspective, discussion and experiences beginning with seven 10-minute presentations from the following speakers :

  • Jeffrey Greller, Digital Agent with a Focus on VR at WME|IMG
  • Seth Shapiro, Principal, New Amsterdam Media, Adjunct Prof., USC School of Cinematic Arts, and Governor, Interactive Media Peer Group, the Television Academy
  • Brian Furano, Director of River Studios, Venture Advisor for VR focused Rothenberg Ventures
  • Eunice Shin, Director, Manatt Digital Media; Anthony Borquez, Founder and CEO of Grab Games
  • Clifton Dawson, CEO, Greenlight VR, a VR-focused market research company
  • Schuyler Moore, Partner, Stroock & Stroock & Lavan.

While the majority of the presentations focused on content and platforms, Moore delivered a provocative array of potential legal issues that few in the audience had heretofore considered.

Following the meeting, VR and AR Initiative Leader Phil Lelyveld published a comprehensive summary of the presentations and group discussions that explored location-based entertainment, platforms and money, content and money, and big picture strategy. The report is available at Etcenter.org.

That’s Cool, Now What? How to Tell Stories in Virtual Reality

One hundred and twenty creative leaders in VR, video games, TV, movies, theater and traditional entertainment gathered on February 19, 2015 to discuss the emerging language of VR storytelling.


Following two sessions of presentations and group discussions, the participants broke into five moderated working groups.  The working groups discussed their current thinking on the topic: what approaches carry over from other artistic media; and what issues, approaches, and concerns are new to the VR environment?  A report pulling together the thoughts of this community was published.

The panelists and presenters were:

Matt Apfel, vp, strategy & creative content, Samsung Media Solutions Center America
Danny Bilson, writer/director/producer (EA, THQ, Warner Bros., Disney)
Mark Bolas, director, Mixed Reality Lab, associate director, USC’s ICT, associate professor, USC’s SCA Interactive Media Division
Philip Lelyveld, sr. program manager, ETC
Alex McDowell, narrative designer, creative director, 5D GlobalStudio, Professor of Practice, USC School of Cinematic Arts, Media Arts + Practice (Intel’s “Leviathan,” “Minority Report,” “Watchmen”)
Charlie Otte, creative director, Thinkwell (Guthrie, Lincoln Center, Brooklyn Academy of Music)
Jon Snoody, R&D studio executive, Walt Disney Imagineering (“Captain EO,” “Indiana Jones™ Adventure,” “Aladdin’s Magic Carpet Ride”)
Sean Stewart, founder, Three Story House (former CD Xbox Studios, award-winning novelist, co-creator ARG genre)
 
VR experience demos were provided by Samsung Electronics America, Jaunt, Assimilate, Emblematic, Funktronics Labs, InnerSpace VR, Metaverse Systems, Nurulize, Otherworld Interactive,  Reel FX, VRSE, VisiSonics, and WEVR (formerly WemoLab).

Read our full report here

Sponsors:

Participating Sponsors:

 

OTOY SAMSUNG

 

Supporting Sponsor:

 

JAUNT

 

Realizing The Promise of UHD
On Thursday, June 12, 2014, the ETC@USC hosted a Digital Town Square at the London West Hollywood Hotel: “Realizing The Promise of UHD.”IMG_5368 - Version 2

The introduction of digital cameras that strived to match or exceed film negatives’ capabilities and of UHD displays that support the explosion in home viewing have set in motion a re-evaluation of the professional entertainment supply chain. New practices, technologies and standards are being proposed to address image quality, the creative process, storage and transport roadblocks, the audience experience, and more. But are the major opportunities and challenges being addressed? The time is right to take stock of the progress to date, to examine and evaluate the solutions on the table to and to prepare for the future.

Filmmakers, display manufacturers, senior executives, and technologists from the content supply chain at studios, networks, and post-production/distribution companies and vendors participated in an interactive 360° forum examining the 4K supply chain options that will further the artistic and business interests of the entertainment and CE industry while delivering a demonstrably improved viewing experience. Among the topics of focus were resolution, high dynamic range (HDR), high frame rate (HFR), post and distribution workflows, new compression and color space solutions, UHD TV innovations, refresh rates, and other settings.

Presenters and Speakers:

  • Wendy Aylsworth, SVP Technology, Warner Bros. Technical Operations
  • Bill Baggelaar, SVP Technology, Colorworks / Post Production Services, Sony Pictures Entertainment
  • Nick Colsey, VP, Business Development, Sony Electronics
  • Jon Fairhurst, Head, CE Standards, Sharp Labs of America
  • Chris Fetner, Director, Content Relations, Netflix
  • Joe Kane, CEO, Joe Kane Productions / Consultant, Samsung Electronics
  • Howard Lukk, VP, Digital Production Technology, Walt Disney Studios
  • N (Nandhu) Nandhakumar, SVP, LG Technology Center of America
  • Daryn Okada, ASC, Director of Photography
  • Dave Schnuelle, Senior Director, Image Technology, Dolby Laboratories
  • Yasser Syed, Ph.D., Comcast Distinguished Engineer, Comcast Cable

Moderator: 

Jim Houston, Principal, Starwatcher Digital

Sponsored By:

Aspera_IBM_drafts

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Data & Analytics Project

The Storytelling Cipher: Mapping Precise Story and Character Mechanics to Box Office Returns

Our Data & Analytics Project held “The Storytelling Cipher: Mapping Stories & Characters to Box Office Revenue” Tuesday, December 6, 2016 at the USC School of Cinematic Arts.

This study leverages the Dramatic taxonomy of film narrative to infer which scene-level character and story attributes generate more box office returns, by genre. We are extending this study to ads and movie trailers.

The project researchers used machine learning to map 70+ story attributes for 300 films to their box office returns to extract which story mechanics or character features in film generated the most revenue. This was the first time granular story and character mechanics have been used to predict box office returns, which opens up many avenues to make more data-driven creative and development decisions throughout the industry.

What’s a good story? The question has been hanging without a scientific answer since the dawn of man. It seems that a story’s lack of clear mathematical structure and universal taxonomy would relegate such classification of stories to the qualitative – and highly subjective- empire of critics and … people.

Until now.

The event presented results from the research, discussed applications for the development and creative process, and outlined next steps.

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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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