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Don’t Call It A (CD) Comeback

March 19, 2010

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Just when you thought music CDs were on their way out the door, think again.

The Universal Music Group will be reducing the list price of many of its CDs, including new releases, to $10 and below.  The new pricing plan – labeled the Velocity program – is expected to begin in the early part of this year.

The intent of the price drop is to potentially rejuvenate the diminishing CD market.  The sales of albums in the U.S. dropped for the eighth time in nine years.  UMG will be listing single CDs between six and ten dollars in the hopes of increasing sales volume.

Nearly eighty percent of album purchases last year were from CDs.  In 2008, CD sales totaled 360.6 million, compared to 2000 when total sales equaled 706.3 million units.  Since 2000, there has been a staggering 52% drop in total album sales.

A steady rise of digital download purchases has influenced the shrinking CD sales numbers, but it hasn’t yet generated enough to make up for the deficiency.  UMG is optimistic that lowering CD prices will result in longevity for the medium.

“We think [the new pricing program] will really bring new life into the physical format,” Universal Music Group Distribution President and CEO Jim Urie said.

The price plan does sound beneficial for consumers from an economic standpoint. If you figure the average full-length CD consists of about ten tracks, then each track would cost $0.60 to $1.00. That’s better than the $1.00 or so that iTunes and other distributors are offering.

Of course, the downside to CDs still remains a lack of consumer options. The majority of digital sales are from individual tracks.  With digital downloads, I can select exactly which songs I want. The CD buyer is stuck with the entire album of tracks, good and bad.

It will be a difficult challenge to draw consumer appeal toward an aging medium. Why tote a handful of bulky CDs around when you can load up the iPod with a few hundred of your favorites?  People have migrated to the digital world of music media, and taking a step backward just seems unlikely.

Now if I happen to run across a CD of a band that I really like – or a much-anticipated album – I may spring the ten bucks for it.  A ‘greatest hits’ compilation or some catchy album artwork might even convince me to buy the disc.  Aside from all of that, I will probably stick with the iTunes account.  Plus, I don’t have the home storage space for CDs anymore.

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Facebook Notches A Small Victory

March 18, 2010

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Facebook overtook Google as the most visited website for the week ending March 13, 2010.  According to research compiled by Experian Hitwise, Facebook totaled 7.07% of the market share of visits, while Google finished just behind with 7.03% of the market share.

This marks the first time that Facebook has earned the top ranking over the span of an entire week.  The social media service had recently achieved the number one ranking on Christmas Eve, Christmas Day, New Years Day, and the weekend of March 6th and 7th.

The rise to the top spot seemed inevitable, as the rapid growth of Facebook would indicate.  The market share of visits to Facebook increased 185% compared to the same week a year ago.  On the other side, Google recorded a 9% increase in market share during the same time frame.

The victory is a notable achievement for the popular social media service.  Google has long been the reigning website for overall traffic, both in the U.S. and globally.  The top ranking may suggest that people are resorting to ‘friends’ and social networks for information rather than search engines and unfamiliar websites.

Impressive numbers aside, the results should be analyzed in proper context.  The ranking only covers a week’s worth of time.  The results do not include traffic to the various other Google services such as GMail or YouTube.  The research also does not include hits from embedded browser search fields.

The ascension of Facebook may allude to more advertisers migrating from Google pages to the social media platform.  The huge climb in popularity may also signify an evolution in content gathering methods.

“It shows content sharing has become a huge driving force online,” said Matt Tatham, Director of Media Relations at Hitwise.  “People want information from friends they trust, versus the anonymity of a search engine.” 

Graphic by Experian Hitwise

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Should You Be Concerned With Google?

March 17, 2010

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“If you have something that you don’t want anyone to know, maybe you shouldn’t be doing it in the first place… If you really need that kind of privacy, the reality is that search engines – including Google – do retain this information for some time and it’s important, for example, that we are all subject in the United States to the Patriot Act and it is possible that all that information could be made available to the authorities.” – Google CEO Eric Schmidt

As the massive global cloud of Google continues to accumulate, the issue of online privacy is also escalating.  Numerous activities conducted by Google have generated an onslaught of criticism around the world.

The recent introduction of Google Buzz, a social media service, angered many of its initial users.  The application mined Gmail contact lists and automatically added contacts to their Buzz accounts without initial consent.  The default settings resulted in users sharing updates, photos, and videos with unwanted people.  Responding to the complaints, Google installed an opt-out disclaimer that disables the feature.

Street View, a technology that provides panoramic images of streets around the world, has received a public backlash from the U.K. and Germany.  The major concern is that citizens are being photographed, and their images posted to the Internet without consent.

Privacy issues may continue to increase as smartphones gain popularity.  Google is currently devoting much of its resources into developing mobile applications.  Chief executive Eric Schmidt predicts smartphones will soon replace desktop PC’s as the optimal Internet connection device.  This strategy is a result of the migration of advertising from traditional media, to the Internet, and now to mobile phones.

“Mobile advertising should ultimately be much better [than PC advertising],” Schmidt said. “With a mobile device we know where you are so we can offer much more enhanced localized opportunities.”

The threat of online privacy invasion – now and in the future – is certainly debatable.  The idea that Google may have participated in deceptive or immoral tactics should be a major concern.

Let’s not rush to judgment just yet though.  There are left and right wing responses to the issue of privacy, and both deserve attention.

From top to bottom(top) An Australian news company delivers eye-opening propaganda;  (middle) Google CEO Eric Schmidt responds to the growing concerns and criticism of privacy; (bottom) a few tips on how to remove Google from your Internet activities.

If those solutions aren’t enough to curtail your privacy concerns, there are always alternative measures.  Even serious issues, such as privacy invasion, require a sense of humor:

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Bigwigs and Big Business Key Twitter Growth

March 14, 2010

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The popular social media site Twitter recently surpassed a milestone, ten billion tweets.  Yes, ten billion!  It’s nearly impossible to comprehend just how fast the social media hotspot has grown.

Since its public launch in July 2006, Twitter’s rate of growth and activity has dramatically increased.  The first one billion tweets were recorded in November 2008.  By October 2009, the service quadrupled their numbers with five billion tweets.  It took only four more months to reach the ten billion tweets plateau.

Graphic by Flowtown (Click to enlarge)

There are about 50 million users currently registered with Twitter.  That’s a lot of people in the network doing a lot of chirping – at least you would think.

A report released by Barracuda Labs, an Internet security firm, offered some information that may prove otherwise.  The study, focused on about 19 million Twitter accounts, was conducted to understand how people were using the social media service.

The study established the premise of a ‘true user’ as someone with a minimum of ten followers, follows at least ten others, and has tweeted a minimum of ten times.  Based on that measuring stick, the report indicated that only 21% of all active users fell into the ‘true user’ category.  In other words, almost all of the tweets were originating from about a quarter of the entire user population.

The report also revealed a growth rate spike, dubbed the “Twitter Red Carpet Era,” that occurred November 2008 through April 2009.  This is the period that an influx of ‘celebrity’ users – such as Ashton Kutcher, Oprah Winfrey, and John Mayer, joined the network.  The amount of total user accounts increased 21% in the month of April alone.

These growth and activity findings indicate that most of the users weren’t joining Twitter to socialize with friends.  Instead, they subscribed to ‘follow’ celebrities within the network.

So, if the tweet count has surpassed ten billion, then who exactly is doing most of the chirping?  Another report, released by Burson-Martseller, may offer some additional insight.

This study was aimed at Fortune Global 100 companies and how they were using various social media platforms including:  blogs, Facebook, Twitter, and YouTube.

According to the report, approximately 65% of Fortune Global 100 companies are registered with a Twitter account.  During the span of a week, about 82% of these companies were tweeting on company news.

Interaction between companies and consumers was also evident with 38% of businesses responding to people’s tweets.  The average number of followers was nearly 150,000 for each big business account.  In turn, companies followed an average of 73,000 users per account.  Consumer ‘word of mouth’ was significant throughout Twitter as 42% of companies were referred to in users’ tweets.

Although Twitter is generally considered a social media service, it seems to have evolved into a hybrid news aggregate and advertising forum.  Most people aren’t concerned with interaction between actual friends.  Instead, Twitter has become a source for news feeds, celebrity updates, and corporate promotions.

What do these numbers indicate about the future of Twitter?  Will it continue to experience huge growth numbers even after the stampede of celebrities?  Will the service continue to be a predominant hub for free advertising?

“The bottom line is, most of these people are getting online because Ashton (Kutcher) asked them to,” said Paul Judge, chief research officer at Barracuda Labs.  “If those people do nothing after that, [Twitter's] growth can’t hope to continue.”

The key to Twitter’s sustained success and future growth will most likely come from more interaction between ‘typical’ Twitter users.  Sounding off with tweets creates a more diverse network, and waters down the chatter from the bigwigs and big businesses.  After all, we would much rather hear from our ‘real’ friends than Ashton, right?

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Trailblazing In 3D: Does Practicality Match Potential? (Part 3 on the Evolution of 3D Technology)

March 14, 2010

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This final post of a three-part series explores the spectrum of applications for 3D technology. What sparked the fascination with 3D imagery during its inception? What are the ways in which 3D is providing social impact today? What do the near and far futures hold for 3D technology?

Contents

A Retrospect of 3D
Modern Applications
Forecasting the Future

When most of us hear the term ‘3D,’ we probably envision:  sitting in a dark movie theater, wearing geeky glasses, and watching images burst from the screen.  Some of those movies may have been visually impressive (think Avatar), while others might have left you with a headache (think Spy Kids 3D).

More feature films are now being produced in 3D format.  Television is also taking the plunge into the market this year.  The sudden revival of 3D entertainment is adding new and exciting visual elements to media, but that’s not all 3D is capable of achieving.

The current applications of 3D technology extend far beyond entertainment applications.  There are many ways in which 3D imagery is impacting society on a global scale.  From advertising and fashion, to dentistry and ultrasound, innovative uses are benefiting these professions along with many others.

Both gratification and growth are endeavors that encompass the timeline of 3D imagery technology.  The method of producing the illusion of depth, or stereoscopy, was developed over a century ago.  At the time the applications of 3D images were primarily for pleasure and entertainment.  The ways in which 3D technology are utilized today carry more widespread social impact.  The outlook for the future may very well embody both objectives.

A Retrospect of 3D

The origins of 3D imagery trace back to the nineteenth century.  The earliest introduction of stereoscopy technology is credited to Sir Charles Wheatstone, an English scientist and inventor.  In 1833, Wheatstone developed the idea of presenting slightly different images to the eyes through a device called a ‘reflecting mirror stereoscope.’  This stereoscope was a handheld device, fashioned like binoculars, that contained prismatic lenses.

The two-dimensional images, known as stereographs, were positioned side-by-side, approximately two-and-a-half inches apart.  Each image corresponded to the appropriate eye.  When viewed through the stereoscope device, the brain combines the two images to produce an illusion of depth.

Stereograph

Sir David Brewster, a Scottish scientist, introduced the Brewster Stereoscope in 1849.  The handheld device, which he initially called the ‘lenticular telescope,’ was based largely on the principles of Wheatstone’s device.  The Brewster model utilized lenticular lenses instead of prisms which allowed for a much smaller device.  In 1851, commercial models of Brewster’s device were introduced at the Great Exposition in London.  The production of stereo photography began to flourish soon after.

The introduction of stereoscopy in America is credited to physician and professor Oliver Wendell Holmes, Sr.  In the 1860s, he developed a more streamlined and economical version of the viewing device.  Interestingly, Holmes did not patent his idea.  The stereoscope sparked enormous popularity in the U.S. as Americans’ fascination outgrew that of Europeans.

The Brewster and Holmes stereoscopes provided templates for William Gruber and Harold Graves.  In 1939, the duo collaborated to form the company View-Master.  A similar handheld device, the View-Master was intended as an alternative to scenic postcards.  It quickly grew to huge popularity as a children’s toy.

The application of stereoscopic imaging was largely for entertainment purposes, but did provide other benefits.  The U.S. Geological Survey utilized 3D still photography for informational purposes.  Hundred of stereoscopic pictures were taken in the early 1900s as a way to provide a visual history.  The photographs consisted of notable landmarks and locations throughout the western U.S.

Brewster Stereoscope

The use of 3D imagery as entertainment began to emerge in moving pictures as well.  The first anaglyphic motion picture, known as the plastigram, was first conceived in 1889.  Red and green filters were applied to anaglyphic images and displayed on glass slides.  The viewer even had the option of selecting from two possible endings, the green ‘happy’ filter or the ‘red’ tragic filter.

The intrigue of depth illusions also made its way to the theatrical stages of Victorian Era London.  In the early 1860s, Henry Dircks and John Henry Pepper devised a technique for projecting lifelike 3D images onto a stage.  Dubbed Pepper’s Ghost, the technique captivated audiences with its amazing spectacle.  The ghostlike images would appear from nowhere and seemingly interact with live actors.  Pepper’s Ghost would become the precursor for modern holographic projection.

The early historical applications of 3D technology primarily focused on entertaining.  The visual spectacles and innovations continued to amaze mass audiences and viewers.  The decades ahead would, however, incorporate the ‘magic’ of 3D in more visceral ways and much more useful means.
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Modern Applications

The recent history of 3D imagery includes the application in various industries such as aeronautics, automotive, and architecture. CAD, or computer-aided design, allows researchers and designers to create 3D models through software tools.  These models allow the visualization, and even behavioral simulation of a multitude of objects.

The benefits for developers in the aeronautics or the automotive industries are tremendous based on the magnitude of their professions.  Even the fashion industry has benefited from 3D modeling technology.  Leading firms have incorporated imaging technology to create 3D models of – you guessed it – runway models.  Based on these conceptions, they can design clothing that properly conforms without cutting a single piece of fabric.

Melanoma cell, A 3D imaging method being developed by the U.S. National Cancer Institute

The ‘magic’ of 3D has benefited various professions of the medical field as well.  Modern devices such as sonograms produce actual 3D representations of internal human functions.  Utilizing ultrasound technology, images are conceived through sound reflection mechanisms.  These sonogram images are widely used to view the stages of pregnancy.

Dentistry has also incorporated 3D modeling techniques into numerous practices worldwide.  Dentists can now conduct procedures for crowns quicker than ever.  Instead of creating physical impressions of a patient’s tooth, a computerized 3D system scans the tooth.  The new crown can be produced that same day, bypassing the need for a temporary one.

The impact of 3D is also evident in preparing for surgical procedures.  CAD technology enables surgeons to transform CT scans of anatomical structures into full-colored 3D models.  This allows them to visually study the specific structure of a patient’s anatomy prior to incision.

The advertising industry has also been a beneficiary of modern 3D technology.  Display cases that utilize the Pepper’s Ghost technique are appearing in many retail locations around the world.  These units project a fully interactive 3D hologram that consumers can experience within a store.  With a remote control, the user can rotate the image and alter its colors based on preference.

Holograms are also being projected onto the stage using the latest HDTV technology.  Just as John Henry Pepper enhanced the theatrical experience in the mid 1800s, 3D technology is providing new creative possibilities for live settings today.  The renowned Musion Eyeliner system takes the Pepper’s Ghost technique into the twenty-first century.  Lifelike holograms of people are projected into virtual concerts, promotion events, and advertising.

Of course, there are all of those exciting applications in the world of entertainment.  For the typical consumer, this is the role that 3D technology is most visible.  The ‘magic’ of 3D has successfully enhanced popular forms of media and venues including: movies, TV, videogames, and theme parks.

Fans attend "U2 3D" premiere during 2008 Sundance Film Festival

The movie Avatar has generated lots of buzz for a 3D revival.  A growing number of cinematic films are following suit and emerging in three-dimensional format.  High definition television manufacturers are introducing 3D capable models to the market this year.

Modern 3D imagery technology still manages to dazzle audiences with grand visual displays.  More importantly, the integration of 3D into other significant fields has produced positive impacts on a global scale.  Because of innovative 3D equipment and tools, many professions have experienced a growth of potential for providing services and care.
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Forecasting the Future

So, what is the future outlook of 3D?  Will it continue to have an influence as both a recreational and humanitarian apparatus?  Are there other feasible applications for 3D technology?  Will the technology play a role in future breakthrough innovations?

Breakthroughs may evolve through the development of new fields of study.  Emerging scientific disciplines, such as augmented reality, are likely to escalate in the coming decades.  Augmented reality is essentially the experience of looking through a real-time viewfinder of the physical world.  The viewfinder also provides additional visualizations and interactive features which supplement the physical image.

Augmented reality devices are already being developed and marketed to the public.  Technology, like acrossair, is available to consumers as a mobile phone application.  This mobile software may be the beginning of a dynamic collaboration between 3D principles and physical environments.

Augmented reality is reshaping mobile communication

That collaboration could lead to the replacement of traditional viewing hardware with interactive 3D displays.  If you ever watched the movie Minority Report, then you may recall seeing a conceptual version of this display.  With the use of 3D glasses, program windows and desktop icons would appear in space.  They could be controlled or manipulated through eye contact or pointing.

Simulated reality is another emerging field of study that incorporates principles of 3D technology.  The concept is to create an immersive simulation of ‘true’ reality.  It is not to be confused with virtual reality in which the user is aware of the artificiality.  The simulated reality experience would be indistinguishable from the real physical world we inhabit.

A fictional representation of simulated reality is the holodeck, a facility that renders artificial environments.  It was popularized in the television series Star Trek, and also featured in the movie The Matrix.

The basic construct of a holodeck is that of an enclosed room in which objects and people are simulated in a multi-dimensional environment.  The user would be immersed in a lifelike setting complete with sounds and smells.  The user would have the ability to interact with other seemingly conscious individuals.  This device of the future may someday be developed for training and recreational purposes.

The holodeck is still largely conceptual, but its development could enhance education and training

The holodeck may be a vision of the far future.  The most feasible and practical application of the near future may very well be for education.  Technology currently exists in classrooms that provide students with visually engaging instruction. Universities and technical schools are using digital projection systems to teach their students.

The educational application of 3D technology can provide a major social impact.  The ability to visualize challenging subjects such as anatomy, biology, and astronomy could make the learning curve much smoother for students.  Costs and content development are factors that would need addressed to realize the educational potential.

Another potential obstacle of technological progress may be vision.  You may be thinking that all of these conceived futuristic technologies are merely the products of imagination and science fiction.  This may be the case presently, but a lot of the tools and devices that exist today were inspired by works of  fiction.  Social necessities will greatly influence the research and future developments of innovative 3D imagery.

The potential for 3D technology is enormous, but its practicalities will determine mainstream consensus.  For the majority of skeptical consumers, 3D represents little more than eye candy.  With visual quality a frequent issue, it is still vying for acceptance in the entertainment market.  Yes, it is essentially nothing more than optical illusions – but, those illusions can be a springboard to realistic achievements.

Through innovative thinking, humans can contrive more tools and mechanisms than ever to make a difference in lives.  There are many present benefits from 3D technology.  There will be many future developments specifically for recreation.  Bettering society should also be a consistent goal that we strive for in 3D technology development.  Like any technology, the long-term significance of 3D imagery will be predicated on its social, cultural, and economic impacts.

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Stoopid Is As Stoopid Does

March 8, 2010

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“The problem isn’t Google; it’s what Google helps us find.  For some, Google will let them find useless content that does not challenge their minds.  But for others, Google will lead them to expect answers to questions, to explore the world, to see and think for themselves.” – Esther Dyson, longtime Internet expert and investor

Have you ever noticed the extreme brevity of the World Wide Web?  Nearly everything is delivered in quick, concise messages.  News feeds, status updates, curtailed videos, and instant messages.  It’s the language of the Internet.

This systematic approach to communication is the comparative version of fast food consumption. It’s similar to the zillions of drive-thru restaurants we gorge from everyday.  We want the meat delivered fast, even if it’s a bit dry.  Then we multitask – consuming our food while hastily driving to our next destination.  People just don’t seem to have the time or patience to enjoy the meal.

So, should this brevity concern us?  A magazine article by Nick Carr, entitled “Is Google Making Us Stoopid,” was published in July 2008.  It generated a slew of responses from the media and bloggers.  Carr presented a thought provoking argument about the long-term effects of the Internet on human cognition.

Carr made the argument that the Internet diminishes literacy skills and reduces the capacity for retention.  He based the notion on the fact that written web content is typically presented in short bursts.  Think of concise paragraphs, numerous sub-sections, brief e-mails, or 140-character Tweets.

The article contained testimonies from neuroscientists and sociologists.  They explained that the human brain is extremely malleable and conforms to the technologies that it is subjected to. The computing power of sites like Google means that our brains do considerably less processing.

Carr added that our reliance on intellectual technologies reduces our mental capacity because these technologies have become incorporated into the Internet.  He wrote, “It’s (the Internet) becoming our map and our clock, our printing press and our typewriter, our calculator and our telephone, and our radio and TV.”

So, is the Internet really making us stupid?  The question, along with others, was recently posed to 895 experts in the technology world.  The report, conducted by the research firm Pew Internet, intended to provide a collective forecast on the effects of the Internet.  The majority of responses proved to be more positive than Carr’s interpretation.

Asked whether Google will make us stupid, 76% of the experts agreed that it would not have that effect on users.  The majority concluded that access to enormous amounts of information would actually make us smarter and equipped to make better decisions.

Hal Varian, chief economist for Goggle, said, “Google will make us more informed.  The smartest person in the world could well be behind a plow in China or India.  Providing universal access to information will allow such people to realize their full potential, providing benefits to the entire world.”

Axel Bruns, Associate Professor at Queensland University of Technology is skeptical of the benefits.  He said, “By 2020, we will have even more access to even more information, using even more sophisticated search and retrieval tools – but how smartly we can make use of this potential depends on whether our media literacies and capacities have caught up, too.”

The expert panel was also asked about the effects of the Internet on reading, writing, and memory retention.  Again, the response was largely positive with 65% agreeing that in ten years the Internet will have enhanced these skills.

“Moreover, it will be apparent by 2020 that a multi-literate society has developed, one that can communicate with ease through a variety of media, including art and photography, animation, video, games and simulations, as well as text and code,” said Stephen Downes of the National Research Council, Canada.

Some experts did not wholly agree with that sentiment.  “We will be less patient and less able to concentrate on long-form texts,” countered Andreas Kluth, a writer for Economist Magazine.  “This will result in a resurgence of short-form texts and story-telling, in ‘Haiku-culture’ replacing ‘book-culture.’”

Amidst all of the prognosticating, many of the conclusions in the report seem rational.  Reading, writing, and literacy skills are changing and adapting to a digital medium.  A language of brevity may not necessarily be a catalyst for debilitation of the mind.  Most of us are probably consuming the fast food in order to meet the hectic demands in our lives.

So, is the Internet really making us stupid?  T.S. Eliot once wrote, “Where is the knowledge we have lost in information?”  Internet information is enormously abundant and extremely accessible.  Much of it is prudent, but even more is impractical.  All of it, however, is useless if we don’t know what to do with it.  The manner in which information influences our wisdom and cognition will be based on:  how well we process information and the decisions we make based on the information.

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Progress Breeds Nostalgia

March 7, 2010

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A few weeks ago the local Hollywood Video shop announced it was shutting its doors for good.  I was pretty surprised by the news considering it was the only walk-in DVD rental store in the vicinity.  The closing made me think about where people are going for their DVD fixes these days.

There are other options in the neighborhood still available for movie rentals.  Red Box has three vending machines nearby, all within a few hundred feet of each other.  There are the online rental options too.  I finally opened a Netflix account after hearing the high remarks about their service from friends.  So far, I have been pretty happy with them.

The local Hollywood Video closing was the result of a recent bankruptcy filed by its parent company, Movie Gallery.  Announced in February, the massive chain planned to close 805 stores across the U.S.  That amounts to about one-third of the company’s total outlets.  It was the second bankruptcy filed in the past three years by the video retailer.

Price competition has caused consumers to migrate to cheaper and more convenient resources.  Hollywood Video offers a five-day rental on new releases for roughly five dollars.  Compare that to Red Box and their $1 per night charge and it’s a no brainer.  Netflix offers a subscription service starting at $8.99 per month.  The package includes an unlimited number of rentals, exchanging one DVD per mail delivery.  It also features unlimited access to their online library.  Better yet, there are no dreaded late fees.

Online DVD distributors, such as Netflix, are one of the reasons rental store chains are struggling. They offer a timely mail delivery service, as well as unlimited access to an online selection.

The closing of Hollywood Video is more than a by-product of economics.  It represents the inevitable passing of another entertainment medium, the DVD.  The ‘digital video disc’ has experienced a glorious, but short lifespan in the commercial entertainment industry.  Introduced to the U.S. in 1997, the DVD successfully replaced the now archaic VHS cassette tape.

DVD movie rentals and sales still dominate the media market, but for how long?  Netflix, along with other distributors, have proven that the movie viewing experience can be achieved through Internet streaming technology.  Faster broadband connections enable consumers to watch their favorite movies on their HDTV, laptop, or smartphone.

Where will these developments ultimately leave the DVD movie?  One word.  Nostalgia. You can soon add your impressive DVD movie collection to the list of outdated media.  In my lifetime I have witnessed the passing of vinyl records, 8-track tapes, audiocassettes, VHS, Betamax, and Laserdisc.  The compact disc is well on its way to joining the group.

Some of these media had minimal industry impact or consumer popularity.  Others, like vinyl, were monumental in the commercial entertainment business.  The nostalgia associated with vinyl still resonates today.  There’s something mystical about that scratchy pop of a needle across wax.  Just listen to hip-hop songs these days for validation.

There’s something else vinyl LP’s had that you don’t see anymore, album artwork.  I recently discovered a wonderful collection of LP’s for sale at a flea market, priced no more than five dollars apiece.  There were hundreds of them, prominent rock bands from the 70s and 80s all with beautiful album artwork.  Boston, Rush, Triumph, and Styx to name a few.  It was somewhat saddening to think that brilliant album cover art would never be tangible in the form of a digital download.

Vinyl albums represent nostalgia, and the DVD is on its way there as well.  The experience of visiting a retail DVD rental store is often underappreciated.  For a movie connoisseur like myself, there is no greater joy than thumbing through aisles of DVD releases.  Those numerous times that you struck a conversation with the person next to you with “That was pretty good, I’d recommend that one for sure” were genuine moments of interaction.  You might still have those conversations in the future, but they’ll be at your local used-DVD store.

Those used-media stores will be the final destination for many DVD’s and CD’s.  About two years ago, I decided to convert my entire CD collection, several hundred of them, to digital format.  They were occupying living space in my apartment.  I sold them to a buy-and-sell-used shop for decent money.  It wasn’t easy to part ways with them.  I still remember the first compact disc album I ever bought, Aerosmith’s P.U.M.P. People get attached to a lot of different things over time.  For me, it was my compact disc collection.

I can’t imagine parting with my DVD collection anytime soon.  I have some personal gems that I have watched many times over.  When I struggled for cash and made frequent trips to the pawnshop, the DVD’s were never part of the exchanges.  I figured if I ever got evicted, at least I had my movie collection

Down the road, I am sure that attachment will also come to pass.  Right now, a typical two-hour flick will eat up several gigabytes of hard drive space in digital format.  That is valuable space I can’t afford to give up.

Compression technology will improve, making it possible to ‘rip’ movies into compact files, with exceptional audio and visual quality, and with minimal storage space.  Plus, the storage cabinet I recently purchased is already full.  I bet I’ll make a good buck on that sale.

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Ghosts, Gorillaz, and a Guy named Wolf (Part 2 of 3 on the Evolution of 3D Technology)

March 6, 2010

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The illusion of 3D holographic images has captivated audiences for over a century. The theaters of London were once the only place to witness these spectacles. Now technology is bringing the visual magic of 3D holograms to the stage, store, and studio.

One of the cool things about science fiction movies is seeing all of the futuristic, imagined technology that hasn’t yet been developed.  Cyborgs, flying cars, cloaking devices, time machines, hyperspace, teleportation.  I sometimes wonder if the technology in sci-fi movies will ultimately become a reality.

Take the Star Wars movies for example.  Remember the hologram of Princess Leia beaming from R2-D2?  Or the projected image of the Death Star orbiting the planet Endor during an attack briefing?  Or members of the Jedi Council attending meetings as a virtual image?  It all seems like the stuff of the far future, doesn’t it?

Well, the future may be a lot closer than you realize.  The foundation behind all of those illusions was developed over a century ago.  Technology exists today that replicates the holographic magic of Star Wars.  In fact, 3D holographic projection systems are currently being used in a variety of applications, and with stunning results.  Projected holograms have found their way into commercial sectors such as advertising, promotions, entertainment, and teleconferencing.

The perceived magic behind 3D holographic imagery was first conceived in 1860s England.  Engineer Henry Dircks developed an optical illusion technique intended for theatrical productions.  Referred to as Dircksian Phantasmagoria, the technique utilized light from a so-called magic lantern to project images of ghosts onto a stage.  Dircks tried to market his method to theaters, but found no takers due to the costly renovations needed.

Pepper’s Ghost

In 1862, Dircks was displaying the Phantasmagoria at the Royal Polytechnic, a science institution in London.  It was here that the director of the Polytechnic, John Henry Pepper, first saw the technique.  Pepper modified the existing method and built a full-scale model for use in the theater.

A reflection of an actor hidden below the stage was projected onto a sheet of glass. With proper lighting, the reflection appeared as a ghostly figure on stage.

The arrangement of Pepper’s Ghost consisted of an actor located below and in front of the stage, hidden from the audience.  A sheet of plate glass was mounted at a 45-degree angle at the front of the stage, also invisible to the viewers.  An illumination device, called a fantascope, projected light onto the hidden actor.  The pane of glass then reflected the image of the actor onto the stage.  The result was a ghost-like image of an actor that could appear on stage and seemingly interact with other live actors.

Pepper first used the newly developed effect during a production of Charles Dickens’s The Haunted Man, and with much success.  The technique of Pepper’s Ghost quickly became a popular method for entertaining theater audiences throughout the late 1800s.   Even today attractions such as  haunted houses, museums, and theme parks feature the technology of Pepper and Dircks.

The Pepper’s Ghost technique was the result of refining and improving existing technology.  Just as John Henry Pepper did in 1862, Uwe Maass would follow the same approach a century later.  In an attempt to modernize three-dimensional holography, Maass replaced the plate glass used by Pepper with a thinner reflective foil material.  The newer material offers advantages in terms of a lighter weight and flexibility.

Musion dazzles the stage

Video technology was also implemented into the new holographic system, referred to as the Musion Eyeliner system.  Using the same general arrangement, hidden actors are projected onto the reflective material, only this time with HDTV projection systems.

A single HD video camera is used to film the actors.  The video footage is then sent through a single HDTV projection system accompanied by hard disc players or video servers.

Like the Pepper’s Ghost technology, the Musion Eyeliner system enables live actors to interact with 3D imagery.  Although the system is actually projecting two-dimensional images onto the stage, the audience experiences the illusion of three dimensions.  The advanced HDTV technology, along with the Pepper’s Ghost method, offer the audience truly lifelike images.  Production costs are relatively low due to the minimal amount of equipment required to achieve the effect.

Musion is considered by many to be a world leader in 3D holographic projection technology.  Based on their body of work, it is easy to see how they have built such a prestigious reputation.  Their client list includes the likes of Adidas, Cadillac, Cisco, Ford, GM, Reebok, and Samsung.  The live stage settings in which Eyeliner operates are quite suitable for entertainment and promotions events.

Perhaps one of the more notable events arranged by Musion was at the 2006 Grammy Awards.  A live stage performance by pop superstar Madonna along with the English virtual band Gorillaz was choreographed using 3D holographic projection.  Gorillaz were the ideal band to integrate with the Eyeliner system because they had always appeared and performed as animated figures.  The 3D projected images proved to be so realistic that it really appeared to be live figures on stage and interacting.  In fact, the live audience, as well as most of the television audience, had no idea that the Madonna figure was actually a projected hologram.

The Musion Eyeliner system has also been used for live presentations of promotions.  Former Vice-President Al Gore was commissioned to kick off the 2007 Live Earth benefit concert in Tokyo.  Utilizing Musion technology, Gore was able to materialize on stage and appear seemingly lifelike.  His projected image coupled with additional special effects provided the audience with a dazzling visual spectacle that rivaled many science fiction movies.

Advertising in 3D

Another leading company, activ8-3D, is applying the magic of 3D technology to the retail world.  Utilizing the same principles as Musion, they offer state of the art units that function as display cases.  These units are compact which makes them ideal for retail outlets.

3D hologram retail display cases, like this one developed by activ8-3D, employ the Pepper's Ghost technique.

The retail displays showcase merchandise in crisp, clear fashion with the use of a projected and reflected image.  The 3D image is projected within the unit and is visible from all sides.  Some units even allow the consumer to interact with the display through the use of a handheld remote.  They can rotate the image in any direction or adjust the color to their preference.

The Musion and activ8-3D systems have proven their potential to enhance the audience and buyer experience.  The magic of 3D holography is not, however, just for the theater or the shopping mall.  It can also be produced across much broader platforms.  In an effort to take 3D video technology a step further, a company called Virtz developed a system for live broadcasting of 3D-like images.

Virtz & CNN beam 3D

Teleconference feeds, like those used in TV interviews, are typically displayed on conventional 2D monitors.  The technology introduced by Virtz functions similarly by enabling real-time conferencing across distances.  Instead of the flat two dimensional image, the interview subject appears to be projected in 3D within the interviewer space.  This gives the illusion of face-to-face dialogue between the two parties.

The teleconferencing application makes the setup of the Virtz system more elaborate than the Musion Eyeliner system.  First, there is the remote location, referred to as the “transporter room.”  It is a green studio shaped in a 220 degree semicircle.  Within the studio are 35 HD cameras positioned along the wall.  They are arranged to capture various angles of the subject, who stands in the center.

The main studio consists of 6 tracking cameras that transmit data, via graphic software, to the remote location.  Here the data is processed by another graphic engine.  The processed tracking information then selects 2 of the 35 cameras present in the “transporter room.”  More software takes the two selected images and renders a full 3D representation of the filmed subject.  After some color and image corrections, the 3D model is then sent back to the main studio as an HD video feed.

Once the 3D video signal arrives, it is combined with the images from the main studio.  A few visual effects are added, including an aura around the 3D feed, to give the image some texture.  The final result is what appears to be a 3D projected image of the remote subject standing in the main studio.  The entire process runs in fractions of a second to enable smooth visual quality in a live broadcast.

CNN made history during its presidential election coverage in 2008.  The news channel became the first to conduct a live holographic interview on television.  CNN anchor Wolf Blitzer was located at the networks election headquarters in New York.  His interview subject, correspondent Jessica Yellin, was reporting from Chicago.

With the Virtz system, Yellin’s 3D hologram was beamed from Chicago to New York and then projected in the studio.  Though the two subjects were positioned several hundred miles apart, it appeared on television as if they were having a face-to-face discussion.  CNN used the technology again for another interview featuring anchor Anderson Cooper and rapper Will.i.am.

The interviews conducted by CNN grabbed the attention of many people.  They may ultimately revolutionize the applications of 3D technology, especially in teleconferencing.  With modern 3D imagery, theater productions now have more creative possibilities to enhance the audience experience.  Holographic technology continues to progress in live venues, broadcasting, and retail.

Science fiction movies may be the stuff of imagination, but it doesn’t have to be all make-believe.  Whether it is life imitating art, or vice versa, reality could eventually resemble the fantastic world of Star Wars. We may someday use holograms to send a message, plan an event, or attend a meeting.  The Death Star, R2-D2, and lightsabers may have to wait though.

In the final post of this series, we will focus on the path of 3D technology from past and present into the future.  What are the newest developments and devices for 3D imagery that we have yet to see?  Are consumers really going to gravitate toward all of these new experiences, or will they label them a gimmick?

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Gaming Transcends Cyberspace for Humanitarian Cause

March 2, 2010

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“My goal for the next decade is to try to make it as easy to save the world in real life as it is to save the world in online games.” – Jane McGonigal

Millions of online gamers log on everyday to their favorite virtual landscapes. I am not much of an online gamer, but maybe I should consider becoming one. Slaying monsters in World of Warcraft may lead to the development of positive world changing skills. At least this is the message that game designer Jane McGonigal is sending.

McGonigal also serves as Director of Game Research and Development for the Institute for the Future. IFTF is a nonprofit research group that focuses on emerging trends and technologies that may potentially have an impact on global society. The group tackles a broad range of issues including health care, global business, consumerism, and work.

IFTF is committed to improving the quality of life on a global scale. Part of their approach is through the comprehensive understanding of modern technologies. This thorough knowledge enables them to offer forecasts and provide insights.

McGonigal is an avid gamer. She believes that gamers have the abilities necessary to overcome challenges in the real and virtual worlds. That is why she has developed her latest online game, Urgent Evoke.

Urgent Evoke is a fully developed online game complete with an interactive storyline.

Urgent Evoke includes traditional elements of popular alternate reality games – story lines, missions, power-ups, superheroes, and points. Players are tasked with completing ten challenges during the ten week game. The difference is that missions are completed in the real world, not the virtual one.

In this game, the real world environment is Africa. The players can be anyone who wants to participate. Their tasks include real-world social activism and problem solving. Their obstacles include hunger, poverty, water, conflict, human rights, and education.

McGonigal has lofty ambitions. Among them, according to her blog, is “to make sure that a game developer wins a Nobel Prize by the year 2032.” She says the goal of Urgent Evoke is to empower people to make significant change in the world.

McGonigal believes that gamers have the strengths to carry them through adversity. They know how to collaborate through networks. They maintain persistence when challenges become increasingly difficult. Even the introverted can improve their social skills.

Not many people would probably consider online games as a resource for humanitarian education or global progression. Ask McGonigal and she is likely to tell you otherwise. She compares life’s challenges with advancing to the next level in a game or taking on the game level boss. You don’t burden yourself with worries. You just enjoy the challenge. Games teach us that failure is okay. Gamers learn to stay the course regardless of failures.

Any person or organization that is devoted to the advancement of humanity must be applauded.  The world would be a much better place if there were more people who shared the same charitable drive as Jane McGonigal.  She has a clear vision and a developed means in which to realize it.  Is her vision feasible, or should it be dismissed as futurist delusions of grandeur from an overzealous gamer?

There is a reason millions of game enthusiasts continue to log on to virtual worlds each day.  Gaming is an extremely immersive form of escapism.  It enables the ordinary to become extraordinary, with relatively nothing tangible at stake.  Gamers enter these alternate worlds to escape reality, not to influence reality.

Drawing analogous comparisons between an online gaming world and the harsh brutalities of the Third World seems like misguided ambition.  The life or death obstacles encountered in underdeveloped nations like Africa are much more than just the equivalent of surpassing levels in a game.  There are no points or power ups in poverty stricken nations.

We still should never doubt the genuine power of humanitarianism.  Maybe David Bowie was right when he said, “We can be heroes.”

Urgent Evoke is free to play, and open to anyone, anywhere in the world. It launches on March 3, 2010 and concludes on May 12, 2010. Tackling major global issues still not enough incentive for you? Well, if you manage to complete all 10 challenges, the World Bank Institute will also certify you as a social innovator.

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Break on Through (To the Other Side) (Part 1 of 3 on the Evolution of 3D Technology)

February 16, 2010

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3D imaging technology has been around since the mid-1800s, but had never made real progress in the media world…  until now.  Will the experience finally catch on with the mainstream, or is it simply an illusion?

You may have heard about the blue aliens, exotic creatures, scenic landscapes, and explosive action that have ravaged movie theaters during the past two months.  In fact, you may have been one of the millions of people who have witnessed the spectacle Avatar.  The newly crowned box office king, having grossed over $2 billion worldwide, has left audiences mesmerized with its groundbreaking 3D presentation.

Will the experience of vibrant 3D motion pictures ever carry over into home entertainment?  Well, it may not be too long before those blue aliens break through your television screen.  Several manufacturers recently introduced 3D capable television models.  Most of them are scheduled to hit the consumer market this year.

The newly enhanced 3D televisions were considered to be the biggest hit at this year’s Consumer Electronics Show.  Many experts and insiders believe stereoscopy, or 3D, will be the next breakthrough in home entertainment popularity.  Others are less optimistic that the buzz will carry over into consumer spending.  Regardless of the forecasts, there is no doubt that 3D technology, particularly in television systems, has taken a giant leap forward.

HOME INVASION: Leading television manufacturers are introducing new 3D capable models this year. They are expected to start around $2000.

Surprisingly, 3D television technology has been in existence for quite some time.  In fact, there are several different techniques which are used to produce still and motion pictures with a three dimensional effect.  Probably the type most common to consumers is the anaglyphic technology in which viewers don the slick, cardboard glasses with red and cyan lenses.

Anaglyph images were developed as early as the mid-1800s in Germany.  They consist of two layers of imagery made up of two filtered colors, superimposed upon one another in an offset fashion.  Once the images are viewed through the glasses, the illusion of depth is created through the visual cortex of the brain.  Various media platforms including theatrical films, DVD’s, and video games are capable of utilizing the anaglyphic process.

The anaglyphic process is aesthetically effective, but it has its share of pitfalls.  The picture quality and overall 3D effect produced is less than stellar.  The color filtering method results in pictures that are less vivid than when viewed in normal 2D fashion.  Also, the use of color filters distorts the input of imagery to the eye leaving many people with headaches and nausea.

Although visually intriguing, the anaglyph 3D system proved to be rudimentary technology. Vast improvements in the viewing experience were made with the development of newer methods.

The current 3D imaging method in use today, polarization, is visibly superior to its predecessor.  The polarized 3D system has been around since the mid-1930s. The technology, commercially referred to as RealD, is the standard for cinematic viewing.

FASHION EVOLVES WITH TECH: Is it merely a coincidence that 3D eyewear has experienced a fashionable transformation over the years? You decide. From top to bottom: Anaglyphic filtered glasses dazzled with the retro look of the 80s, polarized glasses sported a sleek Ray-Ban type of appeal, while active-shutter glasses boast the techie cyberpunk look of the future.

Similar to the anaglyphic process, this technology operates by superimposing two images onto a silver screen.  Rather than color filters, RealD images are projected through polarized filters.  Essentially, certain portions of light are restricted through the polarization process.

Viewers also wear glasses, but these are equipped with an additional set of polarizing filters in the lenses.  The combination of filters controls the light to the eyes in such a manner that each eye sees a different image.  The viewer sees the same scene, but from slightly different perspectives through each eye.  The result is a stereoscopic, or three dimensional, effect.

Many films in the early 1950s incorporated polarization 3D systems.  In fact, many aficionados refer to the years 1952 – 1955 as the “golden era” of 3D.  Unfortunately, the high costs and complex methods involved in projecting these films eventually resulted in a lack of popularity.

There had been attempts at reviving 3D entertainment since then, but without any real consistency.  The enormous box office draw generated by Avatar may however indicate a rebirth of 3D cinematic pictures.  The new technology and filming methods may even prove to be more significant than the movie itself.

Will the success of Avatar carry an impact beyond the movie theaters?  More consumers are opting for home entertainment over higher movie ticket prices.  Components such as Blu-Ray players and HDTV’s have become more affordable.

If the 3D experience is making a big splash in cinematic venues, then it only makes sense to package it for home consumption.

That is exactly the approach that leading manufacturers like Sony, Panasonic, and LG are taking.  Even major broadcasters and providers, like DirecTV and ESPN, are getting in on the act.

That approach starts with a filming technique called alternate-frame sequencing.  Scenes are filmed simultaneously with two different cameras, recording images for the left and right eyes.  These frames are then placed  on a single strip of film, alternating from left to right.  During playback, the film is projected at 48 frames per second versus the standard 24 frames per second.

The other component that enables this new 3D technique to function is active-shutter technology.  The old-school cardboard glasses have been replaced with battery-powered glasses containing shutters.  Instead of just fancy eyewear, these glasses are more integral in the viewing experience.

The HDTV sends a wireless signal to the receiver within the glasses.  This allows the glasses to synchronize with the alternating images projecting from the television.  The electrical signals activate the shutters, essentially an LCD screen, to open and close rapidly.

The left eye sees only the left image and the right eye sees only the right image.  Because it is happening so fast, the brain blends these images together to produce a stereoscopic image.  The end result is the illusion of depth.

So if you were wondering whether those blue aliens could ever land on the other side of your television screen, it may just happen sooner than you think.  Many manufacturers and broadcasters are banking on 3D as this year’s breakthrough in home entertainment.  The consumer market will ultimately decide whether it really is the next frontier of television viewing.

Progressive 3D technology isn’t strictly limited to the confines of your living room.  Part two of this series will feature the amazing capabilities of 3D imagery in live environments.  Audiences are immersed in virtual concerts of their favorite bands.  Teleconferences are conducted with lifelike images of people.  And swarms of robotic fireflies are choreographed in midair.

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