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The MSI FR600 3D – Cinema Entertainment in a Laptop (polarized, THX sound)

The MSI FR600 3D – Cinema Entertainment in a Laptop

Taipei—MSI just rolled out the FR600 3D multimedia notebook computer equipped with the latest 3D graphics technology and cinema-quality THX TruStudio Pro smart wrap around sound. Put on a pair of 3D glasses and enjoy an all-new 3D multimedia experience with true-to-life graphics whether you’re playing videos games, watching films, or browsing through a photo album.

MSI Marketing Director Sam Chern points out that the 15.6” FR600 3D laptop boasts the latest raised totem seal coating technology to protect it against scratching and smudges. The inside cover comes with silver components that stand out in contrast with the jet black color theme. What’s more, under the hood, you’ll find Intel’s powerful Core i5 processor as well as MSI’s own TDE technology for the ultimate in 3D multimedia performance.

Maximize your 3D cinematic experience

Polarized 3D graphics: The FR600 3D employs the principle of circular polarization to separate light rays and deflect them in both clockwise and counterclockwise directions to form true-to-life 3D images. The FR600 3D multimedia laptop has three image modes. It offers realistic three-dimensional visual effects, converts 2D images and photos to 3D, and, when you are performing tasks, such as word processing, you can choose the conventional 2D mode. The FR600 is the perfect laptop to meet all of your 2D and 3D needs.

THX smart wrap around sound: To further enhance the 3D enjoyment offered by the FR600, MSI Notebooks joined forces with internationally renowned sound technology firm Creative in the designing of the FR600 3D laptop to give it THX TruStudio Pro smart wrap around sound for cinema-quality audio. The FR600’s four high-end speakers offer incomparable sound quality to go with the unbelievably realistic images for an incredible audio-visual experience.

Cinema Pro technology: In addition to powerful multimedia performance, the FR600 3D laptop packs MSI’s own Cinema Pro technology, so you can simply press the Cinema Pro hot key to switch over to film mode for higher display resolution and richer colors to maximize your 3D film experience.

Turbo performance at the touch of a finger

Intel Core i5 processor: The FR600 3D laptop comes with Intel’s powerful and energy-sipping Core i5 processor with Intel Turbo Boost and Intel® Hyper-Threading technology with dynamic adaptive performance to handle more data and vastly increase overall system performance.

TDE technology: The FR600 3D packs MSI’s TDE (Turbo Drive Engine technology). A touch of the mirror finish P1 hot key above the keyboard instantly throttles up system performance, so that your computer doesn’t bogged down when it’s processing big load application programs.

Classically chic

Fusion of technology and style: The FR600 3D laptop is proof that MSI continues to insist on the best. The FR600’s ebony cover is sheathed in non-peeling raised totem seal coating to prevent scratching and smudging. The center is graced with MSI’s glowing platinum logo and the wrist rest areas with a soft raised diamond coating that not only soothes your hands, but adds an extra touch of class.

Extended battery life: The FR600 3D is equipped with MSI’s exclusive ECO Engine power-saving technology which allows you to select from among five power management levels—Video Game, Film, Presentation, Word Processing, and Turbo Battery, depending on your current needs to enhance battery efficiency to further extend battery life. The FR600 3D is ideal for the person on-the-go.

Multiple HD hardware: The MSI FR600 3D is equipped with a wide cinema-class 16:9 ratio LED display. Not only are colors rich and crisp, you don’t have those pesky black bars at the top and bottom or your screen when viewing HD films. And the HD720p webcam allows you to enjoy fast, smooth, bright, and high fidelity web calls with friends and family. If you want more than a high definition computer screen.

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Microsoft acquires Canesta, maker of 3D motion-sensing gesture-recognition chips

Microsoft building a huge arsenal of 3D capabilities. /

It seems Microsoft’s motion-sensing ambitions don’t begin and end with Kinect on the Xbox 360. As the acquisition of Canesta strongly suggests.

Microsoft’s supposed moratorium on acquiring companies (which actually turned out to be exaggerated anyway) is at an end, with the company buying Canesta. Canesta is a small Silicon Valley firm which specializes in motion-sensing and gesture-recognition technology.

The long (although entirely non-technical) explanation of the kind of technology Canesta produces is that it allows people to interact with computers and other pieces of technology using their bodies rather than a dedicated control method such as a mouse or touchscreen. Hands and fingers are the obvious example, but other parts of the body can also be utilized. The short explanation is Minority Report.

This kind of technology is expected to play a bigger role in the future of computing and beyond. And Microsoft is betting big on motion-sensing and gesture-recognition being the next big thing. Having already bought 3DV last year, this latest acquisition represents Microsoft building a huge arsenal of 3D capabilities.

Microsoft is, it should be noted, no stranger to the technology either. This deal comes just days before Kinect launches for the Xbox 360. Kinect, as demonstrated by both Oprah and Ellen over the past couple of weeks, is a system which allows gamers to play using their whole bodies rather than a traditional controller. It’s essentially the Wii times ten.

Kinect is flying off shelves around the world during its pre-order phase despite its $150 price tag and competition from Sony and its rival Move system. I wouldn’t mind betting that it’s this level of interest that has persuaded the higher-ups at Microsoft to throw their weight behind the technology. But I remain unconvinced it’ll successfully move beyond videogames. Even if it does I suspect Windows 8 would be a little too early.

Although both companies have confirmed the acquisition, neither has disclosed financial details. We also don’t know whether Microsoft has bought Canesta to use the technology specifically or to acquire the 44 patents the company currently holds. My guess would be a combination of the two.

by Dave Parrack

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Studio Technology Leaders Dinner 2017

The Entertainment Technology Center at the University of Southern California held its 2017 Studio Technology Leaders Dinner at NeueHouse in Hollywood. Sponsored by Western Digital, HGST and Equinix, the event honored former Sony Pictures CTO Spencer Stephens with the Bob Lambert Technology Leadership Award. The evening featured a panel of studio execs discussing new directions in film production, and a screening of “Wonder Buffalo,” the third R&D short produced under the auspices of ETC@USC’s Project Cloud to explore and test next-generation production processes. 

“Wonder Buffalo,” a coming-of-age story, was made possible through ETC’s 2016 Technology Award to filmmaker Christine Berg, who wrote the script with Simon Shterenberg.

The duo developed the project at the Writers Guild Foundation’s Veterans Writing Project, with the support of Disney/ABC Television Group, Warner Bros., NAGRA Kudelski Group, Technicolor, 8i, Realtra, Equinix, Sony Electronics, Amazon Web Services, the Creative Visions Foundation, The World Building Institute and the USC School of Cinematic Arts. It was also executive produced by Erik Weaver, HGST global director of M&E strategy and market development and former head of ETC’s Project Cloud.

ETC executive director Ken Williams noted that the short tested not only cloud production and post production technologies, but was also processed entirely in HDR, and tested volumetric capture, photogrammetry, ambianic sound and interactivity, via a room-scale virtual reality component. “Wonder Buffalo” was shown at Sundance and invited to SXSW.

Williams (below left) presented the Bob Lambert Technology Leadership award to Spencer Stephens (below right), whose early career involved data communications and photography.
ETC_Williams_Stephens_AwardStephens joined Disney TV Animation in 1997, as the company transitioned from traditional to digital production. He later joined Chris Cookson’s Technology Operations at Warner Bros., ultimately building the 4K production capability for Warner’s Motion Picture Imaging post house, which he then ran. He followed Cookson to Sony Pictures where he became CTO. He’s left Sony, but is not retired.

Walden Pond chief executive Wendy Aylsworth, a previous Bob Lambert Technology Leadership awardee; Sony Pictures Home Entertainment senior vice president Richard Berger; and former Sony Pictures Technology president Chris Cookson all spoke about Stephens’ achievements.

“If I’m in a crisis, I want Spencer by my side,” said Berger. “The scope of his knowledge knows no bounds.”

Stephens thanked Williams, the ETC board and Dean Elizabeth Daley of the USC School of Cinematic Arts for the award, and Cookson for hiring him twice. He also recalled his close connection with Lambert, who recommended him for the Disney job and then introduced him to Cookson.

Last, ETC hosted a panel of studio executives, including 20th Century Fox CTO Hanno Basse, Sony Pictures Entertainment CTO Don Eklund, Paramount Pictures EVP Anthony Guarino, Warner Bros. Technology EVP Justin Herz, Walt Disney Studios CTO Jamie Voris and Universal Pictures CTO Michael Wise. Moderated by Williams, the panel addressed pain points in the production process, significant opportunities opened up by technology, and how studios are handling change.

Panelists described the challenges of handling thousands of VFX shots from multiple cameras with differing resolutions, color spaces and formats, and putting it all together under increasingly tight deadlines. They noted that “Wonder Buffalo” has helped to shine a light on the issues, which also include the sheer size of files and massive number of deliverables. They also identified security as a “huge issue.”

New technologies have produced automated workflows and enhanced global creative collaboration, as well as significantly accelerated real-time rendering. Panelists noted that physical media isn’t going away any time soon, and that consumers are the big winners in an era in which there are so many platforms and distribution is not getting in the way of finding and enjoying content.

They also underlined that the studios have gone through many technology changes over the decades and that their resilience in managing change bodes well for the future, even as viewers redefine entertainment.

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