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Disney XD to play 3D Pac-Man


US kidcaster Disney XD has acquired an upcoming 3D animated comedy featuring classic video game character Pac-Man.

Pac-Man 3D

Pac-Man 3D

The Mouse House net will air Pac-Man – The Adventure Begins (working title, 26×22’) in time for a 2013 bow. US-based distributor 41 Entertainment (41e) debuted the show to the international market at Mip Jr last October in Cannes.

The action-adventure comedy will feature the character from the classic arcade game, which is considered one of the most recognisable video game brands, in a series of escapades with his friends.

The stereoscopic 3D series comes from Arad Productions (Spider-Man, Iron Man, Hulk) and video game publisher Namco Bandai Games, which owns the Pac-Man brand. Arad’s Avi Arad, the former chairman and CEO of Marvel Studios, executive produces along with Rick Unger (Biker Mice From Mars, X-Men Evolution).

A previous Pac-Man series broadcast in the early 1980s, with Hanna-Barbera and Namco hooking up for an ABC toon.

Disney XD’s programming includes hit series Phineas and Ferb and Lab Rats.

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Everything You Wanted to Know About 3D Printing But Were Too Afraid to Ask

“We can already print semiconductors, and one printer prototype I know can already print batteries — if you have batteries and semiconductors, you have devices.”


3D printing is a mind-blowing process, but you might be surprised to learn that it’s not a new technology. It was developed in the late ’80s and has been used extensively for prototyping. What’s new is that the technology is no longer reserved for big companies — in recent years, it has finally made the jump to the mainstream consumer market.

In 2007, some higher-ups at Philips Electronics had a hunch that people would be interested in being more involved in the products they buy. …

Weijmarshausen created a business plan for the first round of seed funding, built a prototype that was ready by February 2008, and launched in July 2008. At launch, the machines only printed in plastic, but as the market grows and the technology matures, Shapeways is able to offer more materials and more affordable prices. …

How It Works

What Can Be Printed?

To Print or Not To Print?

The Challenges of 3D Printing

The Future of 3D Printing

What’s in store for 3D printing? Weijmarshausen is adamant that it’s not a need-based business, but a want-based one — you don’t need a 3D-printed bikini, but some people like the idea of cocreation and partaking in the design of the things they own. The items have stories behind them and become conversation starters. So for Shapeways, the mission is to spread that gospel. “We keep growing our proposition to make it easier and more accessible for people,” Weijmarshausen explains.

The Shapeways API can be integrated into myriad platforms to print Minecraft and other items. Should it be integrated with Foursquare, you’d be able to print a Foursquare badge. The API will enable the consumer to transform any digital property into a real-life entity, which has exciting implications for future print-outs.

As for the industry as a whole, it’s very much a wild west. “We just got started, we don’t really know what we can do — it’s like the early Internet years, when we couldn’t imagine web browsing or Facebook or Twitter orSkype,” says Weijmarshausen. “We’ll get more exciting materials, we’ll get a mix-up of materials. We can already print semiconductors, and one printer prototype I know can already print batteries — if you have batteries and semiconductors, you have devices.”

Though there are current limitations, a burgeoning 3D-printing industry can let imaginations run wild in the years to come.

“A lot of things — even things we don’t know and that aren’t yet possible — will be 3D printed.”

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Verizon Joins the Executive Board of the Entertainment Technology Center at USC

Verizon Enterprise Solutions will lend its technology expertise to the Entertainment Technology Center at the University of Southern California (ETC@USC) through a seat on ETC@USC’s executive board. Verizon’s global cloud, IP and wireless networks, managed security services, end-to-end digital content solutions and technology-related professional services are used by media and entertainment companies to create, transport, manage and deliver digital content around the world, on any platform,  anytime.

ETC@USC is a nonprofit, member-funded entertainment technology think tank and research center, affiliated with the USC School of Cinematic Arts. It brings together senior executives, innovators, thought leaders and catalysts in a neutral setting to explore issues related to the creation, distribution and consumption of entertainment content. Verizon’s participation on the executive board will provide media and entertainment companies with opportunities to learn how Verizon’s media-focused solutions, network and technology expertise can help the industry transform its future.

“The goal of the ETC@USC is to bring industry and technology experts together to develop the solutions that will propel us through the next 20 years,” said Kenneth Williams, CEO and executive director of the ETC@USC. “Verizon’s broad set of technologies and deep industry experience will provide a unique voice on the executive board. We look forward to their active participation.”

Scott Spector, global head of Verizon’s media and entertainment vertical, added: “Verizon is committed to the media and entertainment industry, and our participation with ETC@USC will allow us to support and potentially drive innovation in the industry. There’s a vast range of opportunities to integrate technology and improve everything from digital content production through digital distribution, creating an optimal experience for the industry.”

Verizon Enterprise Solutions creates global connections that generate growth, drive business innovation and help shape tomorrow’s biggest ideas. With industry-specific solutions provided over Verizon’s secure mobility, cloud, strategic networking and advanced communications platforms, Verizon helps open new opportunities around the world for innovation, investment and business transformation. Visit to learn more.

The Entertainment Technology Center at the University of Southern California (ETC@USC) is a think tank and research center within the USC School of Cinematic Arts that brings together senior executives, innovators, thought leaders, and catalysts from the entertainment, consumer electronics, technology, and services industries along with the academic resources of the University of Southern California to explore and to act upon topics and issues related to the creation, distribution, and consumption of entertainment content.  ETC@USC helps drive collaborative projects among its member companies and engages with next generation consumers to understand the impact of emerging technology on all aspects of the entertainment industry, especially technology development and implementation, the creative process, business models, and future trends. (

Verizon Communications Inc. (NYSE, Nasdaq:  VZ), headquartered in New York, is a global leader in delivering broadband and other wireless and wireline communications services to consumer, business, government and wholesale customers. Verizon Wireless operates America’s most reliable wireless network, with more than 108 million retail connections nationwide. Verizon also provides converged communications, information and entertainment services over America’s most advanced fiber-optic network, and delivers integrated business solutions to customers worldwide. A Dow 30 company with more than $127 billion in 2014 revenues, Verizon employs a diverse workforce of 177,300. For more information, visit

VERIZON ENTERPRISE SOLUTIONS ONLINE NEWS CENTER: News releases, blog posts, media contacts and other information are available in Verizon Enterprise Solutions’ online News Center at News from Verizon Enterprise Solutions is also available through an RSS feed at

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