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CES 2013: LIVE COVERAGE FROM THE SHOW

The ETC brings together senior executives from the entertainment, consumer electronics, technology, and services industries to discuss and importantly, to act upon, topics related to the creation, distribution, and consumption of entertainment content. The ETC, an organization within the USC School of Cinematic Arts, helps drive collaborative projects among our member companies, and also brings next generation consumers to the table to understand the impact of new technology on all aspects of the entertainment industry – technology development and implementation, the creative process, and existing business models. Fundamentally, ETC acts as an accelerator for entertainment technology and commerce through: Collaborative Projects, Shared Facilities, Research, Events

 

The ETC@USC was founded with the help of George Lucas in 1993, with the goal of bringing technology and entertainment visionaries together to collaborate on the future of entertainment technology. Our Sponsoring participants comprise the major studios: Disney, Sony Pictures Entertainment, Twentieth Century Fox, Paramount, and Warner Bros.; along with several other leading technology and services companies. The ETC is perhaps most famous for the Digital Cinema Lab, which created an accelerator and a home for the discussions which led to the creation of the Digital Cinema specification (by DCI) and the world-wide roll-out of Digital Cinema. The Digital Cinema Lab’s success has provided a template for the creation of ETC’s next industry-shaping laboratories: the Anytime/Anywhere Content Lab and the Consumer 3D Experience Lab.

Bros.; along with several other leading technology and services companies. The ETC is perhaps most famous for the Digital Cinema Lab, which created an accelerator and a home for the discussions which led to the creation of the Digital Cinema specification (by DCI) and Content Lab and the Consumer 3D Experience Lab

Highlights

ETCentric is an online destination providing a single online resource for the most current technology news, trends, special reports, surveys and opinions related to media, entertainment and technology. Media professionals are faced with a glut of information as part of their daily routines, and it is becoming increasingly difficult to manage the time and effort required to weed through what is relevant to our world and what is not.

ETCentric aggregates an array of relevant information and delivers in a single online resource. As a natural extension of ETC, it is designed for industry insiders with an eye for creative inspiration, evolving trends, and innovation in media, entertainment and technology

ETC regularly convenes industry leaders and subject matter experts. Our latest workshop focused on The Business of VR. Download your copy.

ETC Published a Primer on Virtual Reality with an Emphasis on Camera-Captured VR.   Download your copy.

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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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