News Stories

PANASONIC JOINS 3D PROJECT AT THE ENTERTAINMENT TECHNOLOGY CENTER @ USC

LAS VEGAS—FROM NAB SHOW (April 12, 2010) – The Entertainment Technology Center @ USC, (ETC@USC) (www.etcenter.org), a non-profit consortium that brings together top entertainment and consumer electronics companies to listen to and evaluate consumer mindshare towards future technologies, is pleased to announce that Panasonic has joined the ETC@USC as a 3D Project sponsor. ETC’s ongoing 3D Project is looking at all things related to 3D, including the challenges faced when selling 3D products, guidelines for producing and displaying comfortable stereoscopic imagery, opportunities for marketing and advertising in 3D, education and demonstrations for the creative, equipment and retail industries, and more.

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Home Media Magazine covers Panasonic ETC@USC sponsorship announcement

Panasonic is sponsoring ongoing efforts by the Entertainment Technology Center @ USC (ETC@USC) to better understand and implement burgeoning consumer, retail and CE interest in 3D entertainment in the home.

Panasonic was the first consumer electronics manufacturer to bow a 3D television at retail – a 50-inch plasma model with enabled Blu-ray Disc player and glasses.

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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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