News Stories

XPAND 3D Introduces 3D Plug-In for Microsoft PowerPoint

[Press Release]

New Application Gives Users Opportunity To Create Their Own Interactive 3D Content to Show in Conference Rooms and XPAND 3D Cinemas

In a development that allows anyone to create interactive 3D content, XPAND 3D today introduced its new PowerPoint 3D plug-in, an application that lets users easily add 3D images, graphics and objects to PowerPoint presentations.

“Our new plug-in literally brings a new dimension to PowerPoint,” said Ami Dror, Chief Strategy Officer of XPAND 3D. “We have proven in various case studies that 3D improves viewer retention by more than 30 percent. 3D PowerPoint presentations are now more interesting and deliver much more impact.”

The XPAND PowerPoint application is a simple, intuitive way to create 3D content. It allows users to set the amount of depth to every element in a slideshow and to embed 3D objects like 3D movies, 3D pictures and graphics. The plug-in is compatible with MS Office 2010, 32-bit or 64-bit.

The 3D content can be viewed on a computer, compatible 3D TV or a video projector that supports HDMI 1.4 3D formats, using XPAND Universal 3D glasses.

“The XPAND PowerPoint application is ideal for business applications, event companies and AV rental companies looking to broaden their range of services, and for cinemas that host these events. In addition, this is perfect for education, as it enables students to design 3D projects and educators to design 3D lessons,” Dror added.

The full version of the XPAND PowerPoint 3D plug-in is available at the XPAND website, www.xpand.me

See the original press release here: http://www.businesswire.com/news/home/20110329006214/en/XPAND-3D-Introduces-3D-Plug-In-Microsoft-PowerPoint

 

 

David Cole, co-founder of Next3D, on the future of 3D TV and the 3D generation

[By Jim Bartholdwww.fiercecable.com]

There are some who believe that the 3DTV space is getting a little ahead of itself; that the TV makers are pushing the content providers to deliver product that isn’t ready for prime time. David Cole is among them, which is something of a surprise because Cole, the co-founder of Next3D, has been working within and perfecting technology for 3D presentation since the mid 1990s and is something of a 3D fanatic.

Cole sat down with FierceCable to talk a little about Next3D and a lot about 3D as a medium, starting with the thought that it might not be here yet, even though 3D TV appears to be inevitable.

FierceCable: So the first question is always the same when it comes to 3D. Where’s the market?

David Cole: The bulk of the content available to the home consumer right now is 3D video gaming. There’s an enormous amount of really exciting core development going on in terms of gaming. That’s the primary driver here for us and the reason we’re launching on PCs first. The early adopters and the first guys to get really big TVs and glasses are gamers.

FC: So when does 3D TV happen? If you read some press releases, it’s here already–in TVs and consumer electronics devices, on cable and satellite and telco …

DC: The jury’s out. We talk to everybody in the space and some of the most compelling things I’ve heard are from Disney and DreamWorks. There’s a generation that’s growing up expecting 3D glasses to be part of the movie viewing experience. That does translate to the home market and that’s probably the next part of the adoption curve: the 3D generation.

 

FC: So when does the 3D generation grow up?

DC: We’re looking at five, six years where all the world’s theatrical children’s programming being released will be in the 3D. We are training a generation.

FC: But when will that translate from the big screen to the not-so-big screen in the home entertainment center?

DC: I don’t think it’s realistic to expect it to happen overnight. The content has to be compelling. Sports is a really unique experience when it’s done right in 3D so it’s really difficult to go back to 2D. It’s part of our reason for existing.

FC: What does your existence bring to the party?

DC: The company is built on our intellectual property for stereoscopic compression … with an ability to deliver high quality 3D at very low bitrates. We have two business units: a video-on-demand business that is launching this summer and a second piece that is more industrial in nature which is live streaming content that we’re currently developing in conjunction with Turner Broadcasting and we intend to license broadly for live streaming over any IP connection.

FC: Following up on two things you said there: a connection with Turner Broadcasting (which was announced in January 2010) and IP connections. Does this mean you’re looking at 3DTV for IPTV or can conventional cable fit into your technology?

DC: Our target is to migrate our client to as many of the consumer electronics platforms as we can, specifically looking at the modern system-on-a-chip OEM modules from Intel and NVIDIA both for receiving our streaming content and for our video-on-demand services. It starts with the PC. The first visible consumer functionality from us will be a PC client and then the road map includes game consoles and CE devices.

FC: So why do you need Turner?

DC: The relationship with Turner helps with cable. Right now the model for us is over IP which is a big bite and a very important first step for distribution over the Internet. But there’s no difference in the packetization of that content whether it’s going over a satellite connection or an Internet connection or a transport stream over cable. We do envision the opportunity to utilize our relationship with Turner and others to potentially move into the digital broadcast space.

FC: When and where?

DC: It looks like it’s easier to build outside of the U.S. at first.

To move into the U.S., the process would be to go to CableLabs and demonstrate the compelling reason to use a proprietary codec inside the cable world or the digital broadcast world. The rest of the world scenario is not quite so bureaucratic. So, as I said, for now the strategy is to leverage the Turner relationship to move into broadcast. We have a lot to chew on with supplying an over-the-top IP solution right now.

FC: You’re a technology guy. How’s the first crop of 3DTV looking to you?

DC: Some would say the TV manufacturers put the cart before the horse; they launched too early. A number of broadcast providers moved very quickly to try to pump 3D down a TV infrastructure and there’s been a deafening quality backlash. The value of going to the trouble of get a 3D TV and putting on glasses means there has to be a payoff and the payoff can’t be a headache.

FC: Ah, yes, the glasses. Has your technology advanced enough that the glasses can be tossed in the recycling bin?

DC: Not yet. This is still a stereoscopic-dependent technology. however, we do have IP (intellectual property) around a transmission technique for multi-view auto-stereo displays. But that’s the future. For now we’re stereo (and glasses) dependent.

Read the original post here: http://www.fiercecable.com/story/david-cole-co-founder-next3d-future-3d-tv-and-3d-generation/2011-03-31

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Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

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