News Stories

Surfer creates High Definition 3D super action camcorder

A group of surfers, mountain bikers and auto racers are turning Half Moon Bay into “Silicon Bay.”

The town is home to the world’s best-selling HD camera. It’s one you can wear on your shoes, or your surfboard, or your parachute, and now it’s 3D. It’s the latest gadget in the drive to discover “user-generated” thrills.

Nick Woodman enjoys racing, surfing, mountain biking, and other things that don’t lend themselves to holding a camera. So, he built a camcorder you can wear on your wrist, and your helmet, and your snowboard, and on the end of a pole. At the end of breathtaking run in his Lotus, we kidded Nick Woodman, founder of family-owned camera maker GoPro.

“We’re in your office with you! And you’re working!”

“Yes,” he replied. “And, that’s why Half Moon Bay is such a fantastic place forGoPro, because of the surf, the mountain biking.”

Today, GoPro sells in 60 countries, sales grow 300 percent per year, and the company grew from nine employees to nearly 50 in the last nine months. The next step is a 3D version. But, instead of a camera, there is a housing that encloses two cameras. They are connected by a special port already built into every GoPro. This enables them to synchronize left eye and right eye views with no drift, or simply to be used as a couple of 2D cameras.

You think the shots taken with this camera are exciting? Wait until you see them in 3D!

“3D,” says Woodman, “just adds that extra dimension, one more sensory input to really get you into the moment. We have people jumping off of cliffs, and racing cars, and surfing, and traveling to exotic places. We get to see what our customers are doing every day on our Facebook page.”

source: http://www.today3d.com/

video source: http://abclocal.go.com/kgo/video?id=7758683

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

original post: http://vista.blorge.com/2010/10/30/microsoft-acquires-canesta-maker-of-3d-motion-sensing-gesture-recognition-chips/

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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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