News Stories

Samsung to release TVs with internet browsers, more 3D and Smart models

 

[By Patrick Avenell, www.current.com.au]

Samsung will next week begin the next TV revolution, releasing panels that not only have internet connectivity for widgets and apps, but also an open internet browser for consumers to surf the web. Called Smart Hub, this interface will take over from the Internet@TV platform that was introduced with Samsung’s first 3D TV range.

The Korean behemoth is no stranger to leading the market: over the last two years it has pioneered LED TV and 3D TV, being the first to successfully market both technologies. Sony might disagree with the LED TV credit, but Samsung was the brand that made it the force it is today. Now it is Smart TV, with Samsung taking the nascent IPTV story to the next level with its impending release.

In an interview with Appliance Retailer magazine, Samsung group product manager of consumer electronics Brad Wright said this internet connectivity was one of four ‘pillars’ underpinning the new TV range. The other three are 3D, design and the processing technology inside the TV. This first pillar, an internet browser, lets Samsung overcome the common consumer gripe with 3D: not enough content.

“I don’t see there being an issue with content at all from a Smart TV point of view,” said Wright. “[Samsung’s] 6600 series and above LED Smart TVs will have an internet browsing capability, so that gives people as much content as there is on the World Wide Web, and I think we all know there is no shortage of what people can do online these days.”

In addition to an internet browser, Samsung’s new TVs will also feature BigPond TV, YouTube, Facebook and other apps, both built-in and available to download.

This year will also see a trickledown effect in Samsung’s range, with more 3D and Smart TVs available in a range of sizes and at different price points.

“We have a lot more SKUs [stock keeping units] this year than we did in 2010 in 3D and also in Smart TV,” Wright said. “There will be greater penetration into the midrange of our products, so in the Smart TV areas we’re starting with our 50Hz LED range, and then in 3D, we’re actually bringing 3D into the 100Hz realm.

“So this year we will actually have five series of LED and three series of plasma that will have 3D capability, so definitely that technology is becoming more accessible to greater parts of the consumer space.”

Samsung’s new range will be officially launched on Wednesday next week. Check back on Current.com.au that day for all the news from this release. You can also get live updates on Twitter by following @Patrickavenell.

The full interview with Brad Wright will appear in the April issue of Appliance Retailer magazine.

See the original post here: http://www.current.com.au/2011/03/30/article/Samsung-to-release-TVs-with-internet-browsers-more-3D-and-Smart-models/DVWTANPODW.html

 

3D Voice comes to ‘DC Universe Online’ on Sony PlayStation 3 and PC

[By Mike Snider, USA TODAY]

3D is all the rage now. Nintendo’s 3DS handheld is in stores. Games such as Crysis 2 and the upcoming SOCOM 4: U.S. Navy Seals are playable in 3D on compatible TVs.

Now coming to games: 3D voice.

Voice technology company Vivox, which already provides 3D voice to virtual worlds such as Second Life and games such asAPB and Bloodlines Champions, is bringing the technology toDC Universe Online on the PC and, for the first time, the PlayStation 3.

Three-dimensional voice features were quietly added to the game on both platforms recently, with some additional functions due in a software update next week.

“What it means is people inside the game have an ability to talk as if in real life, meaning if you are physically closer to someone in the game you hear them louder and if you are farther away they are softer. And if they are far enough away you just don’t hear them,” says Sony Online Entertainment CEO John Smedley.

 

 

Vivox, which also supplies high-definition voice chat technology to other games, uses advanced proprietary IP voice systems to match the position of characters in games with voice position in the soundscape to “make sure the voice experience is as realistic as if you were in the real world,” says Vivox CEO Rob Seaver.

So when your DCUO superhero confronts other characters, “you hear them based on their location relative to you,” Seaver says. “If one is on your left, you hear them on your left and if another is on the right, you hear them on the right.”

Players who don’t like the feature can turn it off. But Smedley doubts that players will opt out. “It gives the players the ability to easily converse,” he says. “What separates a massively multiplayer game from normal games is a lot of people can interact together. On a console that is hard to do because there is no keyboard. This lets a lot of people talk at once and they can talk just they were in a crowded room. It’s really the most efficient way to communicate.”

See the original post here: http://content.usatoday.com/communities/gamehunters/post/2011/03/3d-voice-comes-to-dc-universe-online-on-sony-playstation-3-and-pc-/1

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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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