News Stories

Samsung, LG 3D TV Fight Gets Nasty Marketing Secrets Revealed (Australia)

[By David Richards, SmartHouse]

Marketing intelligence on the way females versus males look for a new TV has been revealed during a bitter Court case between LG and Samsung over who has the best 3D TV technology.

Early adopters of LG and Samsung 3D TVs which were launched last year appear to have had their fingers burnt after both Samsung and LG told an Australian court that new 3D technology is now superior to what was on offer last year.

It’s also been revealed that men who are looking to buy a TV search via the Internet while women visit a store.

The court case in the Federal Court (See original story here), which has escalated the feud between the two Korean giants over whose 3D TV technology is superior, revealed that in 2010, Samsung captured over 50% of the Australian 3D TV market with their active shutter 3D TV technology.

Seeking an application to have several LG passive 3D TV commercials banned,Samsung executives have told the court that LG‘s share was significantly smaller and that LG had not captured as many “early adopters.”

The Federal Court heard that between April and June each year, major TV companies like Samsung and LG move to try and grab an advantage by launching TVs packed with what is sold as new generation technology.

Critical is a major advertising campaign in the media. Hence, Samsunglaunched its active-technology products in April 2010 in an effort to capture demand for NRL and AFL games that were being put to air live in 3D.

LG told the court that they launched their passive 3D TV technology products with a series of advertisements that began to go to air on May 1st this year. Shortly afterwards, Samsung moved to stop the commercials, claiming that they were misleading.

Judge Rares of the Federal Court described the consumers who purchasedSamsung‘s 3D TVs in 2010 as “early adopters.”

“On the evidence, Samsung‘s active-technology 3D televisions placed it in a leading position in the Australian market from March 2010 to March 2011 with significant market share of over 50%. In contrast, although LG was then marketing its active-technology televisions, its market share was considerably smalle,” he said.

Samsung told the court that it was seeking to protect the advantages that it had gained with the early adopters in 2010 by launching new 3D active technology in 2011.

A big spoiler for Samsung‘s strategy was when LG rolled out a major advertising campaign that the court heard will run between May 2011 and October 2011. Samsung claimed that the commercials were deceptive and misleading.

The court was told that the price range of the 3D televisions on the Australian market is between about $1,700 and $3,300. Marketing expert evidence presented suggests that the purchase of a 3D television is not an impulse purchase but one made by persons who will investigate the product to some degree before purchasing.

The court was told that the LG campaign was directed at males of between 25 and 54 years of age and that males are more likely to search on the internet, including searching for information from the manufacturer’s website prior to visiting a shop, in order to purchase these products.

Females begin their investigation of a new TV by visiting the shop in the first instance. However, the most influential information source for all potential purchasers was the store, especially the sales person, where inquiries were ultimately made.

After viewing the four LG commercials, Judge Rares said that a store experience and the information given to consumers when they went to buy a new 3D TV commercial played an important part in the purchase process.

“The advertisements convey a light-hearted or humorous approach to the comparison of the two products: active technology (or conventional) and passive technology 3D televisions. That does not mean that ridicule or humour cannot be a very powerful and persuasive weapon. Humour can be deployed by an advertiser to induce loyalty to its product or to disparage its competitors,” he said.

“Again, it is the way in which the humour is used and the likely impressions to be left with the consumer that must be weighed in all the circumstances, in order to determine whether there is a sufficient likelihood that, at the trial, the representations will be found to have been conveyed and also be found to be misleading or deceptive.”

The judge ordered that Samsung‘s application for interlocutory relief be refused. He also ordered that Samsung pay 80% of the respondent’s costs.

 

 

See the original post here: http://smarthouse.com.au/TVs_And_Large_Display/Industry/D4W4A2N5

ASUS has just introduced the World’s First Glasses-Free 3D Gaming Laptop. Will this new technology finally bring 3D into the mainstream?

[Philip Lelyveld comment: see Toshiba’s similar localized 2D/3D display laptop announcement here.]

[by PR Web]

ASUS, with their Republic of Gamers (ROG) laptops, have constantly been pushing the boundaries of computer gaming. Now, at the latest Computex in Taipei, they have created some collective buzz around one of their latest offerings – the ASUS G53SX, the world’s first “glasses-free”3D gaming laptop. Asus is calling this a Naked Eye 3D system, which will feature some unique technology with the ability to instantly convert existing 2D visuals into glasses-free 3D content.

This 3D laptop even has a “mixed mode” where you can view in one window, a 2D display and a 3D display – all at the same time. And Asus, in a recent press release, is claiming all this can be accomplished without “compromising brightness, contrast or color fidelity, exceeding the output of older 3D technology that relies on glasses.”

This glasses-free technology and devices may just be the push 3D needs at the moment, especially with gamers where the jury is still out. It could also conceivably open up a much larger consumer base or marketplace for this new technology and finally bring 3D into the mainstream.

“Getting rid of those awkward glasses will be the key to the success or failure of 3D technology,” states Titus Hoskins, a former teacher who now runs http://www.3D-gaminglaptops.com, a highly ranked site on 3D gaming laptops. “Besides the extra expense, many people find wearing the 3D glasses uncomfortable and a real pain to use.”

The 15-inch Full HD G53SX also sports some other ground-breaking features and specs, which will turn more than a few heads in the gaming world. The laptop is powered by a 2nd generation (Sandy Bridge) Intel® Quad Core i7 CPU and discrete DirectX® 11 compatible Nvidia GeForce® GTX 560M graphics, which has a massive 2GB of GDDR5 video memory. It also has a solid state hybrid drive at 10,000 rpm, which can cut down boot times by up to 52%. As you probably know, most high-end gaming laptops currently run at 7200 rpm speeds.

In addition, this ROG gaming laptop comes with a whole suite of 3D content creation and editing software, which will let owners use advanced authoring tools and they will also have 3DTV Play connectivity. Sound performance will be increased with both THX (next generation surround sound) and EAX 5.0 3D, giving gamers up to 128 additional sound effects at once when compared to conventional gaming notebooks.

The laptop’s design also includes two fans which will draw cool air in from the front and then push the warm air out through large twin exhausts or vents at the rear of the device. As gamers know, keeping any high-performance machine cool and quiet, are two of the biggest obstacles to enjoyable gaming. Asus made devices have had great success in this area and hopefully the G53SX won’t be an exception.

However, it is the Naked Eye or glasses-free 3D feature which makes the ASUS G53SX a true groundbreaker. This new technology opens up a whole new spectrum for 3D gaming laptops without the glasses. It could also pave the way for a whole new industry for Naked Eye 3D gaming laptops and other devices. Regardless, the ASUS G53SX will definitely have many gamers smiling, look ma – no glasses.

For more information on 3D Gaming Laptops go here: http://www.3D-gaminglaptops.com or download our comprehensive laptop buying guide here: http://www.laptopcomputerguide.org
All products/companies mentioned above are registered trademarks of their respective owners and companies. We are not associated with these owners or companies.

See the original post here: http://www.prweb.com/releases/worlds_first_naked_eye/3d_gaming_laptop/prweb8534857.htm

< PREVIOUS ARTICLES NEXT ARTICLES >

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.

Oops, something went wrong.