It’s fair to say Motorola had a big 2013, and SlashGear sat down with Steve Horowitz, senior VP of software engineering, and Steve Sinclair, VP of product marketing, at CES … Continue reading
There’s a suspicion among many that wearable tech is simply today’s digital navel-gazing; a self-indulgent and meaningless set of metrics bordering on narcissistic over-obsession. The quantified self could soon become … Continue reading
Nissan’s self-driving car technology works, but when will we see the first autonomous vehicles on the road, and how do you coax keen drivers out from behind the wheel and into trusting their AI chauffeur? Cars that can drive themselves are, many believe, the answer to cutting road-related fatalities and making better use of highways, […]
Meta may not be the first name you think of in wearables, but the $200k Kickstarter startup that wants to be the Apple of augmented reality isn’t letting that hold it back. The project prompted dropped-jaws and skepticism in almost equal measure back in January, with its full-digital-overlay concept, and less than a year later […]
During Ford’s Trend Conference at the company’s headquarters in Dearborn, Michigan, Apple co-founder Steve Wozniak sat in during a panel about driving distractions in vehicles and what solutions we could see in the future to limit these distractions in the car. Are touchscreens in the dashboard really the way to go? Do wearables like Google
Google Glass has plenty of issues. There’s a fair chance you’ll get laughed at for wearing it, or at the very least stared at. Battery life won’t last you a day, and the list of things you can actually do with the wearable is limited. For all the Saturday Night Live skits and “Glasshole” jokes,
Oz the Great and Powerful spells magic: our Sony Pictures Imageworks interview
Posted in: Today's ChiliThis week we had the opportunity to have a chat with Sony Pictures Imageworks on how they brought the next generation of L Frank Baum’s “Oz” universe to life in the prequel: Oz the Great and Powerful! Our chat began with Sony Pictures Imageworks’ Senior Visual Effects Supervisor Scott Stokdyk, who let us know first and foremost his role with the film. We then quickly launched in on how the movie creates not just a re-entry into this magical environment for fans of the classic “Wizard of Oz” picture, but also – and especially – lovers of the original book series from whens the whole universe is born.
Stokdyk’s role in the creation of this movie began 2.5 years ago, working directly with the director of the film, Sam Raimi. With Raimi, Stokdyk broke down each element in the storyline piece by piece, speaking about how they’d go about creating each visual effect that would need to exist. After knocking out the script for a period, Mr. Stokdyk headed to Detroit for 7 months of filming the movie on soundstage, working after this for over a year in post-production.
As Visual Effects Supervisor, Stokdyk worked with the fabulous Sony Pictures Imageworks, a group we’ve had some rather fruitful conversations with in the past, to be sure! For those of you who have that tingling feeling you’ve heard Stokdyk’s name before, you’ll be glad to know you’re right: he’s previously worked with Sam Raimi on each of the Spider-Man movies (1, 2, and 3) as Visual Effects Supervisor as he does on the one we’re discussing today and has worked in different effects roles on such classic films as Titanic, Contact, and The Fifth Element.
According to Stokdyk, in both Oz the Great and Powerful and in the film industry in general, the way an effects-inclusive movie can distinguish itself is simple (so to speak). As Stokdyk says, “In Visual Effects nowadays, there’s basically effects work, there’s character work, there’s environmental work – and what distinguishes one show from another nowadays is it’s own unique combination of how those pieces work together and how they’re Art Directed together.”
Seems simple enough to say, right? Stokdyk continued, “[This film] has a nice blend of character animation that’s stunt and action oriented – and performance based – interacting with the real actors. We’ve also got really fantastical environmental extensions of sets. They bring into this fantastical world of Oz what we’ve shot on set.”
You’ll be seeing your fair share of fantastic effects-dependent shots and characters throughout this film which – if you did not know – is out in theaters now! Featured computer-generated characters you’ll be seeing throughout the film include:
The China Girl – this little lady is a porcelain doll that our hero Oz finds after her town is destroyed in the film. She’s voiced by Joey King and trots along with fully realistic features from top to bottom.
Finley the Flying Monkey – a cute little beast voiced by none other than your best buddy Zach Braff. This lovely beast also accompanies Oz throughout the movie and has one whole heck of a lot of fur that needed digital brushing – not to mention the rest of his fully-animated monkey body.
“The most technically challenging production Imageworks’ has completed to date.”
Both Braff and King took part in filming their parts as the monkey and he doll throughout principal photography, allowing the rest of the actors to act and respond in a much more organic way than traditional CG replacements would have allowed. Once filming was complete though, it was all up to the effects teams to bust forth with what Sony Pictures Imageworks describes as “the most technically challenging production Imageworks’ has completed to date.”
The group notes that they completed over 1,100 shots that appear in the final product, these including every single one of the GC environments and character shots. You’ll see digital doubles of each of the main characters: Oz, Glinda, Theodora, Evanora, and Knuck. You’ll see “thousands of flying baboons including three unique hero baboons.” You’ll see massive amounts of CG creatures including “attacking snapdragons, horses, various insects, butterflies, birds, flying fish, wooden horses, lion, squirrel, and river fairies”. You’ll see giant digital crowds of characters across the countryside and inside the city.
Some of the most awesome bits and pieces you should look out for while you’re experiencing this magical mix of fanaticism are:
• Glinda’s Magic Bubbles
• A shimmering wall around Glinda’s countryside and village
• Theodora’s Fire Tornado
• The Oz hologram
• Water effects galore
• Massive poppy fields
• China Town
• Emerald City – including “the main gates, boulevard, central square, back gate, back
alley, bell tower, palace, dais, vaulted corridor, Throne Room, Room of
Resplendence, balcony and bridge digital sets and huge aerials of the city”
• Fog!
And for those of you that are worried that this is another one of those films that destroys the experience of moviegoing with a heavy overdose of effects-driven shots, don’t fret! According to Stokdyk, they were certainly conscious of how easy it could have been to OD.
Stokdyk: You have a certain number of shots in any movie that are all computer generated, right? You just can’t shoot them, or there’s a prop that’s too expensive to shoot, or you shoot them in post after you’ve shot them in principal photography. We certainly had a decent chunk of those kind of shots, but after you’ve gone all CG, and done everything in the world CG, where’s the boundary? Where’s the next frontier after that?”
As Stokdyk tells us, so too must it be true! Expect the most awesome combination of art direction, live action, and CG you’ve ever seen on a film of this kind – start to finish!
Oz the Great and Powerful spells magic: our Sony Pictures Imageworks interview is written by Chris Burns & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.
Are wearables like Google Glass the inevitable future for smartphones? Not if you ask Nokia, where simply floating a display in your line of sight doesn’t quite satisfy the self-imposed “head up” challenge its designers and engineers are facing. The evolution of Lumia isn’t just bigger displays or faster chips, it’s a new way of interacting with the digital world. SlashGear sat down with Jo Harlow, EVP of Smart Devices, Marco Ahtisaari, EVP of Design, and Stefan Pannenbecker, VP of Industrial Design at Mobile World Congress this week to talk “people versus robots”, rolling back the clock on convergence, and how the Finns want to pry our eyes away from smartphone screens, even if we’re looking at a Lumia.
Spend any time talking future tech to Nokia’s executives, and you realize there are two themes running through their predictions. First, and perhaps most familiar to most industry watchers, there’s the relentless advance of sensors and the complexity of devices, with capabilities always evolving. Nokia differs in some respects in how its management see the form-factor of those devices: rather than a single, increasingly powerful phone in your pocket, all three VPs talked about a resurgence in dedicated devices; products that, as Marco Ahtisaari described it, “do a few things really well.”
Secondly, and arguably a more contrarian stance than others in the segment, is a desire to actually reduce the attention that’s paid to smartphones and mobile devices. Ahtisaari coined the phrase “heads up” internally to describe it, though it’s become an ethos for the long-term shared by others in the design team, like Stefan Pannenbecker.
“How can we get the “heads up”?”
“We see sometimes couples, out in a restaurant, romantically texting each other, or broadcasting… so that type of phenomena is interesting, and in a way bugs us a little bit, because the question is how can we get the “heads up”?” the Industrial Design chief explained to us. “So we do a lot of work on all kinds of levels in order to think that scenario through: what does that mean? So we’re interested in that type of topic, how do we get people’s heads up again.”
Nokia isn’t expecting to address that question in the next few months, or even the next couple of years. As Marco Ahtisaari told us, it’s an example of the company’s longer-term planning, though as an internal culture of design it has an impact on the Lumia devices we’ll see over the coming years. “The one thing I would say is that I talk about the “heads-up” principle in the studio, it’s like a 20-year principle. Creating computing technology that’s with us that doesn’t require more attention” he said.
“And part of this pinning-to-Start [in the Windows Phone homescreen] is one example of that; things we’ve done with the glanceable, low-power mode on our devices in the past is an example of that; the NFC work we’re doing is an example of that,” Ahtisaari counted off. “You just touch the environment: the world becomes your interface, rather than having to go through twelve swipe-swipe-swipe. So that’s another component of that future, I think, and very important as we go to more distributed objects that do only a few things.”
Having got to a point where a person’s smartphone is often also their camera, their music player, their fitness tracker, and more, it might seem counter-intuitive to be considering breaking apart those components and turning again to individual gadgets. However, there’s a strong feeling within Nokia that specificity has its own advantages.
“There’s room again for devices that do a few things really well”
“I think there’ll be room for more and more dedicated devices that do a few things really well again” Ahtisaari predicts. “And that is slightly a contrarian view, but I think what we’ll see is increasing complexity and ability… you can either shortcut through the environment, but this means also space for dedicated devices that do a few things really well. Yes, a phone, but other functionalities too.”
Right now, all three executives are coy on what, exactly, Nokia’s portfolio of answers to these questions might look like. However, they’re more vocal on what they probably won’t be, and the approach seems less “in your face” than Glass, and more cautious than the “confident” search and prediction of Google Now.
“I’m not going to speculate [about Glass] because time will tell with regards what is the right execution with regards to this idea of “heads-up”, so I think we’ve a lot of work to do, frankly, so I’m not going to speculate about that” Pannenbecker said. “But I think, as I said, this is for me an area that we want to engage in, I mean, this topic of heads-up not this particular solution for example. As I said, there’s a whole bandwidth of opportunities, and I think we as a company need to look very deeply into these opportunities, and then commit.”
For Harlow, the question is of need: or, more accurately, the balance of plain geek appeal – as perhaps Google Glass embodies – against relevance to mass-market consumers. “I think that it’s just as true in any of these new areas that you have to solve the fundamental consumer problems, and you can’t… you innovate for the sake of innovation” the smartphones boss argued. “Usually there’s a small number of people who find them really cool, and the vast majority don’t see a reason why. That the use case is so on-the-point that they don’t see it.”
In fact, there’s a sense among all three that the Glass strategy – that is, taking what components might usually be associated with a smartphone, and making them something you can wear – is too easy a way out. Yes, there are battery challenges, and persistent wireless demands, and the need to craft an interface and interaction paradigm that suits a more hands-off usage style, but a wearable computer doesn’t necessarily address either user-need nor go far enough in liberating users from the tyranny of persistent, connected distraction.
“Either they solve latent needs, or unknown problems”
“I think that’s why you see fitness all over the place, because clearly if people stick with it then it can help solve a problem” Harlow explains, “but that’s where I think the energy will really come from, either that they solve latent needs that consumers can’t necessarily articulate, or solve unknown problems that they have and that sensors would solve.”
While the most attention has been paid to Nokia’s evolving Windows Phone handset range, the company has also been working on matching accessories, pushing ideas like wireless charging and NFC pairing. That focus on a well-designed, integrated ecosystem looks likely to spawn a family of shared technologies, each delivering its own component part of the overall usability.
“That’s something which we’re working on, and I’m not in a position… I will not talk about specific solutions to that, but absolutely that is a challenge for us” Pannenbecker agreed. “For us as designers. Because ultimately again it comes to better problems. This is more what we think a smartphone is supposed to be [holds up phone], but I think obviously there’s other ways of doing that.”
Nokia hasn’t been afraid of riffing on those possibilities in the past with concept designs, however. Its 2009 “Mixed Reality” headset predated Google Glass, and was envisaged with its own suite of accessories and sensors: a motion-tracking wristband for navigating a wearable display, for instance, along with wireless audio. Meanwhile, the idea of paring back information in a more context-driven way has also been explored, such as the Nokia-prompted “Frame” concept device that rethought the smartphone into a window that blurred the physical and digital worlds. Arguably it’s an idea that has expressed itself in Nokia City Lens, the augmented reality app now publicly available for Windows Phone.
Just as Google Now relies on its context engine, so has Nokia Research been pushing its own predictive technologies to better focus the user-experience. We mentioned the 2009 “Linked Internet UI Concept” from Nokia Research to Marco Ahtisaari, a project which learned from social networking attention and prioritized updates and geo-location of those people it calculated the user was most interested in, and asked him where the company’s roadmap was on integrating such ideas into its software.
“Partly that’s a question of focus” he said, pointing out that Nokia needed first of all to prove itself with a successfully selling Lumia range of phones. “Like I said, the most important thing we can do now is show momentum. These are things we definitely work on.”
However, he also argued that there is risk in making mobile devices too intelligent – or portraying them as having intelligence – because you run the risk of leaving the user feeling at odds with their device, not enabled by it. “If this makes sense there’s robots and people. People versus robots” Ahtisaari said, somewhat cryptically. “We’re on the side of people, in general. What I mean by that is certain personalization you can do, goes a long way. And the other example, if you took that, would be “hello, we just reconfigured your phone, it’s got all the people here, and we set it up for you”.”
“We’ve got the auto-magic today, it’s just making it not feel creepy”
In fact, Nokia could already integrate that sort of contextual technology into its phones today; the reservation is one of how the mainstream user – not the Glass aficionado – might react to that. “We’ve all of that auto-magic today, it’s just doing it in a way that doesn’t feel creepy, or has violated what you do” he argued. “It’s striking that balance. But definitely, the two things you’ve mentioned – contextually and prediction – are important.”
It’s early days for Nokia to look too far beyond smartphones; the Lumia line-up has only just reached five Windows Phone 8 handsets, the platform itself still holds an extreme minority share, and there’s no sign of a tablet on the horizon, at least not publicly. Nonetheless, it seems we can expect something other than a set of Windows Phone goggles.
“I’m not going to speculate [about Glass] because time will tell with regards what is the right execution with regards to this idea of “heads-up”, so I think we’ve a lot of work to do, frankly, so I’m not going to speculate about that” Pannenbecker demurred. “But I think, as I said, this is for me an area that we want to engage in, I mean, this topic of heads-up not this particular solution for example. As I said, there’s a whole bandwidth of opportunities, and I think we as a company need to look very deeply into these opportunities, and then commit.”
Though the strategies may be very different, there’s one thing Nokia and Google do agree on: the name of the game is elevating users from the voracious attention-soak of the touchscreen, not finding more ways of putting it in front of them. “If they require as much attention as a smartphone, then no more human contact” Ahitsaari concluded. “That’s the perspective we have, we’re still in the people-connecting business.”
Nokia “Head Up”: How Lumia’s future is sharper than Glass is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.
Android and Chrome OS: Google’s split attention between two overlapping platforms has long come in for criticism, but rumors of a merge in time for the Chromebook Pixel failed to pan out. Then again, is the world ready for a $1,300 Chromebook, no matter whether it runs Android or Chrome OS? Perhaps not, Google’s director of Android user experience, Matias Duarte, says, but there’s more in Pixel’s prescience of the touchscreen future, he argues.
Pixel’s appeal on a purely hardware basis is undeniable: it’s a beautifully designed notebook, with an incredibly high resolution touchscreen and the same crisp lines that we liked from Google’s first Cr-48 Chromebook. However, its huge price puts Chrome OS up against full notebooks from Apple, Sony, and others, despite the relative limitations of the cloud-centric platform, a completely different market from earlier, highly affordable Chromebooks.
“Pixel shows the boundaries between types of computing blurring”
For Duarte, however, Pixel’s success won’t solely be measured by pure sales. “I think that Pixel is really exciting, because I think that Pixel shows the way that the boundaries between the different types of computing are blurring” he explained to us. “I think it’s great that the Chrome team is doing that, I think it’s great that the Chrome team is allowing Google to get into people’s lives with touchscreens on a desktop form-factor.”
That’s not a point of view shared by everybody in the industry, and in fact it puts Duarte and Google in the same camp as Microsoft and its hardware partners, rather than with Apple. Steve Jobs memorably decried the usability of touch notebooks, and Tim Cook has since made similar arguments, that reaching across a keyboard to tap at a display simply isn’t ergonomically satisfying.
Duarte disagrees, saying that despite what the MacBook makers think, users themselves are asking for a touchscreen approach. “I think that’s a real trend, that touch on laptops and on desktop form-factors is the way that people want to interact with computers” he says. “I think every screen should be a touchscreen in the future, regardless if it has a keyboard or not.”
Despite the overlap, then, between Android – which has touch at its heart – and Chrome OS – designed for more traditional form-factors – the two platforms still have a future as independent projects. According to Duarte, that will be the case for as long as it makes functional sense: the two OSes converging, perhaps, on a commonality of features as Google develops them.
“Google is excellent at diversifying, and experimenting” he told us. “And I think what Chrome OS does well – they’re getting better at, and it’s being reflected in what Android does well in succession – Chrome on Android is the best browser we’ve ever had, and we would not be at that level without the Chrome team doing the work that they do, without the Chrome OS team learning the things that they do, and learning to understand, for example, how to work on touchscreens.”
“Ultimately, still, the two platforms meet different needs”
Meanwhile, what was originally a smartphone, and then a tablet, OS has been gaining more functionality to bring it in line with a desktop platform, though Duarte says that it’s still not quite there year. “Of course Android has also been evolving, and I think it’s terrific the way that we are gaining capabilities on a day-by-day basis” he said. “For example in Jelly Bean we announced multi-user support, and that opens up a range of use-cases, but ultimately, still, the two platforms meet different needs.”
That also means Android playing more readily with accessories and other devices, as it continues its trend toward being the one “OS for humanity” as Duarte himself described it. “One of the things that was great that we did in Honeycomb, was we included much better support for peripherals” the designer said. “So if you go hook up your Nexus 10 to a Bluetooth keyboard, or even a Bluetooth trackpad, you’ll find you have a much better experience with that.”
Despite the convergence that has already happened, Duarte points out however, neither Android nor Chrome OS are at the point where they satisfy the overall needs of all users. “Until we have one solution for Google that can really capture everything, it makes sense for us to continue to develop two platforms” he explained. Exactly how long that development will take is unclear, but it may take some time before Chrome OS – or a flavor of it – achieves the same market dominance as Android enjoys.
Don’t expect Android and Chrome OS to merge any time soon is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.
This weekend A Good Day to Die Hard comes out in theaters across the USA, and with it the mobile game DIE HARD for iOS and Android, ushering in a new wave of mobile games: Endless Shooters. This game is hinging on the roll-out of one of the greatest new ways to play a game in the mobile realm, an endless runner, switching it up to include danger coming at you from up front rather than behind, making you go on the attack rather than running away. In this and inside the minds of the creators of the game we’ve found this app to be a beast not just for this movie opening, but for the future as well – check it out!
We had a chat with two of the heads from the groups responsible for the creation of this game, Matt McMahon, Vice President, Fox Digital Entertainment, and Andrew Solmssen, Managing Director, Los Angeles, POSSIBLE – the developers of the app. It was Solmssen that let us know that the idea for the DIE HARD app initially started with POSSIBLE’s hit game The End: “With the success we had with The End, an endless runner, we decided there was an opportunity to expand in that vein. … We felt that we hit upon something that was kind of a different subgenre, an endless shooter.”
Adding to that line of thought, McMahon spoke up: “In contrast with the other endless runners you’re always running away from something. With Die Hard you’re taking the fight to the enemy – that’s classic John McClaine.” And indeed it is a sweet ride from start to finish – you’re playing as the real-deal characters from the movie and you’ve got nothing but blasts to take care of in a series of missions mixed with customization of your gear and experience.
UPDATE: An important note from Solmssen himself! “One important note: the group that created TheEndApp and the Die Hard game is Goroid http://www.goroid.net/, the game studio that is part of POSSIBLE.” Thanks!
For those of you wondering – this was, as Solmssen notes: “a Die Hard game from the beginning.” Having been reached out to by the folks at Fox who are, according to McMahon, “always looking for talent anywhere in the world,” it was The End that brought the two forces together. McMahon continued, “We came across the game POSSIBLE had, The End – we thought it was a really solid product and we simply reached out.”
This game is ready for action right this minute in the iTunes App Store as well as the Google Play app store, and will be available in the Amazon app store soon! It’s also worth noting that this game will not end when the movie is no longer in theaters – instead we’ve got a guarantee from Fox that they’ll be bringing “ongoing support” beyond the movie, and that they “look to update the game with new levels and new environments” well into the future. Grab it now!
DIE HARD brings on new class in mobile gaming: the Endless Shooter is written by Chris Burns & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.