Infographic: Tape for Media and Entertainment

| February 8, 2018

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IBM Spectrum Archive and tape create a powerful software defined infrastructure that helps solve M&E storage challenges.

Spotlight

SAG-AFTRA

With national offices in Los Angeles and New York, and local offices nationwide, SAG-AFTRA is the iconic American labor union that represents approximately 160,000 media professionals. Our members are the talented faces and voices that entertain and inform America and the world. They are actors, announcers, broadcasters, journalists, dancers, DJs, news writers, news editors, program hosts, puppeteers, recording artists, singers, stunt performers and voiceover artists.

OTHER ARTICLES

Sony Will Be Revealing a Lot of New PlayStation 5 Info Very Soon

Article | March 17, 2020

Sony has announced it will be holding a special event for the PlayStation 5 tomorrow, March 18. The tech company took to Twitter today to share the news, stating that lead system architect Mark Cerny will be delving into the console’s system architecture and its influence on the future of gaming. News of the upcoming event comes as Microsoft shared the full specs for its new Xbox Series X just a day ago, and as Sony has already provided information on the power of the PlayStation 5 back in 2019. The PS5, with its eight-core CPU and custom GPU, will support 4K gaming at 120Hz, 8K resolutions, and 3D audio, while featuring a speedy SSD and lower power consumption option.

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Why More People are Going Online for their Entertainment

Article | April 2, 2020

The online revolution has dramatically changed the way that we live our lives. Few industries have been impacted by the rise of digital technologies as much as the entertainment industry. In less than a decade, we have seen new brands like Spotify and Netflix replacing the heavyweights in the music and movie industries and it looks like this is just the start.

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Ongoing transitions in gaming industry

Article | January 19, 2021

The gaming industry is continuously evolving with current transitions derived from VR/AR, blockchain, 5G and cloud computing. The aim of this transition is to fulfill requirements of gamers such as reducing the cost of gaming, developing more immersive experience, converting tools bought in games as transferable assets, enabling gamers to play graphic intensive games on low cost devices. Currently popular games are on the go to create augmented reality versions to be played on AR headsets with their mobile phones. The google stadia platform(a platform where graphic intensive games run in data centers and gamers can play them via web browsers) has also enabled the gaming industry to eliminate the computing limitations imposed by running games in mobile devices. The only barrier in coupling both technologies to have the best of both worlds is low bandwidth of 4G which will soon be expanded when 5G rolls out in the market. TRANSITIONS IN GAMING INDUSTRY The real time game play is currently not possible for games running in data centers and being rendered on web browsers of a gamer’s device as there is latency in reflecting the character’s action on the press of a button. Such a transition will eliminate the need for highly expensive gaming consoles which has been curbing the growth rate of the gaming industry. One more concern from gamers that’s being a barrier in revenue generation for the gaming industry is that the weapons, power packs, kits and tool kits bought in any game are simply virtual and become useless when they are done with the game. The idea to buy such time bound utility becomes insensible for players. So, now the gaming industry is evaluating the option to register these buyouts in games on blockchain which can later be used as a non tangible asset by players to trade easily. The gaming theory that’s getting popularised these days will eventually leverage the AR and VR technology to transform the education industry. The idea to provide customers with user manuals running in augmented reality that can enable a non trained worker to operate the machine is also booming. Solidworks by 3Dplm is one such tool that’s heading in this direction. The transitions mentioned above are quite exciting and the way gaming industry and mentioned technologies are evolving we can expect to get our hands on such exciting gaming technology soon too at a fraction of current costs.

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VR Headsets of the Future Might Be Made With Mirrors?

Article | June 4, 2020

Do you get headaches or feel nauseous while using VR headsets? About 20% of people do. Even if VR headsets don’t cause you physical discomfort, you might feel that your virtual worlds seem flat..That’s because they are flat. VR headsets using close-to-eye displays rely on lenses. While a lot of cool technology goes into them, they really work a lot like television or computer screens. Advancements like eye-tracking and autofocus try to fix these problems. But, they’ll never work. At least not according to Doug Magyari. Magyari and Immy, his company based in Troy, Michigan, believe that they have the solution: VR headsets that don’t use lenses.

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Spotlight

SAG-AFTRA

With national offices in Los Angeles and New York, and local offices nationwide, SAG-AFTRA is the iconic American labor union that represents approximately 160,000 media professionals. Our members are the talented faces and voices that entertain and inform America and the world. They are actors, announcers, broadcasters, journalists, dancers, DJs, news writers, news editors, program hosts, puppeteers, recording artists, singers, stunt performers and voiceover artists.

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