Media and Entertainment POWERING OVER A DECADE OF AWARD-WORTHY VISUAL EFFECTS

NVIDIA is used by the world’s leading film and production studios to power the most advanced, visually rich feature films ever created. Discover how our cutting-edge technologies like deep learning, simulation, real-time rendering, and virtual production make box office record-breakers and Academy Award-winning pictures possible. Increase production value while staying on time and on budget, enhance creativity, and reduce costly errors that appear later in the production process.
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OTHER ON-DEMAND WEBINARS

Mobile Phones: Changing the Online Video Landscape

streamingvideoalliance

The mobile phone is changing the video landscape. Consumers are flocking to their smaller screens in record numbers to watch everything from live events to news to full-length shows and movies. But what’s driving this new behavior? And how can you take advantage of it as you develop your own streaming video strategy? In this webinar, we will explore consumer research from both the Streaming Video Alliance and the Ericsson ConsumerLab that digs into this growing phenomenon, providing useful insights that shed light on why consumers are using their mobile phones more often to watch video.
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The New Age of Television Measurement: Accurate Attribution Becomes a Reality

Adweek

As budgets shrink and marketers are pressured to make every dollar count, campaign measurement has never been more important. New research from industry expert Advertiser Perceptions uncovers how chief among marketers' concerns is the inability to accurately measure attribution across all their media channels, specifically TV. Location data is widely used to measure media effectiveness and now can be extended into measuring TV.
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Games and Learner Engagement: Gamification, eLearning, and Virtual Reality

crowdcast

When you hear or see the phrase “educational game,” are you envisioning something valuable and engaging? Or a fun activity with little benefit? Too often “fun” and “valuable” are seen on two ends of an educational spectrum. Learning experiences—either in the person or online—can either be useful for the learners, providing opportunities for connecting to the content, or they can be fun games, used exclusively for review. This view is supported, in part, by existing “educational” materials, that are either light on content or unappealing to learners.
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Gaming in 2032: what does the future hold?

M&As, consolidations, and how the video game landscape is changing Gaming as one of pop culture’s biggest influences today Advertising, gaming, metaverse, and how it all impacts players
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