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- Silicon Studio, Entertainment Authoring Conference, November 1994, LA
-
- The following sets of showcase slides have been gathered together from
- talks given at the Entertainment Authoring Conference, held in Los
- Angeles, November 8-10, 1994. The topic lines at the top of each slide
- are included below to provide some sense of what was covered. Some
- slides have more textual contents than others. A number in parenthesis
- following a given topic line indicates the number of slides devoted to
- that subject.
-
- PRESENTATIONS INCLUDED:
-
- Artists and Engineers, The New Creative Team, Electronic Arts
- Artists and Engineers, The `New' Creative Team, FIRST
- CASEVision/WorkShop, Silicon Graphics' Developer Environment
- Color Management
- Developing and Deploying for Kiosk Opportunities
- Considerations for developers of applications for Interactive Television
- Digital Compositing for Film and Television
- Entertainment Licensing
- Interactive TV Deployment
- Advertisiing in the Interactive Age, Horizon Entertainment
- Advertisiing in the Interactive Age, Poppe Tyson
- Open Media Framework Interchange
- Object Oriented Applications Development /
- How To Successfully Program Using C++
- Object Oriented Applications Development / ViewKit
- On-Line Publishing: Building HotWired: Content & Community
- On-Line Publishing: Poppe Tyson
- OpenGL: The Graphics Standard
- Open Inventor 3D Toolkit
- Press Conference: Silicon Studio
- Digital Media Synchronization
- Virtual Reality Tools
- Video IO
- Video & Image Compression
- Coast to Coast Creation: Assembling a Virtual Studio
-
-
- ____________________________________________________________________________
- | |
- | Copyright (C) 1995, Silicon Graphics, Inc. |
- | All Rights Reserved. |
- | |
- | UNPUBLISHED -- Rights reserved under the copyright laws of the |
- | United States. Use of a copyright notice is precautionary only and |
- | does not imply publication or disclosure. |
- | |
- | THIS DOCUMENTATION CONTAINS CONFIDENTIAL AND PROPRIETARY INFORMATION |
- | OF SILICON GRAPHICS, INC. ANY DUPLICATION, MODIFICATION, |
- | DISTRIBUTION, OR DISCLOSURE IS STRICTLY PROHIBITED WITHOUT THE PRIOR |
- | EXPRESS WRITTEN PERMISSION OF SILICON GRAPHICS, INC. |
- | |
- | U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND |
- | Use, duplication or disclosure by the Government is subject to |
- | restrictions as set forth in FAR 52.227.19(c)(2) or |
- | subparagraph (c)(1)(ii) of the Rights in Technical Data and |
- | Computer Software clause at DFARS 252.227-7013 and/or in similar or |
- | successor clauses in the FAR, or the DOD or NASA FAR Supplement. |
- | Unpublished-- rights reserved under the copyright laws of the United |
- | States. Contractor/manufacturer is Silicon Graphics, Inc., |
- | 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. |
- |__________________________________________________________________________|
-
-
-
-
- TOPICAL DESCRIPTIONS:
-
-
- ArtistsEngrs_EA.sc:
- Artists and Engineers, The New Creative Team
- - Rod Swanson, Electronic Arts -- 21 pages
- * Technology Becomes Art Forms
- - Film
- - Television
- - Print/Graphics Design
- - Interactive Entertainment
- * Recommended Reading
- * Things that hinder the Art Form
- - Techno Lust (1)
- - Techno Stress (2)
- - Techno Babel (1)
- - Divergent Creative Forces (6)
- - WYDKYDK (4)
- * Summary
-
-
- ArtistsEngrs_FA.sc:
- Artists and Engineers, The `New' Creative Team
- - Neil Fink, Principle, FIRST -- 14 pages
- * Interactive Entertainment - Video Games, A Brief History (6)
- * perspective of "Yesterday,
- * Today,
- - Help Wanted: Software Manager, Designer and Producer,
- Media Specialist
- * Tomorrow"
-
-
- CASEVisWkShpDevEnv.sc:
- CASEVision/WorkShop, Silicon Graphics' Developer Environment
- - David Henke, Kim Rachmeler -- 24 pages
- Tools for the Development Process covering:
- * Static Analyzer (2)
- * The C++ Browser
- * Debugger (5)
- * New Feature: Fix and Continue
- * Build Analyzer (2)
- * Performance Analyzer (4)
- * Tester (2)
- * CASEVision/ClearCase
- * Future Directions
- * Interface Builder
- * X/Motif Debugging
-
-
- ColorManagement.sc:
- Color Management
- - Todd Newman, SGI, Visual Magic -- 18 pages
- * Preserving Color Fidelity
- * Statement of the Problem
- * Additive Color: TV, monitors
- * Subtractive Color: paper, film
- * The Technical Slide
- * How to Make Red, White, Black, 50% Gray,
- * Challenges of Color Management
- * What's the Solution?
- * What's SGI's Solution? (2)
- * So Do I Really Need Color Management?
- * Are There Any Good Shortcuts?
- * How Much Would It Cost?
- * Summary
-
-
- DEVnDeployKiosk.sc:
- Developing and Deploying for Kiosk Opportunities
- - Joshua D. Kaplan, President & CEO, intouch group, inc. -- 29 pages
- * intouch group, inc., Interactive Place-Based Media
- * Integrated Business Strategy
- * Information Delivery Platform The istation
- * [Kiosk] Market Potential / Growth, istation Potential
- * Interactive Applications
- * Virtual User Interface
- * Future Opportunities
- * Music istation
- * Consumer Buying CD Trends
- * Interactive Product Advertising Can Reverse Trends
- * Demand For Targeted Marketing
- * Music Database Development
- * istation Overview, Installations, Fill Out iForm, Obtain iCard
- * intouch Membership Base
- * Dual iCard Prgoram
- * Music Sampling Expected Service
- * Projected Impressions/Month
- * Market Research Services
- * intouch Album Preview by Genre, Nationwide, Month of August 1994
- * Demographic breakdown of iCard holders
- * Advertising Opportunities
- * Point-of-Preview Couponing
- * Direct Mail
- * Core Technologies
-
-
- DesignApps4itv.sc:
- Designing Applications
- Considerations for developers of applications for Interactive Television
- - Rob Myers, Silicon Graphics
- COMPLETE-TALK-IN-1-FILE -- 46 pages
- DesignApps4itv1.sc:
- PART 1 -- 10 pages
- * Radical challenges for new applications
- * Real Estate and Advertizing
- * Distributed Navigation
- * Design issues for hypermedia
- * Distributed Application Model (4)
- DesignApps4itv2.sc:
- PART 2 -- 14 pages
- * Cover (2)
- * Restarting applications
- * Preferences
- * Help System
- * Purchase Confirmation
- * Favorites
- * Alerts
- * Immersive Spatial
- * Spatial Directory
- * Push Button Interface
- * New Suite of Design Considerations
- * Interactive Television: the medium
- * Design Philosophies
- DesignApps4itv3.sc:
- PART 3 -- 12 pages
- Designing for Interactive TV
- * Design Roles
- * It's TV
- - You watch it
- - If you don't like it, just change the channel
- - The remote control IS the interface (3)
- - One metaphor per channel
- - Wide audience diversity; 3 viewing styles
- - Dead simple interaction
- - TV screens as control surfaces
- - Response perception budgets
- DesignApps4itv4.sc:
- PART 4 -- 10 pages
- * Applications Portfolio
- * What's in a Venue
- - Role of the Venue provider
- - A Venue is not a store
- - Navigator
- - Video Theatre
- - Shopping
- - Games
- - Information Services
- - Program Guide
- - More Venues
-
-
- DigComposFilmTV.sc:
- Digital Compositing for Film and Television
- - Jason Danielson, Broadcast/Film/Video Mkt Mngr, Silicon Studio, Inc.
- - Peter Moyer, Vice President Post Production, The Post Group
- - Paul Bolger, Digital Optical Supervisor, The Post Group -- 7 pages
- * Special Effects Projects
- * Software at The Post Group
- * Digital Flow Chart (of the process) (3)
-
-
- EntertainLic.sc:
- Entertainment Licensing
- - Delphi -- 25 pages
- * What Makes New Media Different?
- * Copyright & License
- * Rights of the Creator
- * Rights of the Subject
- * Rights of the Publisher
- * Licenses
- * Alternatives for Rights Holders
- * Developer's Considerations
- * Clearances
- * Ten Commandments for Developing And Distributing Products (10)
- * New Visions: New Business Paradigms
- * New Paradigms: New Forms
- * Digital DNA
- * The Black Hole
- * Create New Patterns
- * New Metaphor
-
-
- ITVdeployment.sc:
- Interactive TV Deployment
- - Krishna Kolluri, Interactive Digital Solutions -- 27 pages
- * Putting It All Together
- - Deciding the Most Critical Component
- * Start with the Applications
- - Your Business Decision Regarding Applications & Content
- * The Solution Process
- * Attracting Developers, Developer Concerns
- * The IDS Solution: Integration and Software
- * IDS Services: Software Integration
- * Interactive TV Architecture, IDS Products
- * Interactive Digital Network Software
- * Object Management (5)
- * System Services (2)
- * Server System Services (5)
- * Set-top System Services (2)
- * Presentation Services (2)
- * Look and Feel (2)
- * IDS Summary
-
-
- InteractvAd_HE.sc:
- Advertisiing in the Interactive Age
- - Randy Sprout, Product Development Director,
- Horizon Entertainment -- 32 pages
- * Horizon Entertainment: Producer of hi-tech, VR promotions
- * VR is another marketing tool
- * Cutty Sark VR Tour Facts (4)
- * What is VR good for? (5)
- * What about the problems with VR? (2)
- * Summary of main points (5)
-
-
- InteractvAd_PT.sc:
- Advertisiing in the Interactive Age
- - David Carlick, Sr. VP & GM, Poppe Tyson -- 12 pages
- * Point and Click Hucksterism
- * The Advent of Interactive Media
- * Impact On Advertising
- * Increases Demand of Information
- * Lower Cost of Delivery
- * Changes the Equation from Intrusive to Selective
- * Enables Self Service, Dramatically Lowering Cost of Complex Sales
- * Enables Better Closed Loop Marketing
- * How Our Company Plans to Master the Media
- * Projects We Are Working On
- * Projects We Are Planning/Negotiating
-
-
- OMF.sc:
- Open Media Framework Interchange
- - Greg Clukey, OMF Program Director -- 21 pages
- * What is OMF Interchange?
- * Benefits to End User
- * OMF Milestones
- * What Makes OMF Unique?
- * Components of an OMF File
- * Cross Platform Compatibility
- * Examples of OMF Use
- * Video and Audio Editing
- * Animation and Editing
- * OMF Video - Real Life Example, Special Effects, Animations, Paint
- * OMF Media Highway
- * The Post Production House
- * The Graphics Artist / Independent
- * OMF Program Success
- * OMF Champions
- * Expanding OMF Interchange: OMF 2.0
- * Summary
-
-
- ObjOrientedAppDev.sc:
- Object Oriented Applications Development / How To
- Successfully Program Using C++
- - Andrew Palay, SGI -- 37 pages
- * Promise vs. Truth (3)
- * Object Oriented Development (9)
- - Typical Transition to C++ Programmer (3)
- - What Really Needs to be Done (4)
- * Understanding C++
- - Keep it as Simple as Possible (3)
- * A C++ Hit List (9)
- * Eliminating Unnecessary Recompilations (5)
- - Delta/C++(tm) and SmartBuild(tm) (3)
- - Fix and Continue
- * High Level C++ Libraries (3)
- * What You Really Need to Successfully Program in C++ (4)
-
-
- OOApDvViewKit.sc:
- Object Oriented Applications Development / ViewKit
- - ViewKit, Doug Young, SGI, -- 25 pages
- * ViewKit, A C++ Library for UI Development
- * What is ViewKit?
- * ViewKit Goals
- * Who Uses ViewKit?
- * A "Hello World" Motif Program
- * A REAL (Simple) Motif Program
- * What You Get For all that Code:
- * Same Program in ViewKit
- * Free Features of ViewKit
- * Application Frameworks
- * Basic ViewKit Classes
- * Component Classes
- * Preference Classes
- * Tooltalk Support
- * Components
- * Using Components in Applications
- * Example Components
- * Using ViewKit and Inventor
- * Developer Magic Interface Builder
- * Create Applications Quickly
- * Finishing the Application (2)
- * Creating and Using Components
- * C++ / ViewKit / Interface Builder
- * Availability on Other Platforms
-
-
-
- OnLinePub_HotWired.sc:
- On-Line Publishing: Building HotWired: Content & Community
- - Jonathan Steuer, Information and Technology Architect,
- HotWired -- 12 pages
- * What's an "Online Publication"?
- * Wired Goes Online Elsewhere
- * Wired Goes Online At Home
- * Birth of HotWired
- * HotWired Design Philosophy
- * HotWired Goals
- * HotWired Buisness Model
- * HotWired Stats
- * "Interactive TV" is the Wrong Model!
- * Rules for the Net
-
-
- OnLinePub_PT.sc:
- On-Line Publishing: Poppe Tyson
- - David Carlick, Sr. VP & GM, Poppe Tyson -- 17 pages
- * Publishing & the Internet: Where's the Money? How do I get my 15%?
- * A Bit of Our Work
- * Internet Medium: Exactly Like Print, Only Different
- * The Fundamental Rules Apply
- * Laws of Instant Gratification, Self Service, the Special Interest
- * The Confusion of CPM
- * Who uses the Internet?
- * Egg comes out of the Chicken. Chick comes out of the Egg.
- * How On-Line is Changing Our Structure
- * Direct Response? Yuk
- * We Are Staffing Differently
- * We Engage Clients Differently
- * We Don't Get 15%
- * Pace of Evolution is Breathtaking
-
-
- OpenGL.sc:
- OpenGL: The Graphics Standard
- - Mason Woo, Silicon Graphics -- 15 pages
- * OpenGL: Technical Update
- * OpenGL State Machine
- * OpenGL: Extensions
- * Vertex Array Extensions
- * Texture Extentions
- * Image Processing Extensions
- * Miscellaneous Extensions
- * Choose: OpenGL or a Toolkit
- * Common Technical Notes
- * OpenGL & Digital Media & Others
- * Industry OpenGL News (2)
- * Invading the PCs
- * Long Term Strategy
-
-
- OpenInventor.sc:
- Open Inventor 3D Toolkit
- - Rikk Carey, Gavin Bell, SGI, -- 52 pages
- * 3D Programming for Humans!
- * Today's Agenda:
- - Intro
- - Interactive 3D
- - Lighting Overview
- - 3 New Things
- - Future and Q&A
- * Part I: Interactive 3D, *Inventor Experiences*
- * Results are what count!
- * Indy's *Out of Box Experience*
- * *Open Inventor Games CD!*
- * Almost Live and *InPerson*
- * Part II: (Caffeine-enriched), *Overview of Open Inventor*
- * What is *Open Inventor*?
- * Why did we build *Inventor*?
- * A Brief History of *Inventor*
- * *Inventor* Highlights
- * Opening a window -- *OpenGL*
- * Opening a window -- *Inventor*
- * *OpenGL* Texture Code
- * *Inventor* Texture code
- * Architecture Overview
- * *Inventor* UI Components
- * *Inventor* 3D Data Interchange (finally, a 3D Metafile standard)
- * *Inventor* Object Classes
- * A Simple *Inventor* Program . . .
- * *Hello Cone* example
- * *Inventor* Performance
- * The Power of Subclassing
- * Metafile Syntax
- * 2.0 Features (3)
- * *Showcase* 3D gizmos!
- * Part III: 3 New Things
- * 1. Inventor Metafile SUBSET (1.0 Draft)
- * Inventor Metafile SUBSET
- * 2. SGI 3D Style Guide (pre-pre-draft)
- * *The* Viewer (pre-pre-draft)
- * *The* 3D Object Manipulator
- * Arbitrary rotation
- * Constrained Rotation (1-axis)
- * Uniform Scale
- * Constrained Rotation (1-axis)
- * Translation in a plane . . .
- * *Alternate* Translation
- * 3. VRML: 3D on the Internet (7)
- * WWW Info . . .
- * Part IV: the Future and Q&A
- * *Open Inventor* Licensing
- * Current Inventor Projects
-
-
- PressConference.sc:
- Press Conference: Silicon Studio
- - Mike Ramsey, President, Silicon Studio -- 25 pages
- * Entertainment Authoring Conference, Silicon Studio '94
- * Silicon Graphics' Entertainment Strategy
- * Simulation to Stimulation
- * Demand for Digital Solutions
- * Jurassic Park, More Than A Movie
- * The Role of Silicon Studio (2)
- * Tools for Storytelling Today
- * The Keystone Initiative (2)
- * The Role of Silicon Studio
- * Silicon Studio Live (2)
- * On-Line Services
- * Training Studios
- * DRUMs Network
- * The Role of Silicon Studio
- * FireWalker
- - Entertainment Authoring - Tomorrow
- - Tools for Storytelling Tomorrow
- * FireWalker: The New Paradigm
- * Summary
- * Range of Opportunity
-
-
- SynchronAudio.sc:
- Digital Media Synchronization
- - Scott Porter, SGI -- 31 pages
- * What is Digital Media Synchronization?
- * When is synchronization needed?
- * Why is it a problem?
- * How to code it on an SGI system
- - Best Effort Approach
- - What's Wrong?
- - A Solution That Works
- - Time Correlated Media Sequencing
- - Conceptual Model
- - A Common Time Base: Universal System Time (UST)
- - Media Sequence Count (MSC)
- - (UST,MSC) ordered pairs
- - Relationship of UST and MSC
- - Media Sequence Rate
- - Correlatting multiple streams, an example (2)
- * Case Study: Cosmo Playback (2)
- - step 1: load preroll (2)
- - step 2: correlate streams (2)
- - step 3: pad audio stream
- - step 4: add "real" data
- - keeping streams in sync (3)
- * Case Study: Cosmo
- - Playback
- - Recording
- * IRIX 5.3 Release
- - Digital Media Libraries
- - Digital Media Example Code
- - IRIS Digtial Media Development Environment 5.3
-
-
- VRtools.sc:
- Virtual Reality Tools
- - Norm Miller, MultiGen Inc. -- 16 pages
- * MultiGen Inc., Historical Perspective - Pre 1990, 1990 to Now
- * Present/Future Perspective
- * Statement of the Problem, CHALLENGE:
- * Critical Features of a Real-Time Interactive Authoring Tool
- * Major Announcement
- * MultiGen Product Emphasis, Tools (2), OpenFlight(tm) Format
- * MultiGen Customer Base, Products
- * The Solution Group
-
-
- VideoIO.sc:
- Video IO
- - Kirk Law, SGI -- 41 pages
- * SGI Workstations
- * Deskside CPU, Graphics (2), Video
- * Onyx & Multi-Channel Option, Product Objective, Features (3),
- System Configuration, Example
- * Onyx & Sirius Video
- * Sirius Video: Product Objective, Application Areas, Features (7),
- System Configuration (2), Data Flow,
- * Silicon Graphics' Success: Applications! (5)
- * SGI in TV/Broadcast:
- - Virtual Sets (4)
- - Virtual Actors (2)
- - Data Analysis (5)
-
-
- VidnImgCompression.sc:
- Video & Image Compression
- - Henry Moreton -- 36 pages
- * Motivation
- * What does compression do?
- * Types of Compression
- - Lossless - data
- - Lossy - imagery and sound
- * Mechanisms of Compression
- - Redundancy Reduction - primarily lossy
- * Areas of Application
- * Classification of Methods
- * Selective Update
- * Motion Estimation
- * Fractal Compression
- * Transform Coding
- * Subband Coding - Wavelets (2)
- * Quantization & dithering
- * Vector Quantization
- * Standards
- * Other Methods
- * Description of Schemes
- - JPEG
- - H.261
- - MPEG1
- - MPEG2
- - Wavelets
- * Comparison
- - JPEG & Wavelets (3)
- * Examples
- - JPEG 4:1 (3)
- - MPEG1 @ 3mbits
- * Issues
- * Product Offerings
- - software
- - hardware
- * Conclusions
-
-
-
- VirtualStudio.sc:
- Coast to Coast Creation: Assembling a Virtual Studio
- - Eva Manolis, Visual Magic Division, Silicon Graphics, Inc.
- - Robert Greenberg, CEO & President, R/GA Digital Studios, Inc.
- - John Heiman, Business Development, Sprint Multimedia -- 29 pages
- * Visual Computing
- * Collaborative Computing
- * Sprint Multimedia (5)
- * Drums: A Collaborative Network
- * R/GA Collection - A Creative Foundation (2)
- * Industry Dynamics, Shifting the Multimedia Value Chain
- * R/GA's Strategic Roadmap, Drive Up & Down Multimedia Highway
- * R/GA Media Group,
- - "Transparent Studio" Expansion
- - Creative Management Expansion
- - R/GA Interactive Media Expansion
- - Positioned with the Right Technology in an Evolving Market
- - Interactive Advertising Expansion
- * R/GA Interactive Advertising Organization and Operation Links
- * Interactive Advertising Enabling Technology to Consumer Behavior
- * R/GA Media Group
- - R/GA Interactive Network Expansion
- - Dynamic Structure - Integration
- * R/GA's Ability to Capture Economic Value Requires a
- Dynamic Blend of Businesses
- * Partial Diagram of Network
- - (R/GA NY and R/GA LA)
- - (R/GA NY)
- - (R/GA LA)
-