SIGGRAPH 2013, 21 -25 July at the Anaheim Convention Center in California, released its list of 2013 Emerging Technologies highlights that will be featured at this year’s conference.
SIGGRAPH 2013 Emerging Technologies presents innovative technologies and applications of the latest developments in several fields, from 3D displays and interactive input devices to collaborative environments and robotics, and technologies that apply to film and game production. The Emerging Technologies program provides attendees a unique hands-on opportunity to interact with select innovative technology before they become hot topics in the mainstream media and blogs.
“We had an incredible response from many fields, including displays, robotics, input devices, interaction techniques, gaming, and computer vision, ” said Dylan Moore, SIGGRAPH 2013 Emerging Technologies Chair. “We were especially pleased that our call for assistive technologies was answered. The focus was to only showcasing those technologies that blew the jury away on every level, and meeting a high bar for quality and novelty. We can't wait to get these technologies in the hands of our attendees to try out."
An Autostereoscopic Projector Array Optimized for 3D Facial Display
Authors: Koki Nagano, University of Southern California; Andrew Jones, USC Institute for Creative Technologies; Jing Liu, University of California at Santa Cruz; and Jay Busch, Paul Debevec, Mark Bolas, Xueming Yu, USC Institute for Creative Technologies
This dense-projector-array display is optimized in size and resolution to display an autostereoscopic life-sized 3D human face with a wide 110-degree field of view. It has multiple applications, including 3D teleconferencing and fully synthetic characters for education and entertainment.
IllumiRoom: Peripheral Projected Illusions for Interactive Experiences
Authors: Brett Jones, University of Illinois, Urbana-Champaign; Hrvoje Benko, Eyal Ofek, and Andrew Wilson, Microsoft Research
IllumiRoom is a proof-of-concept system that augments the area surrounding a television with projected visualizations to enhance traditional gaming experiences. It changes the appearance of the room, induces apparent motion, extends the field of view, and enables entirely new physical gaming experiences.
Light-in-Flight: Transient Imaging Using Photonic Mixer Devices
Authors: Felix Heide, Matthias Hullin, James Gregson, and Wolfgang Heidrich, The University of British Columbia
Commercial time-of-flight sensors based on photonic mixer devices (PMDs), are used to capture transient images of photons in-flight. Through the use of readily available components, Light-in-Flight is orders of magnitude less expensive than previous approaches, while simultaneously simplifying and speeding up the capture process.
Near-Eye Light-Field Displays
Authors: Douglas Lanman and David Luebke, NVIDIA Research
Near-eye light-field displays depict sharp images by synthesizing light fields corresponding to virtual scenes located within a viewer's natural accommodation range. This system optimizes optical trade-offs among resolution, field of view, and form factor, and demonstrates a thin, lightweight HMD prototype, containing a pair of microlens-covered OLEDs.
Skyfarer: A Mixed-Reality Shoulder Exercise Game
Authors: Marientina Gotsis, Vangelis Lympouridis, David Turpin, Fotos Frangoudes, University of Southern California; Somboon Maneekobkunwong, Rancho Los Amigos National Rehabilitation Center; and Maryalice Jordan-Marsh, University of Southern California
It all depends on the recruiters...
by wickedanaThe last agency I worked for was owned by an ex-software engineer, so he was always on top of technology and what could cross over into what. We had weekly meetings on emerging technologies and we'd always have discussions about candidates.
But there are 2 other issues at hand right now:
1. The market - obvious I know, but if someone is posting for a person with XYZ skills then that's what they want...not just XY, or YZ. The want the whole list for cheap.
2. Internal Recruiters at companies: They are usually people who are staffing for an entire company, so they don't know much about what's going on
Sony: Record Annual Loss of $5.7 billion
by ravenze
TEXT:
By Jamie Condliffe
Things have been going wrong at Sony for a long old time. But if you need hard evidence of its downward trajectory, how about this: it just reported a record annual loss, of $5.7 billion. Ouch.
The $5.7 billion loss is for the 2011 financial year, of which $3.2 billion was racked up in the final quarter. Sony points to "unfavourable" foreign exchange rates, the impact of a Japanese earthquake and the floods in Thailand as reasons for its under-performance