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Kane Lee, Baobab Studios | Sundance Film Festival


 

>> Hello, everyone. Welcome to the special CUBE conversation. I'm John Furrier, the co-founder of SiliconANGLE Media, co-host of theCUBE. We're here at Sundance Film Festival, the Intel Tech Lounge for a one on one conversation with Kane Lee, who's the head of content at Baobab Studios in California. Thanks for joining me here at the Intel Tech Lounge. >> Really excited to be here. >> You know we just had a panel on the new creative here, and Intel is showing some great technology. Things like volumetric, all kinds of really hardcore tech. Really powering some of the VR, AR, mixed reality, all the trends that are happening around user experience. But, a new creative artist is out there. A new storyteller. It could be a 12 year old to a 50 year old. You're in the middle of it. You're an award winning producer. So you're building the stories, you're building the content. What's the biggest thing happening here at Sundance? >> I think it's really interesting, because content has always been my passion. Good storytelling. And growing up, it was always books and films, and all these traditional mediums that inspired me to sort of dream, and right here in Sundance, we're in the middle of a great sea change going on, because technology and art are coming together in such a fast pace, to really usher in the new generation of storytelling, and we're all very fortunate to be in the middle of that. This is a very unique period in our history as humans, and our culture, to challenge what storytelling really means, because VR, for us at Baobab, is the next great medium. And Sundance recognizes that. Technology companies like Intel recognize that. So we're all coming together at the film festival, and working together to define what that will mean. >> Kane, you're an Emmy award winning producer. Baobab's doing some cutting edge work. Take a minute to talk about what Baobab is doing, and why is it so relevant? We know it's cool. We've interviewed the CEO and Founder before. Share with the audience, what is Baobab doing? Why is it so relevant? >> So, we formed a couple years ago, and at the time, VR was, and it still is, in its very nascent stage. One thing that we recognized, was an opportunity to try to create content that would appeal for people from the ages of five to 105. There was a lot of documentaries, there was a lot of experiential art house type of material. And there was a lot of gaming type of content for VR. For us, we're big lovers of animation and how that unites families, kids, grandparents, teenagers, and we saw an opportunity to try to create content that could appeal to all of these different types of people through animation. So that's sort of our mission, is to inspire your childlike sense of wonder, using two mediums that are so meant for each other, which are animation and VR. >> I'd like to talk about some of the work you got going on a little bit later, but I want to talk about that 12 year old in his room, or the 16 year old that's got a full rig, tricked out with the keyboard, they're laying down music, they're building music, they're gaming, they might be creating art. They are a living, breathing creative. And, they're self learning. They're jumping on Youtube. They're jumping into VR meetups and groups. They're self learning. >> Kane: Absolutely. >> How do you connect to them? What do they do? What's the playbook? How do these people go to the next level? What's the industry doing around this? >> I think, one example I'll give is, I was at Annecy Film Festival, and that's one of the biggest animation focused film festivals in the world, and I was showcasing our very first piece, it was called Invasion, starring Ethan Hawke, where you're actually in the body of a bunny rabbit, and you meet another bunny rabbit. You create a bond. And together you thwart an alien invasion on Earth. What was so interesting to me, was I had never seen that sort of, that demo, that teenage demo, where young boys and girls would actually bring their parents back to the experience, and say this is what I want to study in college. This is what I want to do in art school. So, I think that they, growing up with all this new technology, really sort of get the idea of being in realtime, and having storytelling in realtime. And seeing that level of interest from that age group was very sort of affirming to us that we're on the right track, in terms of the next generation of storytelling. >> Well you guys are definitely on the right track, I can say that. But I think what your point confirms, and connects the dots for people that might not be in the industry is that the old tech world was, the geeks did it, software was an art and you had to be in that CS club. The democratization is a big trend here, and what you're talking about is, people are humanizing, they can see real emotional, practical examples. So the young guns, the young kids, they don't have baggage. They look at it with a clean slate and going, I want that. I can see myself using this. I can self actualize with this. So really kind of tips the scales, and proves the point. >> Absolutely. We world premiered Asteroids, our second VR experience, starring Elizabeth Banks, and one of the biggest millennial stars, Ingrid Nilson, last year at Sundance. Even had the first red carpet VR premiere in Sundance history. And watching the younger generation, it was our first piece where we actually used the controllers that had just come out in that past year. And watching them go in with no preconceived notions on what using controllers could be, to be a character in the experience, it was just fascinating, because they picked it up faster than anyone, and learned the language of being a character, and having hand controllers as a robot, so you could play fetch with an alien dog, or you could mirror their actions, or they might mirror yours, and creating these bonds and these experiences. So, that sort of fresh perspective is really exciting. >> Talk about the role of these experiences, and how they connect people, because one of the big trends also online today, in today's, I would say, yeah the peg the evolution is, you're really getting into the immersive experience, I believe that. But, content creates bonds between people, and good experiences creates glue between relationships, and forges new ones, maybe enhances existing ones. This is a big part of the media. >> Absolutely. For us, emotional connection is the key to getting people to put on headsets, and to come back to our experiences. And that emotional connection for us, is what we've witnessed, in terms of people forming bonds with our characters. So, everyone knows that VR can bring you to brand new worlds, and exciting places, and immerse you in places that you can never go. But, the one thing that I think we learned in our experience with VR, is that if you can create a bond between the user and other characters in the experience that they believe is real, and we use psychology, technology, and storytelling to do that, then they want to come back again and again. So, one of the trickiest parts of VR is trying to get people to have repeat views. And the feedback we've gotten from a lot of the technology platforms is people come back time and time again, and it seems to be because they actually believe these characters are real, and that they're friends. >> So talk about your journey, because you're at the front end of this wave, and you're participating, you're creating art, you're creating work product. You're building technology with the Baobab Studios. What would you do if you were 16? If you were a sophomore in high school, knowing what you know, and you could go back in time, or you could be today what you know at 16, what would you do? >> When I was 16, I had no idea what I was going to do. When I graduated from college, I had no idea what I was going to do. But what I will say is, VR is really unique because it's so interdisciplinary. So, it actually invites people from all different fabrics of society, and different types of education. The most, I would encourage 16 year olds to just be who they are, and to play. And if I talked to my 16 year old self, I would have just encouraged myself to follow my interest and pursuits more, because many years later, actually VR has brought me back to a lot of my roots, and different things that I studied growing up, and was fascinated by. >> So it ignited your passion. >> Absolutely. >> Or things that you were really into, that you might have forgotten. Is that- >> Yeah, I studied something called symbolic systems at Stanford University, and I had no idea what I was doing. It combined computer science, psychology, linguistics, and philosophy. And the first thing I did after college was pursue potentially a career as a lawyer. But now it all makes sense. VR makes, brings everything together. >> What could have been, you know? >> Absolutely. >> Well, a lot of neural network, symbolic systems, this is the underpinnings of this complex fabric that is powering this content market. So I'd love to get your thoughts. Is there a success formula that you're seeing emerging, I know there's no silver bullet yet. A lot of experimentation. A lot of new things happening. But as this technology, and the scaffolding around it is being built, while also original content is being built, it's still evolving. What's the success formula, and what's the pitfall? What to stay away from? >> I think it's about, it's really about good storytelling. And I think it's a time to be courageous and brave, and put forward stories that wouldn't have otherwise been told in the more traditional mediums. Our latest project in production that I'm so personally excited about, is called Legend of Crow. It stars John Legend as a beautiful bird with the most beautiful feathers, and the most gorgeous voice, who during dark and cold times, must go on a heroes journey to bring light back to the world. Something I feel like in this day and age, a lot of people can relate to. But, on top of this story being based upon a beautiful Native American legend that hasn't really been exposed to the world, we've taken the opportunity to take the themes of diversity and self sacrifice, and self acceptance, to create an all star cast of minorities and women, and that's something I feel the younger generations can really relate to, because having worked a lot in Hollywood as a producer in traditional TV and film, things take a while, and there's a certain way of casting and doing things that follow an older model, and I think younger audiences are excited to have a character like Moth in our experience who speaks both Spanish and English, because that's the way the world is today. >> So I got to ask you a quick, you brought up diversity and inclusion kind of in your comment. I got to bring this up, because you guys do hit a nice demographic that I think is super relevant and important, the younger generation. So I talk to a lot of young people all the time. I say things like, you don't need to be a computer scientist to get into this game. You can be super smart. You don't need to learn how to code hardcore coding to get into this. And they respond to that. And that's one kind of, I would say, narrative that conventional wisdom might not be right. And the other one is the diversity. So my son, 16 year old, says, "Dad, your generation is so politically correct. All this nonsense." So, the younger generation is not living what we're living in, in these dark times, I would say, certainly with diversity, but how does VR really equalize? And will the storm pass? Diversity, inclusion, all that great stuff that are core issues, certainly are being worked on. But, do we see hope here? >> Absolutely. I think disruption in the form of a new technology and a new medium is, while scary to some people, is actually the most exciting and fertile time to equalize. Our CEO, Maureen Fan, who is a college classmate of mine, always wanted to work in animation. And she finally saw the right opportunity when VR came, and we put on headsets for the first time, and saw how there could be a new wave of exciting animators, through this disruptive technology. Because everyone else in more traditional animation is so focused on the old model, and the old ways of doing things, of getting things off the ground, of financing, of creating certain kinds of content that have been proven over time, in the old sort of studio model. >> What were some of those things that were instrumental in this breakout, to forge this new ground? >> I think a lot of it is the technology finally being ready. Our CTO, Larry Cutler, actually studied virtual reality at Stanford a decade before Maureen and I were there, and he had always been waiting for the right time to go into VR. >> Does he preach down, hey kids, I used to walk in the snow with bare feet to you guys, or has he, what's his role, how's he doing? >> He's amazing. He was the head of global character tech for all of Dreamworks animation, and like I said, I think one thing that distinguishes us from some of the other people in VR is that we're so focused on characters, so focused on them making eye contact with you, or with their facial features reacting in realtime, and being very believable, and forging that bond between you and that character. So, for us, that character technology, and having the top people in that space work with us, is the long term thing that is going to differentiate us from the crowd. >> I'd like to get your reaction to my comment about the computer science, and that's mainly, mostly a Silicon Valley thing, living in Palo Alto, so, but people are struggling when they go to college. What should I major in? And there's a narrative right now, oh you got to learn how to code, you got to be a computer science major. You don't. You don't have to be a CS major. Some of the most creative and technical brilliance can also come from other disciplines. What's your reaction to that, and what's your advice? >> I think people should just follow their effort. Because, if you follow what naturally comes to you, what you're good at, and that also has meaning and interest to you, and something that you can get feedback along the way, which is the great thing about being in a growing space, you are going to just spend your, you're going to spend a lot of late nights doing that stuff, and you can always bring it into your career path when that happens. And I think, we're in a very DIY time in VR. No one knows anything. We're constantly making mistakes, but then learning from them. And that's the most exciting process of being where we are. So, to people who are of college age, I would just tell them follow your effort. If you're interested in VR, it's an exciting time to just do it yourself. Learn from your mistakes. And then, and try to create something new. >> What does the new creative mean to you. When you hear that, new creative, what does that mean to you? >> You know, it's interesting being at these talks and panels, and at all these festivals, because I feel like a lot of people are looking for that new innovator who comes out of nowhere, and sort of just redefines the industry. And that could very well happen. But I actually think what's really exciting about right now is, it's more about having, understanding the bridge between all the different mediums and disciplines. I think new things are created when you combine areas that have not been traditionally aligned. So for example, Orson Welles arguably created one of the first great cinematic masterpieces in Citizen Kane, but he was able to do so by bringing values from theater, and from radio, and areas where he sort of learned the art of storytelling. And he was able to combine them in new and interesting ways that people hadn't seen before. So, for me it's less about looking for that silver bullet of a creative person who comes out of nowhere, but these younger generations who understand these different mediums, combining them and creating connections with them in an exciting way. >> Brooks Brown from Starbury Studios said on the panel, the next breakout star is going to be the kid in the basement that no one's ever heard of. >> Very possibly, but that kid in the basement, he needs to be passionate about a lot of different disciplines. So, what we've tried to emulate in doing so, is bringing the best people in gaming, bringing the best people from traditional film, bringing people who had interests in a lot of different areas, different art forms, and letting them kind of play together and learn from each other. Argue with each other, you know? And then come up with something that no one's seen before. >> We're going to have to come up with a camera, so that could be like an experiment. Like it's just a reality show in and of itself. All that talent, multi discipline together. >> Absolutely. >> John: It's like dynamite ready to explode. >> It's the challenge, it's the blessing, it's the curse and the blessing of our medium right now, because there's so much more to discover, but if people come in and have an open mind, and are willing ... If the people from Hollywood are willing to learn from the people who do gaming in Silicon Valley, who are open to learning from the people in New York who grew up on live theater, I feel those, finding that intersection, finding those beautiful intersections are where we're going to thrive. >> Well you guys highlight that multi disciplinary thing, but also highlights why diversity is so important. Diversity brings the most perspectives to the table, the most data, most contribution. It might be a little bit longer to work through the arguments, right? You got to be patient. >> Absolutely you have to be patient. We're really lucky to be working with John Legend on our VR piece. He had actually been looking for several years to find, wanting to play in this space, but not wanting to do it with the wrong partner at the wrong time. So, it's, there's an art to timing in everything that we do right now, and when we presented to him the story we're doing with the Legend of Crow, it felt like the perfect sort of match. >> Legend of Crow coming out. Head of Content, Kane Lee here, Baobab Studios. Thanks for spending the time here on the Cube Conversation. What's the timing of the release of the program? >> Probably late spring, but we're going to be announcing some news around that soon, and we have some more exciting updates about it that I can't wait to share. >> Alright, we are here at the Intel Tech Lounge as the Cube's Conversation at Sundance Film Festival, part of our coverage of Sundance 2018. I'm John Furrier, thanks for watching.

Published Date : Jan 21 2018

SUMMARY :

Thanks for joining me here at the Intel Tech Lounge. You're in the middle of it. and our culture, to challenge Take a minute to talk about what Baobab is doing, from the ages of five to 105. or the 16 year old that's got a full rig, and that's one of the biggest and connects the dots for people and one of the biggest millennial stars, Ingrid Nilson, This is a big part of the media. and it seems to be because they actually and you're participating, you're creating art, And if I talked to my 16 year old self, really into, that you might have forgotten. And the first thing I did after college So I'd love to get your thoughts. and that's something I feel the younger generations I got to bring this up, because you guys is actually the most exciting and fertile time to equalize. and he had always been waiting for the right time and forging that bond between you and that character. Some of the most creative and technical brilliance and interest to you, and something What does the new creative mean to you. and sort of just redefines the industry. the next breakout star is going to be the kid in the basement Very possibly, but that kid in the basement, We're going to have to come up with a camera, to learn from the people who do gaming in Silicon Valley, Diversity brings the most perspectives to the table, it felt like the perfect sort of match. Thanks for spending the time here on the Cube Conversation. and we have some more exciting updates about it as the Cube's Conversation at Sundance Film Festival,

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Maureen Fan, Baobab Studios | Grace Hopper 2017


 

>> Announcer: Live, from Orlando, Florida it's the Cube, covering Grace Hopper's Celebration of Women in Computing, brought to you by SiliconANGLE Media. >> Welcome back to the Cube's coverage of the Grace Hopper Conference, here at the Orange County Convention Center. I'm your host, Rebecca Knight. We're joined by Maureen Fan. She is the CEO and co-founder of Baobab Studio, which is the industry's leading VR animation studio, so, welcome Maureen. >> Thank you so much for having me. >> It's excited to talk to you, because you just won an Emmy. Congratulations. >> Thank you. >> You just won an Emmy for "Invasion", so, tell us a little bit about invasion. >> It was our first piece ever and it was just an experiment to see if we could even create VR and it's a story about these adorable little bunnies and you are actually a bunny too, you look down, you have a furry, little bunny body and these aliens that come to try to take over the Earth, with their advanced technology and you and your bunny friend end up saving the entire Earth and it's starring Ethan Hawk and it just came out last year. And we're really excited, because it became the number one top downloaded VR experience across all the headsets and it's getting turned into a Hollywood Feature Film. >> Very cool, very cool >> Thank you. >> And you have another film coming out too and this is "Rainbow Crow" >> Yes. >> Tell our viewers a little bit about "Rainbow". >> So, "Rainbow Crow" is based off of a Native American legend about how the crow used to have beautiful rainbow feathers and a beautiful singing voice and it's John Legend, in our piece and how he decides to sacrifice himself, by flying into the sun to bring warmth and fire back to the Earth and in the process, loses all his beautiful feathers, becomes black and burnt and his voice becomes like the crow's voice, but it's about how beauty is within and there's also, huge themes about diversity and how if you learn to accept yourself and your differences, that's when you can accept others and that's why we specifically cast minorities and women, so, we have John Legend, Constance Wu, from "Fresh off the Boat" as a skunk character, Diego Luna, from "Rogue One", for the moth character, as well as Randy Edmunds, as a Native American elder, narrator, and we have a whole bunch of other stars to announce, soon-- >> Well we cannot wait to hear. That's already an amazing line-up. >> Thank you. >> So, when you're thinking about "Rainbow Crow" and particularly, because it's VR, which is relatively new, still experimental, I mean, the messages of diversity, does it lend itself to VR, better than, say, a standard animation film? >> Absolutely, because if you think about stories that you just watch passively, the reason why we need stories and humanity, in general is to experience characters and stories beyond those we can experience in our real lives and we think, "Oh, how would I feel if I was in the "position of that character or what would I do?" but in VR, because you are actually playing a character in a role, you actually have to decide at that point, "what would I do?" so, it's not just a experience that I just see, it's one where I'm actively experiencing it, so, I create a memory and remember afterwards and there's all these research studies at Stanford by Jeremy Bailenson, who is head of the Stanford VR lab, that shows if you are made a homeless person, inside a VR experience and you have to go through a day in the life of a homeless person or you would look in the mirror and see that you are a black woman, that you, when you get out of the headset, you act completely differently. You have so much more empathy for these people than you would normally and so, it gets you to care about these characters, in a way that you don't normally and in VR, because you're doing it in a real-time game engine, these characters can act and react to what you do, so you can turn that empathy into action and actually act upon your caring, which we call compassion, so, it really changes you in a way, that normal, traditional story-telling doesn't, so, I think that having voices and characters that are different, in front of the screen, and also, behind the screen are really important to create role models and different perspectives for all the people out in the world. >> And these are movies that are targeted at kids, children, but do you see a future in which, where there is more targeted at adults, for VR? >> Absolutely. The funny thing is, in the beginning, the VR distributors didn't think that people would want our VR animation, because they're like, "Oh, it's just going to be these hardcore boys "that just love to play games. "Are they going to want this animation?" and VR is targeted towards adults, that's why they were surprised and we were surprised when "Invasion" became the number one downloaded VR experience. It shows that the audience for our content is from little kids to grandmas and everyone in between and that's probably why it became the top downloaded experience, is because it's universally appealing and has themes that are appealing to just, every single generation, so, absolutely, but for VR to become mainstream, there needs to be more universally appealing content. Right now, the content tends to be for games, like parkour games, as well as documentaries, which are two amazing pieces of content for this medium, but for it to become mainstream, we need more universally appealing content and I'm excited about, right now, it's a new industry. This is when minorities and women in particular, can enter the space and help shape the voices and the direction of the industry. >> That is exactly where I wanted to go next. So, let's talk a little bit about Baobab Studio. It's not that old and VR is not that old and so, why are there more opportunities, would you say, for women, and minorities? >> Well, if you look at traditional animation in the traditional entertainment fields that's a very mature industry and to break into that industry, you have to either have lots and lots of money or unfair distribution advantage, but VR, there's technological disruption, which means nobody has an advantage at all, means it's a level playing field and everybody can come in and start something, so, this is a perfect opportunity, when there's low barriers to entry of coming in, for women and minorities, anyone who wants their voice heard, to start companies or to make experiences and we can set the groundwork, because there's no one telling us what we can and can't do, because no one actually knows what we can and can't do yet. >> Right, right, but yet you are still of a female, asian figurehead of a studio, that will hopefully, someday be a major studio. You're working on it, but do you find that people take you as seriously in Hollywood? I mean, what are you coming up against? >> Well, it's really interesting, because I heard for even fundraising is one of the hardest parts of starting a company and there was a Stanford Research Study that showed that if you took a deck, a pitch deck for a company and you had a male voice-over versus a female voice-over the male voice-over was, I don't remember what, it was like 50% more likely to get funded than the woman with the same exact pitch deck, so I knew from that and they also show that if you are married and wear a ring you're taken more seriously, or if you're less attractive, also, you're taken more seriously and my hypothesis and some of the hypotheses out there, is it takes away the whole entire female attraction thing, like what does it mean to be an attractive female, so, I had to go into the meetings, knowing this. I even considered wearing a ring. I considered wearing a paper bag over my head. >> A bag over you head. Exactly, exactly. >> But at the same time I felt that I need to be myself and the best thing to, there's a correlation between the perceived leadership and confidence, that I needed to just go in there and be confident in myself so, I knew that, that could work against me, but I just needed to be myself, but I had to make sure that I was really confident and really believed in what I said and honestly, besides being confident and aggressive, I also, felt comfortable, because a lot of the people I talked to, I knew from my network and I had many of my male friends and female friends who knew these VC's, do the initial introduction, so I felt more comfortable going in, for them already knowing that I had somebody else saying that I was awesome. >> Yeah, and you've had many mentors and sponsors along the way too. >> Absolutely, I would say it's one of the most important things, for my career from the very beginning. When I graduated from business school, I actually emailed my mentors and said, "Here are the things I care about for finding a job." I didn't have to go find any jobs. They actually found all these jobs. for me, set up informational interviews, for me and I just went in and did it, all the informational interviews, got the offers and just choose one of them that I wanted to be in but, even for starting my company, my co-founder, Eric Darnell was a write and director of all four "Madagascar" films and I got introduced to him, through my mentor, Glen Entis who is the co-founder of PDI Dreamworks Animation and he was my mentor through Zynga and then, Gen Entis introduced me to Alvy Ray Smith, who is the co-founder of Pixar, who also became our advisor, Alvy Ray Smith, then introduced us to Glen Keane, who is the animator for "Little Mermaid", "Alaadin". >> The power of networks. >> It was all through the network and through my mentors that I found, a lot of the opportunities that I have and they also helped my through my personal life and how to navigate being entrepreneur and I rely on them so much. >> So, beyond finding the right mentor and sponsor what else would you give, your parting words to the young Maureen fans out there? >> I think there's a tendency for society to pressure you to conform, to money, fame, beauty and you don't need to listen to that and you don't need to be bucketed. I designed my own major at Stanford and with an eBay, I took four different roles. I just kept on creating my own roles and refusing to be bucketed as a creative or a suit and you can be who you are and create a category onto yourself and so, don't feel pressured to listen to what society is telling you. The other thing, is if you are faced with pushed back for being promoted and you feel like it's maybe because you're a woman, we have a tendency as women to start blaming ourselves and thinking there's something wrong with us, versus research shows men are most likely to blame the system, don't let it affect you and bring you down, because you need to actually be confident and believe in yourself in order to rise above. >> Great. Great advice. Maureen, it's been a pleasure having you on the show. Thanks so much. >> Thank you. >> And best of luck to you. >> Thank you, so much. >> Hope you win another Emmy. >> Thank you. >> Come back and talk to us again. >> Thank you. I'm Rebecca Knight, we'll have more from Grace Hopper, just after this. (techno music)

Published Date : Oct 12 2017

SUMMARY :

brought to you by SiliconANGLE Media. She is the CEO and co-founder of Baobab Studio, because you just won an Emmy. so, tell us a little bit about invasion. and you are actually a bunny too, Well we cannot wait to hear. and so, it gets you to care about these characters, and the direction of the industry. and so, why are there more opportunities, would you say, and to break into that industry, I mean, what are you coming up against? and they also show that if you are married and wear a ring A bag over you head. and the best thing to, and sponsors along the way too. and I got introduced to him, and how to navigate being entrepreneur and you don't need to be bucketed. Maureen, it's been a pleasure having you on the show. Thank you.

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Tony Parisi, Unity Technologies | Technology Vision 2018


 

(click) >> Hey welcome back everybody, Jeff Frick here with the Cube we're at the Accenture Technology Vision event 2018. The actual report comes out in a couple of days. We're here at the preview event. A couple hundred people in downtown San Francisco. A lot of demos of AR and VR downstairs. It's really a center kind of highlighting the top trends that they've surveyed their community and we're excited to be here to be joined by one of the experts. He's Tony Parisi, on the Cube a long time ago we looked at 2013 amazing. He's the global head of AR and VR for Unity technology. Tony great to see you again. >> Good to see you. >> So uh, so you've been on this AR VR virtual reality thing for a while. Amazing development in this space. >> I've been working in the field for a couple decades now in one form or another and it's just been great to see with the resurgence of virtual reality. And we had experiments 20 years ago trying to turn this into a consumer ready technology. Really wasn't ready yet. With the advent of oculus and some of these other technologies, we've seen something that a consumer could afford that enterprises can afford in large numbers. You know, some thousand dollar piece of hardware connected to a personal computer that's a few thousand dollars that can drive amazing VR experiences. These same kind of immersion techniques brought into a phone where you can take a smartphone and just look through it like a magic window into this extended reality where you're seeing 3D graphics that persist in the environment around you. And these are all working toward the future where we're going to have all this 3D amazingness. Digital magic in front of us. And it's just incredible to see how far we've come in all these years and how it's just about to be both consumer ready and be deployed into businesses for all kinds of different productivity opportunities. >> Yeah it's interesting >> Amazing - that a center role them all up into one. They went with the extended reality. Cause there's a lot of confusion, is it augmented reality, virtual reality you know, how much of it is virtual stuff overlayed to reality, how much reality is brought back into the virtual space. But at the end of the day it's a lot of blending. It's going to depend on the application. >> Definitely depends on the application. If you just take marketing terms and put them aside because everyone's got their own talking about this and agreed there's a little bit of confusion right now. If you just look at the common element, it is 3D graphics. It is graphics that represent objects, environments, places, people in a way that's much more realistic. It's much more intuitive for an enuser to grasp that touches us in our brains, in a place that a flat screen doesn't so that we remember it better, or learn it more effectively. That's what all of these different techniques have in common. So, you know, call it what you want. Accenture's rolling forward with all of that. My company Unity's supplying the core technology to power all of that across 30 platforms and you look at the whole industry. Game platforms, which is where we were born. And now in the VR and AR it's you know, a dozen platforms at least that look like they could be viable. The common element for anybody who's developing is that it's 3D graphics and they're going to make investments in certain kinds of software, certain kinds of application design and techniques and knowledge that's going to transfer among all of these different kinds of hardware platforms. Because we know at the end of the day there'll be a handful there will be 3 or 4 that end up dominating just like in any other part of the computer industry with any other digital technology. So, you know we're moment because it's so early where the technology um, we don't know how to talk about it yet. But I think if you look back, probably the same thing was true of mobile and the PC at the time if you were in the middle of it. - Right >> People call it the PC, or they called it the internet, or they called it the web, or then they called it mobile or a smartphone. You know, there's just all these terms for it but that, you know, that'll be in the the rear view mirror in a couple years. And we'll just all take this for granted as, oh there's 3D stuff now in front of us. Or there's a 3D place I go into in a VR headset. >> Yeah even we were at Baobab Studios last week and, you know, even in entertainment right? Early early television replicated just a stage right? And early movies replicated just a stage before they figured out what they could do with the medium. Same thing here and it's interestingly common, how much is interactive kind of game-like. How much of it's narrative storytelling like a movie. And he's like, don't think of it that way. It's a completely different medium with a completely different opportunity to tell stories, to do things in a completely different way. >> One hundred percent. That team at Baobab is amazing. They use Unity a lot to create their experiences. And they're the first to tell you, we don't quite know what it's going to look like in a few years. We're trying lot's of things, we are going to start from some, you know touchstones, some places we already know. Game design, linear storytelling. But this is a different beast and we don't know what we're going to get. Baobab is a great example of a company that's not afraid to experiment. They're going to try and put you, I mean, what they do is they make Pixar kind of quality, high production value animated content like a Pixar movie but you're in it in VR. You can look all around, you can see the entire action unfolding around you. And more than that, they've made you a part of the story. They make you a character. Usually a secondary character. So the whole burden is not on you as the viewer to have to figure this story out. But someone who can help the story along so you feel fully involved. And if you play that forward, if you think about where that's going to go in a few years, we may be the folks who are making the stories up. I mean, it starts with just kind of being a secondary character, but as we learn this as users, as we learn how to do this, we may start making the stories up and being a much more active part of it. But, somehow still having that sweet spot where we're giving the director and the content creator the final say in sort of how this world is being created. Uh, Brett Letter the famous director did Lawnmower Man if you know his work in a 90s work in a movie about VR. He's back in the world here also doing VR again. And he likens this to world building. He thinks VR creation for entertainment is much more like creating a Disney theme park. A world that you can inhabit and be part of and have fun for hours, days at a time versus telling one story from start to finish. So I mean, think about it what's going to happen in the next couple years. It's mind blowing where this could go. And we really don't know, none of us could predict. >> So you're deep into it Tony. I wonder if you could share a story of maybe some applications that you're seeing in production or kind of in development. Where people are not thinking, you know, men like me obviously we know entertainment, we know games, we know some of the industrial stuff like walking a shop floor and seeing the RPMs of a machine. But what are some of the applications that we don't know that you see coming down the pipe. >> Well if you just think about take one industry, like the auto industry. Right? I think you can imagine like you said if you're somewhat versed in this. The idea that you could use virtual reality to design a car instead of what they do today which is they use some 3D design packages but they still build a physical prototype of the car out of clay and, you know, companywide a Ford, or a Volkswagon, or a company like that will spend millions for every new car building these physical prototypes. They want to replace that with purely digital and virtual processes at some point which is going to save them a heck of a lot of time and money and materials cost. Right? But now you just take that one example and you take that car design and do the entire life cycle of that car to when it's assembled, manufactured, you can train people in VR how to do that. When it's getting rolled out onto a show floor, to people who are selling it. All the way to when that car is a self driving car that you put somebody into and they get in the cabin of that thing and the cabin because there's no driver in there, you now have a lot of room in there. Right? It's an entertainment center. So these kind of augmented and virtual reality technologies could potentially touch every phase in the lifecycle of not just the development, but the deployment, and the ongoing operation of a motor vehicle as we know it. So that's going to radically transform things sometime in the next 5 to 10 years. >> Alright Tony I'm going to let you go, the party's underway. We got the autonomous robots are playing in the band. In 5 years from now we can't wait 5 years because I don't even know what's going to be here. >> I hope we do this again. >> It'll be crazy different. - Well in advance of 5 years from now. >> So thanks for talking with me a few minutes. Tony Parisi, Jeff Rick, you're watching the Cube from the Accenture Technology Vision 2018. Thanks for watching. (upbeat digital music)

Published Date : Feb 14 2018

SUMMARY :

Tony great to see you again. Amazing development in this space. And it's just incredible to see how far we've come in all virtual reality you know, how much of it is virtual stuff And now in the VR and AR it's you know, a dozen platforms you know, that'll be in the the rear view mirror in a couple you know, even in entertainment right? So the whole burden is not on you as the viewer to have to that you see coming down the pipe. of the car out of clay and, you know, companywide Alright Tony I'm going to let you go, the party's underway. - Well in advance of 5 years the Accenture Technology Vision 2018.

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Michael Biltz, Accenture | Technology Vision 2018


 

(clicking) >> Hey, welcome back, everybody, Jeff Frick here with theCUBE. We're at the Accenture Technology Vision event 2018. It's the preview event. The actual report will come out in a couple days. We're excited to be here and get a preview. About 200 some odd people downtown San Francisco and it's exciting times. There's a survey that goes out to thousands of executives, of really what are the big themes for 2018? We're excited to have one of the authors of the survey, Michael Biltz. He's the managing director of Accenture Technology Vision. Michael, great to see you. >> It's great to have you in here. >> So how long have you been doing these Vision-- >> I think I've been doing it for the last 10 years. >> 10 years? >> It's a long, long time. >> So 2018, things are moving, I can't believe we're already 18 years into this new century. What are some of the surprises that came out this year? >> I mean, I think the biggest surprise is how onboard everybody is with the technology transformations we're going through. We've been talking about this need for companies to really become this digital business for so long that it was really surprising that this year, nobody's talking about that. It's all assumed. And so now, companies are really starting to take that bigger look at how they're changing their industry, how they're embedding themselves into peoples' lives, and more and more, they're starting to talk about what are their real responsibilities to society as a whole, if their businesses, their technology, their services are actually going to start changing the way that people live. >> Yes, it's pretty amazing, and also really changing the way people interact with businesses. I mean, it's been happening in banking for a long time, where, you know, kids don't go to branches. They don't even know what a branch is. They hardly know what cash is, much less an ATM, or the neighborhood trusted banker. >> No, and the funny thing is is that it's intentional, is that when we started looking at the survey, what we found was that there was a remarkable shift that big companies, so think Global 2000 companies, they actually believe fundamentally that they are going to be competing based off of trust. And so they know that if they don't have the trust of their employees, the trust of the government, the trust of all of their consumers, is that all the things that they want to do they're not going to be able to do, and so they're really starting to employ this with how they act and interact with everybody. >> Right, it's funny how the market really drives the values, 'cause the other one obviously is increasing diversity, social responsibility. That's really being driven, well hey, it is good business, but it's not so much top down as bottom up not only for the customers, but those same customers that you're trying to employ, as these younger kids are coming into the work force. >> That's right, I mean, everybody's starting to read the label of companies, is that-- >> I love that. >> They're fundamentally actually looking at not just what they're producing, but why they're producing it, what the ripple effects are, and how it's going to affect things at larger, and companies are taking notice. >> That's funny you say, "Read the label." I sat talking to Michelle Dennedy, from Cisco, she's their chief privacy officer. And she was comparing the GDPR to kind of when they enacted labeling on food, right? Before we didn't know what was in the food, we just kind of trusted, suddenly the law goes into effect, there's a lot of things that have to go into place, kind of of a pain in the butt, but, at the end of the day, it's a much better and much more trusted open information flow. >> No, it definitely is, but I think there's a difference between what's happening now, versus what's happening then, is the reason that everybody's so concerned about it now is 'cause it's personal. Is that there are machines in your home that have a potential to listen to you. You cars are making decisions on braking that are going to determine whether you're going to get into accidents, and so, this connection the companies have and they want, to get your data, understand who you are, and push things to your goals, those are the same things that are causing people to really stand up and pay attention, and it goes whoa, I have to actually understand why they're doing this, and what they're going to do with it, and honestly, it's making for not only better products, because they have more information, but it's making for more socially conscious companies. >> Yeah, but it's interesting, right? Because when people start collecting data for a certain purpose, they might not know other uses for that data down the road, so it's kind of a tough situation when you don't really know what the purposes of that data might become. >> No, that's right, but I think that's the real positive note of what we're starting to see, there's obviously going to be bad actors, we're never saying that there are not going to be flaws, or people who are going to do the wrong thing, but we're at this really interesting point that companies know that if they can't get the trust, and the data to make those next set of products, that they're not going to be in business, and so they're policing themselves more than they have in the past. >> Right. There's this kind of interesting thing that's going on with all the automation, 'cause on one hand, it is a much more personal connection that you're going to have with a company. On the other hand, we want to drive as much software automation based on data as we can. If you look at the ad tech market as one of the more mature versions, you're starting to see some impacts of that, where it's kind of crashing into the social, things recently at YouTube, and Facebook, where, a technology platform is suddenly being looked at to have responsibility, has to do some type of monitoring, which then, of course, begs a whole 'nother question, as to, your tomato is my tomato, there's a whole free speech element-- >> Yeah? >> Well, so open that up to a much broader set of interactions, it's going to be interesting times. >> It is, and I think that's where everybody's coming to, is that, on one hand, you have this huge pressure around automation. It says, it's just going to be more efficient to have machines doing a lot of the things that these companies do in scale, but at the same point in time, is that the moment that you automate something, you change it. You change how you do your supply chain, you change how you provide medical care, you change the way the transportation system works, and the problem that people are running into, as companies, is that in order to automate, you have to have the people that are going to be comfortable with the change, that means regulators have to be comfortable with the change, your employees have to be comfortable with the change, and your consumers do too, and so now, that big picture of what you're looking at means that I'm not a product company anymore, I'm not a service company anymore, I'm actually shaping the whole market. >> Yeah, I want to dig into one thing, of your five trends that we're going to be talking about later tonight, and that's the extended reality. 'Cause there's a lot of AR, VR, there's so many Rs, and you guys just went with the big E. Rolls it all into one. >> You got to go broad, it's the end distance, yeah. >> But it's pretty interesting, 'cause there's a bunch of demos downstairs, we just the interview at Baobab Studios, he's trying to drive innovation around move-making and storytelling in VR, but it's really, I think, it's the mix which is really going to see the quickest uptake, and the quickest kind of eye delivery. >> It is, and we're super excited about this trend, fundamentally because, we're at this tipping point right now, is that we're finally getting to a point where you see big companies like GE are using it to rewire turbines, you see folks downstairs that are helping you to build new cars, to sell vehicles, and do a lot of new training things, and all of these things are real, happening now, but they beauty of it is that it's really just that first step to something bigger, where folks are talking about, as you said, what if I'm walking around and I could have any experience or any information at my fingertips, and that's got to big change from everything from education, to healthcare, to just how we live and interact with other people. >> Never-ending opportunity for a century, I don't think. >> No. (Jeff laughs) It is a really good time to be a technology company, and I think that's why we keep pushing every company to do it, is that this is just the beginning, every time we have something new, there's so much new opportunity out there, and there's so much opportunity to really make peoples' lives better, and so you got a potential to have it both ways, make money, and really help people out. >> Alright, Mike, well the autonomous jazz band is getting a little loud-- >> It is-- >> So I'm going to cut you loose and say thanks for taking a minute. >> Thanks for having me. >> Alright, he's Michael, I'm Jeff, you're watching theCUBE for the Accenture Technology Vision 2018. Thanks for watching. (soothing electronic music)

Published Date : Feb 14 2018

SUMMARY :

There's a survey that goes out to thousands of executives, What are some of the surprises that came out this year? and more and more, they're starting to talk about the way people interact with businesses. and so they're really starting to employ this Right, it's funny how the market really drives the values, and how it's going to affect things at larger, there's a lot of things that have to go into place, and push things to your goals, of that data might become. and the data to make those next set of products, to have responsibility, has to do some type of monitoring, it's going to be interesting times. as companies, is that in order to automate, and you guys just went with the big E. You got to go broad, and the quickest kind of eye delivery. and that's got to big change from everything It is a really good time to be a technology company, So I'm going to cut you loose for the Accenture Technology Vision 2018.

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Michael Smit, Ziva | Sundance Film Festival


 

(click) >> Well welcome to the special Cube conversation. I'm John Furrier with The Cube. We're here at Sundance Film Festival, Sundance, 2018, special coverage. All the top stories are obviously in the Intel Tech Lounge. All week's been our home base. We've been out on the streets getting the best stories, but one of the most biggest, compelling tech stories is the VR revolution is here. And the impact artist, the new creative. My next guest here is Michael Smit, who is the Chief Commercial Officer of Ziva. Welcome, to The Cube conversation. >> Thanks John, thanks, it's a pleasure to be here. >> You guys have a very impressive company. You're here at the Intel Tech Lounge. You're displaying Ziva. I saw a demo over there. You guys are bringing, I mean, really studio grade quality of animation, and integrated into storytelling. And this is not new for you. But one of the themes of democratization. So, you guys are a key tell sign in my opinion of where the developer, the creative developer market's going. Talk about what you guys are doing. And some of the big things you've done. I know you had some big films. Share a little bit about Ziva, and then we can have a conversation. >> Sure, sure. You know, we like to say, I mean, truly we believe in characters. And at the heart of our technology is character simulation technology. So, here at Sundance, you know, and Intel, we've been working with Intel for a while. They gave us an opportunity to be here. You know, when you think about stories. Stories kind of are driven by characters. And great characters make great stories. So, in our world, great characters are characters that are simulated through physics, and anatomical simulation to achieve levels of plausibility and reality. That previously maybe was only accessible to the very top, you know, budgeted productions. Or the very top VFX studios of the world. >> And what have you worked on? Just share some of the films that you've worked on. And some of the tech. >> Yeah, I'll give a background of the, where I guess the previous kind of, legacy of the technology comes from. But it's actually my partners, who are here with me, have a story record. They actually co-authored the software. You know, 10 years ago or so, that drove characters in titles like, Avatar, and Apes, and the Hobbit. James and Simon, I think they're on a, floating around back there. They've also got a Sci-Tek at home for the engineering work. And the vision here is that, you know, they did that work, and they were really motivated and enthused to do amazing work, amazing results, provide amazing results. They want to enable that same, and provide that same kind of functionality to small studios, big studios, game studios, independents, anyone who wants to tell a great story. >> And there's a huge tsunami. We've been talking at The Cube for the folks watching. Know that, I've been on this narrative around a renaissance in software development. Now we're seeing a renaissance in creative development. And we call that the new creative. Because an organic trend is brewing pretty fast. And used to be, not just Indie filmmakers, we're talking about kids, adults, creatives who are doing filmmaking things, in like virtual reality. And some of the successes that we're seeing, like Baobab Studios is one. They're having the hits around the characters. So, there's a thirst and a demand for technology for characters, but it's hard to build. This is an opportunity for you guys. What's your view on, on that trend? Are you guys going to be a supplier? Can I just use your technology to get characters? And where does this fit into the evolution of say, VR? >> Sure, I mean I touch on that concept of the new creative, because those who want to build and create amazing characters, to tell rich stories, tell immersive experiences. They don't want be, you know, like anything else in our life these days, like anything else that Intel is powering in our life these days. Automation of the simpler tasks should be a given. You don't want creatives to get hung up on, you know, trying to make your cheek look exactly the way it needs to look over 500 frames. When you want them to be making, bringing the story to life. So, our software basically automates a lot of the nuance of organic characters and properties. And the things that make us realistic. And I think it empowers and enables those creatives to tell the stories. >> And how can they tap into Ziva? Because I believe that you guys are on the cusp of something really big. A big trend that no-one's really talking about. And we come at it from a tech angle. So, we can see historically what happened with open source software. I mean 10% of the notional property in most big breakthroughs is the unique IP. 90% of it is reused software. >> Yeah. >> So, you can almost see these dots connecting in this new creative world. You guys seem to be at the forefront of that. Is that part of how people can engage with you? Is that a role you guys see yourselves playing? And, you know, how does someone get a hold of your technology? Do they buy it? Do you license it? How does it work? >> Great question, I mean yeah, we focus on software to make characters. And that's what our customers license from us. We license to studios, we license to Indies. We license to academics. We license to people who want to try it out for free. So, if there's a plug opportunity the url for the website is zivadynamics.com you'll learn a lot more about the company, about some of the work-- >> How expensive is it? I mean, just give a, can you talk about the number? Is it expensive, is it affordable? How does someone who's experimenting, might have their art and their storytelling vision coming to life, and might not have a big budget. >> Yeah so, the Indie licenses basically work out to about 50 bucks a month, per user to leverage the software. Which when you think about previous, maybe less robust implementations of this kind of thinking. We're limited, and we're at the tail end of multi-million dollar investments by huge studios. So, we think that's a pretty good value equation. >> Where are you guys located? Talk about your company, and culture. And what drives you guys. >> Yeah, we're located in Vancouver. You know, we're in one of the epicenters of a lot of creative work, and a lot of filmmaking. In fact, I mean, within a short radius of our studio, the number of game, and visual effects studios, it's amazing. So, you know, but our team's international, in fact, one of our team members is kind of mostly based in Wellington. Another one is actually working in Norway these days. We've got somebody in Los Angeles. So, we're kind of all over the place. And our customer footprint, we've got users in every continent, but Antarctica. >> I wish you could have come on the panel. But we were kind of sold out, we've got a small footprint here at the Intel Tech Lounge in Sundance. And the real theme is, new creative. So, I've got to ask you, in your view what is the new creative mean to you? >> The new creative is somebody who's curious, and they're not scared. They're not concerned with necessarily what it is that they're going to be making, or the media format they're going to be making. They're curious about what story they're going to be telling. And they're going to pursue anything. And they're not going to be shackled by artificial constraints. They're not going to be shackled by budgets that stop them. That make them take creative ideas off the table. They're going to pursue what they can do themselves. They're going to leverage technology in unique ways. And we're going to see some pretty amazing stuff happening. >> Yeah, and it's always, give them more time to work on their art, not worry about the scaffolding in the software to do it. >> That's exactly it. >> What's your take on Sundance this year? Obviously the theme, obviously VR here in the studio. But AI has been the Intel theme as well. We see AI as a critical part of automation. The role of automation in software to assist and augment, and give more opportunities for developers. >> Yeah, yeah I think it, again, it's people that have developed expertise. And we shouldn't look at AI and automation as something to be concerned about. We need to look at it as a tool. And it's to say well, how do I do the last mile? How do I the last 10% of what I do really good, and have all the other stuff kind of taken care of for me. >> Michael what's the hallway conversation, as you know, there's no hallway here in Sundance, it's more of this sidewalk. When you're out at dinner, when you're done here at Intel. When you're out on the streets with your peers, and colleagues, and meeting new people. What's the conversation like this year at Sundance 2018? >> The conversation at Sundance, I mean, it's a conversation that to me, just goes beyond where Sundance has been before. In that, and I think we heard it in some of the panels. But some of the emerging technology used to be like, the additive thing, like now let's go see what's next. Now it's just a part of the big story. And certainly the filmmaking has legacy. Has more experience. Has a lot of amazing stuff. There's so many amazing filmmakers. And amazing content coming out of this place this year. But it's just the variety, the diversity of everything that's happening is just blowing me away. >> Michael Smit with zivadynamics.com check out the website. I think this is a trend that you guys are on. I think the sooner we get to ease of use of the creative developer. Whether it's a filmmaker, VR, and, or, content and digital. They need characters. I want my avatars (laughs) >> That's right. >> Thanks for spending the time, appreciate it. >> Thanks John. >> I'm John Furrier here for The Cube conversation, Sundance Film Festival 2018. We are covering it on the streets. And also here, ground zero for us is the Intel Tech Lounge. It's been buzzing all week with immersive media, not just VR, really showing creative developers a new way to reimagine storytelling. Thanks for watching. (upbeat music)

Published Date : Jan 22 2018

SUMMARY :

And the impact artist, the new creative. And some of the big things you've done. And at the heart of our technology And some of the tech. And the vision here is that, you know, And some of the successes that we're seeing, And the things that make us realistic. I mean 10% of the notional property You guys seem to be at the forefront of that. about some of the work-- I mean, just give a, can you talk about the number? Yeah so, the Indie licenses basically work out And what drives you guys. the number of game, And the real theme is, new creative. or the media format they're going to be making. the scaffolding in the software to do it. But AI has been the Intel theme as well. And it's to say well, how do I do the last mile? What's the conversation like this year And certainly the filmmaking has legacy. I think this is a trend that you guys are on. We are covering it on the streets.

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Larry Cutler | Samsung Developer Conference 2017


 

>> Narrator: From San Francisco, it's The Cube. Covering Samsung Developer Conference 2017, brought to you by Samsung. (upbeat music) >> Okay, welcome back, everyone. Live here, in San Francisco, for day two. We're winding down day two of two days of wall to wall coverage, The Cube's exclusive coverage of Samsung Developer Conference. I'm John Furrier the founder, co-founder of SiliconANGLE Media (mumbles) the Cube our next guest Larry Cutler, co-founder and CTO of Baobab Studios. >> You got it right. >> And you're co-founder and CEO Maureen Fan was at our Grace Hopper event. >> Larry: Yes. >> Well thanks for joining us. >> Thank you for having me. >> So you guys are doing great. Love the story-telling, gaming, tech culture coming together here at Samsung. >> Yep. >> And seeing the future. The future, if you connect the dots, is augmented reality voice-activated, headphones that can be hacked and programmed and customized. You guys are doing some interesting things, you've got some good awards. Take a minute to talk about your studios. What are you guys doing, what's the aha moment for you guys. What should people know? >> So we at Baobab Studios, we're reinventing animated storytelling using VR. And so what we've, our aha moment was feeling that you could completely immerse yourself in the world in VR. And when we started thinking about well what is so special about an animated film, it's really about transporting you to faraway worlds, and making those worlds so real that you could like reach out and touch them. And then if you think about VR, that's kind of the same thing, where VR's promise is being able to transport you to incredible places and to make you really feel like you're in those worlds and you're part of those worlds. >> And to relax and chill a little bit too. >> Well relax and chill as well. >> Or entertainment or to be thrilled. >> So in our case we wanted to take all the experience that we have telling stories at places like Pixar and Dreamworks and apply that into this new medium. And so we found that VR is an incredibly powerful medium, and it really is one that's unlike film and unlike games. So, you're talking about bringing together the expertise of people from films, and people from games. That's critical to what we're doing, and yet at the same time, the experience is something that's totally different. >> Yeah we were commenting with some of our guys in our office how Twitch was experimenting with using the comments to drive the game behavior. You start to see new kinds of game systems develop around the storytelling as more of a behavioral dynamic, not the boring game I figured out, or the multi-player game with my same friends, or whatever that's going on, you're seeing a whole new level of creativity going on, one. Two, the other question is how much does it cost to make these things, 'cause Dreamworks and these guys are spending a lot of dough to do animation. >> Larry: Yes. >> I mean it's not cheap, so how do you guys crack the code on keeping it low, not low-budget, but low-cost and also intelligent is that the secret sauce? >> Yes well that's certainly super important for us. You know we're a start-up company, so obviously we need to be able to have a pipeline that if we run efficiently and you know for us, I think what we've done is we've brought together some of the best people, you know. So we've hired our friends, we've hired people who are really experts in the field, and we're really creating a next-generation VR platform so that we can actually create these animated experiences, be able to experiment in this space. You know, sort of try out different techniques and storytelling methodologies and at the same time do it in a way that we can, you know, sort of experiment as much as possible. >> John: Talk about some of the awards you guys had, I mean, you guys done some things. Share some of the accolades you've gotten. >> Yes, so, I mean what's amazing is that we started with our first piece of content Invasion!, and we premiered it last year in April at Tribecca Film Festival, and it's really gone on to, first of all, from a consumer standpoint, it's one of the most popular downloaded pieces of content on all the VR platforms, and at the same time it's been shown at a number of different film festivals, and it recently won an Emmy, so we're very excited about that, and, you know, what we realize is that audiences just fell in love with this bunny character Chloe. So Invasion! is this story about two aliens that try to take over Earth, and they're thwarted not by humans with powerful weapons, but by cute little woodland creatures. In the first episode in Invasion! they're thwarted by this cute little bunny Chloe, and what happens is that at the very beginning of the piece, Chloe like hops up to you, and if you look down you're a little bunny in the scene, you've got bunny legs, you can hop around. And audiences, you know, the viewer just reacted in ways that you would never do in a film, like people are waving at Chloe, a lot of people reach out and try to pet Chloe, a lot of people mimic what Chloe's doing, and in short people are just treating Chloe as if she's real. And it made us realize that there's something really powerful here that is really worth kind of leaning in and digging deeper into. >> And what was the next step after that, so you went what you went, some development, was it the game, was it the character development? How do you double-down on them, I'm just kind of curious on thinking about how the, on the thinking behind it. >> It was really interesting because we, in Invasion! we were kind of the first to make you a character in the story, but at the time there really weren't hand controllers, or any of the devices so that you could actually really have sort of a more like increased role in the story. And so at the same time, people really felt that they were front and center, and they felt this sense of protecting Chloe from the aliens 'cause you're placed right in the center of the story. And so with Asteroids! when we started, we just wanted to dive deeper into that idea of you playing an active role in the story. And so in Asteroids! we focused on the two alien characters Mac and Cheez and their relationship, and you're a helper robot on the ship, so you have. >> So how do I get involved and get these stories, do I have to have a VR kit? So I don't have, I haven't bought anything yet VR-wise, so for me, how do I engage with you guys, what do I do? Do I buy Oculus Rift, or certain headsets? >> So our stuff is meant to be available for everyone. We really want to have as many people be able to see our content as possible. And so first of all, if you have a VR headset of any type, our, Invasion! is available on all those platforms, so that's the high-end headsets like the Rift and Vive, the PlayStation VR for Sony, as well as if you have a mobile phone like a Samsung phone, you can plug it into your VR. At the same time, we also have a Baobab Cardboard app, so you don't even need to have VR to see our product. So you just get an IOS or Android app, a Baobab app. >> So I'm in the market to buy a headset, I'm not price sensitive, what should I buy? What would you recommend? (Larry chuckling) >> Well there really are so many options, so you know obviously at the high >> John: What would you get? >> Well at the highest end, you know, getting a Rift or Vive really gives you the full VR experience because it's really tracking your position and orientation so you can actually walk around a space, the characters can react to you in believable ways, and it's all happening in real time. And on the other hand, the Sony PlayStation VR's are really affordable if you've got a Sony Playstation, you just buy the PSVR headset, you plug it right in and you're ready to go. I'm really excited looking forward to a world where you're not tethered to your computer, and so it's really exciting to see these stand-alone headsets that are going to come out that basically there's no tethering to a computer and yet you have that same inside-out tracking so that >> And this is the Samsung vision, right? The Samsung vision is to use their displays. >> Yes, exactly. See right now what you have, which is, which is already really exciting, is you take your Samsung phone, you plug it into a Gear VR, and the one thing that's missing is that you're not able to track both the position and orientation of where you are, and so the next generation headsets are going to have that. And the experiences will be much higher feeling. >> Alright cool, so then I, I'll actually download all of this stuff. So as the CTO of the venture, your job is to kind of look over the landscape. You have to have the 20 mile stare of the future, not screw it up, but you've got to win the present. >> Larry: Yes, we're all about being able to deliver in the present and look forward to the future. >> And that's the key, and you have that unique skill as an entrepreneur. What are you guys doing now technically and with the product, what are some of the key things that people should know about, because I mean I look at the CG and the animation world, and you see the Moore's law kind of coming that way, right, so you go wow, as someone with a live video, I would love to have a bunny and the cube set right here, right? So we see a future where I want to immerse myself with characters, not just stickers. >> We of course see that as well, so you know, obviously. >> John: Is expensive I mean it must be, 'cause in the old days what, you had the artists, monster storage, tons of compute, what's it like now? >> Well we're a really small start-up company, so we are not a, you know, 300 person organization that is producing a full animated film. We're a small team of artists and engineers working together in the same way that we had that same excitement in the early days. I started my career at Pixar in some of their earlier films, and it was that same >> John: Power work stations, you had that high-end gear. >> Yeah so it was that same excitement in those early days, like we just had to figure out like how are we going to actually create this shot, how are we going to like, you know, build this character, how are we going to like finish this on time. And we have that same exact excitement in the office. >> When were you at Pixar, were you there for the Toy Story kind of thing? >> Yeah, so I worked on the Toy Story films, and A Bug's Life and Monster's Inc., and then I went over to Dreamworks and headed up all of their character technologies on their various films. >> Okay so you guys do anything different than those guys, or are you guys more focused more simple? >> Yeah, I mean what's interesting is that this is really a new medium and it's a new skill set, because what's happened is that you are part of the world, and for us the thing that's most exciting is that by you being a character, first of all, the other characters are not just able to have, you know, sort of high-quality animation, but they're able to react to you, and so there's there A. a number of technical innovations that you need to overcome so that we can have that same high-quality character performance that I would expect from a Pixar or Dreamworks film happening, running in real time at 90 frames a second on my headset, and at the same time also be able to have those characters react to you and respond to what you're doing. And you know, so we've scratched the surface on that. So one of the things that's really interesting is how two people will actually have all these subconscious communication cues, you know, whether it's eye contact or whether it's two lovers sitting across the table and mirroring each other's behavior, that's the type of thing that we can add into our animation. And at the same time, we have stories where depending on what you do, whether you choose to participate or not, that actually affects the outcome, and affects the way that characters respond to you. And so having much smarter character performances is certainly one area that I think is really exciting. >> And that's going to be interesting for you guys because you have some structured ways to do that, and then some unstructured ways to do it with community data, machine learning, and then you can use bots in a way to help you get data, but you almost could have character developments be dynamic. >> You definitely could, and you know for us I think the thing that is always the biggest point that we come back to is story. And so on one hand we want to tell one story that's really told well, not ten different stories, and on another hand, because you're part of that story, depending on what you do, that's actually going to affect how the characters respond to you, and that could be in a really nuanced way, and so, you know, building up AI systems, and building up the smarts so that you can actually have that type of response, and yet still feel like these characters are alive and breathing. >> Well the Chloe example on Invasion! is great example, you'd love to have that automated, so when you see those magical moments, the story could evolve, you can kind of give it that programmable policy-based taping. (John laughing) >> Yeah exactly so you know, so this is the type of thing. >> We're geeking out here on the set, Larry, great to have you on, super informative content, and I love the world you're in, I think the world's changing, I think you're going to see some interesting dynamics coming, you certainly have the historical view, Pixar and Dreamworks, old school, if you call that old school. >> That's right. >> Now the new school's coming in, certainly AR looks good too. >> Yeah, we're really excited about AR as well. When we think about stories, you know, VR is about transporting you to a different world and having a story take place there. AR is about the characters being alive in your world, both are really exciting. >> Have you seen the Magic Leap demo? >> Larry: Yes, yeah. >> What's it like, can you tell us? >> I'm not allowed to tell. >> John: Is it good? >> Yes, yeah. >> So it's worth half of another half a billion, oh I can't wait. >> That I can't say, you know. I can't comment on their business, but. >> It's a freaking award chest. >> I think there's a lot of exciting things you know, AR. >> They must have a killer demo, I want to find out, I want to see this demo. Magic Leap, I want to to see your demo. All seriousness, great to have you on, and certainly come down to our Cube studios. I want to follow your story, I think you guys are on the cutting edge of a new user experience that's going to bring computer animation, computer graphics, into a new persona as a storytelling, so congratulations. Larry Cutler, how do you say the. >> Baobab. >> Baobab, B-A-O-B-A-B Studios in Redwood City, California. It's the Cube live coverage from Samsung Developer Conference, I'm John Furrier, more after this short break. (peppy music)

Published Date : Oct 20 2017

SUMMARY :

2017, brought to you by Samsung. I'm John Furrier the founder, co-founder And you're co-founder and CEO Maureen Fan was So you guys are doing great. What are you guys doing, what's the aha moment for you guys. to incredible places and to make you really feel like you're And so we found that VR is an incredibly powerful medium, and these guys are spending a lot of dough to do animation. that if we run efficiently and you know for us, John: Talk about some of the awards you guys had, And audiences, you know, the viewer just reacted in ways so you went what you went, some development, or any of the devices so that you could actually really And so first of all, if you have a VR headset of any type, the characters can react to you in believable ways, And this is the Samsung vision, right? and so the next generation headsets are going to have that. So as the CTO of the venture, your job is in the present and look forward to the future. And that's the key, and you have so we are not a, you know, 300 person organization how are we going to like, you know, build this character, and then I went over to Dreamworks and headed up all to have, you know, sort of high-quality animation, And that's going to be interesting for you guys and so, you know, building up AI systems, the story could evolve, you can kind of give it great to have you on, super informative Now the new school's coming in, When we think about stories, you know, So it's worth half of another That I can't say, you know. All seriousness, great to have you on, It's the Cube live coverage from

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