Category Archives: Entertainment

Entertainment Tech Trends You Need to Know

Image result for top entertainment trends 2018

Virtual Reality

What is it?
A three-dimensional environment the user can experience and interact with through a specialized headset and controller.

Why is it important?
Virtual reality could be the next big thing, especially in videogames. It creates a much more immersive environment than playing on a two dimensional screen. Other entertainment industries are also exploring how to capitalize on the technology, bringing customers into worlds they create.

Who’s doing it?
Facebook-owned Oculus is making both a PC-centric headset (the Rift) and a mobile one in conjunction with Samsung (Gear VR). Sony, meanwhile, is at work on a headset for the PlayStation 4.  Valve Software and HTC are working on Vive.

High Dynamic Range

What is it?
A richer visual experience providing greater contrast — with bolder highlights, brighter colors and a more lifelike image.

Why is it important?
4K TV may take off, but you have to be very close to the screen, or watching a huge TV, to notice the difference. HDR screens are brighter and offer crisper images. The improvement in image has been compared to the shift from standard definition to HD.

Who’s doing it?
Dolby and Technicolor are both working on HDR transmission formats, with Sony the latest to sign on to Dolby’s solution. Sharp, Samsung and Vizio are incorporating the technology into their sets. Dolby is also rolling out HDR movie projectors, bringing the picture upgrade
to cinemas.


Real-Time Cloud Rendering

What is it?
Utilizing cloud computing, with its near limitless power,  to create high-resolution images in little to no time.

Why is it important?
Budget constraints have always kept independent filmmakers from offering effects on par with big studios. Cloud rendering can level the playing field.Major studios could cut visual effects costs as well once computing horsepower becomes a service. The technology can also be used to render extremely complex game images on mobile devices that lack onboard computing power.

Who’s doing it?
Atomic Fiction’s Conductor is leading the charge in visual effects; it helped with the visual effects for Robert Zemeckis’s “The Walk” (pictured). Microsoft is focusing on the videogame applications.


Light Field

What is it? 
While traditional photography captures the color and intensity of light, light-field devices also capture the direction of photons. That allows the photographer to shoot first and choose focus, aperture and other settings later.

Why is it important?It could significantly reduce the cost of film shoots. Rather than requiring multiple camera assistants to do different focus pulls, the camera can capture them all at once. Additionally, with true light-field video, audiences will some day be able to move around and through recorded scenes going beyond Virtual Reality.

Who’s doing it?
Otoy and Lytro both offer light-field capture devices. And graphics company nVidia is researching the field as well.

New trends in mall entertainment for 2018

Entertainment technology has shrunk time and space over the centuries, preserving performances for posterity and allowing them to be seen far away from the performance venue. The next generation of tech promises to deliver to audiences ever-more-lifelike screen images, to give filmmakers and shutterbugs alike more flexibility at less cost, to take audiences to places they could never go — and even to change the way audiences perceive reality in real time.Anyone who has observed the entertainment market within international shopping centres would be able to notice a major change in shopping mall entertainment, particularly in the last couple of years. Many malls around the world have raised the level of their event campaigns to meet their customers standards. We believe that mall event planners are tired of over-used acts and shows. Booking entertainment just for the sake of booking entertainment is what leads to the worst impressions.

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Creativiva specializes in producing customized entertainment solutions for shopping malls. Based on our 13 years of expertise and collaborations with more than 100 shopping centres worldwide, here are the new trends in in mall entertainment for 2018.

THE DISNEY EFFECT

Last year, Disney announced a great lineup of Films for 2018. Amongst them are “The Jungle Book” and “Alice Through the Looking Glass”. Creativiva has prepared fascinating new stage shows “Jungle Book Live” and “Alice in Wonderland Live”that feature handmade high-quality costumes, cirque-style makeup, multi-genre style of dance and acrobatics, aerial acrobatics and circus acts, and Broadway-style acting and singing. These colourful shows will be a hit of 2018.

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Alice in Wonderland Theatrical Show

STYLISH AND INTERACTIVE ART INSTALLATIONS

High-end shopping malls are always on the lookout to offer unique experiences to their customers. Creativiva has access to stunning and engaging art installations that will become your main social media asset, and the centre of the attention in your mall Atrium!

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Art Installation

THE OLYMPIC GAMES

This summer, Rio will host the largest sporting event on the planet. From impressive sport-themed shows, to unique Brazilian cultural events, malls around the world will celebrate the occasion with unique performances. Let Creativiva design your very unique Olympic Games campaign and bring unique entertainment in your mall.

Top 8 Las Vegas Entertainment and Gambling Trends

1. Attended Any Show

Of those who visited Las Vegas last year, 60 percent attended a show, the lowest percentage over the past five years. The high point during that span was 72 percent in 2008.

2. Show Goers Who Attended a Lounge Act

That was 73 percent in 2011, highest since 74 percent did so in 2008. The low point was 64 percent in 2007.

 

3. Show Goers Who Saw a Big-Name Headliner

Only 17 percent made that claim in 2011, but that was only a tick below the 18-19 percent range from the prior four years.

4. Show Goers Who Saw Comedy Performers

2011 was an off-year for comics, as only 11 percent of show goers attended their performances. That was down substantially from the 21 percent who attended such shows in 2007.

5. Attended Other Paid Attractions

Among visitors to Las Vegas, 18 percent paid to see other attractions last year. That was slightly better than the 16 percent who did so in 2009 but somewhat below the high point of 22 percent in 2007.

 

6. Gambled During Their Visit

That claim was made by 77 percent of visitors in 2011. That was the lowest percentage in five years, with the high point of 85 percent coming in 2008.

7. Average Gambling Budget Per Trip

Visitors to Las Vegas last year set aside $447.63 for gambling, also the lowest amount in five years. That was substantially below the $555.64 budgeted in 2007.

 

8. Proportion “More Likely” to Visit Las Vegas Despite Spread of Gambling Elsewhere

Only 27 percent of visitors to Las Vegas in 2011 indicated they would be more inclined to visit the city despite the growing number of places to gamble in other communities. That also was the lowest response in five years, substantially below the 48 percent in 2007 who said they would come to Las Vegas even with more gambling opportunities elsewhere.