Cineplex AR Build for REVISIONS Cc2015.Indd
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AIF 2017 03 27 Final.Pdf
TABLE OF CONTENTS Page .......................................................................................................................... 1 ......................................................................................................................................... 1 CORPORATE STRUCTURE ....................................................................................................................................... 2 GENERAL DEVELOPMENT OF THE BUSINESS .................................................................................................... 3 History of the Corporation ........................................................................................................................................ 3 Recent Developments ................................................................................................................................................ 3 2016 Key Business Initiatives ................................................................................................................................... 4 BUSINESS OF CINEPLEX .......................................................................................................................................... 7 Cineplex Revenues .................................................................................................................................................... 7 CINEPLEX’S BUSINESSES AND STRATEGY ......................................................................................................... 9 FILM -
2018 First Quarter
2018 First Quarter As of March 31, 2018 Contact/Inquiries: Communications and Investor Relations E: [email protected] Diversified Entertainment and Media Company © Cineplex Inc. Not to be distributed, reproduced or used without permission. 2 Corporate Strategy • Continue to enhance and expand existing infrastructure and expand Cineplex’s presence as an entertainment destination for Canadians in-theatre, at-home and on-the-go; • Capitalize on our core media strengths and infrastructure to provide continued growth of Cineplex’s media business, both inside and outside theatres; • Develop and scale amusement and leisure concepts by extending existing capabilities and infrastructure; • Drive value within businesses by leveraging opportunities to optimize value, synergies and data across the Cineplex ecosystems; and • Pursue selective acquisitions and opportunities that are strategic, accretive and capitalize on Cineplex’s core strengths. © Cineplex Inc. Not to be distributed, reproduced or used without permission. 3 Film Entertainment and Content Theatre Exhibition • Theatre Food Service • Alternative Programming • Digital Commerce © Cineplex Inc. Not to be distributed, reproduced or used without permission. 4 Box Office Market Share CINEPLEX BOX OFFICE MARKET SHARE IS THE AS OF MARCH 31, 2018 LARGEST AND MOST SUCCESSFUL MOTION PICTURE Landmark 10.5% EXHIBITION COMPANY IN CANADA Cineplex 77.2% Other 10.1% 163 1,676 Guzzo 2.2% THEATRES SCREENS Source: Rentrak © Cineplex Inc. Not to be distributed, reproduced or used without permission. 5 Box Office Revenue BOX OFFICE REVENUE $ MILLIONS $716 $730 $734 $675 $685 $645 $599 $582 $581 $511 77.0 $489 73.6 74.6 71.2 72.7 70.0 69.0 70.4 66.1 63.5 61.1 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 Attendance (Millions) © Cineplex Inc. -
Spatial Design Principles in Digital Animation
Copyright by Laura Beth Albright 2009 ABSTRACT The visual design phase in computer-animated film production includes all decisions that affect the visual look and emotional tone of the film. Within this domain is a set of choices that must be made by the designer which influence the viewer's perception of the film’s space, defined in this paper as “spatial design.” The concept of spatial design is particularly relevant in digital animation (also known as 3D or CG animation), as its production process relies on a virtual 3D environment during the generative phase but renders 2D images as a final product. Reference for spatial design decisions is found in principles of various visual arts disciplines, and this thesis seeks to organize and apply these principles specifically to digital animation production. This paper establishes a context for this study by first analyzing several short animated films that draw attention to spatial design principles by presenting the film space non-traditionally. A literature search of graphic design and cinematography principles yields a proposed toolbox of spatial design principles. Two short animated films are produced in which the story and style objectives of each film are examined, and a custom subset of tools is selected and applied based on those objectives. Finally, the use of these principles is evaluated within the context of the films produced. The two films produced have opposite stylistic objectives, and thus show two different viewpoints of applying the toolbox. Taken ii together, the two films demonstrate application and analysis of the toolbox principles, approached from opposing sides of the same system. -
Best Enjoyed As Property, Shoe and Hairdo Porn.”
”Best enjoyed as property, shoe and hairdo porn.” Creating New Vocabulary in Present-Day English: A Study on Film-Related Neologisms in Total Film Rauno Sainio Tampere University School of Language, Translation and Literary Studies English Philology Pro Gradu Thesis May 2011 ii Tampereen yliopisto Englantilainen filologia Kieli-, käännös- ja kirjallisuustieteiden yksikkö SAINIO, RAUNO: ”Best enjoyed as property, shoe and hairdo porn.” Creating New Vocabulary in Present-Day English: A Study on Film-Related Neologisms in Total Film Pro gradu -tutkielma, 135 sivua + liite (6 sivua) Kevät 2011 Tämän pro gradu -tutkielman tarkoituksena oli tutustua eri menetelmiin, joiden avulla englannin kielen sanastoa voidaan laajentaa. Lähdekirjallisuudesta kerättyä tietoa käsiteltiin tutkielman teoriaosuudessa, minkä jälkeen empiirinen osuus selvitti, kuinka kyseisiä menetelmiä sovelletaan käytännössä nykyenglannissa. Tämän selvittämiseksi käytiin manuaalisesti läpi korpusaineisto, joka koostui isobritannialaisen Total Film -elokuvalehden yhden vuoden aikana julkaistuista numeroista. Elokuvajournalismissa käytettävä kieli valittiin tutkimuksen kohteeksi kirjoittajan henkilökohtaisen kiinnostuksen vuoksi sekä siksi, että elokuva on paitsi merkittävä, myös jatkuvasti kehittyvä taiteen ja populaarikulttuurin muoto. Niinpä tämän tutkielman tarkoitus on myös tutustuttaa lukija sellaiseen sanastoon, jota alaa käsittelevä lehdistö nykypäivänä Isossa-Britanniassa käyttää. Korpuksen pohjalta koottu, 466 elokuva-aiheista uudissanaa käsittävä sanaluettelo analysoitiin -
It's Time to Play It Forward! the Rec Room Opens TODAY In
For Immediate Release It’s Time to Play it Forward! The Rec Room Opens TODAY in Mississauga Second Location in the GTA Features Bowling, Axe Throwing and The VOID Immersive VR New Entertainment Complex Located at Square One Shopping Centre TORONTO, ON, (TSX: CGX), March 18, 2019 – Mississauga now has an epic new hot-spot for food and fun with the opening of The Rec Room at Square One Shopping Centre today. Located at 100 City Centre Drive, Mississauga, the massive complex spans 44,000 square feet over two floors and offers incredible dining, exciting live entertainment, amusement gaming experiences and feature attractions, all under one roof. The Rec Room at Square One is the second location to open in the greater Toronto area and features a variety of brand new attractions, including axe throwing, four lanes of luxury bowling and The VOID immersive virtual reality. Did we have you at hello? Click here to watch a short video about all that The Rec Room at Square One has to offer! “Over the past two years, guests from Mississauga have been visiting The Rec Room at Toronto’s historic Roundhouse, which has quickly become a go-to destination for residents, visitors and tourists,” said Ellis Jacob, President and CEO, Cineplex. “Now, it is our turn to bring the fun to you! We are so excited to introduce the Mississauga community to its very own social playground and I can’t wait for you to experience all the fun, entertaining and delicious things it has to offer.” Great Food Calling all foodies: The Rec Room at Square One features multiple dining options with a little something for everyone. -
Analysis and Development Film Legend of the Galela Using Three Dimensional Animation
International Journal of Advanced Research in Computer Engineering & Technology (IJARCET) Volume 6, Issue 7, July 2017, ISSN: 2278 – 1323 Analysis And Development Film Legend Of The Galela Using Three Dimensional Animation M. Kasyif Gufran Umar people [2]. Video or movie is known as one of the most Abstract— The animated movie is a growing industry in effective media to convey the message or information directly Indonesia. Animated film serves as a medium not only to humans [2]. The development of film in Indonesia has entertain, but also educate because it contains a moral message many versions, ranging from action movies, adventure, and didactic. Currently, the making of animated films in documentary, comedy and animated films [3]. Currently, addition to having an interesting story line, also has a specific animated films began to dominate the film market in purpose. There is an important message to be conveyed, such as Indonesia. Besides more the theme of education, created the presenting a legend or cultural heritage that became extinct from the public gaze. In fact, there are many people even animated film is able to attract people to watch it [4]. younger generation, have minimal knowledge about the legend Developing an animated film also has many types and their own areas. Society tends to like to enjoy other versions such as: 2D animation; 3D animation; Stop motion entertainment than on listening to the legend that is considered animation; and the Japanese Animation (Anime) [3] .In old-fashioned. The number of alternative technologies utilized addition, the animated film was developed by considering the by the loss of consciousness to be a factor for preserving election theme of the story that raised the local legend of both cultural heritage. -
Application of Performance Motion Capture Technology in Film and Television Performance Animation
Proceedings of the 2nd International Symposium on Computer, Communication, Control and Automation (ISCCCA-13) Application of Performance Motion Capture Technology in Film and Television Performance Animation ZHANG Manyu Dept. Animation of Art, Tianjin Academy of Fine Arts Tianjin , CHINA E-mail: [email protected] Abstract—In today’s animation films, virtual character tissue simulation technique” for the first time, so that acting animation is a research field developing rapidly in computer skills of actors can be delivered to viewers maximally. graphics, and motion capture is the most significant What’s more, people realize that “motion capture component, which has brought about revolutionary change for technology” shall be called as “performance capture 3D animation production technology. It makes that animation technology” increasingly. Orangutan Caesar presented in producers are able to drive animation image models directly with the use of actors’ performance actions and expressions, Rise of the Apes through “motion capture” technology is which has simplified animation manufacturing operation very classical. Various complicated and subtle expressions greatly and enhanced quality for animation production. and body languages of Caesar’s not vanished bestiality and initially emerged human nature have been presented Keywords- film and television films, motion capture, naturally and freshly in the film, which has achieved the technology excellent realm of mixing the false with the genuine. When Caesar stands in front of Doctor Will in equal gesture, its I. INTRODUCTION independence and arbitrariness in its expression with dignity With the development of modern computer technology, of orangutan has undoubtedly let viewers understand computer animation technology has developed rapidly. -
3. Digital 3D, Parallax Effects, and the Construction of Film Space In
3. Digital 3D, Parallax Effects, and the Construction of Film Space in Tangled 3D and Cave of Forgotten Dreams 3D Kristen Whissel Abstract This essay analyzes how parallax effects in Cave of Forgotten Dreams 3D (2010) and Tangled 3D (2010) effectively blur the boundaries between the past and present, sight and touch, and diegetic space and the space of reception in order to give form to themes concerning the dimensionality of the moving image. I show how these films function as ideal case studies for demonstrating digital 3D’s transformation of film space by organizing seeing, knowing, and feeling along the screen’s z-axis. Keywords: Digital 3D, parallax effects, affect, haptics, uncanny Since the release of Chicken Little 3D (Mark Dindal) in 2005, digital 3D cinema has had the odd historical status of being a ‘new’ medium that has returned to us from the past as a harbinger of cinema’s future. To be sure, digital 3D has transformed our understanding of the (pre-)history of the cinema itself, which now must include Charles Wheatstone’s invention of the stereoscope (1838) and Charles Babbage’s invention of the Analytical Engine (1837) in the first half of the 19th century. However long this history, the return of stereoscopic 3D as a digital medium demands a rethinking of film history to include the changing dimensionality of the moving image and, with it, transformations in the articulation of film space. Much as digital tools provide new means for organizing the image along and around the x- (horizontal) and y- (vertical) axes, they have also provided, as Stephen Prince has argued, new means for ‘choreographing’ story, character, and action along the z-axis—a continuum that stretches from the extreme Sæther, S.Ø. -
Cineplex Introduces the Rec Room: Canada's Premier Social Entertainment Destination
FOR IMMEDIATE RELEASE Cineplex introduces The Rec Room: Canada’s premier social entertainment destination First location to open at South Edmonton Common in late 2015 Toronto, ON, January 26, 2015 (TSX: CGX) – Cineplex Entertainment today announced plans to develop The Rec Room™, Canada’s premier social entertainment destination. The Rec Room will feature a wide range of entertainment options: a large attractions area featuring state of the art simulation games, redemption gaming for prizes, and a variety of recreational games that may include luxury bowling, billiards, shuffleboard and ping pong. There will be an auditorium‐style venue offering live entertainment – musical acts, bands and comedians – and also featuring a theatre‐sized, high definition screen for catching the game or watching a wide range of other entertainment programming. The Rec Room will offer an upscale casual dining environment, featuring an open kitchen and a contemporary menu offering everyone’s favourites, as well as an “eatertainment‐style” concept in the games area. A large centre bar area will include impressive digital displays and serve as the gathering spot for watching the big game or other major events. The Rec Room will also integrate a cutting‐edge interactive technology platform that will enhance all aspects of the entertainment experience. The Rec Room is expected to have broad appeal to young adults and families, while also serving as a great venue for corporate events and group parties. The first location will open in late 2015 at South Edmonton Common, in Edmonton, Alberta. The more than 40,000 square foot location will be adjacent to Cineplex’s existing theatre and serve as a strong complement to an already exciting retail and entertainment destination. -
Management Information Circular
Management Information Circular Annual Meeting of Shareholders of CINEPLEX INC. To be held on May 11, 2016 CONTENTS NOTICE NOTICE OF OF ANNUAL ANNUAL GENERAL MEETING MEETING MANAGEMENT INFORMATION CIRCULAR .................... 1 The annual meeting of shareholders of Cineplex Inc. (the “Corporation”) will THE CORPORATION ...................................................... 1 be held on May, 11, 2016 at the Cineplex Cinemas Yonge-Dundas and VIP, 10 Dundas St. East, 4th floor, Toronto, Ontario at 10:30am Eastern Daylight Time. PROXY SOLICITATION AND VOTING ............................. 2 AT THE MEETING YOU WILL BE ASKED TO: QUORUM ..................................................................... 4 • receive the consolidated financial statement of the Corporation for the COMMON SHARES AND PRINCIPAL HOLDERS year ended December 31, 2015, together with the auditor’s report THEREOF ................................................................. 4 thereon; MATTERS TO BE CONSIDERED AT THE MEETING ......... 4 • elect directors of the Corporation to hold office until the close of the DIRECTOR NOMINEES .................................................. 7 next annual meeting; • to appoint PricewaterhouseCoopers LLP as auditors of the Corporation DIRECTOR COMPENSATION ........................................ 17 for the coming year and to authorize the directors to fix the DIRECTOR COMPENSATION PHILOSOPHY ................. 17 remuneration to be paid to the auditors; COMPENSATION OF THE DIRECTORS ......................... 17 • vote on an advisory -
3D Cinematography Principles and Their Applications to Stereoscopic Media Processing∗
3D Cinematography Principles and Their Applications to Stereoscopic Media Processing∗ Chun-Wei Liu Tz-Huan Huang Ming-Hsu Chang National Taiwan University National Taiwan University National Taiwan University Taipei, Taiwan Taipei, Taiwan Taipei, Taiwan [email protected] [email protected] [email protected] Ken-Yi Lee Chia-Kai Liang Yung-Yu Chuang National Taiwan University Lytro, Inc. National Taiwan University Taipei, Taiwan Mountain View, California USA Taipei, Taiwan [email protected] [email protected] [email protected] ABSTRACT screens, and even mobile devices. Binocular consumer cam- This paper introduces 3D cinematography principles to the eras can be found now at very affordable prices. The wide field of multimedia and illustrates their usage in stereoscopic deployment of stereoscopic displays and binocular cameras media processing applications. These principles include (1) has made the capture and display of stereoscopic media easy, maintaining coordination among views, (2) having a con- and has led to more such media. Thus we are seeing the tinuous depth chart, (3) placing rest areas between strong advent of the stereoscopic multimedia era. Unfortunately, in 3D shots, (4) using a shallow depth of field for shots with spite of the rapid progress in stereoscopic hardware for both excessive depth brackets, and (5) being careful about the acquisition and display, little progress has been made on the stereoscopic window. Taking these principles into account, software side, especially for consumer 3D media processing. we propose designs for stereoscopic extensions of two pop- Professional 3D movie makers either use proprietary pro- ular 2D media applications|video stabilization and photo grams or even the current generation of 2D tools for 3D film slideshow|to provide a better 3D viewing experience. -
2019 Third Quarter
2019 Third Quarter As of September 30, 2019 Contact/Inquiries: Communications & Investor Relations E: [email protected] Diversified Entertainment and Media Company © Cineplex Inc. Not to be distributed, reproduced or used without permission. 2 Corporate Strategy • Continue to enhance and expand Cineplex’s presence as an entertainment destination for Canadians in- theatre, at-home and on-the-go; • Capitalize on our core media strengths and infrastructure to provide continued growth of Cineplex’s media business, both inside and outside theatres; • Develop and scale amusement and leisure concepts by extending existing capabilities and infrastructure; • Drive value within businesses by leveraging opportunities to optimize value, realize synergies, implement customer-centric technology and leverage big data across the Cineplex ecosystems; and • Pursue opportunities that are strategic, accretive and capitalize on Cineplex’s core strengths. © Cineplex Inc. Not to be distributed, reproduced or used without permission. 3 Film Entertainment and Content Theatre Exhibition • Theatre Food Service • Alternative Programming • Digital Commerce © Cineplex Inc. Not to be distributed, reproduced or used without permission. 4 Box Office Market Share CINEPLEX BOX OFFICE MARKET SHARE IS THE FOR NINE MONTHS ENDED SEPTEMBER 30, 2019 LARGEST AND MOST SUCCESSFUL MOTION PICTURE Landmark 12% EXHIBITION COMPANY IN CANADA Cineplex 75% Other 11% 165 1,695 Guzzo 2% THEATRES SCREENS Source: Rentrak © Cineplex Inc. Not to be distributed, reproduced or used without permission. 5 Box Office Revenue BOX OFFICE REVENUE $724 $ MILLIONS $730 $734 $716 $675 $685 $645 $599 $582 $581 $511 77.0 73.6 74.6 71.2 72.7 70.0 69.0 70.4 69.3 66.1 63.5 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 Theatre Attendance (Millions) © Cineplex Inc.