Strategic Technology Plan 2012 – 2017

Total Page:16

File Type:pdf, Size:1020Kb

Strategic Technology Plan 2012 – 2017 Coastline Community College Strategic Technology Plan 2012 – 2017 Distance Learning & Technology Committee Thursday, November 29, 2012 Strategic Technology Plan Thursday, November 29, 2012 Subject: Technology Plan To: Coastliners and Coastline Constituent s Transformation of our college is inevitable and critical. Today’s workplace increasingly demands tech-savvy knowledge workers who are fully conversant with the acquisition and presentation of information using technology and workers who collaborate and work virtually with peers around the world. This new and ever-changing environment comes as no surprise to a majority of Coastline students; many are digital natives and virtual learners, who are familiar with and use technology in everything they do. Moreover, unlike many colleges, the progression to an ever-increasing world of ubiquitous persistent technology integrated into every aspect of daily life and learning has been a natural progression for Coastline. Whereas many colleges experienced a major paradigm shift, Coastline with its experience as a college without walls (embracing technology) glided into the new technology-enabled era with a degree of ease. Today however, this in itself presents a major threat to the college. Where we were once pioneering the way and complacent about being a technology-enabled outlier, we now find that many if not most colleges, have suddenly and aggressively moved into our domain. Moreover, the rapid advancement of mobile computing, social networking, and other critical and emerging technologies is now placing Coastline in a position of catch-up! We are now immersed in a crowded field where others have acted more aggressively. Where we were once segmented along with just a few other institutions, we are now one of many in the same position. Even though we predicated many of the changes that would dramatically impact teaching and learning, and implemented numerous pilots and small programs, we have not acted with urgency in a unified manner. Our new challenge ─ to innovate, to create, to transform, and to reinvent ─ is paramount. If the College’s mission of providing accessible, affordable, and high quality education is to be sustained, Coastline must leverage technology in new and creative ways, now and into the future. As technology has become a fundamental component of the education landscape for all institutions, nationwide and worldwide, the strategic application of technology must be leveraged more effectively than ever before. No longer is Coastline an outlier able to pick and choose when and how to use technology with little or no competition. The National Education Technology Plan, Transforming American Education – Learning Powered by Technology calls for the application of advanced technologies used in our daily personal and professional lives to improve student learning nationwide at all levels of education. We must act quickly, in a decisive and aggressive manner. We urge you to consider the vision for transforming the college’s technology discussed in the plan. We also urge you to embrace and champion the goals and objectives set forward to achieve the plan. And most of all, we urge you to consider the urgency of our actions. Sincerely, Technology Plan Work Group Page 2 of 269 Strategic Technology Plan Thursday, November 29, 2012 Acknowledgements The Technology Committee and Technology Plan Work Group (members listed below) would like to thank everyone who contributed to this plan. The initial document was crafted and refined through a collaborative process that involved focus group meetings with various departments, surveys of college constituency (faculty, classified staff, managers, and students), draft document reviews by constituency groups (e.g., Technology Committee, department and wing managers, academic department chairs, Academic and Classified Senate, and the Planning, Institutional Effectiveness and Accreditation Committee, College Council), and open forums discussions. Strategic Technology Plan – 2012-2017 - Work Group Dan Jones, Executive Dean, Office of Learning & Information Technologies Ted Boehler, Ed.D., Dean of Instruction, Newport Education Center Dan Johnson, Ph.D., Co-Chair, Distance Learning & Technology Committee (Faculty Member) Anthony Maciel, Co-Chair, Distance Learning & Technology Committee (Interim Senior Director Information Technology) Cheryl Chapman, Faculty Member Distance Learning & Technology Committee (DL&TC) - 2011-2012 Mandate Members 2011-12 Meeting Schedule, etc. To review Coastline’s Classified (ISD Rep - Sylvia Amito’elau) September – November & Distance Learning Classified (DL Department - Tai James) February – May courses and curriculum in Classified (Deborah Tetnowski) 3rd Thursday - 3-5 pm relation to issues of Classified (Mark Worden) feasibility, production, Counselor (Helen McClure) Location facilities, technology, Dean, CTE (Ted Boehler) College Center marketing, contract Dean, Distance Learning (Vince Rodriguez) education, research, and Co-chairs Dean, Military or Designee (Janell Keough) student support services. Dan Johnson - 241-1398 Dean, ISD or Designee (Dan Jones) Anthony Maciel - 241-6225 Faculty (Curriculum Distance Learning Rep. - Cheryl Chapman) Committee Support Faculty (Senate - Bob Covert) Karen McLucas - 241-6140 Faculty (Senate - Dan Johnson) ISD (Bob Nash) IT Director (Co-Chair - Anthony Maciel) Librarian (Cheryl Stewart) Student (ASG - Jesus Becerra) Page 3 of 269 Strategic Technology Plan Thursday, November 29, 2012 Table of Contents Acknowledgements ..................................................................................................................................... 3 Executive Summary ..................................................................................................................................... 8 A Vision for the Future ............................................................................................................................................... 8 Ongoing Development Review & Development ....................................................................................................... 10 Technology Vision .................................................................................................................................................... 10 Technology Mission ................................................................................................................................................. 11 Aligning Technology Goals ...................................................................................................................................... 11 Strategic Planning Consideration ............................................................................................................................. 12 Assumptions......................................................................................................................................................... 12 Budget Environment ............................................................................................................................................. 12 Funding ................................................................................................................................................................ 12 Learning and Information Technology (L&IT) ....................................................................................................... 12 Organizational Structure ...................................................................................................................................... 13 Students ............................................................................................................................................................... 13 New Learning Paradigms ..................................................................................................................................... 13 Key Implications ....................................................................................................................................................... 14 Key Emerging Technologies .................................................................................................................................... 14 Teaching & Learning ............................................................................................................................................ 15 Infrastructure & Operations .................................................................................................................................. 15 Research & Assessment ...................................................................................................................................... 15 Entrepreneurship & Monetization ......................................................................................................................... 15 Critical Drivers .......................................................................................................................................................... 15 Strategic Technology Plan Initiatives ....................................................................................................................... 16 Summary & Recommendations – A Bold Plan ......................................................................................................... 16 Bold Plan of Action ..............................................................................................................................................
Recommended publications
  • The Bookwire Spanish and Portuguese Digital Markets Report
    The Bookwire Spanish and Portuguese Digital Markets Report Bookwire Index 1. INTRODUCTION 3 2. DIGITAL TRENDS IN THE SPANISH AND PORTUGUESE MARKETS 5 3. PUBLISHING IN THE SPANISH AND PORTUGUESE MARKETS 7 ARGENTINA 7 BRAZIL 10 COLOMBIA 12 CHILE 14 ECUADOR 16 SPAIN 18 MEXICO 23 PERU 27 PORTUGAL 28 4. CONCLUSIONS 30 5. ABOUT BOOKWIRE, CREDITS AND ACKNOWLEDGEMENTS 33 Notes 34 Bookwire The Spanish and Portuguese Digital Markets Report 3 1. INTRODUCTION Over the past few years, many international pub- will grow by 2.5% in 2015, one of the lowest rates lishers who regularly attend book fairs in Latin in a decade, according to IMF numbers. This rate American countries and have established their may be pushed up by a highly likely rise in foreign publishing brands on that continent have clearly demand, or it could fall if the decrease in demand observed two critical issues central to the future for raw materials were to force prices down. of books there: print book exports to the region In such case, Latin American economies with have stagnated – and are trending downward – greater dependence on exports may enter into a while the emerging digital transition is beginning period of sluggishness. generate keen interest all over the region. There is a convergence of forces that could lead to a real In this decade, Latin America has witnessed a sig- explosion of digital commerce in these countries nificant rise of the middle class (50% according to within the next decade. the World Bank), private consumption (now up to 67% to 75% of the GDP) and access to education This paper presents a range of essential figures (school enrolment rates have greatly increased and perspectives with a view to enabling profes- although there are still high levels of poverty and sionals in the publishing sector around the world inequality).
    [Show full text]
  • Evaluating Stereoacuity with 3D Shutter Glasses Technology Huang Wu1*, Han Jin2, Ying Sun3, Yang Wang1, Min Ge1, Yang Chen1 and Yunfeng Chi1
    Wu et al. BMC Ophthalmology (2016) 16:45 DOI 10.1186/s12886-016-0223-3 RESEARCH ARTICLE Open Access Evaluating stereoacuity with 3D shutter glasses technology Huang Wu1*, Han Jin2, Ying Sun3, Yang Wang1, Min Ge1, Yang Chen1 and Yunfeng Chi1 Abstract Background: To determine the stereoacuity threshold with a 3D laptop equipped with 3D shutter glasses, and to evaluate the effect of different shape and size of test symbols and different type of disparities to stereoacuity. Methods: Thirty subjects with a visual acuity in each eye of at least 0 logMAR and a stereoacuity of at least 32 arcsec (as assessed in Fly Stereo Acuity Test) were recruited. Three target symbols—tumbling "E", tumbling "C", and "□"—were displayed, each with six different sizes representing a visual acuity ranging from 0.5 to 0 logMAR when tested at 4.1 m, and with both crossed and uncrossed disparities. Two test systems were designed - fixed distance of 4.1 m and one for variable distance. The former has disparities ranging from 10 to 1000 arcsec. Each subject completed 36 trials to investigate the effect of different symbol sizes and shapes, and disparity types on stereoacuity. In the variable distance system, each subject was tested 12 times for the same purposes, both proximally and distally (the point where the 3D effect just appears and where it just disappears respectively), and the mean value was calculated from the mean proximal and distal distances. Results: No significant difference was found among the groups in the fixed distance test system (Kruskal-Wallis test; Chi-square = 29.844, P = 0.715).
    [Show full text]
  • Real-Time 2D to 3D Video Conversion Using Compressed Video Based on Depth-From Motion and Color Segmentation
    International Journal of Latest Trends in Engineering and Technology (IJLTET) Real-Time 2D to 3D Video Conversion using Compressed Video based on Depth-From Motion and Color Segmentation N. Nivetha Research Scholar, Dept. of MCA, VELS University, Chennai. Dr.S.Prasanna, Asst. Prof, Dept. of MCA, VELS University, Chennai. Dr.A.Muthukumaravel, Professor & Head, Department of MCA, BHARATH University, Chennai. Abstract :- This paper provides the conversion of two dimensional (2D) to three dimensional (3D) video. Now-a-days the three dimensional video are becoming more popular, especially at home entertainment. For converting 2D to 3D, the conversion techniques are used so able to deliver the 3D videos efficiently and effectively. In this paper, block matching based depth from motion estimation and color segmentation is used for presenting the video conversion scheme i.e., automatic monoscopic video to stereoscopic 3D.To provide a good region boundary information the color based segmentation is used for fuse with block-based depth map for assigning good depth values in every segmented region and eliminating the staircase effect. The experimental results can achieve 3D stereoscopic video output is relatively high quality manner. Keywords - Depth from Motion, 3D-TV, Stereo vision, Color Segmentation. I. INTRODUCTION 3DTV is television that conveys depth perception to the viewer by employing techniques such as stereoscopic display, multiview display, 2D-plus depth, or any other form of 3D display. In 2010, 3DTV is widely regarded as one of the next big things and many well-known TV brands such as Sony and Samsung were released 3D- enabled TV sets using shutter glasses based 3D flat panel display technology.
    [Show full text]
  • A Blueprint for Book Publishing Transformation: Seven Essential Processes to Re-Invent Publishing by David R
    GILBANE GROUP G A DIVISION OF OUTSELL, INC. October 1st 2010 A Blueprint for Book Publishing Transformation: Seven Essential Processes to Re-Invent Publishing by David R. Guenette, Bill Trippe, and Karen Golden Outsell’s Gilbane Group: Research Report Table of Contents Page # Acknowledgements . 6 A Blueprint User’s Guide..................................................................... 7 Executive Summary . 9 Digital Comes to Book Publishing............................................................ 10 The State of Book Publishing Today . 11 E-book Market Sizing..................................................................... 14 Trade Book Publishing: How the Kindle Drove E-book Publishing . 18 Educational Publishing: Solutions Have to Address Both Market and Cost Problems ...............24 Agility, Flexibility, and XML Help STM Publishers Meet Demands . .26 Many Challenges, Many Opportunities......................................................28 Book Publishing’s Seven Essential Publishing Processes . 31 Mapping Processes to Specific Systems . 31 Planning Processes and Systems ........................................................... 32 Editorial and Production Processes and Systems . .48 Rights and Royalties Processes and Systems ................................................. 57 Manufacturing Processes and Systems......................................................59 Marketing and Promotion Processes and Systems ............................................69 Sales and Licensing Processes and Systems.................................................
    [Show full text]
  • Vers Un Modèle Unifié Pour L'affichage
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Savoirs UdeS VERS UN MODÈLE UNIFIÉ POUR L’AFFICHAGE AUTOSTÉRÉOSCOPIQUE D’IMAGES par Clément Proust Mémoire présenté au Département d’informatique en vue de l’obtention du grade de maître ès sciences (M.Sc.) FACULTÉ DES SCIENCES UNIVERSITÉ DE SHERBROOKE Sherbrooke, Québec, Canada, 24 février 2016 Le 24 février 2016 Le jury a accepté le mémoire de Clément Proust dans sa version finale Membres du jury Professeur Djemel Ziou Directeur Département d’informatique de l’Université de Sherbrooke Professeur Bessam Abdulrazak Président-rapporteur Département d’informatique de l’Université de Sherbrooke Professeur Marie–Flavie Auclair–Fortier Membre interne Département d’informatique de l’Université de Sherbrooke i Sommaire Dans un premier chapitre, nous décrivons un modèle de formation d’image affichée sur un écran en revenant sur les concepts que sont la lumière, la géométrie et l’optique. Nous détaillons ensuite les différentes techniques d’affichage stéréoscopique utilisées à l’heure actuelle, en parcourant la stéréoscopie, l’autostéréoscopie et plus particuliè- rement le principe d’imagerie intégrale. Le deuxième chapitre introduit un nouveau modèle de formation d’image stéréoscopique. Ce dernier nous permet d’observer deux images d’une paire stéréoscopique soumises à des éventuelles transformations et à l’effet d’une ou de plusieurs optiques particulières, pour reproduire la perception de trois dimensions. Nous abordons l’aspect unificateur de ce modèle. En effet il permet de décrire et d’expliquer de nombreuses techniques d’affichage stéréoscopique exis- tantes. Enfin, dans un troisième chapitre nous discutons d’une méthode particulière de création de paires d’images stéréoscopiques à l’aide d’un champ lumineux.
    [Show full text]
  • The Effect of Audio Cues and Sound Source Stimuli on Looming
    The Effect of Audio Cues and Sound Source Stimuli on Looming Perception Sonia Wilkie Submitted in partial fulfilment of the requirements of the Degree of Doctor of Philosophy School of Electronic Engineering and Computer Science Queen Mary, University of London January 28, 2015 Statement of Originality I, Sonia Wilkie, confirm that the research included within this thesis is my own work or that where it has been carried out in collaboration with, or supported by others, that this is duly acknowledged below and my contribution indicated. Previously published material is also acknowledged below. I attest that I have exercised reasonable care to ensure that the work is original, and does not to the best of my knowledge break any UK law, infringe any third partys copyright or other Intellectual Property Right, or contain any confidential material. I accept that the College has the right to use plagiarism detection software to check the electronic version of the thesis. I confirm that this thesis has not been previously submitted for the award of a degree by this or any other university. The copyright of this thesis rests with the author and no quotation from it or in- formation derived from it may be published without the prior written consent of the author. Signature: Date: Abstract Objects that move in depth (looming) are ubiquitous in the real and virtual worlds. How humans interact and respond to these approaching objects may affect their continued survival in both the real and virtual words, and is dependent on the individual's capacity to accurately interpret depth and movement cues.
    [Show full text]
  • 3D Television - Wikipedia
    3D television - Wikipedia https://en.wikipedia.org/wiki/3D_television From Wikipedia, the free encyclopedia 3D television (3DTV) is television that conveys depth perception to the viewer by employing techniques such as stereoscopic display, multi-view display, 2D-plus-depth, or any other form of 3D display. Most modern 3D television sets use an active shutter 3D system or a polarized 3D system, and some are autostereoscopic without the need of glasses. According to DisplaySearch, 3D televisions shipments totaled 41.45 million units in 2012, compared with 24.14 in 2011 and 2.26 in 2010.[1] As of late 2013, the number of 3D TV viewers An example of three-dimensional television. started to decline.[2][3][4][5][6] 1 History 2 Technologies 2.1 Displaying technologies 2.2 Producing technologies 2.3 3D production 3TV sets 3.1 3D-ready TV sets 3.2 Full 3D TV sets 4 Standardization efforts 4.1 DVB 3D-TV standard 5 Broadcasts 5.1 3D Channels 5.2 List of 3D Channels 5.3 3D episodes and shows 5.3.1 1980s 5.3.2 1990s 5.3.3 2000s 5.3.4 2010s 6 World record 7 Health effects 8See also 9 References 10 Further reading The stereoscope was first invented by Sir Charles Wheatstone in 1838.[7][8] It showed that when two pictures 1 z 17 21. 11. 2016 22:13 3D television - Wikipedia https://en.wikipedia.org/wiki/3D_television are viewed stereoscopically, they are combined by the brain to produce 3D depth perception. The stereoscope was improved by Louis Jules Duboscq, and a famous picture of Queen Victoria was displayed at The Great Exhibition in 1851.
    [Show full text]
  • IDEALS @ Illinois
    ILLINOIS UNIVERSITY OF ILLINOIS AT URBANA-CHAMPAIGN PRODUCTION NOTE University of Illinois at Urbana-Champaign Library Large-scale Digitization Project, 2007. Library Trenck VOLUME 26 NUMBER 4 SPRING 1978 8 8 Publishing in the Third World PHILIP G. ALTBACH and KEITH SMITH Issue Editors CONTENTS OF THIS ISSUE INTRODUCTION ........ 4.49 Philip G. Altbach and Keith Smith THE INTERNATIONAL MEDIA AND THE POLITICAL ECONOMY OF PUBLISHING .......453 Peter Golding BOOKS AND DEVELOPMENT IN AFRICA - ACCESS AND ROLE .........469 Keith Smith SCHOLARLY PUBLISHING IN THE THIRD WORLD . 489 Philip G. Altbach THE LIBRARY AND THE THIRD WORLD PUBLISHER: AN INQUIRY INTO A LOPSIDED DEVELOPMENT ....505 Kalu K. Oyeoku IDEOLOGY, ECONOMICS AND READER DEMAND IN SOVIET PUBLISHING ........ 515 G.P.M. Walker CANADA’S DEVELOPING BOOK-PUBLISHING INDUSTRY . 527 Toivo Roht THE COLONIAL HERITAGE IN INDIAN PUBLISHING . 539 Samuel Israel THE BOOK-PUBLISHING INDUSTRY IN EGYPT ...553 Nadia A. Rizk PROBLEMS OF BOOK DEVELOPMENT IN THE ARAB WORLD WITH SPECIAL REFERENCE TO EGYPT . 567 Salib Botros EDUCATIONAL PUBLISHING AND BOOK FRODUCTION IN THE ENGLISH-SPEAKING CARIBBEAN . 575 Alvona Alleyne and Pam Mordecai PUBLISHING AND BOOK DISTRIBUTION IN LATIN AMERICA: SOME PROBLEMS . 591 Heriberto Schiro LIST OF ACRONYMS . 600 INDEXTO VOLUME26 . , 1 Introduction PHILIP G. ALTBACH and KEITH SMITH THISISSUE IS DEVOTED to a broad and somewhat diffuse topic -publishing in the Third World. The articles are united by a con- cern for book production and distribution in the Third World rather than by uniformity of views, common disciplinary backgrounds, or similar geographical focus. Some of the essays deal with specific Third World countries or regions, while others concern broad issues such as scholarly publishing and the internationalization of publishing.
    [Show full text]
  • Stereoscopic 3D in Games
    DEGREE PROJECT, IN COMPUTER SCIENCE , SECOND LEVEL STOCKHOLM, SWEDEN 2015 Stereoscopic 3D in games HENNING BENNET AND DAVID LINDSTRÖM KTH ROYAL INSTITUTE OF TECHNOLOGY SCHOOL OF COMPUTER SCIENCE AND COMMUNICATION (CSC) EXAMENSARBETE VID CSC, KTH Stereoskopisk 3D i spel Stereoscopic 3D in games Bennet, Henning & Lindström, David E-postadress vid KTH: [email protected] & [email protected] Exjobb i: Datalogi Program: Civilingenjör Datateknik Handledare: Arnborg, Stefan Examinator: Arnborg, Stefan Uppdragsgivare: Fabrication Games Datum: 2015-06-17 Sammanfattning Stereoskopisk 3D i spel I den här rapporten undersöks stereoskopisk 3D. Vi utreder hur ett spel ska anpassas för att ta fram en så bra och tydlig stereoskopisk 3D-effekt som möjligt och så att betraktaren upplever ett tydligt djup utan att uppleva ett obehag på grund av effekten. Rapporten tittar djupare på vilka tekniska aspekter man behöver ta hänsyn till vid spelutveckling i stereoskopisk 3D. Samt vilka prestandabegränsningar som man bör ta hänsyn till vid stereoskopisk 3D. Vi beskriver hur processen och framtagandet av prototypen Kodo med anaglyfisk stereoskopisk 3D såg ut. Prototypen togs fram för att testa och analysera resultatet av stereoskopisk 3D-effekten. Abstract Stereoscopic 3D in games In this report we investigate the technique of stereoscopic 3D. This report investigates the steps needed to create a game adapted for an improved stereoscopic 3D effect. Furthermore we investigate what improvements one should make to avoid the beholder to experience any discomfort due to the effect. The report talks about technical aspects one needs to consider when using stereoscopic 3D, as well as performance issues we might need to take into consideration.
    [Show full text]
  • The Effect of Audio Cues and Sound Source Stimuli on Looming
    The Effect of Audio Cues and Sound Source Stimuli on Looming Perception Sonia Wilkie Submitted in partial fulfilment of the requirements of the Degree of Doctor of Philosophy School of Electronic Engineering and Computer Science Queen Mary, University of London January 28, 2015 Statement of Originality I, Sonia Wilkie, confirm that the research included within this thesis is my own work or that where it has been carried out in collaboration with, or supported by others, that this is duly acknowledged below and my contribution indicated. Previously published material is also acknowledged below. I attest that I have exercised reasonable care to ensure that the work is original, and does not to the best of my knowledge break any UK law, infringe any third partys copyright or other Intellectual Property Right, or contain any confidential material. I accept that the College has the right to use plagiarism detection software to check the electronic version of the thesis. I confirm that this thesis has not been previously submitted for the award of a degree by this or any other university. The copyright of this thesis rests with the author and no quotation from it or in- formation derived from it may be published without the prior written consent of the author. Signature: Date: Abstract Objects that move in depth (looming) are ubiquitous in the real and virtual worlds. How humans interact and respond to these approaching objects may affect their continued survival in both the real and virtual words, and is dependent on the individual's capacity to accurately interpret depth and movement cues.
    [Show full text]
  • STANDARDS for ELECTRONIC PUBLISHING an Overview
    STANDARDS FOR ELECTRONIC PUBLISHING An overview A report for the NEDLIB Project by Mark Bide & Associates [email protected] August 2000 STANDARDS FOR ELECTRONIC PUBLISHING 2 Mark Bide & Associates for the NEDLIB Project Contents Executive Summary ......................................................................................................4 1 Introduction............................................................................................................6 2 Terms and definitions.............................................................................................7 2.1 Definitions.....................................................................................................................7 2.2 Presentation or content? ..............................................................................................8 3 Publishing – some background issues.................................................................10 3.1 A heterogeneous community .....................................................................................10 3.2 Publishing and the production process ......................................................................10 3.3 Publishers’ motivation for adopting standards ...........................................................11 3.4 Publishers and metadata ...........................................................................................13 4 Publication media.................................................................................................15 4.1 Offline publications.....................................................................................................15
    [Show full text]
  • The Current State of the Consumer 3D Experience
    The Current State of the Consumer 3D Experience By Philip Lelyveld Program Manager, Consumer 3D Experience Lab / Program USC Entertainment Technology Center June 7, 2012 Table of Contents Introduction 3 Theatrical 3D 4 3D TVs 7 3D Cameras, Laptops, Phones, Tablets 12 3D Gaming 13 Head Mounted Displays 15 Theme Parks 15 Other Markets for 3D 16 Conclusion: Looking Backward, Looking Forward 18 Appendix 1 – 3D Lab Presentation / Tour Log 20 Appendix 2 – 3D Lab Event Speaker / Moderator Log 21 Appendix 3 – 3D Audio 22 Appendix 4 – 3D Printers 24 2 The Current State of the Consumer 3D Experience Introduction The introduction of non-anaglyph, digital S3D as a consumer experience started with Disney’s Chicken Little in 2005. But the 2009 theatrical release of Avatar, with James Cameron’s strong marketing of the 3D aspect of the feature, was the benchmark event that defined consumer expectations for a 3D experience. Mr. Cameron and company also laid the groundwork for the rapid decent into the trough of disillusionment by telegraphing what consumers should expect before those expectations could be adequately met. At that moment the production, theatrical exhibition, distribution, and consumer electronics technologies infrastructures were still being developed, and content creation was just ramping up. The ETC’s Consumer 3D Experience Lab and Program has ridden the heart of the Hype Cycle; from a few years after digital stereoscopic 3D’s (S3D’s) launch in cinemas through the peak of inflated expectations, down to the trough of disillusionment, and now upward along the slope of enlightenment. We are approaching, but not yet at, the plateau of productivity for 3D.
    [Show full text]