Computer Graphics World

January/February 2014

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40 ■ CGW Ja n u a r y / Fe b ru a r y 2 014 MOBILE people who have access to smartphones and tablets today has created a marketplace that competes with television. The added benefit of being able to include interactivity – placing the user in an immersive experience – that results in a personalized experience of engagement with the product was an opportunity that simply could not be passed up. "The BMW i3 film and app has been an amazing, forward- thinking, creative project," says Matt Hichens, executive producer at Mustard/Tool. "Everything about the implementation of the end-user interface was somewhat theoretical," says Papworth. "Once we had the first build running on our own phones, there was a fantastic level of excitement about what we had all achieved, even before it had become the polished, finished article." The entire project, from sign-off to delivery of the app into the app stores, took approximately three months. Everyone involved with the project is pleased with the end results and is happy they took up the challenge of creating this one-of-a-kind, forward-thinking, interactive application. Complementing the technology that makes up the BMW i3 experience is the use of not only a state-of-the-art 360-de- gree camera system, but also cutting-edge technology to bring the camera images together into a cohesive, immersive experience for users employing the latest in remote view- ing platforms, such as tablets and smartphones. From every standpoint, this is truly an amazing solution to what is sure to become an emerging experience for end users. ■ CGW Douglas King is a writer and producer based in Dallas. ■ FILMMAKERS CAPTURED the 360-degree action on the streets of Madrid, while the app programming occurred in North America. These are some of the exciting topics that will be covered in the March/April issue of Computer Graphics World magazine Digital Sets: Often viewers are left wondering, where was that scene filmed? The answer is usually, in the computer. Fur and Feathers: Digital artists have been challenged of late to gen- erate fur and feathers that "fit" a CG character's particular needs. Stylized Effects: From the real, to cartoony, and the various stages of stylized look in between – creating a unique look for a unique production. Testing Tools: Putting tools through their paces on an actual production. Also, don't miss CGW's coverage on education and training, as well as reviews and product highlights. COMPUTER GRAPHICS WORLD NEXT ISSUE CONTACT YOUR SALES REP FOR MORE DETAILS. Mari Kohn, Director of Sales 818.291.1153 or mkohn@copcomm.com Lisa Black, Corporate Marketing & Advertising Sales Executive 818-660-5828 or lblack@copcomm.com

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