Film

Part 2: Surveys, Interviews and Recommendations for Documentary Distribution

Part 2: Surveys, Interviews and Recommendations for Documentary Distribution

Emerging Trends in Documentary Program Distribution focuses on understanding the current market for documentary programs and the current best practices to sell, distribute, and market documentary content. Part two of this research analyzes data and information collected through an audience survey and one-on-one interviews. This original research will be used in connection with the broader contextual research to provide recommendations for documentary filmmakers on the best paths for taking their work to the market.

Emerging Trends in Documentary Program Distribution: Part 1

Emerging Trends in Documentary Program Distribution: Part 1

Documentary content has long been a staple of culture and entertainment in the United States, but emerging technologies are changing the way this programming is consumed. Emerging Trends in Documentary Program Distribution focuses on understanding the current market for documentary programs and the current best practices to sell, distribute, and market documentary content. This research article is presented in two parts. The first lays out an overview of the documentary market and then moves into an analysis of how the consumption of video content has changed due to emerging technologies.

The Streaming War During the Covid-19 Pandemic

The Streaming War During the Covid-19 Pandemic

The Covid-19 pandemic has drastically disrupted all business sectors, including the arts, culture, and entertainment industries. Unfortunately, the Covid-19 pandemic’s impacts are far more permanent for an audience-oriented industry that requires a high level of engagement. The business model might be fundamentally changed and there will certainly be a shift in how content is produced and consumed. While lockdowns and social distancing measures to contain the pandemic have had a huge impact on the traditional movie industry, the video streaming model seems to be the greatest beneficiary in this difficult time as people are isolated at home, which is the ideal condition for binge-watching. This white paper looks at the status of the streaming industry before and after the first Covid-19 outbreak.

Case Study of China’s Entertainment Market under COVID-19

Case Study of China’s Entertainment Market under COVID-19

As we near the end of 2020, it is important to consider the emerging opportunities for live television as the world transitions through the global pandemic. Live performers sharing space is one aspect of a live broadcast. A second element is a live audience. The following case study focuses on how China restarted its entertainment industries and how other markets might adapt as well.

How Covid-19 Has Impacted Live Audience-Based TV Shows

How Covid-19 Has Impacted Live Audience-Based TV Shows

One of the areas of the entertainment industry that has been hit the hardest by the Covid-19 pandemic is live audience-based TV. Not only is it difficult for show participants to film in person, but social distancing guidelines also prevent live audience members from attending normally. To investigate the effects of the pandemic on live audience-based TV, this post will look at the political, economic, social, and technological factors that are impacting live entertainment in the United States.

Virtual Production in Television and Beyond

Virtual Production in Television and Beyond

As discussed in Part I of this series, virtual production (VP) is the unique intersection of physical and digital filmmaking that blends video game technology with filmmaking techniques into the pre-production and production process. VP is not just the technology that allows the integration of digital and traditional techniques, but also the methods through which it is used. If implemented in the TV industry, VP could lead to reduced costs since it allows for increased efficiency in the production process. Many other industries could also learn from this streamlined process, including live entertainment and the arts.

An Introduction to Virtual Production and Its Use in the Entertainment Industry

An Introduction to Virtual Production and Its Use in the Entertainment Industry

Virtual production (VP) is “a broad term referring to a spectrum of computer-aided production and visualization filmmaking methods.” It is not just the technology itself, but also the methods through which it is used. In Parts I and II of this series, we are investigating the technology as well as the methodologies of VP in the broadest definition. The types of VP we will discuss in this post are visualization, performance capture, and LED walls. While VP has benefited the film industry specifically, as innovation with the technology continues, other fields of entertainment—such as live entertainment, fashion, and news reporting—are also leveraging virtual production’s capabilities. The arts and entertainment sector could benefit from learning more about these methods and considering how they could apply these technologies to create engaging virtual experiences.

Social Distancing Strategies in the Arts: Film and TV, Part 3 of 3

Social Distancing Strategies in the Arts: Film and TV, Part 3 of 3

As the entertainment and arts industries begin reopening, they face new challenges in light of COVID-19. Each industry is developing unique solutions to keep their audiences and staff safe. Part 3 of this series highlights the emerging trends and new protocols being implemented in the film and tv industries.

Hologram Technology and its Application in Arts and Entertainment: Part 2

Hologram Technology and its Application in Arts and Entertainment: Part 2

CGI and motion-capture technology have disrupted filmmaking in the past two decades, and there are no signs that this trend is in decline. In part one, the history of and technology behind CGI and motion-capture is explained in detail. That framework and information will be applied to this second part of the series, which examines how similar technology is leveraged in the “holograms” that have become more prevalent in live performances and museum spaces in the past few years.

CGI, Motion Capture, and the Commercialization of Celebrity Images: Part 1

CGI, Motion Capture, and the Commercialization of Celebrity Images: Part 1

Over the past twenty years, computer-generated imagery has become nearly ubiquitous in film and television productions. This ubiquity is due to enhanced computing power and higher resolutions coupled with increasingly lower costs. To understand how these technological advancements and their artistic applications in recent years are disrupting the industry, there are three key technologies that must be understood and disambiguated: computer-generated imagery (CGI), motion capture, and holograms. Of these three, CGI is the most foundational technology for the current state of production.