Best Online Marketing Sites

To be a leader, you have to be a follower first. So if you want to be one of those best online marketing sites in the industry, you have to follow what they do to stay on top of the race. And what are these? First of all, these sites have authoritative domains. Most customers trust only sites that have .com, dot net, .eddo, dot org, and the likes. Second, these sites have here market foundations. As you know, leads converted into customers and repeat customers are not actually easy. This factor may take time, and that is one of the edges of a good marketing site. They go years back, and that gives them the necessary experience that most online customers require. Third is the ease of use on any of these best online marketing sites. You, yourself wouldn’t want to check and navigate a badly configured site. Unfortunately, that is one characteristic you share with millions of online leads and customers.
Now that you have a little notion on how these sites lead their class, it is time you put up your own site too. Start with a reliable domain, followed by an easy to remember Uniform Resource Locator (URL). It would be very helpful if you can use your business name or something that’s close to it for your (URL). This will make your site more authoritative and search engine wise. Finally, make your site as neatly categorized and accessorize as those best online marketing sites you know by posting relevant articles, snippets, and links. As there are thousands of sites of the same business as you, it is best that you step-up yours. You can do that by increasing the visibility of your website. Join social networks, forums, and message boards for starters. You can also place or trade links with other websites, though you can’t be so sure of the reputation of some of these sites. To know more click Bd Online marketinghttp://www.bdonlinemart.com/

Sony Playstation Releases 4K Gaming Console PS4 PRO

PlayStation is introducing a new choice for console gamers with PS4 Pro, a powerful addition to the PS4 family. It’s designed to offer heightened gaming experiences, whether via your existing HDTV or a new 4K TV.
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PS4 Pro | PlayStation.com
With its increased performance over the standard PS4, PS4 Pro represents a first for PlayStation — and in many ways, for console gaming. We’re excited by this vision, but we know many of you will have questions. That’s why we’ve built our latest Ultimate FAQ below.
This FAQ will serve as a living document, and we’ll continue to add new questions, details, and specifics leading up to launch November 10 in North America. If you have questions that aren’t addressed, leave them in the comments below and we’ll add ‘em to the list.
In the meantime: it’s time to get to know PS4 Pro!
PS4 Pro: Basic Questions
Q: What is PS4 Pro?
PS4 Pro is a high-end version of PS4 that is capable of outputting 4K graphics, HDR support, smoother and more stable framerates, and 4K video streaming. Upon its launch, PS4 Pro will make supported PS4 games look better and run more smoothly, while giving developers an upgraded toolset to create even richer, more detailed game worlds. How these powerful new tools are used is up to individual developers and the experience they are creating. You may have seen some of these examples during PlayStation Meeting 2016.
It’s important to note that PS4 Pro is not another generation of console. It won’t make your current PS4 games obsolete, and it won’t split the PS4 player base. PS4 Pro is very much a part of the PS4 family.

Q: When will PS4 Pro be available, where, and for how much?
PS4 Pro will launch in the US and Canada on November 10 for a suggested retail price of $399.99 USD ($499.99 CAD).
Q: Will PS4 Pro have separate or exclusive games?
There will not be any PS4 Pro-exclusive games. Because PS4 Pro and the standard PS4 are members of the same family, both systems will be fully compatible with all past, present, and future PS4 titles, including PlayStation VR. All PS4 games are PS4 Pro games, and vice-versa.
Following PS4 Pro’s launch on November 10 in North America, virtually all new PS4 game releases moving forward will be able to take advantage of PS4 Pro capabilities on day one, or in some cases shortly after launch via a downloadable update. Some titles previously released will be updated to take advantage of PS4 Pro features, including Uncharted 4: A Thief’s End, The Last of Us Remastered, Infamous Second Son First Light, Shadow of Mordor, Deus Ex: Mankind Divided, and more.
Q: Will all PS4 games be compatible with PS4 Pro?
Yes, all existing PS4 games are fully compatible with PS4 Pro. Developers are able to add PS4 Pro enhancements to previously released PS4 games via a downloadable update if they choose to.
Q: Will I need to pay to update my existing PS4 game with new PS4 Pro features?
A: While nothing specifically prevents publishers and developers from this, we don’t anticipate it at this time. Software updates enabling PS4 Pro features on any existing first-party title (such as inFamous First Light or Uncharted 4) will be free.

Q: Will SIE continue to sell and support the standard PS4?
Yes. PS4 Pro is an evolution of the PS4 generation platform, which will continue to include the standard PS4 system. PS4 Pro was designed for gamers who want to be at the forefront of gaming innovation. Whether you decide to purchase the new system or continue playing on the standard PS4 system, you’ll enjoy the same games that make PlayStation the best place to play.
Q: Will PS4 Pro require a 4K TV?
No. PS4 Pro can display much higher resolutions than the standard PS4 when using a 4K TV. But if you own an HDTV (720p, 1080i, 1080p), PS4 Pro can still improve your gaming experience.
Q: What benefits does PS4 Pro provide when played on a non-4K HDTV?
PS4 Pro offers benefits even if you play on a HDTV that isn’t 4K. Depending on how the developer chooses to use the increased processing power, games with PS4 Pro support are able to render higher or more consistent framerates, increased environmental and character model detail, improved overall visual quality, and other related visual enhancements. For a look at how games are using the power of PS4 Pro, watch some of the first game footage on our YouTube page.

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Additionally, PS4 games that render below native 1080p (maximum quality for HD TVs) on the standard PS4 can be elevated to render at full native 1080p on an HDTV.
See below for a chart detailing how PS4 Pro will display based on different TV types.
4K content 2K or less than 1080p content
2K TV Optimized to 1080p If less than 1080p,
upscale to 1080p
4K TV If 4K (2160p), display as is Upscale to 4K (2160p)
4K/HDR TV If 4K (2160p), display as is
If content is HDR supported, display in HDR Upscale to 4K (2160p)
If content is HDR supported, display in HDR
Q: What resolutions does PS4 Pro support?
On 4K TVs, games are capable of running at up to 4K (3840 x 2160 pixels, also known as “2160p”) resolution. On HDTVs, games will run at 1080p.
Q: Will PS4 Pro be compatible with my existing PS4 downloaded games, saved data, and PlayStation Network Friend lists?
Yes. PS4 Pro exists in the same digital ecosystem as the standard PS4 in all regards; two PS4 console systems, one PlayStation Network, one PS4 community. This means you can start playing a game on your PS4 Pro, upload the saved data to online storage using PS Plus (sold separately), and pick up your progress on a standard PS4 in another room. It also means that all content and saved data that you already own on PS4 are fully compatible with PS4 Pro on day one.

Q: What if I already own a standard PS4? Is there an easy way to transfer my games, saved data, and Share captured content from a standard PS4 to PS4 Pro?
Yes. You will be able to copy your games, saved data, captured videos and screenshots, system settings, and other content from a standard PS4 to PS4 Pro using a standard Ethernet cable. This process will also work from standard PS4 to standard PS4, PS4 Pro to standard PS4, and PS4 Pro to PS4 Pro provided that both units have system software update 4.00 or higher installed, and the same PSN account is signed into both systems.
Alternatively, you can log-into PSN with your PS4 Pro, access your games and content library, and re-download your previously purchased games and content. Of course, your saved data in online storage will transfer as well.
Q: Will the PS4 Pro system introduce any improvements to DUALSHOCK 4?
The latest version of DUALSHOCK 4 will be included with PS4 Pro, as well as the new slimmer standard PS4. But it does not introduce any significant new functionality. The new DUALSHOCK 4 allows the light from the light bar to emit on the touch pad, making a new luminous line that illuminates in the same color as that of the light bar. It also supports USB communication in addition to Bluetooth communication. Existing DUALSHOCK 4 controllers going back to the launch of PS4 are fully supported on PS4 Pro; the updated DUALSHOCK 4 will, in turn, be fully supported by every PS4 model.
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PS4 Pro: Technical Specifications
Q: How does PS4 Pro compare to the standard PS4?
PS4 Pro is significantly more powerful than the standard PS4 model. PS4 Pro’s advanced graphics processor unit incorporates many features from AMD’s latest “Polaris” architecture, as well as some fully custom hardware innovations, and is considerably more powerful than the GPU included in the standard PS4.
All in all, this increase in processing power enables developers to tap into far more demanding visual features for PS4 Pro owners, including smoother or more stable framerates, support for 4K rendering, advanced graphics features, and more.
Q: What video output settings does PS4 Pro support?
At launch, PS4 Pro supports all of the HD video output settings found on the standard PS4. Notably, PS4 Pro introduces 4K output, with settings for both 2160p YUV420 and 2160p RGB (recommended if your TV supports it) at up to 60 frames per second when using a supported 4K TV and Premium HDMI (aka HDMI 2.0) cable.

Q: Does PS4 Pro support High Dynamic Range (HDR)?
Yes, PS4 Pro is fully compatible with the HDR10 specification at launch. HDR10 is a widely supported HDR format embraced by major entertainment companies.
Q: What is HDR?
High Dynamic Range, or HDR, is an emerging display standard that allows for massively increased color depth and greater contrast compared to Standard Dynamic Range, the decades-old specification currently employed by traditional HDTVs. In general, HDR-enabled content played on an HDR-compatible TV produces a noticeably fuller, richer image, that’s closer to what the eye naturally sees. That means much deeper black levels that retain finer details; brighter, more dazzling highlights; and a much wider color spectrum than is possible on older HDTV technology.
It’s actually impossible to demonstrate the true benefits of HDR technology here because you need an HDR-enabled screen and content to experience it. You can, however, watch this video from Sony that shows some simulated before-and-after scenes.
Q: Will PS4 Pro include support for Dolby Vision HDR?
There are currently no plans to support Dolby Vision.

Q: Does PS4 Pro require any specialized equipment?
Only if you want to experience 4K and HDR. Otherwise, no. Like the standard PS4, PS4 Pro fully supports existing HD TVs (720p / 1080i / 1080p). PS4 Pro can also output a 4K signal on supported 4K TVs when using a Premium HDMI cable (one will be included with PS4 Pro). To enjoy HDR features, you’ll need an HDTV that’s compatible with the HDR10 format, and HDR10-enabled games or content.
Q: Outside of higher gaming performance, 4K TV features, and support for 4K video streaming, are there any other benefits to PS4 Pro?
Yes. PS4 Pro will come standard with a 1TB HDD, faster Wi-Fi (IEEE 802.11 a/b/g/n/ac), and a third USB 3.1 Gen.1 port on the rear of the unit. PS4 Pro’s more powerful hardware can also benefit PlayStation VR games, enhance streaming features such as Share Play and Remote Play, and enable higher resolution output for media captured using the Share button.
In most other ways, PS4 Pro will be very similar to the standard PS4. This includes the user interface and functionality.
Q: Why do I need a Premium HDMI cable for using PS4 Pro on my 4K TV?
For maximum quality, you’ll need a PS4 Pro system, a 4K TV with a Premium HDMI input port (often marked in blue), and a Premium HDMI cable. A Premium HDMI cable is included with PS4 Pro, but those who need to purchase a longer cable should remember to get one that meets the Premium HDMI spec.
The newer Premium HDMI format can display a 4K signal at up to 60 frames per second (60Hz). Older High Speed HDMI cables (aka HDMI 1.4) can technically display a 4K signal on a 4K TV, but the performance will be limited to just 30 frames per second (30Hz).

Q: Is there anything else I need to know about PS4 Pro support on my 4K TV?
Given that 4K display standards and HDR features are still cutting edge, we recommend that you carefully consult your 4K TV’s manual and other reference materials to fully understand its capabilities.
Q: Will PS4 Pro support PlayStation VR?
PS4 Pro will fully support PlayStation VR just like the standard PS4. It’s important to note that PlayStation VR’s integrated display tops out at 1920 x 1080; it does not support 4K output. Also, the PS VR headset does not support HDR features.
That said, PS4 Pro’s upgraded processing power will give VR developers the ability to enhance their experiences with higher quality graphics, smoother or more stable framerates, and visual improvements in supported games. Developers can also choose to add PS4 Pro features to PS VR games post launch via a downloadable update.
Q: Which PS VR games will support PS4 Pro features?
As neither PS VR nor PS4 Pro has launched at the time of publication, we’ll wait until closer to PS4 Pro’s launch to begin confirming these titles.
4K Entertainment
Q: Does PS4 Pro support Ultra 4K Blu-ray Discs?
No, PS4 Pro’s internal Blu-ray drive does not support the new Ultra 4K Blu-ray Disc format. It supports the same Blu-ray Disc specs as the standard PS4. The Blu-ray Disc Player application, however, will support high-quality upscaling of DVD and Blu-ray Disc content.
Q: What 4K entertainment options will PS4 Pro support?
4K streaming apps for Netflix and YouTube are in development. Though 4K streaming is still in its early days, other services are likely to offer 4K video content in the future as well.
Q: Will there be any 4K PlayStation Store movies or TV shows?
There are no plans for this at PS4 Pro’s launch, but the PlayStation Network team is looking into it.

E3 2016 Media Review Industry Changes Xbox Vs Playstation STAR TREK VR

Los Angeles – June 12th-16, 2016 – The Entertainment Software Association (ESA) announced that more than 70,000 people participated in the week’s events, including 50,300 video game professionals, analysts, journalists, and enthusiasts attended this week’s trade show, and 20,000 fans attended E3 Live. The premier global video game event displayed more than 1,600 products from more than 250 exhibitors.

E3 will take place June 13-15, 2017 at the Los Angeles Convention Center.

“Gamers were the winners at E3 this year. The advancements in technology unveiled at E3 will redefine entertainment for the world,” said Michael D. Gallagher, president and CEO of ESA, the trade association that represents the U.S. video game industry and owner of E3. “The innovation and creativity on display will propel our industry to new heights and expand opportunities for remarkable growth.”

E3 broke records for social media numbers across all channels, with more than seven million posts on Twitter alone. Instagram had more than 500,000 likes on E3-related posts this month. In addition, more than 42 million gamers watched E3 content on Twitch, the official streaming partner of E3. The Twitch viewership was the highest of any video game convention broadcast on the network.


Also announced during E3, a blue-ribbon panel of industry professionals and experts selected Savannah College of Art and Design as winner of the 2016 E3 College Game Competition with its winning video game, Brobot Beatdown.

E3 is the world’s premier trade show for computer and video games and related products. The show is owned by the ESA, the U.S. association dedicated to serving the business and public affairs needs of the companies, publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet.
For more information, please visit www.E3Expo.com or follow E3 on Twitter: @E3.

Ryan Quon

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Cinematic Arts Mentioned International Business Times

Cinematic Arts nurtures new voices
The week that the Academy Awards aired, and as so many discussions have arisen recently regarding diversity in the film industry, the International Business Times published a wonderful story on our School of Cinematic Arts, commenting on the strong diversity among the school’s students. The story noted that our alumnus George Lucas and his wife Mellody Hobson donated $10 million to provide scholarships for African-American and Hispanic students at USC. Their generous gift gives a strategic boost to our already diverse program, and is particularly timely. As digital technology evolves, new opportunities continue to appear, especially in areas such as virtual reality, and the school remains fully committed to preparing the next generation of students to answer these needs.

More and more films today are being released in large formats such as Imax, which take advantage of advances in special effects while allowing theaters to charge more per ticket. And that’s not just in mature film markets — China will soon have more Imax theaters than any country, and one of its media giants, the Dalian Wanda Group, is Imax’s biggest customer. And last month, Wanda reached a deal with Dolby Laboratories to install 100 of the Dolby Cinemas premium product in its theaters over the next five years. USC has its own Imax lab to give its students a leg up. All the seats retract, and students can experiment with making images and see them immediately on the Imax screen, Daley said. “The world they’ve lived in so much of their life has been the small screen, all the way down to the phone,” Daley said. “What are the implications of images that large — what does that do to the viewers? If I’m making animation for the large screen, what do I need to think about?” Daley said these were the questions posed by the speaker at the lab’s dedication ceremony (none other than Steven Spielberg). And just as the school’s students have the ability to develop almost Imaxnative content, they’re also getting a head start on working in a medium pretty much everyone thinks is the next big
thing: virtual reality

By Ryan Quon

Virtual Reality is Everywhere at CES 2016

Samsung Gear VR

Virtual reality goggles were everywhere at CES, but none more than Samsung’s Gear VR headset that uses one of the company’s Galaxy smartphones for its display. I sat through a demo in Samsung’s booth in which you ride a virtual roller coaster while sitting in chairs that simulate the ride’s movement and vibration, and I have to admit it was shockingly realistic. It may be obvious to your eyes that you’re looking at a smartphone, but your brain still leaves your stomach behind when the roller coaster drops down some steep track.

The good news for photographers and videographers is that the conversation around VR seems to be changing. Whereas marketers used to just talk about the technical capabilities of headsets (and let’s face it, they still will if you give them a chance) we seem to have reached the point where everyone realizes that VR content will be what drives the market. Riding roller coasters at trade shows is fun, but tools that give individual content creators the ability to create unique VR experiences or immersive films should really open up creative possibilities.

The Big Guns: VR’s about to get a lot better, but Oculus Rift and HTC Vive are high-end systems for early adopters
Innovation is very important, but I also think it can be overrated, if nothing tangible gets productized as a result of the effort put in. In many cases, maturity — not innovation — is what makes products real.

In the case of Virtual Reality (VR) the industry is now reaching a point where we can almost grasp maturity. We can see it coming; it is inevitable.

Your average consumer may not be able to afford it for perhaps five or ten years, with current prices at $600 per headset not counting supporting equipment (such as a powerful GPU-intensive PC or gaming console) but the writing is on the wall.

VR gaming will be a legitimate form of entertainment, at least among middle class people, before the decade is over.

We need to ask ourselves about what the potential societal implications of widespread VR technology are now, before it actually becomes a cultural phenomenon — just as we deal with the impact of smartphones, tablets and other mobile devices on our culture today.

Modern smartphones have been on the market for almost a decade, but we have only started to understand their impact on human behavior.

Oculus has dominated the VR conversation for years, and with good reason — its hardware and software solutions have routinely been the best. I remember putting a rickety pair of VR ski goggles on my head in a hotel room back in 2013, and it blew me away. Now, the first consumer-ready version is on its way for $600 (£499 or AU$649) in March.

Well, $600 plus a gaming PC that can handle it. The price and pre-order announcement of Rift cast a shadow over the whole show, by design. Is VR not for the common person anymore? Is it a tech toy only? My answer: of course it’s not for everyone. How many people have hardcore gaming PCs?

CES 2016: ASUS ROG Showcases Gaming Innovations

Brent Bullard and Ryan Quon ventured to Las Vegas representing USC at CES 2016. We found phenomenal gains in the PC world which will only mean greater resolutions, higher refresh rates, stable operating systems, and greater need for high-end visuals. 4K is the monitor of the past, now it is 5K with the push of virtual reality. However, lets start off CES review by introducing our particular favorite booth, ASUS!

To kick off 2016, ASUS ROG put on a show at 2016 International CES in the ASUS Media Lounge, Las Vegas, USA. The latest and greatest ASUS ROG gaming innovations were showcased today, the line-up includes gaming motherboards, displays, desktops, laptops and peripherals. Here is a gallery of the exciting new innovations! Stay tuned for more details regarding each product in coming weeks!

CES is becoming more of an automotive show than anything else. Every year there’s more car companies and more car demos. This year was no exception. The PC industry really needs to have its own show. Thankfully, there are still plenty of nuggets to be found, and Asus showed off some goodies this year.
ROG Maximus VIII Formula
Z170 ATX motherboard for 6th Gen. Intel processors with CrossChill EK Hybrid air/liquid cooling.
Three brand-new gaming motherboards with Aura RGB lighting made their debut:
RGB Maximus VIII Formula Hybrid Liquid Cooled
ASUS MG24UQ Gaming Display
There is a little brother in the form of a 24-inch IPS gaming display with wide viewing angles, superior color accuracy and vibrant colors.
ASUS MG28UQ Gaming Dispplay 3840x2160 Resolution
ROG Swift PG348Q Gaming Display
A 34-inch gaming monitor with an Ultra-Wide Quad HD (UWQHD) (3440 x 1440) panel, 100Hz refresh rate and Nvidia G-SYNC technology.
ROG Swift PG348Q Gaming Display 3440x1440 100HZ

Asus won’t be left out in the external graphics department with its new XG2 docking station. The XG2 is similar to Razer’s new Core in that both are USB Type-C docking stations. Whereas the Core uses Thunderbolt 3 over USB Type-C, Asus tells us that it’s using something else entirely—something proprietary. The XG2, says Asus, doesn’t rely on Thunderbolt 3, which would require encoding and decoding of the graphics card’s signal. While Thunderbolt 3’s 40Gb/s speed is fast, Asus tells us the XG2 is using raw PCIe signally. We’ll have to wait to get both units in for some benchmarking to see which one performs best.

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Reinventing the Invented : Side Scrollers and the 1930s


Game developers are accomplishing amazing things with computer-generated graphics, and video-game graphics are becoming more sophisticated than ever. Lovingly rendered single hairs, carefully constructed environments, movements created through the use of motion capture — as the technology gears ever upwards, so does what we see and interact with on our screens.

One developer, though, has decided to travel far off the beaten path, using not the latest and greatest in graphics rendering, but techniques nearly a century old. When I sat down to play Cuphead, Studio MDHR’s upcoming game inspired by ’30s-era cartoons, I expected it to be easy.

Its looks are disarming — if you’ve ever seen a cartoon like Steamboat Willie or Bimbo, you get the vibe. It’s hard not to set your difficulty expectations low when you’re fighting a giant, grumpy carrot. Or a pirate. Or boxing frogs, or any of the game’s kooky-but-brutal big bosses.

Cuphead stars the titular hero and his friend, Mugman. It’s a weird game involving a deal with the devil, and it’s the work of brothers Chad and Jared Moldenhauer of Studio MDHR. It is also a game obsessed with boss fights. During E3 2015, I sat down with it to try out a few for myself. The results were … well, let’s just say that I died a lot.

Jared Moldenhauer, who was on-hand to witness my many failures, explained that much of Cuphead revolves around these fights. You’re free to go solo or fight with a pal; the game adjusts its enemies’ health accordingly. During my demo, I bounced from flying through the sky shooting down a giant bird with a buddy to jumping on tracks and battling a very angry train ghost.In its current form, Cuphead is largely made up of boss fights, the kind that would have robbed 8 year-old me of every quarter in my pocket in short order. That jolly pirate from above is one tough cookie. At the time of this writing, Jared tells me that no one from the press has beaten him. I couldn’t stop trying though. Like Gunstar Heroes and similar old games, bosses have learnable attack patterns, but unlike so many of those older games, each has a deep bag of tricks to pull from. This pirate would call a squid friend to splatter ink everywhere, obscuring my vision. He’d call in a shark attack from off the left side of the screen too, or pull out an umbrella and squeeze little pink bullets from it. Each fight really demands that you pay close attention, and that you have sharp reflexes, just like arcade games of yore.
CUPHEAD e3

Written by Ryan Quon
Edited by Brent Bullard

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Stan Lee’s COMIKAZE Expo October 30- November 1 2015

STAN LEE IS 93 YEARS OLD! WoW…please, while this genuine comic book writer and creator is here with us on this planet take the opportunity to meet one of the last Golden Age Comic Book writers alive!!! This weekend go with something fun and interesting! This Friday and Saturday for a very modest fee of $30.00 for one-day pass or $75.00 for a 3-Day pass visiting …one could really get their inner-Geek on! As a USC graduate I often try to promote undergraduates to step away from their mid-terms for the week and try to do something exciting, expecially the weekend of Halloween.

Todd McFarlane to Appear at Comikaze Expo!
His groundbreaking artwork on Marvel’s Spiderman and Venom turned him into a household name. His creation of Spawn, formation of his own toy company and achievements as an animation filmmaker made him a comic book superstar.

Meet Todd McFarlane, Founder and President of Image Comics, Creator of Spawn and iconic industry entrepreneur Saturday only for a limited signing engagement in West Hall and panel with Stan Lee and friends on the Hot Topic Main Stage.

Meet Deathstroke, Caitlin Snow & Weather Wizard from CW’s FLASH & ARROW
We are stoked to announce that actors Manu Bennett, Danielle Panabaker AND Liam McIntyre will be joining us at Comikaze for photos, signings and PANELS! Manu and Liam can also be seen on Spartacus!

I am very proud to have interviewed Flash star Danielle Panabaker at Comicon earlier this July and she had some very interesting topics about how the Flash is filmed. The Interactive Media Division has always been at the forefront of the behind the scenes technology for movie making, gaming, and innovation. Stan Lee is 93 years old and by all means one must meet and attend his expo. He is one of the few left from the Golden Age of Comic Book writing. Comikaze also will feature writers, artist, and various celebrities.

Attention STAR WARS fans (which is everyone everywhere): Carrie Fisher, Star Wars’ PRINCESS LEIA, will grace the halls of Stan Lee’s Comikaze Expo on Saturday October 31st for a special appearance!

As everyone knows, Ms. Fisher – who is also the voice of Peter Griffin’s boss Angela on Family Guy – will be reprising her iconic Princess Leia role in Star Wars: VII The Force Awakens. Carrie Fisher ranks among the most beloved female sci-fi film stars of all time – and all of us at Stan Lee’s Comikaze Expo are extremely excited by her presence in the show.

Written by Ryan Quon
Edited by Brent Bullard

The Brain Architecture Game beta is now live!

Now available!

The Brain Architecture Game is a tabletop board game experience (75-90 minutes) for groups of 4-6 players.

11,000+ people have played the game in teams, from small workshops to large conferences since 2009.

The game was designed to engage policymakers, community and business leaders, health and education service providers, and government officials in understanding the complex science of early brain and biological development – what promotes it, what derails it, with what consequences for society. The game has been played from Alberta, Canada, to Topeka, KS, to the US Virgin Islands, to Europe, in state legislatures and informal science museums, in presentations to various stakeholders, to graduate classes and at CEO conferences.

Animation and Interactive Work on “Near-Field VR” Introduced in Wired

“There is a special place in virtual reality—we call it Near-Field VR,” says Mark Bolas, “It is the place that is within arm’s reach of a user, and it is magical, as it provides the best stereoscopic and motion cues of VR.” Bolas discusses his recent work coming out of the MxR Studio at USC’s School of Cinematic Arts in cooperation with students from the Animation Department, in a WIRED article