Tuesday, 1 October 2013

Hands on: Adobe's Mighty and Napoleon drawing hardware for iPad, coming 2014

Adobe has announced that it is planning to ship Mighty and Napoleon, its cloud-based digital pen and ruler for iOS devices, in the first half of 2014.

Adobe says that it is moving projects Mighty and Napoleon, which were previewed at Adobe MAX in May and are Adobe's first foray into hardware, from "technology exploration" to a "planned product." The company has also revealed that it has teamed up with creative tech maker Adonit to manufacture and ship Mighty and Napoleon, so we can expect to be able to buy the two new devices early next year.

As well as announcing that Mighty and Napoleon will arrive in 2014, Adobe has also revealed that it is working on a new Project Parallel iPad app that's designed to work with the Napoleon ruler hardware, and Project Contour, which it says is "essentially Kuler for shapes". Project Contour will allow users to take a photo of an object or shape and access it with Napoleon on the iPad to enable enhanced architectural line sketching and drawing on the tablet.

Back in May, during the Adobe MAX conference in Los Angeles, we got our hands on working prototypes of the devices to try them out and take some photos of them in action.

Project Mighty is a cloud-connected iPad stylus pen

Project Mighty is a cloud-connected stylus pen that will work with Adobe apps that have been designed specifically for the hardware.

Adobe has chosen a twisted, three sided design for Mighty, which we found was brilliantly comfortable to hold and gave us precise control over the movement of the pen while we were drawing. The prototype we tested had a soft, rubberised tip, but Adobe XD senior experience design lead Geoff Dowd told us that the company has been experimenting with different tip-types, such as a narrower precision tip for more intricate drawings.

When using the Mighty and its accompanying app to draw on an iPad, you can erase lines by using a finger, because the technology has been designed to recognise the difference between a finger and the pen. This way of drawing and erasing became second nature to us within minutes of using Mighty. 

Other gestures that you can use to speed up the drawing process include undo with a tap of one finger and redo with a two-finger tap. 

The button on the side of the pen brings up a little tools menu on the iPad, to let you quickly change between a pencil and a paintbrush, for example, or choose from a variety of Kuler colour themes that are stored within the cloud, and are accessible wherever the pen goes. 

Another of Mighty's cloud-connected features is the clipboard, also accessible via the tools menu. The clipboard lets you place previously drawn elements that you've created onto your current canvas. What's cool is that the pen is connected to your personal data, so you can use it to paste elements stored in the clipboard onto any device.

We particularly liked Mighty's copy feature, which lets you draw an element and then use the button on the pen to copy that element and paste it wherever you choose, including on another device. You can see the copy tool in action in the photographs below.

Another nice touch is the Mighty's LED, which covers the top of the pen and indicates when you're connected. When docked, the LED gradually changes colour too.

Project Napoleon is Adobe's ruler for iPad, allowing users to draw accurate shapes and lines.

Project Napoleon (a little ruler) can be used with Mighty as a line and shape-drawing aide. You place it on top of the iPad just like you would with an ordinary ruler onto paper, and then choose which line or shape type you want to draw by touching one of the buttons on its surface.

This then projects a guide onto the iPad which you can use to accurately draw straight lines, angles and more. The Napoleon works with the Mighty, but can also be used by drawing with a finger.

Napoleon is a simple little device that does its job well, and could benefit many digital artists that use their iPad to draw. 


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Ty Mattson's official Breaking Bad posters go on sale

See three great screenprints of the different stage of Walter White's life in the now-sadly-concluded show (and you can buy them too).

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Designer Ty Mattson – aka Mattson Creative – has created a series of official Breaking Bad screenprints, which have gone on sale a week after the show's final season drew to a conclusion.

The posters depict three stages of lead character Walter White's life in the show: chemistry teacher Mr White desperately cooking meth in a rubber apron to raise money for his family after being diagnosed with cancer (right); crystal meth drug kingpin Heisenberg; and the bearded-and-bad Mr Lambert.

The three depictions of Walter White are illustrated in Ty's trademark pared-back style – though for this set he's paired the simply rendered characters with intriciate depictions of chemical equations and drug-brewing equipment (and a whole lot of bullets).

Unlike many of the unofficial artworks based on the show, you can actually buy these. The posters are available in a set of three 11x14-inch prints for £31.99 on the official Breaking Bad store.

Use the slideshow controls above and right to see the rest of the posters.

Designer Ty Mattson – aka Mattson Creative – has created a series of official Breaking Bad screenprints, which have gone on sale a week after the show's final season drew to a conclusion.

The posters depict three stages of lead character Walter White's life in the show: chemistry teacher Mr White desperately cooking meth in a rubber apron to raise money for his family after being diagnosed with cancer (right); crystal meth drug kingpin Heisenberg; and the bearded-and-bad Mr Lambert.

The three depictions of Walter White are illustrated in Ty's trademark pared-back style – though for this set he's paired the simply rendered characters with intriciate depictions of chemical equations and drug-brewing equipment (and a whole lot of bullets).

Unlike many of the unofficial artworks based on the show, you can actually buy these. The posters are available in a set of three 11x14-inch prints for £31.99 on the official Breaking Bad store.

Use the slideshow controls above and right to see the rest of the posters.

Right: Heisenberg

Right: Mr Lambert

How top studios create their best movie posters for Hollywood and indie films
>> iOS 7 Design Guide: discover the new normal of interface design
Print Club London exhibition at Somerset House showcases screen print film posters
>> IBC 2013: the Digital Arts Guide to the hottest new VFX & video post tech launching in Amsterdam
Vintage Tube posters showcased on London Underground's 150th birthday
>> Digital Arts visits the Brighton Digital Festival: Read interviews with leading creatives, and see inspiring new art and design projects

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New Apple iMac 2013 released with Haswell processors

As expected, Apple has updated the iMac with fourth generation Intel Haswell quad-core processors up to 3.4 GHz.

The entry-level iMac gains Intel's new Iris Pro integrated graphics. This series of graphics processors are said to offer Intel’s highest graphics capabilities, and Apple claims they will allow for unprecedented levels of integrated graphics performance. Previously the entry level model featured the NVIDIA GeForce GT 640M (as did the high-end 21.5-inch model). 

The entry-level iMac is the only one to this integrated graphics processor, while the three other models will offer NVIDIA GeForce GT 750M and 755M graphics. The NVIDIA GeForce 700 series graphics offer twice the video memory and up to 40 percent faster performance than the previous generation, according to Apple.

The new iMacs feature support for PCIe-based flash storage, as seen in this year's MacBook Air. Apple says this makes Fusion Drive and all-flash storage options up to 50 percent faster than the previous generation. Read our 2012 iMac review. 

As with the MacBook Air, we can expect to see great improvements in speed thanks to the new Haswell processors featuring across the range, despite the GHz, in many cases, being no higher than previously. 

Also, like the MacBook Air, the new iMac range gains 802.11ac Wi-Fi. Prices are up £40-£80 across the range, with the entry-level 27-inch model seeing the biggest rise - but there is now has a bigger processor gap between it and the 21.5-inch model. 

The new iMacs retain the design of last year's model, the super-thin screen and light weight (5.68kg for the 21.5-inch model). 

The entry-level 21.5-inch iMac features a 2.7 GHz quad-core Intel Core i5 (Haswell) processor (Turbo Boost up to 3.2 GHz) and the new Iris Pro graphics. It has 8GB RAM (configurable to 16GB), and a 1TB 5400-rpm hard drive (configurable up to a 1TB Fusion Drive or 256GB or 512GB of flash storage). [Previously a 2.7GHz IvyBridge processor]

The high-end version of the 21.5-inch iMac model feature quad-core Intel Core i5 processors at 2.9GHz (Turbo Boost up to 3.6 GHz). Like the entry-level iMac, it features 8GB RAM (configurable to 16GB), and a 1TB 5400-rpm hard drive (configurable up to a 1TB Fusion Drive or 256GB or 512GB of flash storage). It features the NVIDIA GeForce GT 750M graphics processor with 1GB memory. [Previously a 2.9GHz IvyBridge processor]

The low-end version of the 27-inch iMac features a 3.2 GHz quad-core Intel Core i5 processor (Turbo Boost up to 3.6GHz), 8GB RAM (configurable to 16GB or 32GB), and a 1TB 7200-rpm hard drive (configurable up to a 3TB Fusion Drive or 256GB, 512GB or 1TB of flash storage). NVIDIA GeForce GT 755M graphics processor with 1GB memory. [Previously a 2.7GHz IvyBridge processor]

The high-end 27-inch iMac features a 3.4 GHz quad-core Intel Core i5 processor (Turbo Boost up to 3.8GHz), 8GB RAM (configurable to 16GB or 32GB), and a 1TB 7200-rpm hard drive (configurable up to a 3TB Fusion Drive or 256GB, 512GB or 1TB of flash storage). It features the NVIDIA GeForce GTX 775M graphics processor with 2GB memory. [Previously a 3.2 GHz IvyBridge processor]

The iMac now supports next generation 802.11ac Wi-Fi. To take advantage of this it needs to be connected to an 802.11ac base station, such as Apple's Airport Extreme or Time Capsule. Apple claims that the wireless performance is up to three times faster than the previous generation.

The new iMac comes with two Thunderbolt and four USB 3.0 ports for connecting to external storage and other peripherals.

There is also an SDXC card slot and Mini DisplayPort output. There is still no CD drive. 

According to Apple, the new iMac is available today through the Apple Online Store and resellers, although currently the Apple Store shows stock to be 'Currently unavailable'.

Prices are up across the board, with the entry-level 27-inch model gaining £80 on the price.

The 21.5-inch, 2.7 GHz quad-core Intel Core i5 iMac costs £958 plus VAT. Up from £916 last year.

The 21.5-inch, 2.9 GHz quad-core Intel Core i5 iMac costs £1,083 plus VAT. Up from £1,040 last year.

The 27-inch, 3.2 GHz quad-core Intel Core i5 iMac costs £1,333 plus VAT. Up from £1,249 last year.

The 27-inch, 3.4 GHz quad-core Intel Core i5 iMac costs £1,458 pis VAT. Up from £1,416 last year. 

We'll add this information as soon as Apple's UK Online Store is updated. 


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Stretchable, bendable displays under development

Imagine if your mobile phone had a transparent screen that you could stretch to twice its normal size so you could see bigger pictures and have a bigger space to type on.

It's a scenario that could one day be a reality, according to scientists at the University of California, Los Angeles.

Researchers at UCLA's Henry Samueli School of Engineering and Applied Science reported this week that they have created a light-emitting electronic display that can be stretched, folded and twisted, while remaining lit and snapping back into its original shape.

OLED technology is used today in smartphones and even some televisions. The new stretchable material could change the form of smartphones and could lead to wallpaper-like lighting, minimally invasive medical tools and clothing with electronics integrated into them.

"Our new material is the building block for fully stretchable electronics for consumer devices," said Qibing Pei, a UCLA professor of materials science and engineering and principal investigator on the research. "Along with the development of stretchable thin-film transistors, we believe that fully stretchable interactive OLED displays that are as thin as wallpaper will be achieved in the near future. And this will give creative electronics designers new dimensions to exploit."

The new material is a single layer of an electro-luminescent polymer blend sandwiched between a pair of new transparent elastic composite electrodes, according to UCLA.

These electrodes are made of silver nanowires inlaid into a rubbery polymer, which allows the device to be used at room temperatures.

The university also reported that, during testing, the material was stretched 1,000 times, extending it 30% beyond its original shape and size, and it still continued to work at a "high efficiency." The material also could be stretched to more than twice its original size and remain functional.

It reportedly also can be folded at a 180-degree angle and twisted in multiple directions.

This could be a useful invention for the electronics industry, said Dan Olds, an analyst with The Gabriel Consulting Group. "The stretchable and bendable screen is a big step into a world we've only seen via science fiction movies so far," said Olds. "This is a world where information is displayed on surfaces that move and morph to accommodate the situation. While the reality probably won't be quite as slick as what we see at the cineplex, UCLA's work is a sign of what's coming."

He added that there are many unanswered questions, such as how image quality will be affected at different sizes and the material's durability.

"Questions like that are natural when a technology is this young," he said. "There is quite a bit of competing research in this space these days, with many labs and commercial companies working on these same concepts. I'd expect to see a lot more of these announcements and demonstrations in the coming months. But I wouldn't expect to see commercial products for a couple of years."


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Interview: The Wolf of Wall Street's VFX producer

Mark Russell discusses working with Martin Scorsese, why setting up VFX unions matters and why New York is an up-&-coming city for VFX work.

While in New York last week, I interviewed Mark Russell, VFX producer on the forthcoming The Wolf of Wall Street, which reunites director Martin Scorsese and leading actor Leonardo DiCaprio (though from the trailer above, the real star of the film is Matthew McConaughey's collapsed meringue 'haircut'). The film is based on the true story of stockbroker Jordan Belfort, who became incredibly rich and went on to spend 22 months in prison for stock market manipulation.

Mark's also a big proponent of the NYC-based VFX industry, so it gave me a chance to discover what's changing in a city best known for servicing the advertising industry. And we could hardly not discuss the big issues of the year, the financial troubles of the VFX industry – and whether unionisation would help or hurt the industry.

Working alongside VFX supervisor Rob Legato on The Wolf on Wall Street, Mark has helped craft the VFX for a film that is by no means driven by them – but still includes 400-450 VFX shots (though as we discussed, the number of shots can often be a poor indication of the level of work, as a shot can include a complex full-CG environment and/or character or a simple composite). The film includes one big VFX-driven set piece – a boat sinking due to a Mediterranean storm – but most of the work was to save the time, cost and effort of flying actors and crew to the Cote D'Azur or even just to the Hamptons in Long Island.

As The Wolf of Wall Street is still in post-production – it's not out in the UK until January 17 2014 – Mark couldn't give much detail about its VFX. But he could discuss Martin Scorsese's approach to how VFX should look – while Scorsese isn't necessary associated with VFX, his film Hugo won last year's VFX Oscar and through use of a subtlety of CG and beautiful art direction, managed to be one of the most compelling uses of stereoscopic 3D filmmaking so far.

"A lot of it is not just making things look realistic but making them artistically compelling," he says. "Fortunately for this job I have Rob Legato as VFX supervisor, so most of that burden is put on him and I get to support him with that.

"Working with Martin Scorcese, everything is about propelling a story forward and contributing to the film. I feel that with his movies, there's a kind of stylised realism to them that we have the integrate with. Rob has worked with him for eight or nine films now, and he gets that shorthand better than I do."

A stylised sense of reality pervades both the film's that preceded and followed Hugo as VFX Oscar winners: respectively the solid dreams of Inception and the heavily choreographed natural world of Life of Pi. These films' use of VFX is a world away from your average VFX-driven summer blockbuster, where ever-more-intricate CG characters bore or bamboozle us slugging it out behind ever-more-techincally accurate clouds of dust.

"Getting recognised for that is a big step forward to visual effects. The idea that visual effects is art – in the same way as cinematography is art – is important"

"Wardrobe is art – anything that goes into the making of a film should be considered an art form. Yes, there's a lot of technical prowess and expertise that goes into VFX, but ultimately it's to achieve an artistic goal.

Mark points out that Jurassic Park created an entire world of dinosaurs in a 'mere' 65 visual effects shots: more VFX doesn't necessarily make for a more exciting movie.

"With movies like Transformers – and others I won't mention because I know a lot of people who work on them – they have taken it so far away from [what Spielberg achieved] that we can't enjoy it – or I certainly can't. There's so much saturation and inundation with stuff that you [as a viewer] lose focus."

New York isn't a usual destination for film VFX work in the same way that London, Los Angeles or Vancouver is – it's VFX scene is much smaller and based around the advertising industry. There are no large facilities and even the medium-sized ones are generally offshoots of larger houses in other territories – such as London's Framestore, The Mill and MPC, or LA-founded Method Studios. Most are boutiques, with  between six and 12 staff depending on the projects they have on.

Staff retention is an issue as, as Mark puts it, "they're so used to jumping around from facility to facility based on who has the big Nike ad" and with the tight deadlines, working on ads is often more about doing something fast, rather than to the quality of a Hollywood feature. However in New York, Mark sees a chance to grow what the city can offer for advertising, film, TV and more.

"Since I came here I've been a great proponent of trying to build the New York VFX scene and marketplace," he says, "and trying to support everyone in town. I try to keep most of the work I do here in town – whereas the tendency currently is to talk about global outsourcing and tax incentives. Thankfully for us – and unfortunately for everyone else – New York has a very good tax incentive."

Tax incentives – which puts places like London and Vancouver (which have them) at a financial advantage over those that don't (like LA) – have been a big talking point in the industry over the last year, leading to protestors from the VFX community outside this year's Oscars in March. However, Mark says that you can't just rely on tax incentives for the success of a city's VFX industry as it has little control over stopping those incentives from going away, or from other territories creating as good or better ones – as he expects LA to do soon.

In the long run, Mark expects tax incentives to level out across the different territories Before that happens, he wants to see New York's VFX capabilities grow and attract talent that means that the city can compete on talent and capacity as well as cost, though he admits NYC is a long way off from offering the capacity of London.

Another financial issue damaging the VFX industry is that around the world, houses are falling over themselves to undercut each other. The creative process hasn't got any cheaper – if anything, due to raised client expectations, it's got more expensive. With less money coming in and more going out, it's not surprising we've seen facilities closing worldwide or filing for bankruptcy protection in the US.

"There's a tendency now in visual effects to bend over backwards to please the client, and put in your own money and R&D to do that. That's a bad thing.

"Certainly now, in order to get the jobs, you have to prove that you can do it – but you also have to do it cheaper. It's tough and companies are constantly trying to underbid the next company. Ultimately we all get burned."

How the VFX industry achieves this is the billion dollar question. Mark says "there's a correction in visual effects that needs to happen", referring to the principle that when vendors are selling goods or services for too little due to buyer pressure and intense competition, the long-term effect is that the number of many sellers withdraw from the market, the level of competition drops and prices rise.

Prices are also going to have to rise if the current push towards unionisation of VFX workers goes ahead – something that activists are trying to build momentum around bot in the US and UK. Members of a VFX union may not get paid a higher standards rate than they previously would, but they would be able to either work fewer hours or get paid overtime for those burnout-inducing all-nighters just before a project gets signed off.

"I'm in support of the idea," says Mark. "Inside studios there are artists who get taken advantage of because [they get told] 'you're working on the next James Bond film and you should be happy with that, even though I'm making you work 24 hours a day.' I think there should be some regulation, whether that's in the form of controlled overtime or a set of guidelines everyone follows.

"The result of a union is that everything's going to get more expensive – but maybe that's necessary. At least prices would be standardised across the board."

As well as VFX unions representing facility staff, Mark would also like to have one for VFX supervisors, producers and others who aren't tied to a particular house.

"On the film side, we're one of the only departments that doesn't have a union, and we come in and get paid flat rates for the day - and sometimes we get paid 6th and 7th days. Everyone else on the crew is paid hourly. They get meal breaks and if those meal breaks don't come at a certain time, they get paid extra for that. We're not covered by that and don't get paid any extra for that. We don't have healthcare or benefits."

"It's something I'd like to see on the production side, but I represent a tiny sliver of visual effects. The bigger need is for people who work in the facilities that get abused. I'd like to see that stop."


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