Monday, May 21, 2007

Panasonic's 12 megapixel Lumix DMC-FX100: a wide-angle, "HD video" shooter

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Oh boy, lookie lookie. Panasonic just announced their new Lumix FX top-ender, the DMC-FX100. Packing a 1/1.72-inch, 12.2 megapixel CCD, this compact shooter manages to squeeze in a 28mm wide-angle Leica DC lens with 3.6x optical zoom. The cam features VE III processing along with Panny's Mega Optical Image Stabilizer and Intelligent ISO control (up to a 6400 sensitivity) to reduce blurring. Shutter release is measured at 0.009 seconds while bursting 8 shots per second at full resolution. It even records WVGA (848 x 480) video at 30fps or 1280 x 720 at 15fps direct to SDHC/SD cards. Nice, should be a winner by the time the reviews roll around.

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Casio's 12 megapixel Exilim Zoom EX-Z1200

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Pfff, 10 megapixels is for sissies. Casio, like Panasonic earlier today, just pumped out their own 12.1 megapixel shooter, the Exilim Zoom EX-Z1200. A 1/1.7-inch CCD and 3x zoom lens will be responsible for collecting the photons while the Exilim Engine 2.0 processing attempts to make sense of it all. Casio's flagship compact also delivers CCD-shift image stabilization and range of blur-reduction technologies bent on making the most of that ISO 1600 sensivity -- if reviews of its EX-Z1000 cuz are anything to go by then that's probably not saying much. Face detection and motion analysis technologies enable the camera to lock focus onto a subject's face and then track it as the person moves. Rounding things out are a decent 2.8-inch wide LCD, SDHC card support, a lazy 3 shot per second burst mode, and H.264 video recordings at a maximum 848 x 480 resolution and just 20fps. No price listed, but it had better slide in for less than the superior spec'd DMC-FX100 if they hope to compete.

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Fujitsu's H.264 chip encodes/decodes in Full HD -- a world's first

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Fujitsu just announced a world's first H.264 chip capable of encoding/decoding 1920 x 1080 (60i/50i) video in real time. The chip features 256MB of onboard FCRAM and ultra low 750mW power draw when encoding video. That means lickity quick, MPEG-2 quality processing with only a third, or half the required storage. The ¥30,000 ($247) MB86H51 chip is available to OEMs starting July 1st after which you'll find it bunged into the latest up-scale, consumer-class video recorders.

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How to turn your photo into movie-like effect using Photoshop?

(source: ebin 21 03 2007)

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What you need to have: Adobe Photoshop What you will learn: colour mood adjustments + depth of field effect + film effect PS: ⌘ key for Mac users / CTRL key for Windows users

Colour mood adjustments

1. Adjust the Hue/Saturation: ⌘U/CTRL-U

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2. Adjust the brightness and contrast: Menu > Image > Adjustments > Exposure…

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Depth of field effect

3. Duplicate current active layer by dragging it to the ‘create a new layer’ button located at the bottom of Layer window.

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4. Apply lens blur on the new layer on top: Menu > Filter > Blur > Lens Blur… Adjust according to your own preference.

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5. Click on the ‘add layer mask’ button at the bottom of Layer window. Then click and select the ‘Layer mask thumbnail’ (the white rectangle).

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6. Select brush tool(b), set the master diameter to 400px. Then choose the focus point in the photo and click on it.

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Film effect

7. Create a new layer by clicking the ‘create a new layer’ button located at the bottom of Layer window.

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8. Fill the new layer with black colour: reset colour to default black & white (d), switch black colour to background (x), fill the layer (⌘-del/CTRL-backspace)

9. Set the opacity of the black layer to 70% by pressing ‘7′

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10. Use erase tool(e), set the master diameter to 400px. Then start erase the center of the photo.

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11. Flatten the image: Menu > Layer > Flatten Image and add noise: Menu > Filter > Noise > Add Noise…

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Cinemascope (optional)

12. Add black bars on top and bottom of photo and it’s done! Use Rectangular Marquee Tool(m) to select (drag) upper part of photo, hold the shift key and select the bottom part, fill with black colour (⌘-del/CTRL-backspace)

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tut2-result2.jpg You can also add an extra step to twist the colour into this mood by using ‘Color Balance’(⌘B/CTRL-B). Drag the slider towards cyan and blue for Shadows, Midtones & Highlights.

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Virtual World Population: 50 million by 2011

When technology analyst group Gartner recently asserted that “80 percent of active Internet users (and Fortune 500 companies) will have a ‘second life’, but not necessarily in Second Life” by 2011, a lot of people jumped the gun and assumed 8 out of 10 of all Net users would be in a virtual world in four short years. Not exactly, Gartner Chief of Research Steve Prentice tells us. “Firstly,” says Prentice, “this statement refers to ‘active’ Internet users– a subtlety missed in much of the subsequent reporting.”

Their actual estimate, as it turns out, is decidedly less expansive, but about as impressive, and that’s by conscious choice. The statement was meant, says Prentice, as “a wake-up call to the CIO and CEOS out there that this is not a game, just sort of messing around. It’s interesting [and] we think it’s going to big.” By “active”, Gartner is referring to “people who are heavyweight Net users.” And by their definition, all of them are broadband users. “They’re my kids, to be honest, back from school, right onto MySpace.” That in mind, the estimate is actually that 50-60 million Net users will participate in a virtual world by 2011. “Doesn’t seem totally outrageous to me,” says Prentice.

Considering the largest existing worlds, including South Korea’s Cyworld, and its 20 million uniques, World of Warcraft with its 8 million subscribers, and Europe’s Habbo Hotel with its own 7 million regular users, that guess is actually on the conservative side. (While researching another story, Lisa Cosmas Hanson of Chinese game market analyst Niko Partners told me she estimates 26 million online world users by 2011 in China alone.)

To arrive at that figure, Prentice considered numerous variables, chief among them these five:

  • Upward growth rates of existing worlds and social networks like MySpace.
  • Usage patterns of current online world users (“Especially in the teen and young adult area…”)
  • General computer game usage (Gartner cites a recent Entertainment Software Association report indicating that 69% of US head of households already play computer games.)
  • Penetration and growth of Internet-enabled notebooks in this generation and spread of easily accessible wireless Internet.
  • Involvement by major firms like IBM in virtual worlds, coupled to metaverse consulting groups to serve them there. (“[T]his reflects both a growing interest from their client base, and will result in growing pressures (and competencies) to accelerate the move by corporate users into the virtual worlds space.”)

Surprising to me at least, Prentice believes most virtual worlds of 2011 will not be console-based, and that they’ll primarily remain a PC-centric platform. But he thinks it’s possible we’ll see metaverses accessible through phones and PDAs by then. (”Never say never: people said they’d never watch movies on a phone, and they do.”)

Another surprise is that Prentice thinks none of the existing virtual worlds will dominate four years from now– hence the “‘second life’, but not necessarily in Second Life” qualification. At this point, he says, “Linden is [like] the AOL of the early Internet. The biggest ones don’t even exist yet.”

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