CH14 INVITES FOR PLEASURE HUNT
Experience the thrill of Discovering Careers in Infotainment Industry, VOYAGE EDUCATIONAL JOURNEY OF Innovative WORKSHOPS, Interactive CONFERENCES, Packaged with Amazing TOURS
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
CR14 | Cinema Reboot | Workshop | Summer '16
1. CH14Workshop | Summer ‘16
www.PortRGB.com/CH14
Overview
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CINEMA REBOOT
PS: For internal review, Not for public circulation
2. INDO-KOREAN Fusion in Singapore
CH14 organizing a IDV H2S Contest
with core team from Singapore, Korea, Thailand and India.
CH14 INVITES FOR PLEASURE HUNT
Experience the thrill of Discovering Careers in Infotainment Industry VOYAGE EDUCATIONAL JOURNEY OF
Innovative WORKSHOPS, Interactive CONFERENCES: Packaged with Amazing TOURS
I déjà vu Assassin Creed Launch at TI, Singapore
Choi Inho: Fix Korea
Mr. Inho Choi founder of Fix Korea, creator of Tactical Intervention - a video game developed
with Minh "Gooseman" Le, the co-creator of Counter-Strike. It is a multiplayer first-person
shooter in which a team of counter-terrorists face off against a team of terrorists, much like its
predecessor, Counter-Strike. The game features dogs, riot shields and the ability to rappel.
Tactical Intervention entered closed beta for North America on May 28, 2010, however this did
not result in the release of the game.
Pixel Galaxy Studio has since picked up Tactical Intervention for co-production in India with it’s
other overseas associates. The next version of the game will be localized for Indian market
integrating Indian plots and characters.
3. The Brain Trust : DNA
Mr. Inho Choi, CEO – FIX Korea, developed
FPS Game - Tactical Intervention, which he is
planning to make next version demo using
Mixedl reality
“The HoloLens, SDK launched in Mar 2016 - is
essentially a holographic computer built into a
headset that lets you see, hear, and interact with
holograms within an environment such as a
living room or an office space. It wirelessly
connected to a PC, and has used high-definition
lenses and spatial sound technology to create
that immersive, interactive holographic
experience.”
2016 is the year that virtual reality fans have been waiting for.
The question remains whether virtual reality will get significant
traction in the average consumer’s home as a “must have” item.
We think not, but the long awaited public release of this new
emerging technology platform is in itself a change of perception in
the market from “cool” to “game changer.”
Facebook’s Oculus is releasing its Rift headset to consumers
this quarter, and Sony’s Playstation VR and HTC’s Vive/Steam VR
will be available in the first half of this year. This represents a
major shift from concept and design to being widely available to
the general public for purchase. The expectation surrounding the
technology stems from the huge potential for disruption to a
diverse array of traditional industries, as well as the large sums
being talked about when discussing fundraising and acquisition
activity in the virtual reality and augmented reality space. Magic
Leap is leading the way in augmented reality, as it announced its
intention to raise a massive $800 million+ round of funding this
past December, even without a readily-available product.
The hardware is dominated by many Silicon Valley and Asian
tech giants. The most anticipated headsets are coming from the
likes of Samsung, Sony, Google and Oculus.
overview
4. This consolidation of power from the hardware side has led to a
massive opportunity on the software and content side. Media
companies and venture capital firms are beginning to pump capital
into companies like Jaunt, which raised $67 million
last September, and AltspaceVR, that had its own $10.3 million
investment this past July, who are tasked with ensuring the
potential of the hardware is fulfilled through engaging uses and
high quality applications..
A Virtual reality can revolutionize a wide variety of industries such
as media, sports, gaming, entertainment and education, and in
2016, we will see an early preview of high impact use cases and
applications. In the near term, the gaming and media industries will
likely get the lion’s share of the $150 billion of expected revenue
coming from virtual reality by 20201. Legacy studios, such as CCP
Games, are converting already hugely popular games to virtual
reality platforms. Virtual reality-only game studios such as Playful
and Resolution Games are working on new and extremely exciting
innovations in gaming that they hope will extend beyond the
hardcore gamer and reach the living room of the average
consumer. On the media side, expect to see the first “made for
virtual reality” movies and shows in 2016.
We expect 2016 to be a big year for virtual reality, as in our opinion
it will be a year where the revolutionary nature of this technology
and wide variety of applications that stem from it will be well
understood by the masses. We will experience a year full of virtual
reality headlines, massive investments, and product launches, yet
it will be a year where virtual reality becomes a reality primarily for
the early adopter.
Our belief is that widespread adoption will take place once the
virtual reality experience becomes more seamless, headsets are
aesthetically streamlined, more quality content is available, and the
price of the technology naturally decreases..
Ref: Independent Technology Research Report by GP BULLHOUND TECHNOLOGY PREDICTIONS 2016
Cinema Reboot
Er. Tomar is Media & Gaming Business
Strategy/Development Veteran with expertise in Start-
up Ventures with proven strengths in EduTainment
Enterprise Implementation. He brings over 2 decade
experience as ICT Strategy Architect and Emerging
infotainment Content Developer in AR,VR, New
media, Games & VFx for the digital entertainment
industry.
6. fee & kit
INCLUDES
1. CH14 & PH Orientation Session
2. Keynote Speaker Webinar
3. Cinema Reboot Workshop
4. Cardboard VR
5. Tactical Intervention Game
6. Ask Paul’s explorer app
7. Achievement Certificate
8. Networking Lunch
9. H2S & TI IDEAT CON-KIT
10. New Gen Career Cube
11. Activities with local students
12. Ariel Cinematography Preview
Workshop Fee is USD __ per participant
Student group discount on minimum 2 teams of 7 members.
7. careers
Source: Pete Sena : CRUNCH NETWORK CONTRIBUTOR - How The Growth Of Mixed Reality Will Change Communication, Collaboration And The Future Of The Workplace
URL: http://techcrunch.com/2016/01/30/how-the-growth-of-mixed-reality-will-change-communication-collaboration-and-the-future-of-the-workplace/?sf20111720=1
A recent report from investment bank Goldman Sachs predicted that within
10 years, virtual reality hardware will be an $80 billion industry. This “base
case” forecast assumed that adoption will be slow, as compared to that of
smartphones and tablets, but, the report noted, “as the technology advances,
price points decline, and an entire new marketplace of applications (both
business and consumer) hits the market, we believe VR/AR has the potential
to spawn a multi-billion dollar industry, and possibly be as game changing as
the advent of the PC.”
While the conversation around VR (virtual reality) and AR (augmented
reality) often focuses on gaming and video entertainment, the Goldman
report theorizes that these use cases will account for less than half of the
software market.
2025 Base Case
VR/AR Software Assumptions by Use case
“$80 billion industry of Mixed reality has the potential to allow a global workforce of
remote teams to work together and tackle an organization’s business challenges.”
“The challenge for businesses will not be to provide a more
immersive experience, but a more valuable experience.”
8. PGS Highlights
• Been consulting partner with
• Team has rich experience in wide array of Game training
• Have trained more than 5000 gaming & VFX students in the
last decade.
• Established many center for unmanned vehicles research in
various institutions of India to carry out advanced research
activities
• The workshops and its contents are designed to bridge the gap
between theory taught at schools, colleges and actual industry
problems. Trial and error method is not taught to the students.
Every workshop involves proper theoretical calculation as well
as practical hands on sessions.
• Conducted international workshops in China, Korea, Canada
and India.
Designed to teach the students in a fun filled
way, increasing their interest in subjects
Workshop handled by experienced tutors
with gaming education background
Students will learn about the AR, VR and
Mixed Reality Domain
associates
Workshop on AR,VR & MR
CH14# CH14CRMR
Shelf Life & Folklore
Jiao Tong
University
Shanghai
China
CIA Vancouver
BC, Canada
PH> PiT Live> CH-14 > > > >
Shanghai
University
Shanghai
China
CIA | JIMMC,
Noida,
Game Services IP: Terapin
University Books
Mumbai, India
Oxford College
BC, Canada
PGCIA
PGCIA,
NCR,
PGCIA,
Dun,
PGCIA PGCIAPGCIA
PG
CIA
PGCIA, Vancouver,
Canada
Game W/S
Wuhan, China
Game W/S
FIX, Korea
PGCIA
Live Projects > Pleasure Hunt > PiT Live > CH-14 > > >
PGS
PGCIA,
Singhania,
PGCIA
ASIA>
INDIA>
DXE Inc. PGS
VANCOUVER
9. TI GAME
The Brain Trust refers some of the veterans in the Industry. Enclosed is list of
some of the key people in the making of Tactical Intervention & associates of CIA.
Courtesy of FIX Games, Korea
3D Animator at FacePunch
Korea Computer Games
Minh Le
Back In 1999 he invented
the game Counter-Strike.
After Counter-Strike he
spent a few years at Valve
where I worked as an
animator and prop modeler
for Day of Defeat:Source.
After Valve in 2006
developed a new First
Person multiplayer game
Tactical Intervention.
Managed FIX Games team
of developers to release a
fun free2play FPS game that
provided unique and
innovative new game
mechanics that weren't
found in other FPS games.
Cliff Garbutt
Producer / Director - Character
Animation / Special Effects for
Motion Pictures and Television
Vancouver, Canada Area
Motion Pictures and Film
Keith Gillard
General Partner, Pangaea
Ventures Ltd.
Vancouver, Canada
AreaVenture Capital &
Private Equity
Tony Sergi
Senior Programmer, Fix
Games
Ontario, Canada
He is Sr. Programmer at Fix
Korea and also CEO
Blackened Interactive,
Canada.
He is Excellent programmer
with strong technical
knowledge. Worked tasks
efficiently and was a self-
starter. Could manage
multiple tasks at once. Very
easy to work with and thrives
in a team setting.
10. Brain trust
The Brain Trust refers some of the veterans in the field of AR, VR & MR.
List is compiled through personal networks and web search, and does not claim
to have validated description. Courtesy of TED
A futuristic vision of the
age of holograms
Alex Kipman
Inventor
With his latest invention,
HoloLens, Kinect creator
Alex Kipman has opened a
virtual holographic
universe for users to
explore — and he may
have changed the face of
computing forever.
Explore a speculative digital
world without screens in this
fanciful demo, a mix of near
reality and far-future
possibility. Wearing the
HoloLens headset, Alex
Kipman demos his vision for
bringing 3D holograms into
the real world, enhancing
our perceptions so that we
can touch and feel digital
content. Featuring Q&A with
TED's Helen Walters.
A glimpse of the future through
an augmented reality
Meron Gribetz
Founder and CEO, Meta
At Meta, Meron Gribetz is
leading an effort to
produce and sell
augmented reality glasses
with natural gestural hand
recognition.
What if technology could
connect us more deeply with
our surroundings instead of
distracting us from the real
world? With the Meta 2, an
augmented reality headset
that makes it possible for
users to see, grab and move
holograms just like physical
objects, Meron Gribetz hopes
to extend our senses through
a more natural machine. Join
Gribetz as he takes the TED
stage to demonstrate the
reality-shifting Meta 2 for the
first time.
The future of news? Virtual
reality
Nonny de la Peña
Virtual reality pioneer
Nonny de la Peña uses
new, immersive media to
tell stories that create
empathy in readers and
viewers.
What if you could experience
a story with your entire body,
not just with your mind?
Nonny de la Peña is working
on a new form of journalism
that combines traditional
reporting with emerging
virtual reality technology to
put the audience inside the
story. The result is an
evocative experience that de
la Peña hopes will help
people understand the news
in a brand new way.
Augmented reality will change
sports & build empathy
Chris Kluwe
Punter and author
As a punter, most recently
for the Minnesota Vikings,
Chris Kluwe consistently
set team records. As an
advocate for equality, he
proudly and profanely
broke the NFL's code of
omertà around locker-
room politics
Chris Kluwe wants to look
into the future of sports and
think about how technology
will help not just players and
coaches, but fans. Here the
former NFL punter envisions
a future in which augmented
reality will help people
experience sports as if they
are directly on the field —
and maybe even help them
see others in a new light,
too.
http://www.ted.com/talks/meron_gribetz_a_glimpse_of_the_future_through_an_augmented_reality_headset http://www.ted.com/talks/chris_kluwe_how_augmented_reality_will_change_sports_and_build_
http://www.ted.com/talks/alex_kipman_the_dawn_of_the_age_of_holograms
https://www.ted.com/talks/meron_gribetz_a_glimpse_of_the_future_through_an_augmented_reality_headset?language=en
11. BRING WHAT
The only thing they need to bring is their creative passion, vision
and Smart Phone. CH-14 are equipped with our students needs.
PAY HOW
Click on the register tab for Registration and payment options.
BRING ALONG
Own smart phone is good enough
GUEST JOIN
Students are welcome to invite there friend from other institute,
subject to hosting institute/place is Ok with for seats availability.
Because the registration process is online, we can’t guarantee
guest friends will be in the same group.
VISIT FACILITY
We have a impressive environment for visit facility, with prior
appointment.
LATE WHAT
Our sessions have mostly team activities, which. So,
we recommend that students arrive timely.
RULES WHO
CH14 operates on the associate's campus and benefits from the
host's protocol. However, the CH-14 developing its own lab with a
learning environment designed for teens and CH-14 trainers.
DOING WHAT
The courses are designed to engage students in what they are
passionate about. They will learn IDEAT: Innovation, Design,
Entrepreneurship, Arts and Technology. Innovation & Storytelling
are main focus for immersive content creation, at CH-14 we blend
fun when they learn.
LEARN WHAT
They will explore cutting edge technology gadgets and
applications while developing their own IDEAT:
Innovation, Design, Entrepreneurship, Arts and Technology.
HELP HOW
At CH-14 they continue to innovate, with online reference support
web, all have access to technology and at ease using Smart
Phones. .
CERTIFICATE WHO
CH-14 is based on an open-course, meaning that there are no
prerequisites to participate in our sessions. The training provided is
for personal enrichment and they receive the Certificate of
Participation.
TEACHER RATIO
There is a 1:28 or less instructor to student ratio. Our sessions
conducts max. of 28 students or lesser for best reults. Since
groups will be from 14 to 28 there will probebley two faculties to
teach and assist.
ONLINE SUPPORT
Yes, click here.
ask paul
Ask Paul 14
frequently asked questions
ASK USA QUESTION BY
e-MAIL askpaul@portRGB.com or
SMS to 9821142421
14. CH-14: Digitally Nurturing Arts
UAE :
INDIA : PGSPL, E54, Sector 63, Noida, Delhi NCR
S’PORE : CH14, The Pavillion at Far East Esquare #21-01 Singapore 049570
KOREA : FixGames CO.,LTD. #607 HongSan-Ro 237, WanSan-Gu,Jeonju-Si, JellaBukDo,South KOREA
15. Cliff Garbutt
Twice Emmy award winner veteran animator: serving industry for two decades. He co-founded Dimension X Entertainment where as Director Digital Media supervised the successful
completion of interactive video games preproduction & cinematic clients including Digimon and Disney for projects like Finding Nemo, Cinderella and Snow White.
He served industry as Animation Director / Artistic Director / Story Development / Lead Animator / Scene Setup Technical Director / Special Effects Director / Modeling & Rigging.
Mr. Garbutt, a 1984 Fine Arts graduate of Emily Carr College of Fine Arts and Design.
In addition, our advisory council offers outside management advice and consultation. They provide tremendous support for techno- creative and strategic decisions.
Our very basic management team is in place, however as PGCIA expands we certainly intend to bring in more dedicated talent including senior level positions
Core Team
There are a about dozen people including 4 key people from the founder member team. Profiles available on request. As most of them are associated with other organization, there
identity has to be treated confidentially and written permission is required from TBT, prior to any external communication.
Crystal Rosales: Film & Broadcast Business Advisor
As managing partner of Another Horizon - Films production / distributing consulting firm. Additionally from her another web service venture-Crystal insight she has done several web
promotions for feature films.
Dave L’Heureux. Co-coordinator HR, DX Entertainment, Episode Host HoT Careers
As premier PiT Live moderator - motivates hundreds of scholars every week; He hosted many cool PiT Workshops and events. He was responsible for DX Internship team building for
HoT Careers show.
Paul Cordick: DNA: PPM / Character Design & Animation.
As visiting faculty at PGCIA he is mentoring students for professional exposure of CG Production Pipeline - grooming them for Industry jobs. At Mainframe he is responsible for
controlling Quality for TV series through Production Pipeline flow. Paul has around two decades experience and currently at Mainframe. He has contributed to the following and many
more such as Barbie "Fairytopia" - Rendering Supervisor / Compositing Artist, Stuart Little 3 - Lighting Artist / QC Specialist, Barbie "The Magic of Pegasus" -& Max Steel 3 - Rendering
Supervisor / Compositing Artist.
Shawn Telling: DNA: VFx & Broadcast Design, Rendering/R&D at MF Entertainment Inc. Shawn joined Mainframe in 2004 and has been instrumental in producing CG shots for
showcasing Mainframe’s HDTV capability. He aims to create practical, innovatively visually appealing rendering solutions.
As mentor of group project, he defined and led the standards of PGCIA scholars aiming to submit HoT Promo for Siggraph 2007.
Jules Grant: DNA: Game Design & Programming.
He currently serves DX as EVP-PR, based in Vancouver. His contribution as co-producer for “Pleasure Hunt” and “HoT Countdown” share North American publisher’s vision with Asia’s
Indy Game Incubation Projects. He is supervising project for PGCIA affiliate’s produced game show reel and the game market orientation workshops at PiT Live.
He is project editor for TBT’s Wanderer 6.X series and Cinema Reboot-1. He is also assisting for compilation of Asia’s Indy Game Concepts “HoT Countdown” show.
He is also assisting on Game Design Documentation for DX’s proposed co-production title concept for VC/publishers.
Marc Roth: VFX animator-The Embassy Visual Effects Inc.
Emmy-nominated animator Marc has worked on many prestigious TV commercials including IMB, Nike, Mercedes and several more.
Prior to joining the team at Embassy he worked on "I, Robot" and "The Matrix Revolutions" Specializing as a Technical Effects Director, apart from other over 30 credits in film, television
and commercials since he started his career in 1997.
Christine Blaze: DNA: Digital Film & Arts.
He is serving as founding partner of Another Horizon - a consulting firm specializing in the producing / distributing Films. He is currently involved in pre-production and production of
several films. His 1st Film SPANK got several awards; and recently completed his 2nd Indy film “Project Grey” with VFx contribution of PGCIA affiliates scholars.
Kith Gillard: DNA: Audio Engineering & Production. As an artist, musician and game audio designer his work has garnered many awards, including 2nd and 3rd ranking on Canadian
Top 10 listing. Keith is instrumental in Business Investment analysis and Venture Capital negotiations. Serving BASF in Germany, with extensive experience with Mitsubishi.
Bruce Weaver: DNA: New Media Production, AVP Events & Alliances: Pixel Galaxy Studio. Executive Producer at Dhramadog Productions, USA.
He is mentoring and motivational force behind Animation students at PGCIA affiliates as company’s primary Machinima evangelist, responsible for establishing key strategic
partnerships within the New Media industry. Bruce conceptualized Real City concept project as Co-Producer for, which is in negotiation for merger with HoTCity.
Kevin Kendall Mah-VFx Animator: Kevin is associated with Pixel Galaxy for more than 4 years. Prior, Kevin worked in the capacity of instructor / mentor at Top Digital Art Center in
Shanghai, China, where he taught VFx and Digital Compositing.
Before moving to China he served as Texturing/Lighting/Animation Artist at Durinium Entertainment Inc and as TA Vancouver Film School. He Assisted Visual Effects students in final
project development.