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    EntertainmentEngineeringVOLUME 9 ISSUE 11

    Persun & Wiebusch, Inc.

    Publishers/Editors:

    Terry Persun

    P: 360-379-6885

    E: [email protected]

    Bruce Wiebusch

    P: 440-503-3013

    E: [email protected]

    Design & Production:

    Verv Creative

    www.vervcreative.com

    Editorial Contributors:

    Dan Cook, Ph.D.,

    Program Coordinator, Entertainment

    Engineering and Design, UNLV

    Gerald Braude

    S. Korobeinik

    Richard Mandel

    Mark Persun

    Editorial Board:

    Greg Hale, VP Advanced Technology

    Disney Parks and Resorts

    Kevin Russelburg, Sr. Project Engineer

    ITW Pancon

    John Lewis, Sr. Writer, Cognex Corp.

    Sales

    Mark Wiebusch

    Vice President, Media Solutions & Sales

    P: 440-835-9733

    [email protected]

    Subscriptions:

    www.EntertainmentEngineering.comwww.entertainmentengineering.com 3

    We were happy to hear from Steve Wozniak for this special

    100th issue of Entertainment Engineering. He has been a busy guy

    in 2012. Im giving 60-70 speeches this year around the world, he

    said to Entertainment Engineering editors in October of 2012. Its

    up due to Apple prominence and Jobs death and book, I presume.

    We asked Wozniak about his experience with Teamwork. Did

    he feel engineering innovation and creative problem solving are

    accomplished more by teams or more by individuals workingprimarily by themselves? Was the far-reaching and leap-frog

    engineering innovation that gave rise to my Macbook and other

    Apple products primarily the result of an idea that started with

    him as an individual?

    The thoughts on this particular subject are not easy for me

    because I want to get everything so precise and because I did a lot

    on my own, says Wozniak.

    Wozniaks comments ran parallel to other people we interviewed

    about Teamwork. First, there is an individual that does the

    innovating and creates the idea, said Matt Lorono at Solidworks.But then, it takes a team to refine the idea and implement it.

    Read Loronos story about Teamwork later in the pages that follow.

    While there are exceptions where an individual working alone

    can create a breakthrough innovation, I have definitely found that

    teamwork drives taking a breakthrough innovation to the next

    level, and is absolutely necessary to turn a good idea into a robust

    product, says Greg Hale, Vice President and Chief Safety Officer

    Walt Disney Parks and Resorts. Read how Disney, Softeq, and HP

    teamed up to take a good idea and make it great.

    Proto Labs CEO Brad Cleveland discussed Teamwork leadershipwith us and why thoughtful integration of new team members into

    a growing team is important to remember. We also heard from

    Mediamation and other engineering companies about Teamwork.

    Check out all our Teamwork stories in this months issue.

    TEAMWORK

    100th ISSUE | TEAMWORK

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    TECHNOLOGY. CREATIVITY. FUN. Volume 9 Issue 11

    Entertainment Engineering

    p.20

    p.16

    p.18

    TEAMWORK IMPROVES OPTIONS IN SOLIDWORKSImproving creation of section viewsp.6

    PROFESSIONAL WIRELESS SYSTEMS

    Solid RF coverage for three-day eventp.8

    EDITORIALTeamwork

    p.3

    BREAKING THE SOUND BARRIERWith graphic content for live streaming

    p.9

    TEAMWORK AS CRITICAL TO DESIGNCollaboration among colleagues

    CREATIVITY ON A MONSTROUS SCALEHow Legacy Effects juggles its workload

    p.10

    p.14

    TEAMWORK AMID RAPID GROWTHThoughtful integration of team members

    p.12

    GOLDEN GATE BRIDGE HONOREDWith recording for a live sound portrait

    TEAMWORK AND PRODUCT EVOLUTIONGrowing and transforming Disney theme parks

    SPECTACLES IN MONTREALCoordinated architectural projection installation

    100th ISSUE | TEAMWORK

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    Others say theyre FAST...

    Proto Labsentire operation is optimized to deliver quick-turn CNC

    machined and injection molded parts in as fast as one business day.

    We manufacture parts every day for thousands of customers, many of

    whom come to us at the last minute with dozens of designs they need

    to test ASAP. Since 1999, weve produced tens of thousands of molds,

    and shipped tens of millions parts to our customers all over the world.

    Sure, its our technology that allows us to make your parts faster

    than anyone else. We back it up with large-scale global manufacturing

    facilities with hundreds of CNC machines and injection molding presses

    on three separate continents.

    Whether your project calls for a few machined parts or thousands of

    molded parts from 50 dierent designswe have the scale to meet your

    needs. Every time!

    But do they have the

    to deliver?SCALE

    Check out

    our virtual tour!

    ISO 9001:2008 Certified ITAR Registered

    Proto Labs

    2013 Calendar

    Visit protolabs.com/partstoday and request your

    FREE 2013 Proto Labs

    Cool Parts calendar.Enter code EE12F.

    Call 877.479.3680or visit www.protolabs.com

    2012 Proto Labs, Inc

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    Matthew Lorono (CSWP)is a Definition Product

    Manager at Solidworks and

    a self-proclaimed introvert

    when it comes to engineering

    innovation. First, there is

    an individual that does the

    innovating and creates the

    idea, he says. But then, it

    takes a team to refine the

    idea and implement it.Lorono recalls that one

    idea he had was for a new

    and better way to create sec-

    tion views for engineering

    drawings. I noticed other

    software vendors required

    users to create sketches

    for section views, and I

    thought it would be faster

    and easier to create a newuser interface that pro-

    duces section views without

    sketches.

    Instead of sketches, users of Solidworks 2013 can

    manipulate a cutting plane tool that helps produce

    the needed section views from an existing rendering.

    But getting to the point where now the idea is a reality

    required obtaining input from not just the product

    definition team, of which Lorono is a member but

    also user experience team members and a team ofSolidworks developers.

    My original idea got balanced against reality, says

    Lorono. We had to sit down together and work out the

    details, which made the idea work better. There were

    lots of discussions, organizational sessions, and then

    testing with customers who helped us make further

    refinements to the end result.

    The evolution of the section view idea to the reality

    of its inclusion in Solidworks 2013 has gone beyond

    just the creation of section views. Users now create sec-

    tion views in compliance with ASME, ISO, and other

    standards within a single tool. The tool allows for docu-

    menting the interface between internal components.

    There are also specialized functionality to create aligned

    section views and half-section views. With the benefit of

    input from numerous team members, Loronos originalidea now goes beyond his original concept and speeds

    the creation of production drawings for faster and more

    consistent section views.

    For More Information Click Below: Solidworks Home >

    Solidworks Launch >

    Solidworks >

    6 www.entertainmentengineering.com

    TEAMWORK IMPROVES SECTION-VIEW OPTIONS

    IN SOLIDWORKS 2013Matt Lorono tells how Solidworks took an idea for improving creation of section views from

    concept to implementation with teamwork.

    We had to sit down together and work out the

    details, which made the idea work better. There

    were lots of discussions, organizational sessions,

    and then testing with customers who helped us

    make further refinements to the end result.

    00th ISSUE | TEAMWORK

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    ACCURATE | POWERFUL | INTEGRATED

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    8 www.entertainmentengineering.com

    Responsible for managing 350 frequencies per dayacross eight stages for artists and the media, PWS

    (Professional Wireless Systems) four-person crew

    worked closely with the festivals producer, C3 Presents,

    to ensure all wireless microphones, in-ear monitors and

    show communications were properly coordinated and

    operating flawlessly.

    When dealing with a festival of this size, and with

    so many artists and media bringing their own equip-

    ment, pre-planning is essential, says Jimmy Van Winkle,

    general manager, PWS. We do our homework ahead

    of time so that when we arrive at the location, we know

    what we are walking into and are prepared for it. You

    always have to expect last-minute challenges, but our

    team has worked hard to earn the reputation we have

    and does a fantastic job.

    In order to ensure proper frequency coordination,

    PWS sent out coordination forms to stage managers and

    media representatives attending the event. These forms

    detail the frequencies and model numbers of the micro-

    phones, in-ear monitors, and communications devices

    that would be used at the festival, to help eliminate thepotential for signal interference. Once on site, PWS

    actively searched for users who hadnt submitted their

    RF needs ahead of time, providing them with available

    frequencies.

    In addition to managing frequency coordination,

    PWS lent two of its Domed Helical Antennas to the

    music festival. The Domed Helical Antenna boasts the

    highly successful circular polarization configuration,

    pioneered by the companys original Helical, but with theunit sealed within a compact domed design. Thanks in

    part to its characteristics and ability to offer flexibility of

    use, the Domed Helical Antenna has become the indus-

    try standard for multi-channel wireless microphone,

    in-ear, and intercom systems. With an inherent boost in

    gain, greater bandwidth and dropout-free polarization,

    it outshines the performance of traditional antenna

    designs. Inconspicuous and robust, it is ideal when the

    requirements of aesthetics and function cant be com-

    promised. It also holds up to considerable road-related

    abuse.

    Founded in 2001, The Austin City Limits Music

    Festival is a yearly event that brings together more than

    130 acts from all over the world to play rock, indie,

    country, folk, electronic, and more on eight stages. It

    hosts more than 200,000 people and has featured a

    diverse range of bands. This year, it presented such art-

    ists as The Black Keys, Neil Young and Crazy Horse, Jack

    White, Red Hot Chili Peppers, Weezer and The Roots.

    Professional Wireless Systems (PWS), a Masque Sound

    company were backstage when the 11th annual AustinCity Limits Music Festival took place in the eclectic citys

    Zilker Park.

    For More Information Click Below: MasqueSound Home >

    Professional Wireless Systems Home >

    PROFESSIONAL WIRELESS SYSTEMS

    Frequency coordination rocks out at 2012 Austin City Limits Music Festivalas on-site experts ensure solid RF coverage for the three-day event.

    00th ISSUE | TEAMWORK

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    www.entertainmentengineering.com 9

    The edge of space was where Felix Baumgartner stood

    Sunday, October 14, 2012. At 39km or 128,100 feet, already

    setting a world record for highest manned balloon flight,

    Baumgartner leaned forward and rapidly disappeared from

    camera view. 9 minutes later Felix Baumgartner was on the

    New Mexico desert ground, fists in the air in triumph. His

    decent set additional world records for becoming the firstskydiver to break the speed of sound, reaching a maximum

    velocity of 1,342km/h (833.9mph), and the record for high-

    est ever freefall.

    The entire event was broadcast live on youtube where

    another record was broken for simultaneous views. More

    than eight million viewers watched the descent through

    youtubes streaming service. The event was broadcasted

    by 77 stations across 48 countries around the world.

    All the graphic content for TV and for live stream was

    provided by Vizrt Technology. The joint team of Vizrtand netventure personnel, represented on site by Yan

    Heydlauf of Vizrt South West Europe and Stefan Meyer

    of netventure Germany, gathered live data from capsule

    telemetry, mission clocks, chest pack information, bio-

    meds, and other mission information in Red Bull Stratos

    Mission Control in Roswell, New Mexico. All data for

    several websites were fed by web services provided by

    netventure using data centers in Germany, Austria,

    Ireland, and the US.

    The team used Viz Graphic Hubs shared memory

    to distribute content simultaneously between New

    Mexico and the Red Bull Stratos studio at Servus TV

    in Salzburg, Austria. A Viz|Trio operator simply called

    up pages in a Viz|Trio show while the content was

    constantly being updated live using scripting and VizGraphics Hub shared memory maps. Three Viz Engines,

    Vizrts real-time 3D compositing engine, were used to

    display the on-air graphics and video compositing. At

    Servus TV, netventure film Austria, which has been in

    charge of live graphics services for two years, used the

    same Viz|Trio show to broadcast this successful event.

    The several Viz|Trio systems were used to display on air

    graphics and all the studio monitors.

    Red Bull has been an exciting partner for us to

    work with over the last few years. From the Red BullX-Fighters to this amazing jump, they are constantly

    pushing the limit and bringing us fun new challenges,

    said Petter Ole Jakobsen, CTO Vizrt. We congratulate

    Felix for this landmark accomplishment.

    For More Information Click Below:Vizrt Home > Netventure Home >

    FELIX BAUMGARTNER BREAKS SOUND BARRIER

    Graphic content for live streaming was provided by Vizrt Technology.

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    10 www.entertainmentengineering.com

    Richard C. Klein from NASTEC is a designer and manu-

    facturer of specialty transmissions and bearings. NASTEC

    designs, fabricates, and manufactures traction drives, roller-

    gear drives, and wave bearings.

    He says that without teamwork in our organization,

    his company would have little to show. The ideas would

    remain as ideas only, he explains. Each of our projectshas taken work and input from everyone who draws a pay-

    check. My guys are all part timers and the number involved

    varies with the project.

    At NASTEC, whoever espouses an idea has it reviewed

    by a group. If it collectively is determined to have merit,

    they all join in the writing and submission of an SBIR or an

    STTR.

    We have been fortunate to have had a number of pro-

    posals accepted through the years, says Klein. The hardest

    part, at times, seems to be to find large companies to teamwith who provide us with the use of certain hardware and

    or proprietary information from which we can develop

    devices that are the heart of our proposals. We have a

    talented group of people who are both academics and expe-

    rienced in the work of the subject matter, and who are also

    able to think outside of the box.

    Alison Jamele is the President MediaMation, Inc. At her

    company, she feels that engineering innovation and creative

    problem solving are accomplished more by teams than

    individuals.MediaMation, Inc. is an entertainment systems integrator

    providing creative solutions for complex interactive exhib-

    its, shows, attractions, rides, interactive fountain shows, and

    4D/5D theater environments, worldwide. Theme parks,

    museums, themed environments, cinema chains, interactive

    exhibits, motion pictures and entertainment retail venues

    rely on MediaMation, Inc.s creative ingenuity to design,

    implement, and install interactive attraction and entertain-

    ment technology.

    Engineering innovation and creative problem solving is

    most definitely accomplished more by teams than by indi-

    viduals working primarily by themselves, she says. Our

    company is an interaction attraction technology company

    in which we are in constant research and development of

    new products and software. It is essential that our engi-

    neers and technical design team work hand in hand whendesigning an interactive system as well as work together in

    producing solutions to technically challenged projects.

    When asked of advice on the appropriate mindset needed

    for being a successful team player, she made an analogy.

    One piece of advice I would like to share on the appropri-

    ate mindset needed for being a successful team player,

    would be for each team member to understand that they

    are like an egg, sayd Jamele. An egg has three parts, the

    TEAMWORKAS CRITICAL

    TO DESIGN

    Design often benefits from the interaction andcollaboration among colleagues, according todesign engineers interviewed for this story.

    Engineering innovation and

    creative problem solving is

    most definitely accomplished

    more by teams than by

    individuals working primarilyby themselves,

    00th ISSUE | TEAMWORK

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    www.entertainmentengineering.com 11

    shell, the whites, and the yolk. Without the three together

    it would not be an egg. The mindset that no one can do it

    alone, shows that it takes a team to become a whole.

    Dr. Grant Henson is the Chief Scientist at Invariant

    Laboratories LLC. Invariant Laboratories LLC provides

    engineering consulting services for the design, develop-

    ment, and manufacturing of high-performance aerospace

    structural systems. He acknowledges that teamwork is

    important to product design, he recognizes that individual

    effort is important too.

    We offer advanced modeling and simulation capabilities

    in strength and dynamics, primarily using the finite element

    method but also other classical or proprietary methods.

    We offer extensive experience with mission assurance,

    test planning, failure analysis and structural research and

    development. Company staff has many years of experience

    interacting with military and other government technical

    personnel in developing timely, useful solutions to critical

    problems.

    I think individuals and teams both have a role to play.

    Teams cant generate ideas, only people can. So people need

    time to think by themselves without immediately having to

    expose their ideas to the scrutiny of others. However, even-

    tually the ideas need to be brought forward because team-

    mates can provide a critical perspective that the individual

    cannot apply to his own ideas.

    For example, during the early Apollo program, John

    Houbolt came up with lunar orbit rendezvous on his own,

    or at least, he did the work to prove it was feasible. But ithad to be shopped around to all the different engineering

    disciplines in order to make sure it wouldnt sabotage some

    vital objective. No single engineer had a mastery of all the

    different subsystems and functions, not even von Braun.

    My advice on being a successful team player is to help the

    team reach consensus but avoid groupthink. When a team

    falls into groupthink, it defeats the whole purpose of having

    a team, which is to bring out a variety of ideas.

    Rob Clippard from Clippard Instrument Lab believes

    one key to a successful team is leadership. A successfulteam needs that point person to keep the group on track

    and hold the group accountable to that common purpose,

    he says. He explains that teams can suffer from missing the

    mark and straying off course. Team is defined by a group

    with a common purpose and leadership is defined by influ-

    ence. Ask the question, how does this activity or discus-

    sion help to accomplish our goal?

    Although the words team and individual seem to

    counter each other, he believes that behind any successful

    team is a good leader. Team success hinges on a cohesive

    group working together to determine how their efforts can

    excel the group to the finish line, says Clippard. The fluid

    groups that just seem to gel are those groups who know the

    goal as well as their individual contribution on the team

    towards that goal.

    For More Information Click Below: ClippardInstrumentLab > Invariant Laboratories >

    Mediamation > NASTEC >

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    12 www.entertainmentengineering.com

    Brad Cleveland understands what it takes to bring

    together and manage successful teams. As the Presidentand CEO of Proto Labs, Inc. since 2001, his team has

    taken the company from $1 million in annual revenue

    when he joined the company to $100 million last year in

    2011.

    Several things contribute to the companys growth,

    including a constant drive to find new customers while

    simultaneously expanding the types of parts and services

    Proto Labs offers. Bigger parts. More complex geom-

    etries. New processes and accelerated manufacturing

    services like CNC and injection molding. New materi-

    als, including molded metal parts. It all helps grow the

    company. But for Cleveland, it has meant supporting a

    greater number of people with diverse backgrounds, all

    the while making sure that they all have what they need

    to get their increasing amounts of work done.

    At Proto Labs, a key to successful teamwork has been

    to be as clear as possible about priorities. Cleveland says

    he tries to play the part of the servant leader much of

    the time, doing his best to be supportive in any way pos-

    sible by providing guidance and resources even before

    they are requested at times.

    Entertainment Engineering interviewed Cleveland

    and a few of his teammates at Proto Labs in September

    of 2012 about Teamwork at the company. Following are

    excerpts from those interviews.

    BC: I think weve done two things really well when

    TEAMWORK AMID RAPID GROWTH

    Proto Labs CEO Brad Cleveland discusses how growing the company required clear goals,new customers, better products, and thoughtful integration of new team members.

    00th ISSUE | TEAMWORK

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    www.entertainmentengineering.com 13

    it comes to bringing our management team together,

    says Cleveland. The first was to be very thoughtful

    about bringing on board one person at a time, and then

    absorbing them into the mix before making any deci-

    sions about what additional sort of talent we need to

    seek. This has provided us with the ability to fully uti-

    lize the array of skills each individual brings to the team

    and minimize the overlaps, thereby increasing both thebreadth of our skills and our ability to obtain different

    points of view on complex challenges. The second thing

    was to recognize the fact that sometimes the best person

    to add to the team is someone you really werent looking

    for, but they are just so great that you simply need to

    build a position around them.

    EE: What are the challenges?

    BC: The main challenge to supporting a group of

    high-caliber individuals with different mindsets and

    skills is in balancing the desire to have a collaborative

    environment with the need to get decisions made and

    move things ahead. Weve adopted a surprises are for

    birthdays mentality, which essentially means that while

    we are not necessarily waiting for someone elses approv-

    al, we are doing our best to make sure that everyone is

    informed as much as possible along the way so that they

    have the opportunity to object, advise, etc. if they wish.

    Its as much based on respect as anything else.

    EE: What are the qualities that make for a good team

    manager?

    BC: Domain expertise, communications skills, organi-

    zational skills, a supportive personality, a strong intellect

    and self-knowledge.

    EE: Although teamwork is important to most any

    business, do you feel that innovation and creative prob-

    lem solving are accomplished more by teams or more by

    individuals working primarily by themselves?

    BC: I feel that the greatest breakthrough ideas tend

    to come from individuals that use their colleagues as

    sounding boards to think things through. But when it

    is time to move from idea to implementation, it is more

    about a collaborative team that is coordinated based onclear priorities and an action plan. So its both, but at

    different points in the process.

    EE: Example?

    BC: Our entire business model was created around the

    core idea that it should be possible to automate most of

    the engineering normally associated with CNC machin-

    ing and injection molding. Our software development

    team is another example. When we have a major techni-

    cal challenge, such as a complex 3D analysis problem

    that needs to be solved, it falls to one of our super-smartsoftware engineers to pose a solution. But then it goes

    to a larger group to work through the details and get it

    coded, tested, and released.

    For More Information Click Below: Proto Labs Home > Proto Labs Blog >

    Protomold Service > Firstcut Service >

    Chris Walls-Manning is a Software Development

    Manager at Proto Labs who believes that innovation

    and creative problem solving are accomplished mostly

    by teamwork.

    Often innovation and problem solving is a journey

    that involves creating design concepts, experimenta-

    tion and prototyping, and iterations of tweaking or

    polishing before reaching a successful destination.

    Your steps along such a journey are sped up by col-

    laborating with team members. Collaboration pro-

    vides different, unique perspectives on innovations

    and solutions that an individual may otherwise miss.

    It allows team members to share ideas and thoughts,

    as well as mentor and teach each other. Collaboration

    amongst the members of the team of engineers I work

    with is vital to our innovation. Learn to communicate

    your ideas clearly and intelligently, but also learn to

    listen thoughtfully. Sometimes, the best idea might

    not be your own.

    Kevin Crystal is a Proto Labs Process Development

    Engineer who designs tooling and processes for pro-

    ducing machined plastic and metal parts. He believes

    teams are important, but so is individual effort:

    You need a creative person to sit down and createstuff and solutions. Creative people benefit from other

    people reviewing their designs and offering creative

    criticism or answers to questions. Design by com-

    mittee is doomed to failure because its too easy for a

    team member to kill an idea or quash enthusiasm. Its

    too hard for good ideas to get past all the objections.

    Get on a team that has good participants and is well

    managed.

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    14 www.entertainmentengineering.com

    This month, Entertainment Engineering talks with thebest-known and most highly respected special effects

    companies in the film business to discuss creativity,

    freedom, and herding cats. Dave Merritt is Model Shop

    Supervisor at Legacy Effects, and took time out of a very

    busy day to speak with us. Here is part of that conversa-

    tion.

    EE: First of all, how many men and women do you

    typically employ, and what are their specialties?

    Dave Merritt: Legacy Effects operates from

    a core group of about 45 people, and we can quicklyramp up to 150 people as more projects come in. We

    staff all types of specialists, but we separate them by

    departments; some departments include more than one

    specialist. The Departments are broken up into Art,

    3D Modeling, Mechanical, Fabrication (which includes

    hair and fur), Electronics, Molding and Casting, and the

    Model Shop.

    EE: Creativity is an important aspect of Legacys

    production. How often do you start with one design and

    end up with something completely different based oninputs from different departments?

    Dave: We strive to create exactly what our clients

    desire, but there are times when our staff collaboration

    may change our approach to the final project. Typically

    our timeframes are short so a great deal of collaboration

    needs to happen during the project. For example, we

    may use materials and processes from one department

    to replace a more time consuming method in another

    department.

    EE: What percentage of your projects have some sort

    of motion involved? And do your designers typically use

    electric, pneumatic, or hydraulic components for the

    motion?

    Dave: About 50 percent of our work involves some

    sort of motion. That motion can incorporate everything

    from simple rod puppets to large hydraulic systems

    depending on the individual project. In Real Steel,

    the robot Atom was built with rod puppet arms and a

    hydraulic head which allowed for a smoother and more

    fluid operation.

    EE: For any single project, how many different

    designers are involved?

    Dave: Each department has input on the design

    of a project. For instance, 5 key designers from various

    CREATIVITY ON A MONSTROUS SCALE

    How one company juggles its workload while fabricating monsters, robots, and aliensfor a number of projects at once.

    00th ISSUE | TEAMWORK

  • 7/29/2019 Section View News

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    www.entertainmentengineering.com 15

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    departments were involved with the Iron Man suit. Our

    Fabrication Dept. dealt with how the materials would work

    together as a whole; Mechanical worked out hinge points

    and fasteners, while the Model Shop and Mold Dept. focused

    on the patterns and casting process. Then, Electronics

    followed up with the lighting and wiring harness. Now for

    something like the aliens in Cowboys and Aliens, the same

    process applied, but the puppet was more organic, so theDigital and Real World Sculptors, Mechanics and Mold

    Dept. were more predominate in the build.

    EE: How do you use the computers you have in-house,

    since you dont provide CGI to your clients?

    Dave: We utilize 3D modeling in order to visualize what

    we are going to build and to identify specific elements that

    may go through the rapid prototyping process. We use our

    in-house system to produce maquettes for clients as well as

    small detail components.

    EE: How many projects do you work on at any one time?Dave: We typically run four to six television commercials

    and two to four feature films at one time.

    EE:If you had only a few words to explain how it is to

    work with such a diverse and talented group, what would

    you say?

    Dave: Its a very rewarding experience to be able to work

    in a creative environment with such talented people.

    EE: Thank you for taking the time to answer our ques-

    tions.

    Dave:Thank you.

    For More Information Click Below:Legacy Effects Home >

    Legacy Effects Feature Films >

    Legacy Effects Commercials >

    Legacy Effects Design and Development >

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  • 7/29/2019 Section View News

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    16 www.entertainmentengineering.com

    With teamwork, what started nearly ten years ago as

    a wireless technology for helping hearing- and sight-

    impaired people enjoy Disney theme parks has grown

    and transformed into a flexible, multi-functional device

    now used in transportation, forestry, food processing,

    and other non-entertainment applications

    In Volume 1, issue 3 of Entertainment Engineering,

    editors wrote about a wireless technology that Disney

    had just started using to provide text and visual prompts

    for people visiting Disney theme parks who had hearingand visual disabilities. The hand-held wireless device was

    simply a PDA in a bulky plastic case back then http://

    www.entertainmentengineering.com/issue03/.

    The original device combined assistive listening,

    audio description, and closed captioning activation

    into a small, easy-to-use platform. The assistive system

    provided captioning, which enabled guests to read cap-

    tions while enjoying specific theme park attractions and

    shows. The device also provided audio description for

    guests who are blind or have poor vision. The service

    provided narrated information about key visual elements

    in attractions, scene description for shows, and way find-

    ing.

    Now, fast forward nearly a decade to November of

    2012 and issue 100 of this magazine. Today, that same

    core wireless technology is used in a small, sleek device,

    which fits in your pocket. Todays version of the device

    still relies on the wireless technology, but it now acceptsa GPS module, a barcode scanner, a magnetic card

    reader, and other helpful attachments, so it can do about

    100 other helpful things for people visiting Disney theme

    parks, traveling on Disney cruise ships, and other appli-

    cations, many of which are outside assistive services.

    Softeq is the Houston-based company that did soft-

    ware development, hardware design, and other product

    development for the new device, which is now called

    TEAMWORK AND PRODUCT EVOLUTION

    00th ISSUE | TEAMWORK

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    www.entertainmentengineering.com 17

    the Durateq. Softeq specializes in technical software

    development, hardware interfacing, system integration,project management, and product development.

    Disney has licensed the wireless technology to Softeq.

    Softeq markets the device and the capabilities to custom-

    ize the device for applications in other markets under the

    Durateq brand. Softeq has already developed special-

    duty devices for the National Forestry Service, oil- and

    gas-processing industries, food processing, transporta-

    tion, and others applications.

    The SyncLink wireless system from Disney within

    the Durateq handheld uses wireless signals throughoutparticipating Disney attractions to automatically trigger

    synchronized captions and audio on the handheld device

    in real time. If the application is outdoors, our devices

    allow use of GPS to trigger the device, says Softeq VP

    of Engineering, Paul Fruia. If the application is indoors,

    we can switch to using infrared.

    In addition to writing the code for the Durateqs

    software, Softeq designed a daughter card and developed

    firmware for the component that supports infrared

    receivers required for triggering content in the parks,as well as an FM receiver, an audio amplifier, and a

    modular serial port. The modular serial port is used to

    provide additional functionality and capabilities beyond

    the assistive technology solution.

    Softeqs CEO, Chris Howard, worked with Hewlett-

    Packard and Disney when the first versions of the

    handheld were manufactured. Nearly ten years later, he

    is still part of the team involved with helping create new

    applications for the technology, the devices, and support

    ing systems.While there are exceptions where an individual work

    ing alone can create a breakthrough innovation, I have

    definitely found that teamwork drives taking a break-

    through innovation to the next level, and is absolutely

    necessary to turn a good idea into a robust product, say

    Greg Hale, Vice President and Chief Safety Officer

    Walt Disney Parks and Resorts. According to him,

    SyncLink technology for location based triggering and

    synchronization is a good example of the importance of

    teamwork.This core technology was developed to provide

    synchronized captioning on our rides and attractions

    for guests with hearing disabilities, but has been utilized

    by numerous teams in R&D, merchandising, market-

    ing, engineering, safety, as well as services for guests

    with disabilities to spur a multitude of inventions and

    innovations, ranging from Pal Mickey to personal audio

    language translation devices to Glow with the Show

    Ears to audio descriptions for the blind, says Hale. All

    of these innovations have been enabled by teams thattook the core technology into new products and inven-

    tions beyond what the original individual inventors ever

    imagined.

    For More Information Click Below:Durateq > Durateq Handheld >

    Softeq > Softeq Services >

    If the application is outdoors, our devices allow use of GPS to

    trigger the device, says Softeq VP of Engineering, Paul Fruia.

    If the application is indoors, we can switch to using infrared.

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  • 7/29/2019 Section View News

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    The Quartier des Spectacles covers almost one square

    kilometer of downtown Montreal. Historically filledwith theatres and cabarets, this area of the city had fallen

    into blight and become an unfavorable, and sometimes

    dangerous, area. The Quartier des Spectacles Partnership

    was formed to revitalize this once vibrant cultural heart

    of Montreal. Now, it is the home of not only theatres and

    cabarets, but restaurants, shopping centers, and many

    outdoor music and art festivals every year.

    Eight main sites and many more to come have

    transformed buildings into canvases for architectural

    projection artwork. One of the rules of the Quartier desSpectacles Partnership is that the artistic projects should

    only be used for public art, not for commercialism,

    so advertising and logos are not allowed as part of the

    building projections. Many businesses have joined in the

    fun and added architectural lighting elements of their

    own to really make the neighborhood lively.

    The projection installations are not all simply playback

    of rendered content. In some cases, interactive elements

    QUARTIER DES SPECTACLES IN MONTREAL

    The worlds largest coordinated architectural projection installation ever made uses MedialonShow Control Technology to operate every night, year round.

    18 www.entertainmentengineering.com

    One of the rules of the Quartier

    des Spectacles Partnership is

    that the artistic projects should

    only be used for public art, not

    for commercialism...

    00th ISSUE | TEAMWORK

  • 7/29/2019 Section View News

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    www.entertainmentengineering.com 19

    allow the public to interact with the projections, using

    game technology and sensors of various types to make

    the projections truly unique.

    Each architectural projection installation has custom

    made projector housings sitting on rooftops of adja-

    cent buildings that contain not only the high powered

    projectors but also the media servers, networking gear,

    show controllers, IP cameras, temperature and humidity

    sensors, and climate control (for heating, air condition-

    ing, dehumidifying, etc.) The projections run every

    night year round, so the equipment inside the projector

    housings must be in a climate-controlled environment

    for optimum performance. The local show controller

    (Medialon Showmaster ST) controls and supervises the

    equipment, schedules playback of shows, controls the

    temperature and humidity inside the projector housing,

    manages remote reboot of unresponsive devices, and

    sends e-mail alarms of any malfunctions, failures, or

    unusual humidity or temperature readings.

    The larger buildings require multiple projector hous-

    ings all linked together. These linked housings are

    managed by a single Showmaster ST, plus each housing

    contains a local media server connected to the projectors

    in that housing.

    The technical production team of Quartier des

    Spectacles has devised a standard set of equipment used

    in all of the projection installations. This allows for

    easier stocking of spare parts, easier maintenance, and

    faster installation of new sites or changes to shows at the

    permanent sites. Some of the installations are temporary

    and the equipment is only installed on a temporary basis

    allowing flexibility to add new sites for special events.

    The Showmasters at each site are connected to the

    main Quartier des Spectacles headquarters at the Place

    des Festivals by dedicated fiber optics, microwave radio

    transmission, or through a virtual private network on

    the Internet. The main system can control and monitor

    all the remote sites and even pull up camera views from

    each sites IP cameras. The system can even be controlled

    and monitored remotely from system administrators

    iPhones.

    The main installation at the heart of Quartier des

    Spectacles is the Place des Festivals. This square is where

    the many festivals take place in the Quartier. There are

    fountains and lights embedded into the sidewalk. In the

    summer, fountain and lighting shows accompany the

    adjacent building projections. The streetlights can even

    be turned off by the show control system during the

    shows. Since all the systems are tied to the main control

    system, all sites can be coordinated and synchronized

    together.

    For More Information Click Below:Medialon Home >

    Medialon Video-Parcours Numerique >

    Medialon Video-Luminous Pathway >

    Quartier des Spectacles Home >

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  • 7/29/2019 Section View News

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    Pl i i CONTENT SPONS

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    With a video camera and seven DPA Reference

    Standard 4006A microphones affixed to the bridge,

    Fontana is streaming and capturing six months worth

    of sound and footage for a live video and sound portrait

    titled Acoustical Visions of the Golden Gate. He also

    relies on a Sound Devices 788T multi-track digital audio

    recorder to capture the audio.

    Fontana selected the highly praised DPA Reference

    Standard 4006A for the 75th anniversary project for

    its true-to-life sound reproduction and its ability to

    withstand all San Francisco weather conditions. One

    of the reasons I chose the 4006A is that it is one of the

    only great studio condenser microphones that can also

    live out on the Golden Gate Bridge for half a year. It is

    a pretty robust microphone and has a great sound, he

    said.

    The versatile DPA 4006A is the most popular DPA

    microphone available and is used worldwide as a record-ing standard. The unit boasts total transparency in any

    recording situation, and can pick up incredible detail and

    depth of sound. With the 4006A, everyone from broad-

    casters to musical engineers can use the microphone,

    which produces a clean, natural and precise reproduc-

    tion in a variety of applications. These features made

    the 4006A an ideal option for Fontana, who needed

    to simultaneously stream and record the audio for

    Acoustical Visions of the Golden Gate.

    For the times when Fontana is recording, he utilizes a

    Sound Devices 788T, which is the perfect partner to any

    DPA microphone for on-location recording. The record-

    ers plug-and-play capabilities are the ultimate pairing

    with the DPA 4006A, as each of the DPA microphones

    multi-pin connectors break into clearly labeled XLRs,

    which can be simply plugged into the Sound Devices

    788T. With the different monitoring functions on the

    788T, Fontana can pinpoint what channel he wants to

    listen to while still recording.

    For More Information Click Below:DPA Microphones > DPA Microphones Products >

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    DPA 4006A omni-directional microphones torecord a live sound portrait.

    00th ISSUE | TEAMWORK

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