Movies

With New Funding Model, MST3K Attempts Online Comeback, Live Tour (mst3k.com) 19

Long-time Slashdot reader destinyland writes: Mystery Science Theatre 3000 will be coming back in 2022 with thirteen new episodes, plus 12 additional shorts and 12 monthly live events. "And this time, we're doing it without a network," explains the web page for their successful comeback campaign on Kickstarter. "Season 13 will be released exclusively in MST3K's new online virtual theatre, THE GIZMOPLEX."

36,581 backers pledged $6,519,019 to fund their own dedicated MST3K venue online, and most contributors to their 2021 Kickstarter campaign received 2022 passes to the online theatre as a thank-you. Now through December, fans who want to buy or gift a 2022 pass can get them discounted to $95. (Normally'll they cost $120.)

Starting on March 4, 2022, assorted MST3K zanies and their puppet robots will be watching (and heckling) 12 carefully-chosen weird movies, including one 1970 Gamera movie that they haven't gotten to yet, a 1968 Italian movie about a professional wrestler called The Batwoman, and Jack Palance's 1979 film, HG Wells' The Shape of Things to Come. And series creator Joel Hodgson will return when they all watch the 2014 movie The Christmas Dragon. The Den of Geek site has all the details on the 13 movies (gleaned from last week's traditional "Turkey Day marathon" of fan-favorite episodes — this year broadcast on YouTube, Twitch, and various web pages and streaming apps).

But in addition there's also a live touring show that will take them all across America. Next week fans can catch shows in the midwestern U.S. — specifically Youngstown Ohio, Nashville Indiana, Madison Wisconsin, and Chicago — before the crew moves on to Salt Lake City, Reno, and Seattle. Then it's on to California — San Francisco, Los Angeles, and San Diego — and then dozens of other major cities in the U.S. (Portland! Denver! Austin! Atlanta! Durham! Worcester! New York City!)

"We know that many of you are understandably concerned about COVID and the Delta variant. We are too," explains a special announcement on the tour's web site, promising the tour "will adhere to the same standards as touring Broadway shows in effect at the time of your performance... [E]very theater on the tour will have its own policies."

In 2008 the show's creator Joel Hodgson answered questions from Slashdot readers.
Movies

Why Movie Dialogue Has Gotten Harder to Understand (slashfilm.com) 180

"I used to be able to understand 99% of the dialogue in Hollywood films," writes professional film blogger Ben Pearson. "But over the past 10 years or so, I've noticed that percentage has dropped significantly — and it's not due to hearing loss on my end...." Knowing I'm not alone in having these experiences, I reached out to several professional sound editors, designers, and mixers, many of whom have won Oscars for their work on some of Hollywood's biggest films, to get to the bottom of what's going on. One person refused to talk to me, saying it would be "professional suicide" to address this topic on the record. Another agreed to talk, but only under the condition that they remain anonymous. But several others spoke openly about the topic, and it quickly became apparent that this is a familiar subject among the folks in the sound community, since they're the ones who often bear the brunt of complaints about dialogue intelligibility...

"There are a number of root causes," says Mark Mangini, the Academy Award-winning sound designer behind films like "Mad Max: Fury Road" and "Blade Runner 2049." "It's really a gumbo, an accumulation of problems that have been exacerbated over the last 10 years ... that's kind of this time span where all of us in the filmmaking community are noticing that dialogue is harder and harder to understand...."

When it comes to dialogue unintelligibility, one name looms above all others: Christopher Nolan. The director of "Tenet," "Interstellar," and "The Dark Knight Rises" is one of the most successful filmmakers of his generation, and he uses his power to make sure his films push the boundaries of sound design, often resulting in scenes in which audiences literally cannot understand what his characters say. And it's not just audiences who have trouble with some Nolan films: the director has even revealed that other filmmakers have reached out to him to complain about this issue in his movies.... Thomas Curley, who won an Oscar as a production sound mixer on "Whiplash" and previously worked on "The Spectacular Now," has also seen this type of mentality at work. "Not everything really has a very crisp, cinematic sound to it in real life, and I think some of these people are trying to replicate that," he tells me.

Among the other factors: Curley also says that in general there's also a "bit of a fad" with today's actors for "soft delivery or under your breath delivery of some lines." Another sound designer complains today's more-visual movies are more resistant to closely-placed boom microphones — while a sound editor notes issues are exacerbated by compressed shooting schedules. One "high-profile Hollywood sound professional who wishes to remain anonymous even blamed an abundance of new technologies: "more tracks to play with, more options, therefore more expected and asked for from the sound editors... We literally have hundreds of tracks at our disposal."

And after all that, the article adds, movie theaters could also just be showing the movie with volume set too low.
Sci-Fi

Ridley Scott Confirms 'Blade Runner' and 'Alien' Live-action Shows (inputmag.com) 37

While making the press rounds for his upcoming film, House of Gucci, iconic director Sir Ridley Scott revealed that both Blade Runner and Alien live-action television series are in the early stages of development. From a report: Speaking to the BBC news radio series, Today, Scott explained that his team has already written an initial pilot script for the former show, which would most likely air as a 10-episode run. Although the Alien series was first announced nearly a year ago as an FX on Hulu exclusive from showrunner Noah Hawley (Fargo and Legion), little has been heard of the project since then. Scott didn't tell much, but confirmed that the Alien series is still "being written for pilot," adding that Hawley and his crew "have to also write out the history, if it's eight hours or 10 hours, the bible of what happens in those 10 hours." A CGI anime set in the world of Agent K and Deckard in the year 2032, Blade Runner: Black Lotus, is currently airing on Adult Swim.
Youtube

'Spider-Man: No Way Home' Trailer Remade With Footage From the 1990's Cartoon (cnet.com) 30

Long-time Slashdot reader destinyland writes: This week Marvel released an epic three-minute trailer hyping December's releases of Spider-Man: No Way Home. "It comes after the initial trailer, which focused on the movie's multiversal villains, broke YouTube records over the summer," CNET reported Tuesday (racking up 355.5 million views in its first 24 hours).

But then one more universe collided...

Basically, some internet wise guys re-edited the trailer, splicing its audio over clips from the Fox Kids' 1994 cartoon series Spider-Man. (Opening credits here.) "This has no right being this good," argues CNET — especially since the actual movie's trailer arrived "amidst a ludicrous amount of fanfare and hype."

But it's all oddly appropriate, since CNET notes the upcoming movie features five sinister villains from nearly 20 years of Spider-Man movies, reaching back to the Tobey Maguire and Andrew Garfield era ("likely spurred on by the events of the Disney Plus Loki series.")

So maybe it's fitting that it was also invaded by the television cartoon universe...

Television

Ask Slashdot: What's a 2021 Movie or TV Show That You Enjoyed Watching? 192

An anonymous reader writes: Haven't seen discussion on movie and TV shows recommendations on Slashdot of late. Could the fellow readers share some movies and TV shows and documentaries from this year that they really liked watching?
Network

A Look Under the Hood of the Most Successful Streaming Service on the Planet (theverge.com) 21

A service's guts, the engineering behind the app itself, are the foundation of any streamer's success, and Netflix has spent the last 10 years building out an expansive server network called Open Connect in order to avoid many modern streaming headaches. From a report: It's the thing that's allowed Netflix to serve up a far more reliable experience than its competitors and not falter when some 111 million users tuned in to Squid Game during its earliest weeks on the service. "One of the reasons why Netflix is the leader in this market and has the number of subs they do [...] is something that pretty much everybody outside of the technical part of this industry underestimates, and that is Open Connect," Dan Rayburn, a media streaming expert and principal analyst with Frost & Sullivan, tells The Verge. "How many times has Netflix had a problem with their streaming service over the last 10 years?"

Certainly not as many as HBO Max, that's for sure. Open Connect was created because Netflix "knew that we needed to build some level of infrastructure technology that would sustain the anticipated traffic that we knew success would look like," Gina Haspilaire, Netflix's vice president of Open Connect, tells me. "We felt we were going to be successful, and we knew that the internet at the time was not built to sustain the level of traffic that would be required globally." Nobody wants to sit down to watch a movie only to have their app crash or buffer for an eternity. What Netflix had the foresight to understand was that if it was going to maintain a certain level of quality, it would have to build a distribution system itself.

Open Connect is Netflix's in-house content distribution network specifically built to deliver its TV shows and movies. Started in 2012, the program involves Netflix giving internet service providers physical appliances that allow them to localize traffic. These appliances store copies of Netflix content to create less strain on networks by eliminating the number of channels that content has to pass through to reach the user trying to play it. Most major streaming services rely on third-party content delivery networks (CDNs) to pass along their videos, which is why Netflix's server network is so unique. Without a system like Open Connect or a third-party CDN in place, a request for content by an ISP has to "go through a peering point and maybe transit four or five other networks until it gets to the origin, or the place that holds the content," Will Law, chief architect of media engineering at Akamai, a major content delivery network, tells The Verge. Not only does that slow down delivery, but it's expensive since ISPs may have to pay to access that content. To avoid the traffic and fees, Netflix ships copies of its content to its own servers ahead of time. That also helps to prevent Netflix traffic from choking network demand during peak hours of streaming.

United States

Crypto Nerds Are Trying To Buy the US Constitution (fastcompany.com) 70

The following sentence may sound like the logline for an as-yet unmade National Treasure 3, but it's very much real: A large group of crypto maximalists is banding together in an effort to obtain the actual U.S. Constitution. From a report: Unlike the antagonists in the previous Nicolas Cage movies, this crew might actually succeed. Or kind of, anyway. On Thursday, November 18, Sotheby's is auctioning off "an exceptionally rare and extraordinarily historic" first printing of the U.S. Constitution. Only thirteen copies remain, besides the one located in Washington D.C.'s National Archives museum, from the original printing of 500 that the founders issued for submission to the Continental Congress. It's the first time in 30 years that this one has become available for purchase, following the 1997 death of its last winner, New York real estate developer S. Howard Goldman. It's expected to fetch between $15 million and $20 million in the auction -- unless, of course, it instead fetches the equivalent in Ethereum.
Movies

MoviePass Might Return In 2022 (businessinsider.com) 12

MoviePass co-founder Stacy Spikes successfully bought back the company out of bankruptcy and wants to relaunch it next year. Insider reports: Spikes had placed a bid of an undisclosed amount to the trustee handling the bankruptcy of Helios and Matheson Analytics (HMNY), the former parent company of MoviePass. "I can confirm that we acquired MoviePass out of bankruptcy on Wednesday," Spikes said in a statement to Insider. "We are thrilled to have it back and are exploring the possibility of relaunching soon. Our pursuit to reclaim the brand was encouraged by the continued interest from the moviegoing community. We believe, if done properly, theatrical subscription can play an instrumental role in lifting moviegoing attendance to new heights."

Spikes told Insider that since this summer, he'd been working on putting the money together to place a bid to get the company back. He said he made the offer last month. Though Spikes would not disclose the amount, he said his bid was lower than the $250,000 minimum the trustee set in 2020. Customer data and email addresses were not part of the sale, Spikes said. Spikes hopes to relaunch MoviePass sometime next year. A new site has been created for the relaunch, iwantmoviepass.com, and its logo will now feature a black background with white lettering, ditching its previous red background.

Spikes founded MoviePass with Hamet Watt in 2011, creating a service that let moviegoers see a certain number of movies a month in theaters for one monthly price. After struggling to stay afloat for years, in 2017 the company was bought by HMNY. HMNY was delisted from the Nasdaq in 2019 and both MoviePass and HMNY filed for bankruptcy in 2020. At the time of MoviePass' bankruptcy filing, it said it was under pending investigations by the FTC, SEC, four California district attorneys, and the New York attorney general. This June, Farnsworth and Lowe settled with the FTC and reached a $400,000 settlement with the California district attorneys.

Lord of the Rings

Unity To Buy 'The Lord of the Rings' VFX Studio Weta Digital In $1.63 Billion Deal (reuters.com) 22

Hmmmmmm shares a report from Reuters: Unity will buy Weta Digital, a visual effects (VFX) studio known for its work in movies such as "Godzilla vs. Kong" and "Avatar" in a $1.63 billion cash-and-stock deal, the companies said on Tuesday. The deal would help Unity, which makes software for video games and animation, tap into Weta Digital's technology and talent to develop VFX tools and focus on metaverse opportunities.

Weta Digital was founded by film director Peter Jackson of "The Lord of the Rings" fame and has won several Academy and BAFTA Awards. It is known for its animated characters such as Gollum and Caesar from "Planet of the Apes." Unity, which made the software behind the popular mobile phone game Temple Run, will roll out tools for artists and developers across a number of industries, including film and gaming. [...] Weta Digital's Academy Award-winning VFX team will remain a standalone entity known as WetaFX, and is expected to become Unity's largest customer in the media and entertainment space, the companies said. Weta FX will license back the technologies and tools from Unity, sign an annual agreement worth $50 million and a contract for commercial services, they added.

Movies

'Dune' Sequel Greenlit by Legendary and Warner Bros. (cnbc.com) 168

Denis Villeneuve will get the chance to create the second film of his planned two-part adaptation of Frank Herbert's "Dune," Legendary Entertainment and Warner Bros. said Tuesday. From a report: The news comes after Villeneuve's "Dune" tallied $41 million at the domestic box office during its debut over the weekend, a solid haul considering the film also launched on HBO Max Friday. Globally, the film hauled in $220 million. While Warner Bros. seemed keen to greenlight a second film for Villeneuve, Legendary owns the cinematic rights to the novel and had to be onboard in order to continue the story on the big screen. The second film is expected to follow Paul Atreides (Timothee Chalamet) as he joins the Fremen and works to bring peace to the desert planet of Arrakis. "Dune: Part Two" will debut on Oct. 20, 2023.
Desktops (Apple)

macOS Monterey is Now Available To Download (theverge.com) 38

The latest version of macOS, Monterey, is now available to download, according to Apple. The software has been available in public beta for several months, but today's release means Apple thinks the software is ready for everyday use. From a report: As is tradition, Apple announced its latest version of macOS at WWDC in June. New features include the ability to set Macs as an AirPlay target to play content from iPhones and iPads, as well as Shortcuts, Apple's iOS automation software. There have also been improvements made to FaceTime, as well as a new Quick Note feature. For a full rundown of what's on the way, check out our preview from July, as well as Apple's own feature list.

Unfortunately, some of Monterey's biggest new additions, Universal Control and SharePlay, don't seem to be available at launch. Apple notes that both features will be available "later this fall." Universal Control allows files to be dragged and dropped between several different machines, as Apple's Craig Federighi demonstrated at WWDC. It also will let you control multiple Apple devices including Macs, MacBooks, and iPads, with the same mouse and keyboard. SharePlay will enable shared experiences of music, TV shows, movies, and more while connected over FaceTime. Once it's available, Apple says you can use the feature with Apple Music, Apple TV+ and unnamed "popular third-party services." It's better news when it comes to Safari's redesign, which by default now uses a more traditional interface rather than the controversial new tab design introduced at WWDC.

Movies

AMC To Add Onscreen Captions at Some Locations (nytimes.com) 139

AMC Entertainment, the largest movie theater chain in the world, will offer open captioning at 240 locations in the United States, a move that the company's chief executive described as "a real advance for those with hearing difficulties or where English is a second language." From a report: Movie theaters provide closed captioning through devices that some customers describe as inconvenient and prone to malfunctioning. Open captions, however, are displayed on the screen in a way similar to subtitles; everyone in the theater sees the same captions, on the same screen. Advocates for the deaf and hard of hearing have long sought more and higher-quality captioning, but theater owners worry that people who aren't deaf simply don't like seeing captions at the movies.

"In some cases, putting open captions on the screen diminishes ticket sales for the movie," said John Fithian, the president and chief executive of the National Association of Theatre Owners, although he noted that the evidence was mostly anecdotal. He said the industry, whose business has been battered by the pandemic, was studying the relationship between open captions and ticket sales. Christian Vogler, a professor at Gallaudet University, a school in Washington that serves the deaf, said in an email, "Detractors of open captions often have argued that the wider hearing audience would revolt over them, or that these would be a losing business proposition for theaters." He praised AMC's move, which was announced last week, saying, "The fact that a large national chain has had a change of heart is significant, and may even open the floodgates for others to follow suit."

Medicine

VR Treatment For Lazy Eye In Children Gets FDA Approval (theverge.com) 11

The Food and Drug Administration approved a virtual reality-based treatment for children with the visual disorder amblyopia, or lazy eye, the company behind the therapy announced today. The Verge reports: Luminopia's approach uses TV and movies to develop the weaker eye and train the eyes to work together. Patients watch the show or movie through a headset that shows the images to each eye separately. The images shown to the stronger eye have a lower contrast, and the images are presented with overlays that force the brain to use both eyes to see them properly. Kids using the therapy and wearing glasses had more improvement in their vision than a similar group of kids who did not use the therapy and just wore corrective glasses full time during a clinical trial of the technology. After 12 weeks watching the shows one hour per day, six days per week, 62 percent of kids using the treatment had a strong improvement in their vision. Only around a third of the kids in the comparison group had similar improvements over the course of the 12 weeks.

Luminopia has over 700 hours of programming in its library, and it partnered with kids' content distributors like Nelvana and Sesame Workshop to develop the tool. The authors of the clinical trial wrote that they think that the option to pick popular videos might be one reason users stuck to the program -- people followed the treatment plan 88 percent of the time. Less than 50 percent of patients stick to eye patches or blurring drops. With the approval, Luminopia joins only a handful of companies with clearance to offer a digital therapeutic as a prescription treatment for medical conditions. Last year, the FDA approved a prescription video game called EndeavorRx, which treats ADHD in kids between eight and 12 years old. Luminopia said in a statement that it plans to launch the treatment in 2022.

Movies

Before the New Version, Let's Revisit 1984's Dune (arstechnica.com) 201

Thelasko shares a report from Ars Technica, written by Peter Opaskar: Frank Herbert's 1965 sci-fi novel Dune gets a new film adaptation -- this one helmed by Denis Villeneuve (Arrival, Blade Runner 2049) -- later this month. But before Ars Technica reviews the movie, there's the matter of its predecessor: 1984's Dune, made by a then up-and-coming filmmaker named David Lynch. Detractors call Lynch's saga -- a tale of two noble space families 8,000 years in the future, fighting over the most valuable resource in the universe amidst sandworms the size of aircraft carriers -- incomprehensible, stilted, and ridiculous. It lost piles of money. Yet fans, especially in recent years, have reclaimed Lynch's film as a magnificent folly, a work of holy, glorious madness.

So which group am I in? Both. Am I about to describe Dune as "so bad it's good"? No, that's a loser take for cowards. I once half-heard a radio interview with someone speculating that the then-current artistic moment was not "so bad it's good," and it wasn't "ironic" either -- it was actually "awesome." (I didn't catch who he was, so if any of this sounds familiar, hit me up in the comments.) Art can speak to you while at the same time being absurd. The relatable can sometimes be reached only by going through the ridiculous. The two can be inseparable, like the gravitational pull between a gas giant and its moon -- or Riggs and Murtaugh.

The example the radio interviewee gave was of Evel Knievel, the '70s daredevil who wore a cape and jumped dirt bikes over rows of buses. Absurd? Heavens, yes. A feat of motorcycling and physicality? Absolutely. But beyond that, we can relate to Knievel's need to achieve transcendence at such a, shall we say, niche skill. We might also marvel at our own ability to be impressed by something that should be objectively useless but is instead actually awesome. A more contemporary example might be Tenet. It's a relentless international thriller about fate and climate change and the need for good people to hold evil at bay. But it's also a "dudes rock!" bromance between Two Cool Guys in Suits spouting sci-fi mumbo-jumbo. It can't be one without the other.
"I have faith in Denis Villeneuve and his new version of Dune starring Timothee Chalamet," says Opaskar. "But it will probably be a normal movie for normal people, in which characters with recognizable emotions talk in a recognizable way and move through a plot we understand to achieve clearly defined goals. Which is all fine and good, but how likely is it to inspire sick beats for '90s kids doing ecstasy?"
Anime

Is the Comic Book Industry Dying or Thriving? (gamesradar.com) 163

Somewhere on Yahoo, one writer asks "Is the comic book industry dying or thriving?" There was a time when comic books were sold at newsstands alongside mainstream publications, according to Forbes, but that changed in the early 1980s when periodical comics all but disappeared from newsstands. From then on, the vast majority of comic books were sold through independently owned retail comic shops.
But GamesRadar+ notes a boom started in the 1990s — when comic books became an investment: Long story short, folks outside of regular comic book readers discovered that, in some cases, key comic book issues (such as those that debuted popular characters or titles) could be worth significant amounts of money on the secondary market, leading to some fans buying dozens of copies of a single issue in the hopes of someday capitalizing on their monetary value...

Someone should've explained supply and demand — the bubble burst because when everyone is buying and meticulously preserving a million copies of a comic book, there is no rarity to drive up the value to the level of less well-preserved comic books from earlier eras.

Their article also points out that this era saw the dawn of lucrative "variant covers". But the '90s also saw a rebellion of top Marvel artists who left to found Image comics, "the first major third-party publisher to challenge Marvel and DC's reign over the industry in years," which led to "a rise in independent and creator-owned comic books, both large and small, and helped the rising tide of indie publishers gain a solid foothold as an overall industry presence." (Presumably this "rising tide" would also include publishers of manga and anime-derived titles.)

So where are we now? The article on Yahoo notes the vast popularity of comic book movies, and also argues that "The billion-dollar comic business continues to boom." According to Publisher's Weekly, sales of comic books and graphic novels topped $1.28 billion in 2020, an all-time high. It's no fluke. With a few exceptions — sales fell a little in 2017, for example — comic book sales have been rising consistently for decades.
But who's actually reading comic books? Is it teenagers? Nostalgic adults? Investing collectors? People who saw the movies first? (If you're 12 years old, are you going to read some comic book, or watch The Avengers?)

Comic books now also have to compete with incredibly immersive videogames, virtual reality, and a gazillion cellphone apps — not to mention social media, and even online fan fiction. So I'd be interested to hear the experiences of Slashdot's readers. It seems like we'd be a reasonably good cross section of geek culture — but can we solve the riddle of the state of the comic book industry today?

Share your own thoughts in the comments. Is the comic book industry dying or thriving?
AI

AI Fake-Face Generators Can Be Rewound To Reveal the Real Faces They Trained On (technologyreview.com) 23

An anonymous reader quotes a report from MIT Technology Review: Load up the website This Person Does Not Exist and it'll show you a human face, near-perfect in its realism yet totally fake. Refresh and the neural network behind the site will generate another, and another, and another. The endless sequence of AI-crafted faces is produced by a generative adversarial network (GAN) -- a type of AI that learns to produce realistic but fake examples of the data it is trained on. But such generated faces -- which are starting to be used in CGI movies and ads -- might not be as unique as they seem. In a paper titled This Person (Probably) Exists (PDF), researchers show that many faces produced by GANs bear a striking resemblance to actual people who appear in the training data. The fake faces can effectively unmask the real faces the GAN was trained on, making it possible to expose the identity of those individuals. The work is the latest in a string of studies that call into doubt the popular idea that neural networks are "black boxes" that reveal nothing about what goes on inside.

To expose the hidden training data, Ryan Webster and his colleagues at the University of Caen Normandy in France used a type of attack called a membership attack, which can be used to find out whether certain data was used to train a neural network model. These attacks typically take advantage of subtle differences between the way a model treats data it was trained on -- and has thus seen thousands of times before -- and unseen data. For example, a model might identify a previously unseen image accurately, but with slightly less confidence than one it was trained on. A second, attacking model can learn to spot such tells in the first model's behavior and use them to predict when certain data, such as a photo, is in the training set or not.

Such attacks can lead to serious security leaks. For example, finding out that someone's medical data was used to train a model associated with a disease might reveal that this person has that disease. Webster's team extended this idea so that instead of identifying the exact photos used to train a GAN, they identified photos in the GAN's training set that were not identical but appeared to portray the same individual -- in other words, faces with the same identity. To do this, the researchers first generated faces with the GAN and then used a separate facial-recognition AI to detect whether the identity of these generated faces matched the identity of any of the faces seen in the training data. The results are striking. In many cases, the team found multiple photos of real people in the training data that appeared to match the fake faces generated by the GAN, revealing the identity of individuals the AI had been trained on.

Games

Computer Space Launched the Video Game Industry 50 Years Ago (theconversation.com) 44

In an article for The Conversation, Noah Wardrip-Fruin writes about how Computer Space marked the start of the $175 billion video game industry we have today when it debuted on Oct. 15, 1971 -- and why you probably haven't heard of it. From the report: Computer Space, made by the small company Nutting Associates, seemed to have everything going for it. Its scenario -- flying a rocket ship through space locked in a dogfight with two flying saucers -- seemed perfect for the times. The Apollo Moon missions were in full swing. The game was a good match for people who enjoyed science-fiction movies like "2001: A Space Odyssey" and "Planet of the Apes" and television shows like "Star Trek" and "Lost in Space," or those who had thrilled to the aerial combat of the movies "The Battle of Britain" and "Tora! Tora! Tora!" There was even prominent placement of a Computer Space cabinet in Charlton Heston's film "The Omega Man." But when Computer Space was unveiled, it didn't generate a flood of orders, and no flood ever arrived. It wasn't until Computer Space's makers left the company, founded Atari and released Pong the next year that the commercial potential of video games became apparent. The company sold 8,000 Pong units by 1974.

Nolan Bushnell, who led the development of both Computer Space and Pong, has recounted Computer Space's inauspicious start many times. He claimed that Computer Space failed to take off because it overestimated the public. Bushnell is widely quoted as saying the game was too complicated for typical bar-goers, and that no one would want to read instructions to play a video game. [...] At about the same time Computer Space debuted, Stanford University students were waiting in line for hours in the student union to play another version of Spacewar!, The Galaxy Game, which was a hit as a one-off coin-operated installation just down the street from where Bushnell and his collaborators worked. [...] Key evidence that complexity was not the issue comes in the form of Space Wars, another take on Spacewar! that was a successful arcade video game released in 1977.

Why were The Galaxy Game and Space Wars successful at finding an enthusiastic audience while Computer Space was not? The answer is that Computer Space lacked a critical ingredient that the other two possessed: gravity. The star in Spacewar! produced a gravity well that gave shape to the field of play by pulling the ships toward the star with intensity that varied by distance. This made it possible for players to use strategy -- for example, allowing players to whip their ships around the star. Why didn't Computer Space have gravity? Because the first commercial video games were made using television technology rather than general-purpose computers. This technology couldn't do the gravity calculations. The Galaxy Game was able to include gravity because it was based on a general-purpose computer, but this made it too expensive to put into production as an arcade game. The makers of Space Wars eventually got around this problem by adding a custom computer processor to its cabinets. Without gravity, Computer Space was using a design that the creators of Spacewar! already knew didn't work. Bushnell's story of the game play being too complicated for the public is still the one most often repeated, but as former Atari employee Jerry Jessop told The New York Times about Computer Space, "The game play was horrible."

AI

The Rise of the Robo-Voices (wsj.com) 54

The next time you see a movie or TV show that was dubbed from a foreign language, the voices you hear may not belong to actors who rerecorded dialogue in a sound booth. In fact, they may not belong to actors at all. From a report: Highly sophisticated digital voice manufacturing is coming, and entertainment executives say it could bring a revolution in sound as industry-changing as computer graphics were for visuals. New companies are using artificial intelligence to create humanlike voices from samples of a living actor's voice -- models that not only can sound like specific performers, but can speak any language, cry, scream, laugh, even talk with their mouths full. At the same time, companies are refining the visual technology so actors look like they are really speaking.

As streaming services export American fare globally and foreign markets send their hits to the U.S., dubbing is a bigger business than ever. But the uses of synthetic voices extend well beyond localizing foreign films. AI models can provide youthful voices for aging actors. The technology can resurrect audio from celebrities who have died or lost the ability to speak. And it can tweak dialogue in postproduction without the need for actors. All the tinkering raises thorny ethical questions. Where is the line between creating an engrossing screen experience and fabricating an effect that leaves audiences feeling duped?

The technology is set to hit a new target in the coming months, when foreign-language dubbed versions of the 2019 indie horror movie "Every Time I Die" are released in South America. Those versions mark one of the first times entire dubbed movies use computerized voice clones based on the voices of the original English-speaking cast. So when the film comes out abroad, audiences will hear the original actors "speaking" Spanish or Portuguese. Deepdub created the replicas based on 5-minute recordings of each actor speaking English.

Television

Netflix Reveals Its Most-Watched TV Shows and Movies of All Time (nbcnews.com) 37

Netflix's co-CEO revealed a list Monday showing its top shows and movies of all-time, reports NBC News. The list revealed that the 19th-century drama Bridgerton "was its most watched TV series ever, with 82 million subscribers tuning in for at least two minutes in its first 28 days on the service..." French series "Lupin: Part 1" and season one of "The Witcher," a fantasy series starring Henry Cavill, tied for second on the list, with 76 million accounts.

Among movies, the action film Extraction earned the No. 1 spot. The film about a captured CIA agent was watched by 99 million accounts in the first 28 days, Netflix said. Bird Box, a post-apocalyptic horror film, and the action-comedy Spenser Confidential were the second- and third-most popular films, according to the company.

All the films and series on the list were Netflix originals.

Using a different metric — which shows attracted the most hours of actual viewing time — Bridgerton still came in #1 for TV shows, followed by "Money Heist: Part 4" and "Stranger Things Season 3."

And the top three movies (based on hours of viewing) were Bird Box, Extraction, and Martin Scorsese's The Irishman.
Movies

Disney, Scarlett Johansson Resolve 'Black Widow' Lawsuit (deadline.com) 45

In a statement released Thursday, Scarlett Johansson said she has resolved her legal dispute with Disney. "I am happy to have resolved our differences with Disney," said Johansson. "I'm incredibly proud of the work we've done together over the years and have greatly enjoyed my creative relationship with the team. I look forward to continuing our collaboration in years to come." The movie star filed the lawsuit against Disney in late July, alleging her contract was breached when the media giant released "Black Widow" on its Disney+ streaming service at the same time as its theatrical debut, thus negatively impacting her salary that was based in large part on the box-office performance of the film. Deadline reports: Unlike in their vitriolic filings and their shaming PR statements over the past few, Marvel-owner Disney had nothing but love today for the actor who brought Natasha Romanoff to life for them in nearly 10 separate films. I'm very pleased that we have been able to come to a mutual agreement with Scarlett Johansson regarding Black Widow, said Alan Bergman, Chairman, Disney Studios Content. "We appreciate her contributions to the Marvel Cinematic Universe and look forward to working together on a number of upcoming projects, including Disney's Tower of Terror."

As is almost always the case in cases like this, neither side gave any indication of how much money was involved in the settlement. However, when all is said and done, the deal will run to more than $40 million, sources tell me. Accordingly, the funds will not be paid by Disney in a single lump sum, if you pick up the creative accounting I'm putting down.

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