PTZOptics Hive Studio Demo with Paul Richards – Videoguys

PTZOptics Hive Studio Demo with Paul Richards – Videoguys

On This Week’s Videoguys Live, Gary is joined by Paul from PTZOptics in-studio as they unveil the future of live broadcasting with the all-new PTZOptics Hive Studio. Discover browser-based camera control, live video switching, and recording in an intuitive interface.

[embedded content]

Centralized Control and Streamlined Workflows
Streamline your workflows with Hive. Real-time collaboration allows you to work in sync on live video – from the comfort of your home or right on set.

“Hive-Linked” Hardware Advantage
Hive is embedded in PTZOptics cameras, enabling instant cloud control with no hardware, plugins, or extra software needed.

Best in Class Camera Control, From Anywhere in the World
Advanced framing and color correction tools help you bring out the best of your camera. And you can do it from anywhere, anytime.

Cinematic Control
Automate complex camera movements for easy cinematic framing. Our new framing tools make beautiful video production effortless.

Auto-Tracking On Any Camera
Leverage cutting-edge tracking algorithms and facial recognition for industry-leading tracking performance. The best part? It works with any brand of PTZ camera.

Cloud Control
Manage your cameras from any location worldwide with sub-300ms latency, making remote control as simple as logging in.

Unlimited Custom Presets
Organize and save an unlimited number of presets by category or shot type for quick access and consistency.

Intuitive Color Tools
Our platform’s color tools are designed to provide standard color control that works seamlessly across camera makes and models.

Live Color Adjustments
Make live adjustments to your camera’s color settings and create presets that adapt to various production environments.

Advanced Color Matching
Employ sophisticated color matching across multiple cameras to achieve a cohesive look throughout your production.

Image Presets
Leverage image presets and fine-tuning options to achieve the perfect aesthetic, reflecting your brand’s identity or the event’s mood.

Seamless Video Switching
Choose from different transitions or switch between multiple cameras in real-time. PTZOptics Hive is perfect for pre-recorded and live productions.

RTMP Streaming
Hive supports RTMP streaming, enabling direct live streaming to popular platforms such as YouTube, Facebook, Twitch, and more.

ISO Input Recording
Hive offers individual input and output/stream recording locally. This flexibility ensures that no critical content is missed.

NDI® Outputs
Output up to 4K at 60fps, ensuring seamless integration into popular production software like OBS, vMix, and more.

Instant Camera Discovery
Add any camera model or brand in seconds through Hive Studio’s auto-discovery feature.

Customized Controls
Whether you’re using an Xbox controller or StreamDeck, design your workflow with personalized hotkeys for a control experience that’s uniquely yours.

Cross-Brand Compatibility
Not limited to PTZOptics or PTZ cameras, Hive supports a growing list of over 400 major camera models.

Unified Interface
Camera management is a breeze with Hive’s user-friendly interface that adapts to your make or model of camera.

Elevate Your Multi-PC Workflow with OWC’s Thunderbolt Go Dock Featurin – Videoguys

Elevate Your Multi-PC Workflow with OWC’s Thunderbolt Go Dock Featurin – Videoguys

Other World Computing (OWC) has revolutionized multi-PC workflows with the introduction of their Thunderbolt Go Dock, now enhanced with Intel® Thunderbolt™ Share. Announced at COMPUTEX 2024, this innovative feature allows seamless sharing of devices and content between two Thunderbolt-equipped PCs through a single port, simplifying the process and boosting efficiency. Read more about it in this article from TechCritter below: 

Effortless PC-to-PC Connectivity
The Thunderbolt Go Dock transforms into a potent digital KVM switch with Thunderbolt Share. Users can share a single monitor, keyboard, mouse, storage, and files between two computers at the lightning-fast speed of Thunderbolt. This integration eliminates the need for multiple peripherals, making switching between PCs hassle-free and enhancing productivity.

Unleashing the Power of Thunderbolt
Compatible with both Thunderbolt 4 and 5, the Thunderbolt Go Dock offers more than just file sharing. It features three Thunderbolt 4 ports for ultra-fast data transfer, two USB-A ports, a USB-C port for versatile connections, a 2.5G Ethernet port for seamless networking, and an HDMI port supporting breathtaking 8K displays. Additionally, it includes an SD card reader and a 3.5mm audio jack, making it an all-in-one solution for diverse connectivity needs.

Ideal for Mobile Workflows
Designed with mobile professionals in mind, the Thunderbolt Go Dock’s compact form and integrated power supply eliminate the need for bulky power bricks, ensuring a tidy and organized workspace. This makes it an ideal accessory for those on the go, providing convenience without compromising functionality.

“The Thunderbolt Go Dock with Thunderbolt Share empowers users who work with multiple computers,” says Larry O’Connor, CEO of OWC. “We’re thrilled to collaborate with Intel and unlock the next generation of Thunderbolt capabilities.”

By combining cutting-edge technology and practical design, OWC’s Thunderbolt Go Dock with Intel® Thunderbolt™ Share sets a new standard for multi-PC workflows, enhancing productivity and convenience for users everywhere.

Read the full article by TechCritter HERE

Vizrt TriCaster Mini X is Professional Video Production for All with S – Videoguys

Vizrt TriCaster Mini X is Professional Video Production for All with S – Videoguys

Freedom in Live Production
TriCaster® Mini X gives producers at any level the freedom to create and share video wherever and whenever they want using anything from a smartphone to a 4K camera – truly demonstrating the power of software-defined visual storytelling.

Accessibility, Unlocked
Bringing the possibilities of professional live video production to anyone with a story to tell – without vast investments in infrastructure.

Flexibility, Attained
Off-the-shelf HDMI devices connect directly to the Mini X in minutes creating professional-level productions without having to purchase any new equipment.

Scalability, Achieved
As part of the NewTek ecosystem of products, users can take advantage of the many ways to scale up their productions to suit any need.


Vizrt Summer TriCaster Mini with PTZ Cameras Bundles!

Add 1 or 2 Vizrt PTZ Cameras at a discounted price to your Vizrt TriCaster Mini X to maximize your live production!


Step 1: Buy a TriCaster Mini X or TriCaster Mini X with Control Surface Bundle

Making professional video production possible for all – the Mini X gives producers at any level the freedom to create and share video wherever and whenever they want using anything from a smartphone to a 4K camera – truly demonstrating the power of software defined visual storytelling.

The ideal traveling partner for TriCaster Mini X, the TriCaster Mini CS provides studio-style control and a small footprint to deliver professional results…from the office, an event, or anywhere.

Step 2: Add 1 or 2 Vizrt PTZ Cameras at a discounted price


Vizrt TriCaster Mini X Features:

  • LiveLink – bringing the power of the internet directly into TriCaster
  • HD switching, streaming, and recoridng
  • 8 external video inputs and 4 mix outputs
  • Connect to compatible IP devices via NDI
  • Streaming to Facebook Live, Twitch, and more
  • Real-time social media publishing
  • Multi-channel recording and internal storage
  • Video playback without any additional hardware
  • Built-in live titling and motion graphics
  • Multi-channel audio mixing

Tell Your Story Better Than Ever
Storytellers should be able to concentrate on telling the story and the TriCaster Mini X offers all the tools for producers to do that, right at their desks. Video switching, media playback, virtual sets, ability to add graphics, record, stream, and much more

All You Need And More – In One Place
The TriCaster Mini X continues the all-in-one desktop form factor of the TriCaster Mini with increased power and capabilities, including access to 8 external sources with 4 integrated HDMI inputs and supporting modern resolutions up to 4Kp30

Takashi Iizuka Recalls His Reaction To Shadow Coming To The Sonic Movies

Earlier this year, Sega announced Fearless: The Year of Shadow, a yearlong celebration of one of Sonic’s biggest rivals, adversaries, and frenemies, Shadow the Hedgehog. In the past, Sonic Team creative officer Takashi Iizuka told me Shadow is his favorite character in the Sonic the Hedgehog franchise outside of Sonic. It makes sense; after all, as the director of Sonic Adventure 2, where Shadow made his debut, Iizuka was instrumental in creating the dark hedgehog. 

“Even now, if you ask me who my favorite character is, Shadow is going to pop up there,” Iizuka says. “Even when we think about the foundation of the entire franchise, Sonic and Shadow are really holding up so much of the franchise. They’re very popular and dynamic characters.”

Takashi Iizuka Recalls His Reaction To Shadow Coming To The Sonic Movies

The announcement of Fearless: The Year of Shadow came shortly after the announcements that Sonic Superstars was adding a Shadow costume and that Sonic X Shadow Generations would be including Shadow as a playable character in the upcoming remaster. Iizuka saw this as a perfect opportunity to highlight such a popular character who happens to be one of his personal favorites.

But perhaps the biggest component of The Year of Shadow arrives at the tail end of the calendar, as Sonic the Hedgehog 3, the third theatrical release in the Sonic cinematic series, introduces Shadow to the film franchise. “So actually, the whole reveal at the end of Sonic 2 didn’t come from me; it came from the movie writers,” Iizuka says. “This is after movie one came out and was so popular and everyone was like, ‘We’ve got to do a second movie!’ The ideas just started flowing and one of those very rough scripts that came from the writing staff included that at the end we see Shadow. I was like, “Oh my gosh!’ So that idea was put in there by the writers. The writers did a great job because they know the fans, they know the audience, they know the characters, and they really wanted to make something fun and interesting and exciting. They love Sonic and they did a great job even at that rough stage of making sure Shadow was in that movie two ending. So, really, kudos to the writers and the team making the movie to know our characters and know the fans.”

Sonic x Shadow Generations

Iizuka is excited to be able to highlight Shadow this year, but hints that it might not be a one-off promotional venture when it comes to the Sonic brand. “In this year, I’m super happy that we have a game with Shadow featured in it with some great storytelling,” Iizuka says. “We have the movie coming out with Shadow in it and we have a lot of spotlight put on Shadow, whether it’s in a licensed product or animation or whatever it is that’s coming out, we’re just very, very happy that we get to promote Shadow so much this year, and we look forward to, in the coming years, being able to put a spotlight on some other characters in our franchise.”

Sonic X Shadow Generations arrives on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC on October 25. Sonic the Hedgehog 3 hits theaters on December 20. For more on Sonic X Shadow Generations, read our hands-on impressions here.

Sergey Galchenko, Chief Technology Officer, IntelePeer – Interview Series

Sergey serves as Chief Technology Officer at IntelePeer, responsible for developing technology strategy plans aligning with IntelePeer’s long-term strategic business initiatives. Relying on modern design approaches, Sergey has provided technical leadership to multi-billion-dollar industries, steering them toward adopting more efficient and innovative tools. With extensive expertise…

Mastering MLOps : The Ultimate Guide to Become a MLOps Engineer in 2024

In world of Artificial Intelligence (AI) and Machine Learning (ML), a new professionals has emerged, bridging the gap between cutting-edge algorithms and real-world deployment. Meet the MLOps Engineer: the orchestrating the seamless integration of ML models into production environments, ensuring scalability, reliability, and efficiency. As businesses…

AI in Manufacturing: Overcoming Data and Talent Barriers

Artificial Intelligence (AI) is increasingly becoming the foundation of modern manufacturing with unprecedented efficiency and innovation. Imagine production lines that adjust themselves in real time, machinery that predicts its own maintenance needs, and systems that streamline every aspect of the supply chain. This is not any…

Takashi Iizuka Explains Why Shadow Has New Powers In Sonic X Shadow Generations

The release of Sonic Generations in 2011 gave players a series-wide greatest hits remake package to celebrate 20 years of Sonic the Hedgehog. Though other characters appeared in Sonic Generations, Sonic – in both his Classic and Modern forms – was the sole playable character. Now, 13 years later, the well-liked celebratory release returns as the latest Sonic remaster, but it’s not simply the same package with performance enhancements. Sure, those are there, but perhaps the biggest selling point is the inclusion of Shadow the Hedgehog as a playable character. 

But Shadow is much more than a reskin of Sonic. Yes, the base of Shadow in his Sonic Adventure 2 debut was that he could match Sonic’s abilities, but we’ve seen him appear in a variety of gameplay styles, with varying powers at his disposal. During my hands-on session, I was able to experience his Chaos Control ability, which was the power that introduced players to Shadow back in his debut scene. That power lets Shadow slow down projectiles like rockets so he can easily dodge them or use them as platforms.

Takashi Iizuka Explains Why Shadow Has New Powers In Sonic X Shadow Generations

The notion of giving Shadow a distinct skillset in his standalone campaign in Sonic X Shadow Generations originated with the dark hedgehog’s first starring role in a game. “The original Shadow the Hedgehog game was thought of as a spin-off from a Sonic game,” Sonic Team creative officer Takashi Iizuka says. “In order to really spin it up to be something fun and interesting and new, we had to think of, ‘What is something we haven’t done or don’t do in Sonic games? Let’s put that in and have it be part of the Shadow gameplay.’ That’s where the shooting action came in for Shadow the Hedgehog. It was to really make sure that it doesn’t just feel like we’re changing the character, but it’s still the same game; we want different gameplay as well.”

Shadow the Hedgehog has garnered notoriety due to its structure, poor critical reception, and oddly mature twist, in which Shadow shoots enemies with a gun while uttering mild curse words. However, it laid out the blueprint for what Sonic Team wanted to do with Sonic X Shadow Generations. “For the Generations content, because Shadow Generations was coming inside of the whole Generations format, we wanted to keep the same game format for Sonic Generations that we have for Shadow Generations,” Iizuka says. “So, the platform action game style was something you could put in and have it be this unified package, but we didn’t just want to have it be like, ‘Oh, okay, so you have levels just like Sonic.” We needed something extra. And that something extra – all the new actions Shadow can do that Sonic can’t – that’s where we’re differentiating the gameplay inside of Shadow Generations. So, it still feels like a Generations game, and this is just the Shadow story, but you still get the new actions and abilities and the new gameplay because of Shadow.”

Sonic x Shadow Generations

At the end of the Summer Game Fest trailer, which announced the release date of Sonic X Shadow Generations, fans we shocked to see Shadow suddenly sprout wings, hinting at a potential new ability Shadow may have in this new game to continue differentiating Shadow Generations from the preexisiting Sonic gameplay. “Shadow has Chaos Control, but outside of that, it may feel like too much of the same and we wanted to make something new and interesting with the Shadow content,” Iizuka says. “We said, ‘We have the same platform action format. We have similar running and jumping. We have Chaos Control. But what else can we put in here to really make the gameplay different and unique?’ That’s where the idea came up for the Doom Powers: We need to give Shadow these extra abilities and extra powers to allow new gameplay formats to be born.”

We’re sure to learn more about Shadow’s unique abilities and Doom Powers in the lead-up to the game’s launch. Sonic X Shadow Generations arrives on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC on October 25. For our recent hands-on impressions of the game, head here.

Study: Titan’s lakes may be shaped by waves

Study: Titan’s lakes may be shaped by waves

Titan, Saturn’s largest moon, is the only planetary body in the solar system besides our own that currently hosts active rivers, lakes, and seas. Titan’s otherworldly river systems are thought to be filled with liquid methane and ethane that flows into wide lakes and seas, some as large as the Great Lakes on Earth.

The existence of Titan’s large seas and smaller lakes was confirmed in 2007, with images taken by NASA’s Cassini spacecraft. Since then, scientists have pored over those and other images for clues to the moon’s mysterious liquid environment.

Now, MIT geologists have studied Titan’s shorelines and shown through simulations that the moon’s large seas have likely been shaped by waves. Until now, scientists have found indirect and conflicting signs of wave activity, based on remote images of Titan’s surface.

The MIT team took a different approach to investigate the presence of waves on Titan, by first modeling the ways in which a lake can erode on Earth. They then applied their modeling to Titan’s seas to determine what form of erosion could have produced the shorelines in Cassini’s images. Waves, they found, were the most likely explanation.

The researchers emphasize that their results are not definitive; to confirm that there are waves on Titan will require direct observations of wave activity on the moon’s surface.

“We can say, based on our results, that if the coastlines of Titan’s seas have eroded, waves are the most likely culprit,” says Taylor Perron, the Cecil and Ida Green Professor of Earth, Atmospheric and Planetary Sciences at MIT. “If we could stand at the edge of one of Titan’s seas, we might see waves of liquid methane and ethane lapping on the shore and crashing on the coasts during storms. And they would be capable of eroding the material that the coast is made of.”

Perron and his colleagues, including first author Rose Palermo PhD ’22, a former MIT-WHOI Joint Program graduate student and current research geologist at the U.S. Geological Survey, have published their study today in Science Advances. Their co-authors include MIT Research Scientist Jason Soderblom; former MIT postdoc Sam Birch, now an assistant professor at Brown University; Andrew Ashton at the Woods Hole Oceanographic Institution; and Alexander Hayes of Cornell University.

“Taking a different tack”

The presence of waves on Titan has been a somewhat controversial topic ever since Cassini spotted bodies of liquid on the moon’s surface.

“Some people who tried to see evidence for waves didn’t see any, and said, ‘These seas are mirror-smooth,’” Palermo says. “Others said they did see some roughness on the liquid surface but weren’t sure if waves caused it.”

Knowing whether Titan’s seas host wave activity could give scientists information about the moon’s climate, such as the strength of the winds that could whip up such waves. Wave information could also help scientists predict how the shape of Titan’s seas might evolve over time.

Rather than look for direct signs of wave-like features in images of Titan, Perron says the team had to “take a different tack, and see, just by looking at the shape of the shoreline, if we could tell what’s been eroding the coasts.”

Titan’s seas are thought to have formed as rising levels of liquid flooded a landscape crisscrossed by river valleys. The researchers zeroed in on three scenarios for what could have happened next: no coastal erosion; erosion driven by waves; and “uniform erosion,” driven either by “dissolution,” in which liquid passively dissolves a coast’s material, or a mechanism in which the coast gradually sloughs off under its own weight.

The researchers simulated how various shoreline shapes would evolve under each of the three scenarios. To simulate wave-driven erosion, they took into account a variable known as “fetch,” which describes the physical distance from one point on a shoreline to the opposite side of a lake or sea.

“Wave erosion is driven by the height and angle of the wave,” Palermo explains. “We used fetch to approximate wave height because the bigger the fetch, the longer the distance over which wind can blow and waves can grow.”

To test how shoreline shapes would differ between the three scenarios, the researchers started with a simulated sea with flooded river valleys around its edges. For wave-driven erosion, they calculated the fetch distance from every single point along the shoreline to every other point, and converted these distances to wave heights. Then, they ran their simulation to see how waves would erode the starting shoreline over time. They compared this to how the same shoreline would evolve under erosion driven by uniform erosion. The team repeated this comparative modeling for hundreds of different starting shoreline shapes.

They found that the end shapes were very different depending on the underlying mechanism. Most notably, uniform erosion produced inflated shorelines that widened evenly all around, even in the flooded river valleys, whereas wave erosion mainly smoothed the parts of the shorelines exposed to long fetch distances, leaving the flooded valleys narrow and rough.

“We had the same starting shorelines, and we saw that you get a really different final shape under uniform erosion versus wave erosion,” Perron says. “They all kind of look like the Flying Spaghetti Monster because of the flooded river valleys, but the two types of erosion produce very different endpoints.”

The team checked their results by comparing their simulations to actual lakes on Earth. They found the same difference in shape between Earth lakes known to have been eroded by waves and lakes affected by uniform erosion, such as dissolving limestone.

A shore’s shape

Their modeling revealed clear, characteristic shoreline shapes, depending on the mechanism by which they evolved. The team then wondered: Where would Titan’s shorelines fit, within these characteristic shapes?

In particular, they focused on four of Titan’s largest, most well-mapped seas: Kraken Mare, which is comparable in size to the Caspian Sea; Ligeia Mare, which is larger than Lake Superior; Punga Mare, which is longer than Lake Victoria; and Ontario Lacus, which is about 20 percent the size of its terrestrial namesake.

The team mapped the shorelines of each Titan sea using Cassini’s radar images, and then applied their modeling to each of the sea’s shorelines to see which erosion mechanism best explained their shape. They found that all four seas fit solidly in the wave-driven erosion model, meaning that waves produced shorelines that most closely resembled Titan’s four seas.

“We found that if the coastlines have eroded, their shapes are more consistent with erosion by waves than by uniform erosion or no erosion at all,” Perron says.

Juan Felipe Paniagua-Arroyave, associate professor in the School of Applied Sciences and Engineering at EAFIT University in Colombia, says the team’s results are “unlocking new avenues of understanding.”

“Waves are ubiquitous on Earth’s oceans. If Titan has waves, they would likely dominate the surface of lakes,” says Paniagua-Arroyave, who was not involved in the study. ”It would be fascinating to see how Titan’s winds create waves, not of water, but of exotic liquid hydrocarbons.”The researchers are working to determine how strong Titan’s winds must be in order to stir up waves that could repeatedly chip away at the coasts. They also hope to decipher, from the shape of Titan’s shorelines, from which directions the wind is predominantly blowing.

“Titan presents this case of a completely untouched system,” Palermo says. “It could help us learn more fundamental things about how coasts erode without the influence of people, and maybe that can help us better manage our coastlines on Earth in the future.”

This work was supported, in part, by NASA, the National Science Foundation, the U.S. Geological Survey, and the Heising-Simons Foundation.