tech
Page: 47
HipHopWired Featured Video
Source: Anadolu Agency / Getty / X / Twitter
Elon Musk continues to give people all the reasons to take their business and mess to Threads or any other social platform.
X, formerly known as Twitter, continues its quick descent into social media platform obscurity thanks primarily to Elon Musk’s dumb a** decisions.
Delivering on a promise, X is no longer showing headlines from articles when shared on the platform. The reasoning, of course, is as stupid as ever. Musk believes it will “enhance the esthetics” on the platform he boneheadedly renamed to X.
“This is coming from me directly. Will greatly improve the esthetics,” Musk said on his personal X account back in August.
The decision to remove headlines could also result from Musk’s disdain for links driving people from the service while revealing that his platform’s content algorithm deprioritizes links.
Musk was not shy in sharing that information in response to a user who shared data revealing the drastic decline in referrals from X and Facebook to websites that deliver news over the last two years.
“Our algorithm tries to optimize time spent on X, so links don’t get as much attention, because there is less time spent if people click away.” Musk said, adding, “Best thing is to post content in long form on this platform.”
WHAT?
X Users Point Out How Dumb This Latest Change Is
As you can imagine, no one wants to read an entire news story in an X post, and this will also not help Musk and his X platform beat those allegations of aiding in the spread of misinformation.
“Along with pushing misinformation, removing the headline posts from articles makes it seem like someone is just making a caption with a photo and not an actual link to a story, which will cause less engagement for certain journalists/news orgs,” one X user wrote.
Matt Eason pointed out on the doomed platform that removing headlines from link previews has “completely broken” accessibility to the stories and could further deter users from clicking on the stories.
We’re just going to continue to pour one out for our former favorite social media platform cause the casket continues to lower into the ground.
—
Photos: Anadolu Agency / Getty
HipHopWired Featured Video
Source: Mario Tama / Getty / Netflix
Tudum. That’s the sound of Netflix coming to take more money from your bank accounts.
According to a Wall Street Journal report, Netflix plans to hit its subscribers with another price hike in a “few months.”
Per WSJ’s reporting, the movie streaming giant will raise prices in “several markets globally,” and subscribers in Canada and the United States will have the honor of paying the new subscription price first.
There are no details on how much subscribers will have to pay when the price hike hits, and Netflix hasn’t said anything since the WSJ’s reporting.
The latest news comes just a year after Netflix raised the subscription price for all its plans. The ad-free Standard tier rose to $15.49 / month and the Premium plan to $19.99 / month.
For those looking for a break, Netflix finally launched its long-rumored $6.99 ad-supported plan while chucking its $ 9.99-a-month ad-free basic plan.
The price hike could be the latest controversial decision for Netflix after it cracked down on password sharing and charging subscribers an additional $7.99 monthly if they share their account with friends.
Netflix Prices Hike Could Be In Response To The Strikes
It also should be no surprise that this price hike announcement comes on the heels of the WGA ending their strike and actors possibly returning to work soon.
Netflix could be waiting to hit its subscribers with the bad news when Hollywood is fully back to work.
Speaking of the strike, in the deal the WGA happily agreed to, streamers like Netflix, Disney Plus, and Hulu will now have to share information with writers on how well their content is performing.
The new deal will also see writers get a “minimum compensation increase of 18 percent for high-budget films, along with a 26 percent increase in residuals,” per The Verge’s reporting.
While the streamers are seemingly responding to having to pay writers and actors their fair share by increasing subscription prices, the WGA points out that the new contract’s cost will only account for “0.2 percent of Netflix’s annual revenue.”
If and when Netflix finally confirms the price hike, it will join the likes of Disney Plus, whose subscribers are prepping for a price hike at the end of the month.
—
Photo: Mario Tama / Getty
Employees of Bandcamp sent a letter to Songtradr CEO Paul Wiltshire on Tuesday (Oct. 3) asking him to recognize their union, “extend [job] offers to all Bandcamp employees” and “maintain everyone’s current employment status,” including “current pay, working conditions, and benefits.” Songtradr, a music licensing platform, purchased Bandcamp from Epic Games last week.
“The integrity of the workers who build Bandcamp is a crucial aspect of the company’s ability to uphold its values,” Cami Ramirez-Arau, a support specialist, said in a statement. “Bandcamp’s core mission is best protected by retaining all workers and by those workers having a seat at the table.”
“We’ve been able to work effectively and directly with management at Epic Games to bargain collectively,” added Eli Rider, a data analyst. “We want to continue this process with Songtradr.”
A rep for Songtradr did not immediately respond to Billboard‘s request for comment.
Epic Games acquired Bandcamp in March 2022. Roughly a year later, Bandcamp workers filed with the National Labor Relations Board (NLRB) to authorize a union election. At the time, Rider told Billboard there was “a shift in our workplace conditions” after the sale.
“If you think about Bandcamp, it’s about paying artists fairly for the music that we love so much,” Rider added. “So, the workers that build the site and support it also would like to have fair and transparent wages.”
In a statement on Wednesday, Bandcamp employees said their union, Bandcamp United, was recognized in May and began bargaining with Epic Games in August. But the negotiations were not complete by September 28, when Songtradr announced it was taking Bandcamp off Epic Games’ hands, potentially wiping out any progress in the talks. A rep for the union said it was not aware that Epic Games was planning to sell Bandcamp.
The employees union issued a statement on Wednesday saying that Epic had told them that Songtradr “would be offering positions to some Bandcamp employees but not all.” Adding to the feelings of uncertainty and disarray: Most employees “have had critical systems access revoked by Epic management and have been unable to do their jobs.”
Ed Blair, a support specialist, said in a statement that “Songtradr not immediately recognizing Bandcamp United is a worrying indicator that they have misunderstood the value of Bandcamp.”
“The workers who make up Bandcamp United are essential for the future of Bandcamp,” he emphasized.
Bandcamp United also noted in its letter to Wiltshire that it “has garnered extensive support from the Bandcamp user community – and the public more broadly.”
“Recognizing us,” the letter stated, “would go a long way to establishing goodwill for Songtradr.”
When Wiltshire spoke to Billboard following the announcement of the Bandcamp acquisition, he called Bandcamp “a great platform.” He added, “There’s not a need to change it into anything other than what it is.”
HipHopWired Featured Video
Source: Activision / Activision
Another year means a new Call Of Duty title. On November 10 you’ll be able to get your hands on Modern Warfare III but today (Oct. 3) Activision revealed the long-awaited trailer for the multiplayer mode of the video game.
Call Of Duty: Modern Warfare III is touting “16 iconic maps modernized for fast-paced combat” (that would be OG launch maps from 2009’s Modern Warfare 2). While we’re sure the campaign will be epic and the zombies will be cool, many players will check in strictly for the multiplier, and the trailer features a peek at all the assault rifles, SMG’s, snipers, kitted-out loadouts and tide-turning killstreaks you will surely desire. As for the soundtrack, it’s Emimen’s “Till I Collapse,” featuring the late, great Nate Dogg.
Starting Friday (Oct. 6), you’ll be able to play the Call of Duty: Modern Warfare III Multiplayer Beta all weekend on the PlayStation while you’ll get your turn the next weekend if you’re on an XBox or a PC.
Source: Activision / Activision
Also worth noting, Call of Duty: NEXT will go down this Thursday, October 5, and will be followed up by the Call of Duty Endowment (C.O.D.E.) Bowl IV.
Watch the new multiplayer action below.
[embedded content]
In March of 2022, Epic Games, best known as the maker of Fortnite, acquired Bandcamp, a crucial commerce platform for independent musicians. While the purchase surprised the music industry, the marriage ultimately proved short-lived: Bandcamp was acquired again on September 28, this time by the licensing platform Songtradr.
Bandcamp is widely loved for its role in the indie music community, and in an interview, Paul Wiltshire, CEO of Songtradr, was eager to assuage any fears about the company’s new owner. “We think Bandcamp is a great platform as it is,” he says. “There’s not a need to change it into anything other than what it is.”
The plan for now, he continues, is “introduce the opportunity of licensing” to Bandcamp artists who are interested in seeding their music to various brands and platforms. “We think that alone is a really big piece, and we want to get that right,” Wiltshire adds. “That will create a lot of opportunity for the independent market and the artists on there.”
Before we get into the Bandcamp acquisition, can you explain what Songtradr does?
The genesis of Songtradr was to build a platform that made licensing easier for both sides of the marketplace. On one side, you have artists, songwriters, and also labels and publishers; on the other side it’s brands, agencies, games, apps, platforms, anyone who uses music in content, film, TV, etc. The problems associated with licensing are mainly due to fragmentation — both publishing and recording rights need to be licensed whenever you legitimately license a track. And so there’s inherent fragmentation, because much of the time there’s a publisher, and there’s a label and they’re two different parties. The same thing happens with independents, where they co-write with two different people. We wanted to build a platform that solved the rights fragmentation and brought parties together so that they could transact together.
Are there specific areas of licensing you focus on?
Where we’ve focused over the last five years in particular is music for brands and advertising agencies. We work with so many of the Fortune 500 brands around the world; we’ve got teams across Europe and Asia and Americas and Australia. We try to provide a complete solution for brands — everything from understanding the sonic architecture of that brand, to working with composers to make the right music for a campaign, to licensing music at scale if they want music for everyday use with their social media campaigns, right through to their licensing of famous track.
The second vertical we focused on was games, apps and platforms because they have a lot of technical challenges. With digital platforms, it’s more complicated. If we think about brands as being one to one, licensing one track to an ad campaign, platforms and games is like 1000s to one — many tracks being used in a game, app, or platform. We wanted to solve the big problems associated with that.
What led you to the Bandcamp acquisition?
Our strategy around M&A up until Bandcamp has been buying companies that really marry that vision of simplifying licensing. The strategy around Bandcamp was: We’re seeing a trend in the market where music is becoming increasingly important in brands and games and fitness apps and meditation apps, all these different touchpoints. And we’ve seen an increased trend in brands in particular: They want to know about the artist who’s behind the music.
We’ve built technology around being able to best match the right music to a brand or to a customer. How do we ensure the right music is used in an advertising campaign or in a game that aligns with the target audience, whether it’s the gamer or the customer that’s watching the advertisement?
We look at Bandcamp and it’s the largest independent music community in the world. You could argue SoundCloud is, but that’s more than just an independent artist community — there are a bunch of other things as well. Bandcamp legitimately has that core independent artist market. We looked at the business model, and we love the business as it is; there’s no plans to change the existing model. What we wanted to do was connect licensing to the Bandcamp offering.
This would be an opt-in only basis for the artists so that they continue to control their rights and control their destiny. Licensing is not for every artist, and we want them to be able to choose what they want to participate in. An artist on Bandcamp can not only sell their vinyl, their T-shirts, their digital album, but they can also have the opportunity to license music into multiple different areas.
We’ve seen what happens when an independent artist has a license it can be quite transformational in terms of streaming numbers. We’ve licensed music to TikTok and suddenly an artist has blown up unexpectedly because brands got ahold of it. We really believe in licensing as being a key driver for your expanded awareness of an artist’s career.
Can you explain a bit more how that tech works matching brands to songs?
We bought an AI company called Musicube last year. They scan the audio file and they create metadata points that describe it in simple terms like mood, BPM, that fairly obvious stuff. But they went a degree further: We can now predict the audience that would most align with sections of the song right down to like small fractions, like five seconds. We can look at a track using a computer amd in milliseconds understand, ‘that chorus is going to be awesome for a 18 to 23 year old female on the east coast, the United States who likes the following things.’
How does that help on the licensing side?
When you have millions of tracks, it helps us figure out, what do we pitch, what do we place, what do we suggest to a brand? If we’re using creativity on the one hand and data in the right hand we argue we get a better result than just objectivity or just data. We use the tech to help choose the music.
We will be creating a user experience that gives them the option — do you want to have your music participate in this system? That’ll be the music that we start to curate and pitch.
We want to be very clear to Bandcamp artists: They will always have the choice of where their music goes. Licensing is quite a steep learning curve for many — what does it mean, what are all the different opportunities, some are paying pennies, some are paying a huge amount. There’s a lot to unpack, so we know that’s going to be a careful learning process and it will take time to properly communicate.
My impression was that Bandcamp got a big bump in engagement during Covid. Has that continued?
Just speaking from a very on-high view from the detail that I have, there was a quite a significant bump up during that period. But it looks like there’s been a step-up that was sustained, and it’s continuing [at a level higher than it was]. More awareness was raised of what Bandcamp is; there are more fans and more artists using it. That period educated the market to be more self-sufficient online, to do more online, to make passive income a reality without being wholly reliant on their performance. It’s one of the few blessings of that period.
Songtrader is very supportive of the artist community and I come from that background. I was a songwriter and record producer after I tried to be an artist for a few years. We are musicians. It’s important that the Bandcamp audience knows that that’s where we come from, that’s what we believe in.
We really want to protect the value of music rights. We’re not trying to package up a bunch of music and sell it cheaply. That’s not what we do. We’re very much into increasing the value of music for all so when someone licenses music, they get a better result because they’ve licensed something that’s actually on brand that actually suits their time. And on the other side, that music is properly paid for and it attracts the right fees.
Benji and Joel Madden, the creative forces behind pop punk outfit Good Charlotte, successful music management outfit MDDN and streaming service Veeps are launching their most ambitious project yet.
Explore
Explore
See latest videos, charts and news
See latest videos, charts and news
Today the famous music brothers are launching Veeps All Access, a new Live Nation-backed online video subscription service built atop the Veeps live-streaming infrastructure developed and launched by the Maddens in 2018 and acquired by Live Nation in January 2021. All Access is a shift for Veeps, which has operated as a pay-per-view business up until now, charging customers to access live and on-demand streams by artists like Southern rockers Tyler Bryant and the Shakedown or soul and R&B star Miguel, typically priced between $9.99 to $14.99.
All Access will grant fans access to all live shows streamed through Veeps as well on-demand content, special artist exclusives and original programing including the newly greenlit “Sidehustles” and “Artist Friendly,” Joel Madden’s music interview podcast-turned-video talk show, premiering tomorrow (Oct. 4) with Brandon Boyd of Incubus.
The price of All Access is $11.99 per month or $120 for annual pass, which is in line with other popular streaming services like Disney Plus which increases from $10.99 per month to $13.99 per month on Oct. 12, or Paramount Plus, which is now bundled with Showtime at $11.99 per month. Veeps also has struck early partnerships deals with Samsung, Ticketmaster, and Verizon and will be available on the Veeps app on iPhone, Android, Apple TV or Roku service.
Veeps All Access will kick off today with the premiere of The Postal Service and Death Cab for Cutie’s sold-out show from AZ Financial Theater, October and November will feature performances from a wide range of artists, including Run The Jewels, performing a special 4-night series live from the Hollywood Palladium October 11-14, pop acts Macklemore, Jessie Ware and Chappell Roan; hard rock, indie and alternative acts A R I Z O N A, Bad Omens, Bishop Briggs, Boys Like Girls, Misterwives, Nothing But Thieves, Senses Fail, Frank Turner and Waterparks; shows from rap and soul artists like OhGeesy, Flatbush Zombies, Kiana Ledé and Phabo and country artists such as Darius Rucker, Jason Aldean and Shane Smith & The Saints. New shows will be added weekly.
Joel Madden tells Billboard that the mission of Veeps has always been to connect fans who can’t attend a concert with their favorite artists, even if the artist is not touring in their city or the show is already sold out. He adds that by providing an affordable subscription option, Veeps is also helping Live Nation drive most artist discovery, connecting fans with a wider range of artists and their fan communities.
Veeps All Access will also include a wealth of archived content from artists including 5 Seconds of Summer, Aerosmith, Amy Winehouse, Dierks Bentley, Fall Out Boy, Imagine Dragons, Katy Perry, J Balvin, Lainey Wilson, Mumford & Sons, Muse, Niall Horan, Norah Jones, Poppy, PVRIS, Rage Against the Machine, Rolling Stones, Shania Twain, Slipknot, Sting, The Killers, The Smashing Pumpkins, Yeah Yeah Yeahs,= and more. Veeps will be powered by a show recommendation engine and nearly all concerts are delivered with spatial sound capabilities and high-quality 4K streaming.
Joel said partnering with Live Nation on the project has been critical to the company’s expansion, noting “If we call anyone inside Live Nation for help, we get support and access to a great group of people.”
Benji Madden added “there’s a lot of generosity with their resources and experience,” noting that “It’s taken a lot of investment build out a Netflix-style experience, but it’s important because everyone involved in this project believes that the future of live entertainment is access.”
That means reaching the far corners of the globe where bands don’t always tour — or finding a way for a fan that can’t be at the show to “have the same access that fans expect for their sporting events,” Joel Madden said. “We know that music fans are going to expect access more and more access with artists and we know that Live Nation is the right partner for to provide that access.”
Kyle Heller, co-founder and chief product officer at Veeps tells Billboard “one of the things that has blown us away on this journey is the attention a viewer pays to a Veeps show. We live in a world of 15-second clips, short-form videos, and quick 20-minute episodes dominating the landscape but when people switch Veeps on it’s not unusual for them to watch 2+ hours of content, uninterrupted. It’s unlike anything I’ve seen before.”
Live Nation CEO Michael Rapino added, “Live performances have a unique magic, and Veeps has done an incredible job bringing fans that experience in their homes. All Access is giving fans a new way to discover music and artists another marketing platform that will only continue to fuel the demand for live with an even bigger world of concerts at our fingertips.”
Subscription plans will initially be available in the U.S. with international expansion planned to meet Veeps’ global usership. Learn more and sign up at veeps.com.
All products and services featured are independently chosen by editors. However, Billboard may receive a commission on orders placed through its retail links, and the retailer may receive certain auditable data for accounting purposes.
There’s nothing more frustrating than being out and about with a low battery and no charger in sight. A portable charger can help you avoid some of the panic and anxiety that floods in when your phone battery gets low.
Explore
Explore
See latest videos, charts and news
See latest videos, charts and news
If you’re looking for a budget-friendly portable phone charger, Loveledi’s portable charger bank comes highly recommended from hundreds of Amazon shoppers, and it’s 50% off at Amazon. The early Prime Day deal gets you two portable phone chargers for just $15.
Amazon
Slim and lightweight, the portable charger is compatible with iPhones and Androids. It features a 15000mAh capacity battery and dual 5V 3.1A 2 USB Output ports. The charger, which measures 5 inches x 5 inches (0.1 inch thick) and weighs just 7 ounces, has racked up over 14,000 ratings on Amazon.
“I really like these chargers. Once fully charged, they’ll hold that charge for days without use (I haven’t tried leaving them longer yet), and they fully charge my phone and still have battery left over. The only reason I didn’t give five stars is because they’re just a little bigger than I would like,” reads one customer review. “I have a smaller purse and one of them takes up about as much room as my Galaxy S22. That said, they’re very convenient and I’ve used them several times already, usually to charge my phone while streaming something to our TV.”
Other customer reviews noted pricing, portability and ease of use as some of the benefits of Loveledi’s portable charger. And, of course, you can’t beat a two-for-one deal.
“This dual pack is fantastic. I gave one to my wife and kept the other,” wrote one shopper who used the charger on a nine hour, 100-mile bike tour. “It kept my [cell] phone fully charged with several apps active, such as mile tracker, speedometer, iWatch, messenger, Facebook, [iTunes] and MixCloud,” the shopper wrote. “I also have a mini battery charger, however, it does not last all day like this one. Plus, the multiple charger ports allow dual charging simultaneously which the kids love when we are on our long drives. …you will love this charger! I/We definitely do!!!”
Another shopper found the charger useful for an older phone that dies easily. “I kept one of these backup batteries in my belt pack on my last vacation and it recharged my phone to full from 10% multiple times over and still had charge left at the end of the day.”
For a few more options, check out our picks for the best portable phone chargers for iPhones and Androids.
As Sphere, the innovative new Las Vegas venue, opens its doors to the public with the debut of U2‘s 25-date residency on Friday (Sept. 29) and the premiere of the Darren Aronofsky film Postcard From Earth on Oct. 6, it’s doing so with an array of cutting-edge technology — much of which hadn’t been developed when the project broke ground in 2018.
“A lot of this stuff didn’t exist — it just didn’t,” says MSG Ventures CEO David Dibble, who oversees Sphere’s technology and content teams. “Necessity is the mother of invention, and by God, we had necessity.”
Plenty of Sphere’s advancements feel unique to the facility itself, including the geometry of its bowl-shaped theater and its 4D multisensory technology, which can generate effects like vibration, wind, scent and temperature fluctuations. But two key components — the venue’s audio and visual capabilities — could soon have a ripple effect across the concert business and broader live entertainment industry.
Sphere audiences will hear audio via Sphere Immersive Sound, a system created in tandem with the Berlin-based audio company Holoplot. “The problem that we tried to tackle from the beginning was not to build another sound system — because the world has enough sound systems,” says Holoplot CEO Roman Sick, who founded the company in 2011 with the goal of creating “a realistic, authentic audio experience that is not mainly determined by the room you’re having that audio experience in.”
Sphere executives discovered Holoplot after the company deployed its 3D Audio-Beamforming technology in Frankfurt Hauptbahnhof, Germany’s largest train station, in late 2016, allowing multiple audio messages at the same frequency to be sent simultaneously to different parts of the facility.
Holoplot’s X1 Matrix array.
HOLOPLOT
“If you boil it down, we have two core capabilities,” Sick explains. “The functional level, from our perspective, is you can determine where you want to have sound and where you don’t want to have sound. … And the creative bit is the ability to now move audio objects three-dimensionally across that whole volume [of space in a venue] — from left to right and up and down, but also into the audience back and forth.”
Holoplot dubbed the former aspect 3D Audio-Beamforming technology and the latter one Wave Field Synthesis. With Wave Field Synthesis, Sick explains, Holoplot can make the origins of audio imperceptible to create “a hologram of sound” — an accomplishment he calls “the holy grail of spatial audio.”
To implement these features, Sphere Immersive Sound utilizes advanced hardware and software. Behind Sphere’s 160,000-square-foot LED screen sit hundreds of Holoplot’s X1 Matrix arrays, which combine the functionalities of vertical and horizontal line arrays to allow greater control over the formation and shape of audio waves. Holoplot’s software then utilizes proprietary algorithms and machine learning to synthesize creative input and environmental data, collected by sensors throughout the venue, to further refine the system’s audio output.
Sphere Immersive Sound might sound complicated — and it is — but like many of the venue’s production capabilities, it’s designed to be plug-and-play for visiting artists and their teams.
“You don’t need to be a scientist,” Sick says knowingly. “You just say, ‘Hey, I want sound here and over there, for this configuration.’ And the system says, ‘OK, here it is.’” According to Sick, the system has “a large number of preset formats” — mono, stereo, 5.1, Atmos and so on — for artists to choose from. Once they do, “boom, then it’s the normal workflow,” says Sick, adding that an artist’s audio engineer can even use their normal desk: “From that end, nothing really changes.”
Of course, Sphere’s audio advancements didn’t take place in a vacuum. In implementing Holoplot’s technology, Sick and his team had to consider numerous other stakeholders, chief among them those conceptualizing Sphere’s visual capabilities. “You put something in front of a speaker, it’s going to have an effect — and it’s a negative effect, usually,” says Sick, summarizing the challenge of placing high-end audio equipment behind Sphere’s LED screen. Compared to point source or line array speakers, Holoplot’s matrix array had an advantage — it diffuses energy over a larger surface area, reducing the energy passing through an obstruction, in this case Sphere’s LED screen, at any given point. But Sick’s team still had to find “the best compromise between acoustic transparency and meeting the visual requirements.”
Big Sky, the camera developed by Sphere Studios.
Sphere Entertainment
“It’s such a unique and groundbreaking technology that, maybe for the first time ever in the audio-visual world, the images, as incredible as they are, are almost subordinate to the audio experience,” says Andrew Shulkind, senior vp of capture and innovation at Sphere Studios, the Burbank-based entity Sphere launched to develop technology and content tailored specifically for the venue.
That’s saying something: Shulkind became involved with Sphere several years ago to help it create visual content — like Aronofsky’s Postcard For Earth — suited to its massive, high-resolution screen. Initially, Shulkind and his colleagues shot tests using camera arrays, a common but cumbersome filmmaking technique that stitches together video captured from multiple cameras to generate a more detailed product.
“It became pretty obvious quickly that we really need a single-camera solution, for a variety of reasons, for weight and for mobility and ergonomics, and to be able to take all the difficulty of maneuvering something heavy out of the way,” says Shulkind, who enlisted a colleague, Deanan DaSilva, to help create a new camera fit for Sphere.
The resulting device, Big Sky, pushes the boundaries of modern filmmaking technology with a sensor 40 times the resolution of a 4K camera, lenses with high sharpness thresholds and even new data storage solutions to manage the large volume of information it produces. “This was something that [camera makers] weren’t expecting to do for another 10 years,” DaSilva says. “We had to figure out how to move that timeline up.”
Like Sick, ultimately Shulkind and DaSilva had to ensure that their advanced technology was accessible to the outside creators that Sphere wants to court. “We work with external creatives, they come in, they describe what they want to do, they have their support team and then we fill out the capture side,” Shulkind says. “We take the complications of any of these technologies out of the mix, and it becomes about, you know, what story are you trying to tell?”
Filmed by Aronofsky on every continent in conjunction with Sphere Studios, Postcard From Earth, Shulkind explains, was “really designed to take people to another place that they may not have been, or places that they may not have seen in that way before. Darren has been able to marshal all of the different aspects of the venue in service of that goal.”
Shulkind acknowledges Sphere Studios’ myriad technical accomplishments but has a broader view of their implications that transcends the wider implementation of any one of its technologies. For him, Sphere’s format could finally allow filmmakers to “break the rectangle,” or go beyond the rectangular framing of visual storytelling that emerged from rectangular film strips.
“Now that we have all the technology of the minute, whether it’s data storage, whether it’s the fidelity that we’re able to achieve with this high resolution, whether it’s the ability of creating glass that is able to be as sharp as it is, all the different aspects come together to create this greater-than-the-sum-of-its-parts [product], radically rethinking how stories are told and how we experience content,” he says. “You’re looking at all these little composite technologies and all the growing currents of where technology has gone over the last 10 years. How do you apply that all for some creative purpose? I think that’s the real experiential success story.”
And that story isn’t over yet. While Sphere’s teams worked diligently to design and implement new technologies for the venue’s opening, Sick, DaSilva, and Shulkin all note that they’ll continue to iterate and improve their tools going forward.
As creatives “start to really discover how to tell stories in the venue … that’ll very clearly drive the technology evolution,” DaSilva says. “We’ve got a to-do list of all the things to try that we’ve not even scratched the surface on.”
“We constantly keep updating our technology,” Sick adds. “There’s new features that we will deploy over time, even after the venue has opened, that will give new capabilities to Sphere.”
It seems likely that at least some of these technologies will eventually move beyond the walls of Sphere’s Las Vegas facility to other venues — but what shape that proliferation will take remains unclear. After all, the Sphere team has already filed more than 60 patents. “One of the reasons we’ve been so aggressive on our patents is imitation is the sincerest form of flattery,” Dibble says. “But we’d just as soon not be imitated, because we own it.”
All products and services featured are independently chosen by editors. However, Billboard may receive a commission on orders placed through its retail links, and the retailer may receive certain auditable data for accounting purposes. Walmart is encouraging you to treat yourself with a major deal. Right now you can score $70 off the coveted AirPod […]
YouTube recently launched an AI Music incubator with artists and producers from Universal Music Group. The purpose of the group, according to Universal CEO Lucian Grainge, is to explore, experiment, and offer feedback on the AI-related musician tools and products the Google team is researching — with the hope that more artists will benefit from YouTube’s creative suite.
This partnership demonstrates the clear desire to involve the industry in the development stages of AI products and protect the human component of artistry. This desire is heightened in the face of deep fakes. Just last month, Google launched its Synth ID watermark meant to spot AI-generated images (Google DeepMind CEO Denis Hassabis cited the importance of deepfake detection ahead of a contentious election season). “Heart on My Sleeve,” the song created with AI-generated voices of fake Drake and The Weeknd kicked off the music industry’s scramble to shut down and stamp out any unauthorized use of artists’ voices. Most importantly, though, the viral track proved that AI voice models are here and only improving with each passing day.
As artists, labels, and other rights holders have grown more concerned about AI models learning and profiting from their copyrighted material, fans and creators have discovered new ways to engage with their favorite artists and imagine completely new musical works using their AI voice models. This is prompting other industry executives (myself included) to wonder how these models can continue to be used to explore this new creative frontier of music while protecting artists.
With all of this in mind, the industry needs to mull over a few philosophical questions and consider the distinction between voice cloning and voice synthesis. A singer is much more than timbre, the primary quality that voice models modify in a voice. AI voices are not the same as samples, where the whole vocal element is based on an underlying artist’s full performance which would include pitch, emotion, timbre, accent, tone, etc.
Regardless, AI innovations will only reach their maximum potential if the industry faces one foundational issue: artists and their labels need to control the ways in which their image, likeness and voice are used. Whether the industry decides to embrace these innovations or limit AI-powered cloning entirely, the next step begins with synthetic voice detection. Is the artist singing on any given track fake or the real deal?
In the early 2000s, music companies found themselves losing control of their content to the digitalization of music. The industry’s initial impulse to crush file-sharing networks like Napster led to the launch of Apple’s iTunes store in 2003 and, eventually, legal streaming. Other digital rights management tools, like ContentID on YouTube, were developed to detect unauthorized use of music. Once the industry learned to embrace digital music and formed a foundational infrastructure to support it, streaming revenues soared — breaking the $10 billion mark for the first time in 2022 and making up 84% of the industry’s total revenue, according to the RIAA.
The industry needs synthetic voice detection, but with 120,000 new tracks uploaded to streaming platforms daily (according to Luminate) on top of the already existing back catalogs, can it be done accurately and at scale? The short answer: yes.
As the industry begins to embrace the responsible use of AI for synthetic voice creation, I strongly believe there should be a corresponding willingness for artists and labels to collaborate in that training process. It’s in their best interests to do this now. AI applications are already scaling in a variety of categories. Well-engineered models are becoming exponentially more efficient and can increasingly manage massive computing tasks. Combined with strategic operational approaches, this is achievable today.
To honor each artist’s decision whether or not to participate in voice models, the industry needs an easy and accessible way for artists to build their own voice models and grant fans and creators permission to use it. This type of initiative paired with synthetic voice detection ensures that only the voices and works of those who want to be involved in voice cloning and other derivative AI tools are used. Artists who want to create their own voice models can work with voice synthesis platforms to establish the terms of where and how their voice model can be used–offering more control and even opportunities for monetization.
Geraldo Ramos is the co-founder and CEO of Moises, the AI-driven music platform that is transforming the way artists and businesses incorporate AI technology into their workflows.