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Company Information
QuantumWorks Corporation Digital Division's prime focus is, through the use of innovatively developed and applied
real-time computer graphics visualization, to help companies increase sales, reduce "product" production
costs and reduce time to market with new "products". We broadly define "product" as inclusive
of "digital products"; such as 3D computer graphics content, for say, computer/video games and TV broadcast
or live animation on the web; to "physical products"; such as government-use and consumer products as
diverse as; vehicles, apparel, shoes, watches, sunglasses, sporting goods, architecture, space craft, electronics,
etc.
QuantumWorks is constantly looking to develop new concepts,
approaches, content production tools, media content, products and projects using real-time interactive graphics
technology to bring education, entertainment and edutainment to more compelling, engaging and ultimately more rewarding
levels for target audiences. On the entertainment projects we have worked on in the past we have
always attempted to add rewarding educational components to the content, where appropriate. QuantumWorks
believes the process of creating is equally as important as the final result, and we are looking to work with companies
and people who share a similar vision.
For example, through use of QWC technology and services, companies can become
high output, high quality 3D animation content web-based production studios through creation and integration of
advanced tools. This includes a special focus on rapidly creating educational and entertaining content using digital
characters, props, assets, with a "3D-look" and/or "cel-shaded-look" for web-sites with various
implementation options including dynamic streaming of animation and audio content and live performed and streamed
content.
- The QuantumWorks Corporation team is develops Interactive Entertainment
and Edutainment titles. Additionally QWC is developing a revolutionary new system based on research work
done for Procter & Gamble (Press
Release). This system allows rapid creation of communication concepts
useful advertising creatives to quickly storyboard many "spot" concepts in 3D, greatly reducing costs
and striving for more effective spot design through more concept creation and re-iteration - this system is called
SpotMaster (click for sample video)
Click here for tool screenshots. Naval
Postgraduate School used the system to show DOD how it can use a rapid mission scenario development tool - the
USS Cole terrorist attack scenario was depicted using the system showing the effectiveness of the tool for these
types of applications. Request the Spot-On business plan presentation to see the current plan for productization
of this tool.
Other
sample videos click here.
- Under contract from Virtual Celebrity Productions (VCP), QWC staff led
4 groups simultaneously in the design and implementation of the Digital Cloning System (DCS). These teams designed
and led development of first the "virtual celebrity" entertainment/advertising based 3D web-site,
W.C.Fields,
(click here for other references) interactively giving his Presidential Platform for his bid for President in year
2000.
- Contracted by Hasbro Toys, QuantumWorks Corporation (QWC) founder,
Turner Whitted and Chris Gentile executive managed the project for Hasbro
(they were affectionately referred to "the RAT Patrol", or Risk Abatement
Team). QWC's founder
co-designed and co-led the development of the first new generation
VR helmet based 3D consumer game system,
under various internal code and potential product names TOASTER, X-Scape, RUSH
with the other 2 "RAT Patrol" executive team and
the first ten 3D immersive games. Because
little prior art existed in implementing real-time 3D VR for optimal user
gaming experience, and most gaming companies employed were mainly
experienced in 2D "side-scroller" games and very limited 3D gaming, so QWC
founder had to take what it learned from past Aerospace engineering
real-time 3D and VR applications, to apply to this new entertainment set of
applications and create a new set of "VR experiential rules and guidelines"
- Here is a
picture of a
foam mockup of a potential production system and
some test ads done under various test product names X-Scape
ad,
RUSH
ad#1,
RUSH ad#2
)
- The QWC founder also managed the peripherals design requirements effort
for Hasbro VR project.
- QWC founder led the game development in producing 12 prototype
games using the newly develop VR headsets or HMD running on
Silicon Graphics (SGI) workstation hardware.
After project cancellation in 1995, these evolved
into derivatives of these games with some of the same developer
teams, and made their way to 4 VR HMD based rides using SGI super graphics
computers at the 2 new
Disney Quest
small/urban location based entertainment (LBE) attractions.
Unfortunately, Disney was way too ahead of its time with Disney Quest so the
2 locations were closed, even though the Orlando facility was making
good revenue. Four Hasbor VR derived games were:
- -> Virtual Jungle Cruise: Guests
paddle an inflatable raft (with real paddles) as they make their way down a
prehistoric river, avoiding dinosaurs and occasionally getting sprayed with
water. It is based on Jungle Cruise.
-> CyberSpace Mountain: Guests design a roller coaster on a design kiosk,
then sit in a pitch-and-roll simulator and ride it. Guests may also ride
pre-built coasters. It is hosted by Bill Nye the Science Guy, who instead
refers to himself as "Bill Nye the Coaster Guy". This attraction is based on
the ride, Space Mountain.
-> Aladdin's Magic Carpet Ride: Players wear a head-mounted display as they
ride a magic carpet through Agrabah, collecting gems to find The Genie, who
has been hidden away in the Cave of Wonders.
-> Ride
the Comix: Players wear an HMD to "enter the comic book world." Players
battle with super villains by using a laser sword. Up to six players can be
on a team at a time.
- Before Hasbro,
AGE invented with
Mattel, the PowerGlove input device. This device proved to be a
"successful failure", making money for Mattel but due to no software and
rushed technology, was discontinued. However, the experience proved to
AGE that VR had legs so they wanted to go further and build a complete VR
system with custom designed game software. As a result, AGE came to QWC
founder due to work with VPL and aerospace VR apps, to pitch companies to
join the new project. First project was working with Texas Instruments
on a complete VR system, but due to TI's delicate SMD technology causing
display failures not able to withstand rugged use and other reasons, that
project was terminated and a new partner was sought - Hasbro was that new
partner company.
- The QWC and its' founders have developed, led and consulted in development
of many 3D computer graphics based industry milestones achievements, such as:
- Under contract from Perceptronics, development of the first workstation
based node for the
DARPA/
Army SIMNET massive wide area network Virtual battlefield operations
simulator.
- the Northrop / Air Force Automated Airframe Assembly Operations Evaluation
Simulator called the "Assembly
Modeler", reported in Business Week May 8, 1989, pgs 142-148
- debuted Assembly Modeler application to the public at
SIGGRAPH in 1991
- QWC founder
co-chaired and designed the new interactive
applications venue, "Tomorrow's
Realities Gallery", still part of SIGGRAPH today under different
names at
1991 SIGGRAPH in Las
Vegas which debuted this Assembly Modeler application to the public);
- co-led with Ken Anderson, the formation of, and developed in 1989 the first
NCGA GPC Graphics Performance Picture Level Benchmark (PLB), now this effort evolved into what is now called
SPEC_GPC or SPEC_OPC, the first "application honest" comparison of graphics hardware at the
time, developed under contract to IBM, SGI, Sun, E&S, Tektronix, HP, etc.
-
Kewazinga K-System through MCSQD; Titan Technologies
Digital Secretary;
VIVID/JesterTek/GestureTek Kiosk technology applications;
- the P.C. sports games for AT&T
Cybercathlon.
Cybercathlon
was originally designed as a Web/CD-ROM hybrid with large prize awards, however,
due to large security risks, product was re-configured into a standalone CD-ROM game, which was distributed to
over 300,000 WorldNet subscribers (product was first released game using Microsoft's new Direct3D DirectX technology);
-
Viewpoint VET output Advanced Digital Product Sampling Production Pipeline development
whicle consulting for
Viewpoint Corp;
- producer/art director teamed with Blur of a real-time MoCap production
of a cable channel's interstitial
female
news host and
click here for sample video.
- The QWC team was awarded Top 100 1997 "Top Media Producers" Award
from A/V Video Multimedia Producer Magazine organization for the innovative design and development work on both
the AT&T Cybercathlon Game and new product from QWC,
Geppetto - the first PC based real-time character animation tool which can significantly
lower the costs in producing long form animation projects.
MCSQD.com Demo Reel contains many
innovative and some "industry firsts" examples of projects QWC team members either designed, produced,
executive produced along with MCSQD and Viewpoint.com executive management.
- QWC and its team members have also been engaged in state-of-the-art engineering
efforts focused at development of new Consumer multi-media product designs, Spacecraft, Space Station & Space
colonization for innovation and economic benefit (Protean Space Station Construction System-
Ollie P. Harwood,
SpaceHAB,
The America 500 Space Initiative -
Ted (Austin) Ostindien,
S.E.Tice, Aircraft designs (QAC-821 world class utility helicopter,
Kulikov Air Fanatic 4 and
KA863) and high performance energy efficient, low emissions
hybrid electric vehicles.
QWC and it's partners are involved with development efforts that are in
various stages of fund raising and engineering that include: QAC-821 helo mentioned above and the L3R_QWC "Hybrid
supercar", a High Performance Hybrid Electric Exotic Sports Car.
Product engineering features overview
located here and a
product history & description tear sheet
located here.
This team is using their engineering prototype testbed to stage a
cross the country on a tank on a gas
Freedom
drive "protest" to show what can be done today by today's
automobile manufacturers.
Sponsor flyer on this event located here.
- Members of the QWC team have frequently published in trade journals and
are requested to speak at conferences about a range of topics ranging from; optimizing processes in product development
lifecycles, advanced 3D content development pipelines, game engine technology, advanced computer input devices,
innovative applications of virtual reality/visual simulation technology to optimized interactive software for diverse
computing platforms.
For Further Information
General Information & Investment Opportunities
Send e-mail to info
at quantumworks dot com (retype in correct format - this helps decrease auto/robot
spam to this address)
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