center ring theatrical limited liability company

62 saint felix street
brooklyn, new york 11217

NYS Entity Status
ACTIVE

NYS Filing Date
SEPTEMBER 05, 2013

NYS DOS ID#
4454766

County
NEW YORK

Jurisdiction
NEW YORK

Registered Agent
NONE

NYS Entity Type
DOMESTIC LIMITED LIABILITY COMPANY

Name History
2013 - CENTER RING THEATRICAL LIMITED LIABILITY COMPANY









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    According to Tim Merel’s Digi-Capital, virtual reality generated $2.7 billion in 2016, mostly from the sale of hardware like Facebook’s Oculus Rift and the HTC Vive that rolled out to consumers for the first time last year.The same is true for augmented reality — a technology that superimposes a computer-generated image on a real-world vision but that is widely seen as less compatible for studios looking to exploit characters and storytelling.Starting sometime next year, the $400 Oculus Rift bundle will include Disney’s “Marvel Powers United VR” interactive game allowing players to suit up as their favorite Marvel superhero.Consumers who don’t want to shell out $400 for their own device can visit standalone VR centers — essentially arcades — that have opened in malls and movie theater lobbies in the last year, many operated by IMAX.According to IMAX’s Chief Legal Officer Rob Lister, the company splits the revenue with the content developer and the operator if it’s not an IMAX-owned center.Most content, especially based around theatrical releases, costs in the $2 million to $4 million range to produce, according to one high-ranking movie studio exec.Despite the limited revenues so far, Sauceda sees the advantages for studios exploiting their intellectual property in the VR space as big tech-oriented players like Google, Facebook, Microsoft and Samsung ramp up their own efforts.VR tech itself is not yet seamless, as TheWrap discovered when visiting the IMAX Centre in Los Angeles and had a computer crash midway through “Life of Us,” a seven-minute re-creation of Earth’s evolution from Within CEO Chris Milk’s Here Be Dragons VR production company.Exhibitors are understandably anxious about studios devoting resources to content that bypasses traditional movie theaters — as well as the prospect of an expensive upgrade of its theaters to accommodate new technology like VR headsets for each seat.What the field needs most at the moment is a large investment in distribution, one top studio executive told TheWrap, comparing VR rollout to the adoption of digital projectors over now-antique film projectors.Disney, for instance, spearheaded the effort and paid for a quarter of the first digital projectors to go into movie theaters.For the most part, studio efforts in VR have relied on showing off the technology rather than movie stars — who might raise the production costs but also draw a larger audience.In Cannes this year, Alejandro Inarritu premiered an experimental, highly emotional VR exhibit about the experience of a refugee crossing a border — but it played more like an art gallery installation piece than a mass-market movie.Homecoming VR experience for home units like Sony’s own PlayStation VR and mobile gear like Samsung VR within weeks of the film’s theatrical release.Viewers sat in vibrating, oscillating Positron chairs that matched an impressive zero-gravity airplane sequence — an experience that’s unlikely to be mass-produced anytime soon in theaters (or living rooms) nationwide.

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center ring theatrical limited liability company brooklyn ny