Sunday, February 19, 2006

How Pixar Adds a New School of Thought to Disney

Correction Appended

SURE, Disney's deal last week to acquire Pixar is about big money — how Steven P. Jobs turned a fledgling outfit that he had bought for $10 million into a juggernaut valued at $7.4 billion. And, yes, it is about a big strategic shift at the Walt Disney Company, as Robert A. Iger, the chief executive, exorcises the ghost of his predecessor, Michael D. Eisner. But it is also about the potential for big changes in how the entertainment business operates — specifically, in how major studios organize talented people to do their best work.

Since 1995, with the release of "Toy Story," Pixar's films have reinvented the art of animation, won 19 Academy Awards and grossed more than $3 billion at the box office. But the secret to the success of Pixar Animation Studios is its utterly distinctive approach to the workplace. The company doesn't just make films that perform better than standard fare. It also makes its films differently — and, in the process, defies many familiar, and dysfunctional, industry conventions. Pixar has become the envy of Hollywood because it never went Hollywood.

More than a few business pundits have drawn parallels between the flat, decentralized "corporation of the future" and the ad-hoc collection of actors, producers and technicians that come together around a film and disband once it is finished. In the Hollywood model, the energy and investment revolves around the big idea — the script — and the fine print of the deal. Highly talented people agree to terms, do their jobs, and move on to the next project. The model allows for maximum flexibility, to be sure, but it inspires minimum loyalty and endless jockeying for advantage.

Turn that model on its head and you get the Pixar version: a tightknit company of long-term collaborators who stick together, learn from one another and strive to improve with every production. Consider the case of Brad Bird, writer and director of "The Incredibles," who spent the first decades of his career shuttling around the business as an ever-promising, never-quite-recognized animator. (He worked on "The Simpsons" and directed one feature, the critically acclaimed but commercial dud, "Iron Giant.") When Pixar recruited him, Mr. Bird went to work immediately on "The Incredibles," which went on to win two Academy Awards and a nomination for best original screenplay.

Unlike a typical Oscar-winning director, however, Mr. Bird is not a free agent with his sights set on the next big-budget negotiation. He is an employee of the studio. Indeed, he is part of a group of directors and technical talents at Pixar — including Andrew Stanton and Lee Unkrich, the creators of "Finding Nemo," and Pete Doctor, the director of "Monsters, Inc." — who have staked their reputations on their work at Pixar. Again, in contrast to convention, these professionals have traded one-time contracts for long-term affiliation and contribute across the studio, rather than to just their pet projects.

According to Randy S. Nelson, who joined the company in 1997 and is dean of Pixar University, a company-run education and training operation, this model reflects "Pixar's specific critique of the industry's standard practice." He explains it this way: "Contracts allow you to be irresponsible as a company. You don't need to worry about keeping people happy and fulfilled. What we have created here — an incredible workspace, opportunities to learn and grow, and, most of all, great co-workers — is better than any contract."

There is a tough-minded business strategy behind Pixar's we're-all-in-this-together workplace. A single animated feature takes four or five years to complete, the last 18 months of which feel like a breathless sprint. In such a high-stakes environment, even the most outrageously talented individuals are bound to suffer creative setbacks. One reason Pixar has produced such a string of hits is that the organization has learned how to hang together under the pressure.

"The problem with the Hollywood model is that it's generally the day you wrap production that you realize you've finally figured out how to work together," Mr. Nelson said. "We've made the leap from an idea-centered business to a people-centered business. Instead of developing ideas, we develop people. Instead of investing in ideas, we invest in people. We're trying to create a culture of learning, filled with lifelong learners. It's no trick for talented people to be interesting, but it's a gift to be interested. We want an organization filled with interested people."

Mr. Nelson, an energetic, colorful, 50-something artist and executive, is himself a wide-ranging talent. He has juggled knives on Broadway as a founder of the Flying Karamazov Brothers, acted in feature films and served alongside Mr. Jobs at Apple Computer and Next Software. But his real talent, and his agenda at Pixar, is coordinating how other talented people express their most creative ideas, collaborate with colleagues and meet deadlines.


Pixar University is at the center of Mr. Nelson's agenda. The operation has more than 110 courses: a complete filmmaking curriculum, classes on painting, drawing, sculpting and creative writing. "We offer the equivalent of an undergraduate education in fine arts and the art of filmmaking," he said. Every employee — whether an animator, technician, production assistant, accountant, marketer or security guard — is encouraged to devote up to four hours a week, every week, to his or her education.

Mr. Nelson is adamant: these classes are not just a break from the office routine. "This is part of everyone's work," he said. "We're all filmmakers here. We all have access to the same curriculum. In class, people from every level sit right next to our directors and the president of the company."

At one class, the sixth session of a nine-week course called "Lighting and Motion Picture Capture," the students represented an intriguing cross-section of Pixar employees: a post-production software engineer, a set dresser, a marketer, even a company chef, Luigi Passalacqua. "I speak the language of food," he said. "Now I'm learning to speak the language of film."

The evening's subject was highly technical — the use of dimmers in the lighting of movies — but the session was spirited. The Pixar employees were also learning to see the company's work (and their colleagues) in a new light. "The skills we develop are skills we need everywhere in the organization," Mr. Nelson said. "Why teach drawing to accountants? Because drawing class doesn't just teach people to draw. It teaches them to be more observant. There's no company on earth that wouldn't benefit from having people become more observant."

THAT helps to explain why the Pixar University crest bears the Latin inscription, Alienus Non Dieutius. Translation: alone no longer. "It's the heart of our model," Mr. Nelson says, "giving people opportunities to fail together and to recover from mistakes together."

It is worth noting that the Pixar University crest has a second Latin inscription, Tempus Pecunia Somnum. Translation: time, money, sleep — three precious commodities in any high-stakes enterprise. That inscription speaks to the next challenge for the company, to sustain the energy of a business that has to keep up its string of blockbusters even as it ramps up its rate of production and adjusts to life with its new owner.

There is no class on mastering that challenge. But so long as Pixar avoids going Hollywood — and Disney learns to appreciate how Pixar works — the company will continue to school the entertainment establishment in a productive and reliable way to get the best out of its creative talent.

Saturday, February 18, 2006

new technology: Bluetooth worm targets Mac OS X

new technology: Bluetooth worm targets Mac OS X

Bluetooth worm targets Mac OS X

Another day, another Mac OS X pest?

Just a day after experts warned of what is believed to be the first Trojan in the wild to target Apple Computer's Mac OS X, alerts are being published on a new worm that exploits an 8-month-old vulnerability in the operating system.

The new Inqtana worm spreads through a security flaw in Apple's Bluetooth software, antivirus vendors Symantec and F-Secure said on Friday. Apple provided a fix for the flaw last June with security update 2005-006.

The worm attempts to use Bluetooth to propagate. Once it infects a computer it searches for other Bluetooth-enabled devices and sends itself to those it finds, Symantec said.

Inqtana is a "proof-of-concept" worm, according to Symantec and F-Secure, meaning it's an example of attack code, but itself likely won't affect many users, if any at all. Inqtana is not believed to have actually attacked Mac users. Furthermore, it uses a Bluetooth component that is locked to a specific address and expires next week, according to F-Secure.

"It is quite unlikely that Inqtana would be any kind of threat," F-Secure said on its blog.
In other news:

However, two examples of malicious software to target Mac OS X in two days may be the start of a trend, Vincent Weafer, senior director at Symantec Security Response, said in a statement.

"We have speculated that attackers would turn their attention to other platforms, and two back-to-back examples of malicious code targeting Macintosh OS X this week illustrates this emerging trend," he said. "While this particular worm is not fully functional, the source code could be easily modified by a future attacker to do damage."

The new worm follows the Leap Trojan that was discovered Thursday. Symantec says it believes the two pests were developed on a parallel time line and that Inqtana was not created in response to Leap.

Symantec recommends that Mac OS X users keep antivirus and firewall software, as well as operating systems, up to date. Apple has a safety guide on its Web site.

An Apple representative did not have an immediate comment.

Wednesday, February 15, 2006

A Glance At NVIDIA's 2006 Plans

Just yesterday, we had a conference call with Ujesh Desai, NVIDIA's General Manager of GPU. He wanted to give us some updates on NVIDIA's latest GPU developments as well as some glimpses of what NVIDIA has in store for us in 2006.

Although over 95% of what was discussed cannot be revealed, we can touch on some topics, including some which were mentioned at the recent NVIDIA press event in Singapore. Still, what we can reveal are interesting enough. Just imagine what we were not allowed to reveal! Let's take a look!



Quad SLI

If you are wondering what's the point of going Quad SLI, NVIDIA has that covered. In 2006, they are going to be advocating the benefits of Extreme HD Gaming. HD here referring to High Definition.

He pointed at Xbox 360 which only supports a HD resolution of 1280x1024. While that may be something for console users, many PC gamers are already playing at resolutions of 1600x1200. So, it isn't farfetched for NVIDIA to promote the Extreme HD resolution of 2560x1600 this year. In fact, such a high resolution would currently be the only way to actually utilize the Quad SLI's massive processing capabilities.

Of course, the availability of LCD panels that can support such extreme resolutions are currently few and extremely limited. Still, NVIDIA is confident that Dell and Apple will, in 2006, be able to increase delivery of their 30" panels that support such resolutions. Alternatively, you can settle for 24" panels that support 1920x1200.

But let's come back to Quad SLI itself. Unlike what some people predicted, Quad SLI will not be a one-off technology demo or even shipped exclusively in Dell's XPS 600 Renegade PC (if and when it is made available). Instead, NVIDIA intends to make Quad SLI available to everyone in spring!

Instead of being a technical side-show, the GeForce 7800 GTX Quad SLI will actually be part of the NVIDIA roadmap, as NVIDIA's ultimate graphics solution. In fact, in NVIDIA's roadmap, it appears to beat even the future GeForce "Next". Just how powerful it is? Take a look at the chart on the right!

Great numbers but do note that this Quad SLI solution will "sap" more CPU power than a standard SLI solution. You need to use absolutely the fastest processor available if you want to properly run Quad SLI.

Talking about power, although the Quad SLI setup at CES 2006 used external power supplies to run the cards, NVIDIA is expected to support both external power as well as internal power in their retail Quad SLI solution. So, if you have a 1KW power supply, you are set for Quad SLI, but you need not fret if you only have a 400W PSU. You can always use external power supplies.

Of course, the ultimate question would be just how much will Quad SLI cost? Unfortunately, we will have to wait until spring to see just how expensive NVIDIA's Quad SLI solution will be when it debuts in the retail market.