The Business of BBQ
Benefit from extended discussions on what's been, what is and what will be.
Explore new and emerging technologies.
Examine the issues; find the answers you need.
Go one-on-one with the best brains in the business, and keep in touch through exclusive email reflectors and a LinkedIn alumni group.
Small Group Sessions
Who Should Attend?
Take a look at what it's like to attend Project Bar-B-Q.
Project Bar-B-Q is a conference to bring together a group of smart people (The Bar-B-Q Group), solidify their opinions, and put to good use the combined skills of those people for the good of the manufacturers, developers, and primarily the consumers of audio technology products.
Because of the dynamic nature of this industry, workgroup topics are chosen by a unique brainstorming session on the conference's first day. This gives all present a chance to steer the direction of the powerful Bar-B-Q Group, and to simultaneously benefit from immediate feedback and input from the other remarkable attendees. Each group tackles a problem that has been identified as one of the industry's most important, spending two days of facilitated brainstorming to formulate its best shot at a solution. The result of this work is the annual BBQ report.
Your conference fee covers everything from your arrival at the San Antonio airport to your return there: shuttle, meals, lodging, workgroup and meeting facilities, drinks,
toys, notepads, snacks, bandannas and surprises: everything needed to create the perfect atmosphere for productive brainstorming.
Come to Project Bar-B-Q well-rested. You will, as usual, spend from 8:00 AM to 7:00 PM formally discussing and directing the future of audio on mobile devices, the web, consoles, computers, and any other technology platform. Your days will be filled with speaker sessions, roundtables, and breakout groups. Discussions will continue, informally, around dinner and well into the night. There will also be plenty of gear for evening electric, electronic, and acoustic jam sessions.
Since 1996, BBQ has shown that the great minds of this industry, given the proper collaborative environment, can design a better world for the producers and consumers of audio technology. The camaraderie, altruism, and tireless effort at this conference are unparalleled.
Please get your registration forms in early. For productivity's sake we limit the conference to a maximum of 50 attendees. If you know of someone who should be at this event, please pass this information on to him or her.
We are looking forward to seeing you at this year's event!
Project Bar-B-Q Co-Founders
MIDI Manufacturers Assoc.
Big Fat Gorilla Studios
Chris Grigg Designs
University of Waterloo
OUR PAST ATTENDEES:
3dB Research, Accolade, Acoustic Technologies, Inc., Advanced Micro Devices, Akustica, Analog Devices, Anigraphical, Antares Audio Technologies, Apple Computer, Ars Divina, Audiokinetic, Associated Production Music, Atari, Atomic Games, ATI, Audience, Audio Precision, Audio Products International, Aura Systems, Aureal Semiconductor, Avid, Batmosphere, Bay Area Sound, BEAM Foundation, Beatnik, Beats By Dre, Be Incorporated, Bobby Prince Music, C-Media Electronics, Cadence, Cakewalk, CB Studios, CEVA, Chris Grigg Designs, Chromatic Research, Cirrus Logic, Compaq Computer, Control-G, Conexant Systems, Crash Media, Creative Labs, Crystal Semiconductor, Cycling '74, D&M Premium Sound Solutions, Danger Inc., Dave Smith Instruments, Dell Computer Corp., DiamondWare, Digital Media Project, Disney Online Studios Canada, DMA Design, Ltd., Dolby Laboratories, Double V3, DSP Group, DTS, Edge of Reality, Ehtonal, Electronic Arts, ESS Technology, Euphonics, Eye & I Productions, Freescale Semiconductors, Full Sail Real World Education, Gibson Guitar Corp., Gibson Technologies, Google Inc, G-Technology, Halfbricking, Harman Embedded Audio, Harman Multimedia, Harmonix Music Systems, Hewlett-Packard, HiWave Technologies, Hotz Corporation, Hyperactive Audio Systems, IDT, Illio Entertainment, Illusion Machines, Imagine Media, Infogrames, inMusic Brands, Integrated Device Technology, Inc., Intel Corp., Interact, Invisible Industries, Ion Storm, IUMA, iZotope, Kensei Consulting, Karma Lab, Kerbango!, Knowles Electronics, KnuVu, Line 6, Linn, Livid Instruments, Loud Louder Loudest, LucasArts, Lucent Technologies, MadWaves, Magic Leap, Magnum Systems, Mast Labs, Maxim Integrated, Microsemi, Microsoft, Microsoft Game Studio, Millennia Media, MIT Media Lab, MixMeister Technologies, MMA, Mpath Interactive, Music & Computers, National Semiconductor, Native Instruments, NCsoft, Neversoft Entertainment, New Blue, Nickelodeon Online, Nokia Research Center, NXP, Omni Interactive Audio, Omuk, Open Labs, Optimal Sound, Orphic Rez, Outsource Media, Philips Semiconductors, PopCap Games/Electronic Arts, PostScore, P-Product, Inc., Press Start, Prodigy, QSound, Realtek Semiconductor, Relic, Rockwell Semiconductor, Roger Linn Design, Roland A.D. Corp., Samsung Design America, Santa Monica College, Sensaura, Shultz Products Ltd., SigmaTel, SingleTrac, Skipstone, Slipgate Ironworks, SMSC, SRS Labs, Staccato Systems, Strategic Simulations, Sondigo, SonicBlue, Sonic Focus, Sonic Foundry, Sonic Network, SONiVOX, Sonos, Sony, Sound Trends, Stanley Jordan Enterprises, Steinberg Media Technologies, studio.jory.org, Taida, Tempo Semiconductor, Inc, Tensilica, Texas Instruments, Thomson, THX Ltd., TMH Corporation, Toys in the Attic, Tripath Technology, Twittering Machine, T-Square Design, Ubisoft, UCSD, Uncle Vector's Audio Lab, Universal Audio, University of Ontario, University of Waterloo, VLSI Technology, VM Labs, Voyetra Turtle Beach, Waves, Webster Communications, Wizdom Music, Wolfson Microelectronics, Yamaha R&D London, Yamaha XG Division, Yamaha Corp., Zenph Sound Innovations, ZForm