The document discusses how the cultural revolution in audiovisual content consumption, production, and distribution. New digital platforms increased access to audiovisual content, triggering changes like consumers having more control over what and when they consume content. Production shifted as users can now easily create and share content online. Traditionally, big media corporations controlled distribution vertically, but now consumers actively participate as producers and distributors across platforms. Effective strategies adapt to these changes, like transmedia storytelling that complements content across different platforms.
Cognizant has created a proof of concept, called EON, to demonstrate its vision of a next-generation, socially-connected, cross-platform content delivery service, where people will spend their time consuming media and entertainment.
4iP is a three year, £20 million fund by Channel 4 to support digital media projects across the UK that help people improve their lives. It will fund websites, games and mobile services with innovative ideas. Some areas of interest include digital democracy, amplifying underrepresented voices, and tools to encourage civic participation. Successful projects will be participatory, scale well, and be sustainable without ongoing financial support from 4iP. Examples of funded projects are described.
TECH2002 Studies in Media Technology Lecture Week 27The_Joker
The document discusses various topics related to digital technology and media. It provides guidance on preparing for an exam, including researching topics, writing practice essays, and creating an online study portfolio. It then covers several areas of study related to digital media and culture, including online participation, digital cinema, CDs/DVDs, online television, radio and internet technologies, and the remediation of print media online. For each topic, it lists key concepts, issues, and example case studies to consider.
Immersive Technologies, Learning and Rural DevelopmentDavid Wortley
This document discusses how immersive technologies can support learning and development in rural communities. It summarizes initiatives in the UK and Europe that used information and communication technologies (ICT) to connect rural communities and share knowledge. These included the Community Commerce and Knowledge Network project in the UK and the European Rural Development by Education project. Both projects used technologies like community radio combined with web conferencing to bring remote villages together. The document argues that new immersive technologies have potential to further unleash talent in rural areas and support social and economic development. It provides an example of how the earlier Community Commerce and Knowledge Network project in the UK identified local skills and enabled knowledge sharing to benefit rural communities.
The document discusses the concept of convergence culture, where different media technologies and devices are combining features. It provides examples of how devices originally meant for one purpose, like phones for calls or games consoles for gaming, now take on roles of other devices by allowing internet access, music, videos, etc. This convergence is changing the media ecosystem and blurring definitions. The document outlines five processes that define convergence culture: technological, economic, social/organic, cultural, and global convergence.
Reach Media Group owns and operates out-of-home TV networks that target active consumers along their path to purchase. Traditional in-home TV is becoming less effective as viewers use DVRs to skip ads and get news online. Reach Media's out-of-home TV networks have over 70 million monthly viewers in locations like taxis, hotels, fitness clubs and airplanes. Their research shows that out-of-home TV is widely distributed, popular, engaging, and effective at driving brand awareness and purchase consideration. Reach Media offers advertisers solutions to target specific consumer networks and drive results.
The exam is 1hr 30 mins long and contains a mixture of multiple choice, short answer, and long answer questions. You must answer all questions within the time limit. Do not use brand names in your responses.
Stephen Greene - Orange Rockcorps 'Engaging More Consumers To Give' #BDGiveBlue Dot
RockCorps is a global youth movement that inspires volunteering through music events and brand partnerships. Its mission is to inspire youth to experience the power of volunteering and reach their full potential while benefiting communities and brands. RockCorps stages concerts and festivals where youth can get tickets by completing four hours of volunteer work on organized projects. It has programs in several countries that have engaged over 200,000 volunteers. RockCorps believes youth have the power to change the world and has created a platform for them to do so through volunteering while also providing benefits to partners.
Cognizant has created a proof of concept, called EON, to demonstrate its vision of a next-generation, socially-connected, cross-platform content delivery service, where people will spend their time consuming media and entertainment.
4iP is a three year, £20 million fund by Channel 4 to support digital media projects across the UK that help people improve their lives. It will fund websites, games and mobile services with innovative ideas. Some areas of interest include digital democracy, amplifying underrepresented voices, and tools to encourage civic participation. Successful projects will be participatory, scale well, and be sustainable without ongoing financial support from 4iP. Examples of funded projects are described.
TECH2002 Studies in Media Technology Lecture Week 27The_Joker
The document discusses various topics related to digital technology and media. It provides guidance on preparing for an exam, including researching topics, writing practice essays, and creating an online study portfolio. It then covers several areas of study related to digital media and culture, including online participation, digital cinema, CDs/DVDs, online television, radio and internet technologies, and the remediation of print media online. For each topic, it lists key concepts, issues, and example case studies to consider.
Immersive Technologies, Learning and Rural DevelopmentDavid Wortley
This document discusses how immersive technologies can support learning and development in rural communities. It summarizes initiatives in the UK and Europe that used information and communication technologies (ICT) to connect rural communities and share knowledge. These included the Community Commerce and Knowledge Network project in the UK and the European Rural Development by Education project. Both projects used technologies like community radio combined with web conferencing to bring remote villages together. The document argues that new immersive technologies have potential to further unleash talent in rural areas and support social and economic development. It provides an example of how the earlier Community Commerce and Knowledge Network project in the UK identified local skills and enabled knowledge sharing to benefit rural communities.
The document discusses the concept of convergence culture, where different media technologies and devices are combining features. It provides examples of how devices originally meant for one purpose, like phones for calls or games consoles for gaming, now take on roles of other devices by allowing internet access, music, videos, etc. This convergence is changing the media ecosystem and blurring definitions. The document outlines five processes that define convergence culture: technological, economic, social/organic, cultural, and global convergence.
Reach Media Group owns and operates out-of-home TV networks that target active consumers along their path to purchase. Traditional in-home TV is becoming less effective as viewers use DVRs to skip ads and get news online. Reach Media's out-of-home TV networks have over 70 million monthly viewers in locations like taxis, hotels, fitness clubs and airplanes. Their research shows that out-of-home TV is widely distributed, popular, engaging, and effective at driving brand awareness and purchase consideration. Reach Media offers advertisers solutions to target specific consumer networks and drive results.
The exam is 1hr 30 mins long and contains a mixture of multiple choice, short answer, and long answer questions. You must answer all questions within the time limit. Do not use brand names in your responses.
Stephen Greene - Orange Rockcorps 'Engaging More Consumers To Give' #BDGiveBlue Dot
RockCorps is a global youth movement that inspires volunteering through music events and brand partnerships. Its mission is to inspire youth to experience the power of volunteering and reach their full potential while benefiting communities and brands. RockCorps stages concerts and festivals where youth can get tickets by completing four hours of volunteer work on organized projects. It has programs in several countries that have engaged over 200,000 volunteers. RockCorps believes youth have the power to change the world and has created a platform for them to do so through volunteering while also providing benefits to partners.
Este documento fornece uma introdução à interatividade e narrativas interativas. Resume diferentes definições de interatividade e discute como ela permite que os usuários participem e controlem sua experiência com conteúdo. Também fornece exemplos de produtos interativos, incluindo vídeos, jogos e experiências na web que permitem escolhas do usuário que afetam a narrativa.
Este documento fornece um resumo de três frases ou menos:
Este documento descreve uma aula sobre sistemas de partículas no After Effects, incluindo exemplos de uso, tipos de sistemas disponíveis e tutoriais recomendados. A aula ensina como criar um fluxo animado de glóbulos vermelhos usando o efeito Particle Playground.
1. O documento lista os requisitos funcionais pretendidos e implementados para uma plataforma de vídeos.
2. Muitos requisitos foram implementados com sucesso através do componente hwdVideoShare e outros módulos, mas alguns objetivos não foram alcançados devido a problemas técnicos.
3. O desenvolvimento da plataforma levou vários meses e enfrentou desafios como layouts problemáticos e plugins com mau funcionamento.
A empresa de tecnologia anunciou um novo smartphone com câmera aprimorada, processador mais rápido e bateria de maior duração. O dispositivo também possui tela maior e armazenamento expansível, com preço sugerido a partir de US$799. Analistas esperam que o aparelho ajude a empresa a aumentar sua participação no competitivo mercado de smartphones.
The document contains a list of over 30 YouTube and Vimeo video links related to cinema, animation, music, and sound design. Specifically, some of the links discuss the differences between diegetic and non-diegetic sound. The variety of links suggest the document is collecting references for studying various techniques in film, music, and sound design.
1. O documento propõe uma investigação sobre os princípios de design de interfaces para aplicações de IPTV orientadas para públicos séniores portugueses.
2. Os objetivos incluem definir princípios de interface que aumentem a usabilidade para séniores e aplicar o estudo numa aplicação de IPTV em desenvolvimento.
3. As metodologias incluem revisão de literatura, inquéritos, prototipagem experimental e testes de usabilidade com séniores.
Este documento descreve os passos para aplicar um efeito de correção de cor secundária em uma imagem para obter um visual semelhante ao filme Sin City. O tutorial explica como usar máscaras, matizes e correção de cor para tornar apenas o vestido da mulher vermelho enquanto o resto da imagem permanece em preto e branco e alto contraste.
O documento resume uma aula sobre projeção 3D de câmeras. Aborda o que é projeção de câmeras e o efeito de paralaxe, explica como funciona o paralaxe e apresenta duas técnicas de projeção de câmeras. Na aula, os alunos irão experimentar dar tridimensionalidade a imagens planas no Photoshop e After Effects.
A animação Tipográfica nos Motion Graphics / Typography animation in Motion G...Leonardo Pereira
Este documento fornece informações sobre uma aula sobre animação tipográfica em motion graphics. A aula aborda: 1) o uso da tipografia em motion graphics, distinguindo entre tipografia icônica e não icônica; 2) princípios básicos de animação como squash and stretch e antecipação; 3) novos recursos do After Effects. A bibliografia inclui livros sobre animação da Disney e design de motion graphics.
A empresa de tecnologia anunciou um novo smartphone com câmera aprimorada, maior tela e bateria de longa duração. O dispositivo também possui processador mais rápido e armazenamento expansível. O novo modelo será lançado em outubro por um preço inicial de US$799.
O documento discute como a revolução no consumo de conteúdo audiovisual levou a mudanças na produção e distribuição desse conteúdo. Antes, o consumo era linear e passivo através da TV, mas agora há muitas opções para consumir de forma fracionada e participativa, como YouTube e smartphones. Isso deu poder ao consumidor e reduziu a hegemonia das corporações de mídia.
O documento lista vários links e caminhos de pastas para projetos de áudio, vídeo e websites desenvolvidos por Leonardo Pereira entre 2002-2010, incluindo anúncios publicitários, introduções de websites, animações interativas e sites para campanhas educacionais.
Este documento discute a correção de cor em vídeo e imagens. Explica que a correção de cor envolve manipular características luminosas e cromáticas através de ferramentas como brilho/contraste, curvas e níveis. Discutem-se dois tipos de correção: primária, que se aplica à imagem como um todo, e secundária, que se aplica a áreas isoladas. Exemplos de filmes como Amélie e Aviator ilustram como a correção de cor cria estilos visuais
A empresa de tecnologia anunciou um novo sistema operacional para computadores pessoais. O novo sistema é mais rápido e seguro que o anterior, com melhorias na interface do usuário e privacidade reforçada. A nova versão estará disponível para download no outono e trará mudanças significativas na experiência do usuário.
O documento discute diferentes ângulos de filmagem e como eles afetam a percepção do espectador, incluindo ângulo normal, ângulo picado e ângulo contra-picado. Vídeos exemplos são fornecidos para ilustrar cada ângulo.
In this tutorial I teach my students how to use compositions inside compositions, and other compositing and animation resources such as parenting layers, parenting null objects to layers, creating and animating masks, animating a camera and several other cool animation features inside After Effects.
In this class I discuss and showcase with my students the convergence between two values of a website's interface: Playfulness and Usability of the user's experience when interacting with a website built with the Adobe Flash tool.
Teaching Old Brands New Tricks with Transmedia Storytelling (1/2) Henri Weijo
Henri Weijo (PhD candidate at Aalto University School of Economics, Department of Marketing) explores transmedia storytelling, showing how many of its practices have already become commonplace in today’s marketing. However, at the end of the presentation I outline ideas on where brands should be going next to really leverage transmedia. Part 1 / 2.
The document discusses traditional and new media. It defines traditional media as non-electronic mediums like folk art, theatre, music and dance that transmit culture across generations. Some examples provided are Kathakali dance and Nautanki drama. It also discusses traditional art forms like painting, sculpture and music. The document then explains how new media like cable TV, the internet, smartphones and social media have converged different types of content onto single platforms and challenged traditional imperialism through industries like Indian film and TV. It provides examples like Zee TV and the BBC iplayer integrating with Facebook and Twitter.
Este documento fornece uma introdução à interatividade e narrativas interativas. Resume diferentes definições de interatividade e discute como ela permite que os usuários participem e controlem sua experiência com conteúdo. Também fornece exemplos de produtos interativos, incluindo vídeos, jogos e experiências na web que permitem escolhas do usuário que afetam a narrativa.
Este documento fornece um resumo de três frases ou menos:
Este documento descreve uma aula sobre sistemas de partículas no After Effects, incluindo exemplos de uso, tipos de sistemas disponíveis e tutoriais recomendados. A aula ensina como criar um fluxo animado de glóbulos vermelhos usando o efeito Particle Playground.
1. O documento lista os requisitos funcionais pretendidos e implementados para uma plataforma de vídeos.
2. Muitos requisitos foram implementados com sucesso através do componente hwdVideoShare e outros módulos, mas alguns objetivos não foram alcançados devido a problemas técnicos.
3. O desenvolvimento da plataforma levou vários meses e enfrentou desafios como layouts problemáticos e plugins com mau funcionamento.
A empresa de tecnologia anunciou um novo smartphone com câmera aprimorada, processador mais rápido e bateria de maior duração. O dispositivo também possui tela maior e armazenamento expansível, com preço sugerido a partir de US$799. Analistas esperam que o aparelho ajude a empresa a aumentar sua participação no competitivo mercado de smartphones.
The document contains a list of over 30 YouTube and Vimeo video links related to cinema, animation, music, and sound design. Specifically, some of the links discuss the differences between diegetic and non-diegetic sound. The variety of links suggest the document is collecting references for studying various techniques in film, music, and sound design.
1. O documento propõe uma investigação sobre os princípios de design de interfaces para aplicações de IPTV orientadas para públicos séniores portugueses.
2. Os objetivos incluem definir princípios de interface que aumentem a usabilidade para séniores e aplicar o estudo numa aplicação de IPTV em desenvolvimento.
3. As metodologias incluem revisão de literatura, inquéritos, prototipagem experimental e testes de usabilidade com séniores.
Este documento descreve os passos para aplicar um efeito de correção de cor secundária em uma imagem para obter um visual semelhante ao filme Sin City. O tutorial explica como usar máscaras, matizes e correção de cor para tornar apenas o vestido da mulher vermelho enquanto o resto da imagem permanece em preto e branco e alto contraste.
O documento resume uma aula sobre projeção 3D de câmeras. Aborda o que é projeção de câmeras e o efeito de paralaxe, explica como funciona o paralaxe e apresenta duas técnicas de projeção de câmeras. Na aula, os alunos irão experimentar dar tridimensionalidade a imagens planas no Photoshop e After Effects.
A animação Tipográfica nos Motion Graphics / Typography animation in Motion G...Leonardo Pereira
Este documento fornece informações sobre uma aula sobre animação tipográfica em motion graphics. A aula aborda: 1) o uso da tipografia em motion graphics, distinguindo entre tipografia icônica e não icônica; 2) princípios básicos de animação como squash and stretch e antecipação; 3) novos recursos do After Effects. A bibliografia inclui livros sobre animação da Disney e design de motion graphics.
A empresa de tecnologia anunciou um novo smartphone com câmera aprimorada, maior tela e bateria de longa duração. O dispositivo também possui processador mais rápido e armazenamento expansível. O novo modelo será lançado em outubro por um preço inicial de US$799.
O documento discute como a revolução no consumo de conteúdo audiovisual levou a mudanças na produção e distribuição desse conteúdo. Antes, o consumo era linear e passivo através da TV, mas agora há muitas opções para consumir de forma fracionada e participativa, como YouTube e smartphones. Isso deu poder ao consumidor e reduziu a hegemonia das corporações de mídia.
O documento lista vários links e caminhos de pastas para projetos de áudio, vídeo e websites desenvolvidos por Leonardo Pereira entre 2002-2010, incluindo anúncios publicitários, introduções de websites, animações interativas e sites para campanhas educacionais.
Este documento discute a correção de cor em vídeo e imagens. Explica que a correção de cor envolve manipular características luminosas e cromáticas através de ferramentas como brilho/contraste, curvas e níveis. Discutem-se dois tipos de correção: primária, que se aplica à imagem como um todo, e secundária, que se aplica a áreas isoladas. Exemplos de filmes como Amélie e Aviator ilustram como a correção de cor cria estilos visuais
A empresa de tecnologia anunciou um novo sistema operacional para computadores pessoais. O novo sistema é mais rápido e seguro que o anterior, com melhorias na interface do usuário e privacidade reforçada. A nova versão estará disponível para download no outono e trará mudanças significativas na experiência do usuário.
O documento discute diferentes ângulos de filmagem e como eles afetam a percepção do espectador, incluindo ângulo normal, ângulo picado e ângulo contra-picado. Vídeos exemplos são fornecidos para ilustrar cada ângulo.
In this tutorial I teach my students how to use compositions inside compositions, and other compositing and animation resources such as parenting layers, parenting null objects to layers, creating and animating masks, animating a camera and several other cool animation features inside After Effects.
In this class I discuss and showcase with my students the convergence between two values of a website's interface: Playfulness and Usability of the user's experience when interacting with a website built with the Adobe Flash tool.
Teaching Old Brands New Tricks with Transmedia Storytelling (1/2) Henri Weijo
Henri Weijo (PhD candidate at Aalto University School of Economics, Department of Marketing) explores transmedia storytelling, showing how many of its practices have already become commonplace in today’s marketing. However, at the end of the presentation I outline ideas on where brands should be going next to really leverage transmedia. Part 1 / 2.
The document discusses traditional and new media. It defines traditional media as non-electronic mediums like folk art, theatre, music and dance that transmit culture across generations. Some examples provided are Kathakali dance and Nautanki drama. It also discusses traditional art forms like painting, sculpture and music. The document then explains how new media like cable TV, the internet, smartphones and social media have converged different types of content onto single platforms and challenged traditional imperialism through industries like Indian film and TV. It provides examples like Zee TV and the BBC iplayer integrating with Facebook and Twitter.
Introduction to Institutions and Audiencesvfarrimond
The document discusses media institutions and audiences in the context of contemporary media practice. It explores how technological convergence and the rise of user-generated content through platforms like YouTube and social media have fragmented audiences and shifted power dynamics between media producers and consumers. This has resulted in a complex media ecosystem where value chains have been replaced by social networks and audiences can now pull rather than just be pushed media content.
New and digital media encompasses technologies that utilize the internet like social networks, mobile devices, virtual reality, and streaming services. This document discusses key terms related to new media like software, hardware, media technology, and how developments have impacted industries like film, music, television, and radio. It also explores concepts such as technological determinism, convergence, and how new media shapes identity and influences behaviors.
This document discusses new media technologies and their impact on representation. It defines new media as the combining of traditional media with computer technology, allowing for on-demand access across devices. While new technologies enable user participation and sharing, they also raise copyright issues and moral panics about society abandoning old media. Examples discussed include how digital music file sharing challenged copyright laws, how Web 2.0 fostered user-generated content, and how new devices expanded access to media.
1) The chapter discusses how communication and culture have evolved through different eras from oral to digital.
2) It outlines the key developments in each era such as the printing press in the print era and television in the electronic era.
3) In the current digital era, media has converged across platforms and users are able to access content anywhere through devices, leading to more individualized and on-demand consumption compared to the shared experiences of mass media.
The document discusses 11 ways that digital technologies will shape the music industry in 2013, including: 1) Copyright laws being challenged by digital copying abilities; 2) Niche music genres and artists finding new audiences through the "Long Tail" effect; and 3) Artists needing to engage and brand themselves to build loyal fanbases across multiple digital channels like social media, mobile apps, and streaming services.
WCC COMM 101 chapters #1 and #2 powerpoint LUTHERprofluther
This document provides an agenda and content for a class on mass communication and media literacy. It discusses key concepts such as the definition of communication, mass communication, culture and how they are interrelated. It also covers topics like media convergence, media piracy, changes in the mass media business model, and trends in mass communication processes. The focus is on helping students understand the role of media in informing and shaping culture and reality, as well as developing media literacy. Study questions are included to facilitate discussion.
The document discusses how digital technologies are impacting live arts and performance. It notes that while audiences are declining, more people are participating creatively online (point 1). It then provides statistics on internet usage and trends towards online participation and user-generated content (points 2-3). The document considers what "liveness" means in a digital context and how performance practices may integrate new technologies or formats (points 4-6). It concludes by discussing both the opportunities and challenges of online connectivity for community and human interaction (point 7).
This document discusses various aspects of media including television, music, and their impact on culture. It explores the history of television and how it has shaped popular culture through content, programming, advertising and industry funding models. Television transformed family life through the proliferation of TV sets in homes. Genres like reality TV emerged and television competes with other forms of media and education. The document also examines popular music like punk, reggae, and hip hop and how they relate to youth culture and social movements.
Reinventing Radio on the internet - Two cases from the Greek old and New MediaMatthew Tsimitakis
The document discusses two cases of reinventing radio for the internet age: Radiobubble.gr and StoKokkino.gr. Radiobubble.gr is an online community founded in 2007 that allows users to produce and share radio content like podcasts, blogs, and live streams. StoKokkino.gr is a traditional left-leaning radio station that launched in 2006 and is working to build an online platform to archive its content and eventually open to user-generated contributions. Both aim to adapt radio to new technologies while preserving elements like live discussion and non-commercial, politically-oriented content production.
This document discusses institutions, audiences, ownership, convergence, and new models of media consumption. It addresses how media institutions are businesses seeking profit and how ownership affects their output. It also describes how convergence has merged technologies and industries and allowed audiences to become producers through interaction with media. Finally, it introduces the concepts of audiences fragmenting across niche interests and new models of "pull media" where consumers decide what and how they engage with media content.
This document discusses the relationship between the film industry and audiences in determining film success. It notes that the industry puts pressure on audiences to see films but that audiences also have influence through word-of-mouth. New technologies have increased the speed at which word-of-mouth spreads while also giving the industry more global control through consolidation into large media conglomerates that control multiple aspects of film production and distribution. The relationship between industries and audiences is now more symbiotic.
This document discusses branding in the age of social media. It notes that while companies initially invested heavily in social media strategies, few brands were actually successful in generating interest online. This is because social media empowered "crowdcultures" and made brands less significant. It then examines how certain performers and celebrities have been able to build huge followings by appealing to crowdcultures, while most corporate brands struggle. The document advocates that to succeed, brands must shift their focus away from social media platforms and target novel ideologies emerging from influential crowdcultures.
The document discusses the transition from Culture 1.0 to Culture 3.0. Culture 1.0 involved classical patronage where culture was not commercially viable. Culture 2.0 saw the rise of cultural industries and mass markets. Now in Culture 3.0, digital technologies enable widespread user-generated content and blurred lines between producers and consumers. Culture 3.0 is characterized by open platforms and communities. The document also discusses how cultural participation can positively impact innovation, welfare, sustainability and social cohesion through both direct and indirect effects. It argues we should view culture's role in a Culture 3.0 perspective that focuses on participation over markets or patronage.
The document discusses how digital media has fragmented film audiences. It explains that convergent media allows consumers to become more active users who produce their own content. This erodes the boundaries between producers and audiences. Producers now aim to trigger audience engagement across multiple media platforms rather than keep large, unified audiences. Digital media has improved the audience experience by allowing more choice and participation.
The document discusses how digital technologies are impacting live performance arts. It notes that while audiences are declining, more people are participating creatively online through social media and user-generated content. It explores how performance arts can adapt by integrating new technologies, experimenting with virtual and networked performances, and using digital tools to foster new forms of interaction and connectivity between performers and audiences.
Media convergence involves the combination of new and old media within a single work. It allows for things like playing video games on a television set. Another example is combining cinema, television, and social media like YouTube so audiences can become users and producers. Convergence allows consumers to multitask with different media types at once like listening to music, emailing, and watching TV. There are technological, economic, cultural, and global dimensions of convergence as different media forms blend together.
The document discusses the history and development of the TV industry. It begins by describing John Logie Baird's early experiments with transmitting moving images in 1925. It then discusses the integration of internet and streaming capabilities on modern TVs. The document outlines the establishment of color and 3D TV technologies as well as the cultural significance of the TV in living rooms. It provides context on the launch of the BBC and other UK broadcasters. The document also examines the impact of digital technologies and new forms of content distribution on the TV industry and viewing behaviors.
In April 2012 CultureLabel was invited by ABAF and other partners such as the British Council to tour Australia as part of a speaking tour on Cultural Entrepreneurship exploring the intersection between technology, culture and entrepreneurship. More information on some of the projects can be found at www.CultureLabel.com/agency
Similar to Avanca 2011 Communication (English version) (20)
O documento resume as principais técnicas de criação do efeito de paralaxe em composição digital, incluindo: 1) converter imagens 2D em 2.5D usando Photoshop e After Effects; 2) projeção de câmeras mapeando imagens em objetos 3D; e 3) maps de deslocamento para sugerir profundidade. Além disso, discute a ferramenta Puppet Pin Tool no After Effects para animar partes de figuras recortadas.
Este documento fornece instruções sobre como usar máscaras no Photoshop para recortar objetos de imagens de forma não destrutiva. Explica o que são máscaras, como aplicá-las, editá-las e visualizá-las. Também fornece um exercício passo-a-passo para recortar um secador de uma imagem usando máscaras e dividindo-o em suas partes.
Estratégias de Produção de Motion Graphics para Mobile TV: O contexto portuguêsLeonardo Pereira
Este documento é uma dissertação de mestrado apresentada à Universidade de Aveiro sobre estratégias de produção de motion graphics para mobile TV no contexto português. Inclui uma introdução, revisão da literatura sobre mobile TV e motion graphics, entrevistas com profissionais do setor, e identificação de limitações na criação de motion graphics para mobile TV.
Este documento descreve um tutorial prático de animação em After Effects, abordando tópicos como animação de máscaras, puppet tool e animação de câmeras. O tutorial ensina a posicionar e animar elementos gráficos em um cenário 3D, incluindo árvores, vegetação e um texto sobre o exercício.
Este documento descreve os princípios básicos e clássicos de animação. Apresenta exemplos de como conceitos como timing, squash and stretch, antecipação, arrasto e acção sobreposta podem ser aplicados para criar movimentos animados realistas. O professor também discute como compreender o comportamento físico dos objetos no mundo real é fundamental para animá-los de forma credível.
Princípios Orientadores de Design de Interfaces para aplicações iTV orientada...Leonardo Pereira
Este documento apresenta uma introdução à tese de doutoramento sobre o design de interfaces para aplicações de televisão interativa dirigidas a seniores. Descreve a problemática, objetivos e metodologias de investigação utilizadas, as parcerias estabelecidas e a caracterização do público-alvo.
Provas de Doutoramento de Leonardo Pereira_17 de Dezembro 2013Leonardo Pereira
This document summarizes a doctoral thesis on principles for designing interactive television (iTV) application interfaces for senior Portuguese users. The thesis was presented at the Faculty of Fine Arts of the University of Porto in Portugal. It introduces the context and challenges of aging and digital exclusion for seniors. It also notes the growth of the senior population in Portugal and need for greater digital inclusion. The thesis aims to identify design principles for iTV interfaces that better meet the special requirements of senior Portuguese users.
O Genérico - Main Title Design and Diegetic TypeLeonardo Pereira
Este documento descreve o que é um genérico ou título principal e como a tipografia pode ser integrada de forma diegética em um genérico. Fornece exemplos de genéricos onde a tipografia segue o movimento de elementos no vídeo, é revelada ou escondida por esses elementos, ou é integrada no espaço tridimensional criado. Discute como a tipografia diegética trata o texto como parte do mundo representado no genérico.
Adding paralax to a still picture - From 2D to 2.5DLeonardo Pereira
Este documento fornece instruções passo-a-passo para criar um efeito de paralaxe em uma imagem bidimensional usando técnicas manuais no Photoshop e After Effects. Primeiro, os elementos da imagem são separados em camadas com base em sua profundidade percebida. Em seguida, as camadas são posicionadas no espaço 3D do After Effects para simular profundidade quando uma câmera é movida.
Este documento fornece uma introdução aos efeitos no audiovisual. Discute brevemente a história dos efeitos no cinema, com foco no trabalho pioneiro de Georges Méliès, inventor de técnicas como stop edit, dissolve e double exposure. O documento também explica os principais tipos de efeitos ópticos e visuais que serão abordados no curso.
Este documento apresenta uma proposta de trabalho para os alunos produzirem uma animação em Flash com duração entre 30 segundos e 1 minuto. Os alunos trabalharão em pares para criar uma animação original com narrativa clara utilizando apenas imagens de sua autoria. A proposta destaca requisitos técnicos e instruções para a entrega do trabalho.
O documento fornece instruções sobre cuidados de produção para chroma keying, motion tracking e materiais necessários para um set de produção. Ele discute iluminação adequada para chroma, distância entre objetos e chroma, e cuidados com roupas. Também aborda pontos de referência para motion tracking e iluminação difusa para facilitar a remoção de marcações. A lista final inclui materiais básicos para produção como fita, papel, placas refletoras e equipamentos de iluminação e suporte.
1. O documento descreve uma aula sobre a direção de arte publicitária e o uso do Photoshop nesse contexto. 2. Os alunos devem desenvolver um anúncio publicitário em grupo usando o Photoshop. 3. O anúncio deve promover um produto livre em um documento A4 em alta resolução em modo CMYK.
This tutorial covers some of the main techniques and tools used to retouch a human figure. It's based on the slick force technique developed by the famous photographer/cinematographer Nick Saglimbeni.
O documento descreve uma aula sobre retoque fotográfico. Apresenta as principais ferramentas de retoque do Photoshop, incluindo a ferramenta Clone Stamp para remover manchas, a ferramenta History Brush para recuperar informações apagadas, e a ferramenta Blur para suavizar texturas. O professor fornece exemplos e tutoriais para demonstrar o uso destas ferramentas.
Introduction to Illustrator's workshop - Covilha October 2012Leonardo Pereira
In this workshop I introduce the Industrial Design Course's students (the Universidade da Beira interior's one) to the main uses and Tools available in Illustrator for basic vector drawing. The nature of a vector picture is also adressed.
Introduction to Photoshop's workshop - Covilha October 2012Leonardo Pereira
1. O documento apresenta um workshop de introdução ao Photoshop, descrevendo seus principais contextos de aplicação e operações.
2. São descritos os contextos de aplicação em publicidade e design gráfico, assim como operações comuns como recorte, correção de cor e fotomontagem.
3. Conceitos-chave como pixels, modos cromáticos, resolução de imagens são explicados de forma sucinta.
[1] O documento discute a correção de cor em fotografias digitais. [2] Apresenta as principais ferramentas de correção de cor no Photoshop, incluindo layers de ajuste como Brightness/Contrast, Curves e Levels. [3] Discutem-se também tipologias técnicas e estéticas de correção de cor e como manipular tons em imagens.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
AI-Powered Food Delivery Transforming App Development in Saudi Arabia.pdfTechgropse Pvt.Ltd.
In this blog post, we'll delve into the intersection of AI and app development in Saudi Arabia, focusing on the food delivery sector. We'll explore how AI is revolutionizing the way Saudi consumers order food, how restaurants manage their operations, and how delivery partners navigate the bustling streets of cities like Riyadh, Jeddah, and Dammam. Through real-world case studies, we'll showcase how leading Saudi food delivery apps are leveraging AI to redefine convenience, personalization, and efficiency.
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
1. THE CULTURAL REVOLUTION IN
AUDIOVISUAL CONTENT’S
CONSUMPTION, PRODUCTION
AND DISTRIBUTION
Leonardo Pereira • leonardpeartree@gmail.com
Faculdade de Belas Artes da Universidade do Porto • 23rd July, 2011
2. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
So what am I gona talk to you about today?
About the way we can, today, produce and distribute
Audiovisual Content;
About the way the most of us consume, today,
Audiovisual Content;
Contact • leonardpeartree@gmail.com
3. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
And why?
Because the means of access and distribution to
AV Content changed, wich triggered a cultural
revolution in:
1. The consumer’s role in the media’s ecossystem;
2. In how AV Content is today consumed.
Contact • leonardpeartree@gmail.com
4. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
But first things first...
So how was the general media’s ecossystem before this
cultural revolution took place?
Contact • leonardpeartree@gmail.com
5. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
In the past...
The traditional media’s distribution and consumption
system had the two main and following features:
Contact • leonardpeartree@gmail.com
6. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
1
Each type of media was distributed and consumed over it’s
own specific medium:
Press Radio Television & AV C.
Newspappers magazines, Radio Television sets
books, etc... devices; & movie Theaters
Contact • leonardpeartree@gmail.com
7. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
2
And it was a vertical system:
Big Media Corporations - “The ruling power”
Passive Consumers - Dominated by the BMC
Contact • leonardpeartree@gmail.com
8. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
But today...
the Big Media Corporations and the “TV set tirany”
lost part of their rulling power over the consumer...
...but why?
Contact • leonardpeartree@gmail.com
9. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
In the first place...
this loss of power comes from the rising of new digital
platforms, which increased AV Content’s distribution and
consumption means of access.
“Online like” Interactive TV platforms “home like“ ITV Platforms
Mobile Web & Mobile TV “Facebook and Youtube like” platforms
Contact • leonardpeartree@gmail.com
10. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Secondly...
the loss of power comes from the different consumption
patterns of AV Content.
Contact • leonardpeartree@gmail.com
11. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
We’ve entered in the
fractioned consumption
patterns Era...
“Among consumers worldwide, the
traditional television set is increasingly
regarded as just one option among
several for consuming video content (...)”
Source: Sonnabend, 2008: 02
Contact • leonardpeartree@gmail.com
12. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Examples of the fractioned
consumption patterns
In 2008, when Tina Fey satiryzed Sarah In Brazil, the series was mostly consumed
Palin, only a third of the Americans watched Internet over the internet:
the video on TV. The remaining spectators
saw it online or on a DVD. TV: 38 000 spectators per minute;
Internet: 70,000 downloads per minute.
Source: Boggie & Sonnabend, 2009: 01 Source: Albuquerque, 2009: 09
Contact • leonardpeartree@gmail.com
13. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
3000000000 views per day!
In May 2011 Youtube reaches 3 bilion views per day.
Source: http://whiteandwong.org/youtube-hits-3-billion-views-per-day/
The entire planet has almost 7 bilion people!
Contact • leonardpeartree@gmail.com
14. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
therefore...
we consume AV content, where we want, how we want
and when we want to!
We are no longer “tied up” to the Tv set’s
Tyranny!
Contact • leonardpeartree@gmail.com
15. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
thirdly...
the BMC’s loss of power comes from the new consumer’s
active and participatory role, both in AV Content’s
production and distribution.
Contact • leonardpeartree@gmail.com
16. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
The “Participatory Culture” rises...
With the rise of free online platforms, such as “blogs“,
“Youtubes” and “Facebooks”, we can now do what in the
past, only BMCs could do!
Wich is to Produce and Distribute AV content!
Contact • leonardpeartree@gmail.com
17. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
BMCs Prosumer
=
These platforms, because of their free publishing and sharing features,
blured some of the differences between consumers and BMCs, in terms of
AV Content’s production and distribution.
Contact • leonardpeartree@gmail.com
18. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
The Consumer is, today, a distributor...
This new consumer distributes, both User Generated Content
and Third party content, actively contributing to it’s success
or failure - Viral Effect.
Embed
Share
Upload
re-Share
Consumer
Contact • leonardpeartree@gmail.com
19. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
This means...
That if, in the past, content’s distribution and success depended only of
the BMCs, today it also depends of the consumer’s active role on social
networks and video sharing plarforms.
Contact • leonardpeartree@gmail.com
20. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
But the consumer is also a Producer...
If before the rise of youtube like platforms, most of the consumed content
was professionally produced, today a significant part is user generated
content .
And we, consumers, love what our “coleague consumers“ produce
and upload to video saring platforms!
Contact • leonardpeartree@gmail.com
21. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
The figures and numbers don’t lie...
93.2 bilion
views
65.5%
49.1 bilion
views 34.5%
Profissionai AV Content vs User Generated Content
2009’s online video consumption figures
Source: http://www.kikabink.com/news/professional-and-user-generated-video-ugv-views-up-36-percent-in-2009/
Contact • leonardpeartree@gmail.com
22. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
User generated viral cases
“Keenan Cahill”
http://www.youtube.com/watch?v=lm_n3hg-Gbg&feature=relmfu
http://www.youtube.com/watch?v=Dwimc4cvUmQ
“Great Depression cooking”
94 year old grandmother Clara
http://www.youtube.com/watch?v=WAa4-cctmDk
Contact • leonardpeartree@gmail.com
23. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Charlie bit my finger
Youtube’s most viewed video in 2009 - 148000000 views!
Source: Richard Macmanus em http://www.readwriteweb.com/archives/top_10_youtube_videos_of_all_time.php
Triviality;
Very scarce production resources.
Views it has today...
Video: http://www.youtube.com/watch?v=_OBlgSz8sSM
Only surpassed by Lady Gaga’s “Bad Romance“ video in May, 2010!
Contact • leonardpeartree@gmail.com
24. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Ultimate Dog Tease
In only 2 months (2011) - reaches almost 47000000 views!
Video: http://www.youtube.com/watch?v=nGeKSiCQkPw
Contact • leonardpeartree@gmail.com
25. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Amongst others that suddenly explode over the net.
http://www.youtube.com/watch?v=8OU1mW0Ty_Y&feature=player_embedded
Even days ago, among the eight most viral
videos on Twitter, two were “homemade.”
And one was in the first place, in front of
Justin Bieber and Beyonce!
http://www.youtube.com/watch?v=JgEa2tUtm0M
Source (09th of July, 2011): http://viralvideochart.unrulymedia.com/?platform=twitter
Contact • leonardpeartree@gmail.com
26. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
So...
As we’ve seen, the Media’s consumption, production
and distribution’s system has changed... a lot!
Mainly because Consumers aren’t passive anymore:
• They have greater control over what, where and when they consume AV content;
• They have fractioned consumption patterns over several platforms;
• They want to take part on the Media’s Ecossystem both as
producers and as distributors.
Contact • leonardpeartree@gmail.com
27. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Given this new Media landscape scenario...
Isn’t it advisable, for those who produce professional AV Content, to
adapt their production and distribution strategies to this new reality?
Contact • leonardpeartree@gmail.com
28. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
I believe so... But how?
Is it enough to deliver and repeat the same content over different
platforms, in a simulcast distribution model?
The same content delivered over:
• TV?
• Mobile TV?
• Youtube like platforms?
• other platforms?
Contact • leonardpeartree@gmail.com
29. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Maybe! But it may not be enough...
According to a study, on AV Content’s consumption habits,
consumers tend to expect to have access to different content from
platform to platform.
Source: Boggie & Sonnabend, 2009: 10-11
Contact • leonardpeartree@gmail.com
30. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Solution?
Transmedia Storytelling
According to Henry Jenkins “in a Transmedia Project the story or
experience is spread across a variety of media platforms, not in a way
that’s redundant but rather in a way that’s complementary, so that
each platform contributes in what it does best.”
Source: Jenkins, 2009: T.C.: 3:00 – 3:14
Contact • leonardpeartree@gmail.com
31. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Transmedia Audiovisual Products
“Matrix”
This supposedly movie and its story was spread over several media platforms:
• 3 Movies
• Several Anime short movies
• 20 Comic Books
• 3 Videogames
• and fan fiction productions such as Lego Matrix:
http://www.youtube.com/watch?v=N5EeVkhRCC8&feature=related
But there was no redundancy. Instead there was complementarity between the
content distributed across different platforms. For example, billboards that appeared
in some of the movies’ shots contained codes that unlocked the access to specific
levels of videogames.
Source: Jenkins, 2008: 99
Contact • leonardpeartree@gmail.com
32. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Transmedia Audiovisual Products
“Lost”
This series and its story was also spread across several media platforms:
• Television series;
• 13 Mobile TV Mobisodes - Missing Pieces;
• Games;
• Wiki - collaboratively produced by fans.
Mobisódio “The Deal“: http://www.youtube.com/watch?v=OVBObv13O6c&feature=related
Once again the content spread over the different platforms was complementary
instead of redundant. For example, the Mobisodes showed not shown scenes on
the TV series. One Mobisode shows the specific scene where Michael betrays his
friends in exchange for his son’s freedom.
Fonte: Albuquerque, 2009: 08
Contact • leonardpeartree@gmail.com
33. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Transmedia Audiovisual Products
“Magnum Gold” campaign
This campaign was also spread across several media platforms:
http://www.youtube.com/watch?v=o1f1mRRugHw&feature=related
• Press ads;
• One promotional website - offline
with an online challenge: “As good as gold“;
• Short video Ads for TV: http://www.youtube.com/watch?v=7NGg2feEhHs&feature=related
• One fake Movie trailer ad for movie theaters exhibition.
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34. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Transmedia Audiovisual Products
“Magnum Gold” campaign
But what made this campaign a transmedia one was, in addition to the complemen-
tary character, the fact that the content took advantage of each platform’s available
communication features, so each platform contributed in what it did best.
Challenge “As good as Gold“: Movie theater trailer ad:
• Consumer takes part of a 3rd movie; This Ad used the tipical Hollywood Movie
• Consumer shares his movie with Trailer aesthetics, therefore causing
friends. surprise when it was expected to be a
Movie trailer instead of an ice cream ad.
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35. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Conclusion...
Using the Transmedia Storytelling strategy the Producers of Matrix, Lost and the
Magnum Gold Campaign, fed the consumer’s interest and led him to “move” through
the different entry points into the story or narrative of these products,
thus ensuring their success witin their audience.
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36. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
To what extent does the Transmedia strategy offer a better
answer than the Unimediatic one, to the new cultural
revolution described before?
As shown:
• It responds to the new user’s fractionated consumption patterns;
• It responds to the active and participatory relationship with Media that consumers
today demand and want to have;
• It responds to the consumer’s expectation of finding different and complementary
content across different media platforms.
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37. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
Thank you very much
for your attention!
Contact • leonardpeartree@gmail.com
38. Leonardo Pereira • The Cultural Revolution in Audiovisual Content’s Consumption, Production and Distribution
References
• ALBUQUERQUE Afonso (2009) – Lost e a ficção Transmídia. Curitiba, Brasil, Intercom – Sociedade Brasileira de estudos interdisciplinares de comunicação, 12 pp. Paper
submetido ao XXXII Congresso Brasileiro de Ciências da Comunicação – Curitiba
• BARLOW Aaron (2005) – The DVD Revolution: Movies Culture & Technology. Westport USA, Praeger Publishers, ISBN-13: 978-0275983871, 200 pp.
• BOGGIE Matt, SONNABEND Ross (2009) – Television: Entering the era of mass-fragmentation. Accenture USA, Accenture Consumer Broadcast Survey 2009, 17 pp.
• DAMÁSIO, Manuel J. (2007) – A experiência de uso e consumo dos novos media em ambientes de multimedia distribuídos. Braga, Portugal, SOPCOM 16 pp.
Paper submetido ao 5º Congresso da SOPCOM, “Comunicação e Cidadania”, Universidade do Minho, Braga.
• JENKINS Henry (2006) – Convergence Culture. Where Old and New Media collide. New York and London, New York University Press, ISBN-13: 978-0814742815,
336 pp.
• JENKINS Henry (2009) – “Henry Jenkins”, in www.youtube.com, Setembro de 2009. http://www.youtube.com/watch?v=ibJaqXVaOaI
• JENKINS Henry (2010) – “Hollywood goes Transmedia”, in Confessions of an Aca-Fan. The Official weblog of Henry Jenkins, Abril de 2010.
http://henryjenkins.org/2010/04/hollywood_goes_transmedia.html
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http://www.bmpllp.com/files/1155314768.pdf
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http://blog.nielsen.com/nielsenwire/online_mobile/three-screen-report-q409/
• O’BRIEN Kevin J. (2008) – “Mobile TV Spreading in Europe and to the U.S”, in Yahoo Finance, Maio de 2008.
http://biz.yahoo.com/nytimes/080506/1194771946810.html?.v=18
• PARR, Ben (2010) – “YouTube Surpasses Two Billion Video Views Daily”, in www.mashable.com, Maio de 2010.
http://mashable.com/2010/05/17/youtube-2-billion-views/
• PATO, Luis M. (s.d.). Crossmedia: A cultura do nomadismo audiovisual na implementação das “Smart Mobs”,
Coimbra, Portugal, Escola superior de Educação de Coimbra, 26 pp.
• SONNABEND Ross (2008) – Television in Transition: Evolving consumption habits in broadcast media worldwide.
Accenture USA, Accenture Consumer Broadcast Survey 2008, 24 pp.
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