An immersive storytelling experience called PANDEMIC 1.0 was presented at the Sundance Film Festival to engage both attendees and online audiences. Participants worked together over 120 hours to stop the spread of a fictional pandemic outbreak by finding hidden objects and answering questions on mobile phones. The experience leveraged emerging technologies to enhance the narrative and test new models for social interactions and storytelling. Feedback from participants suggested it created a sense of being part of an interactive thriller.
The document discusses SnS, a content protection solution for mobile games. It summarizes that video, audio, games and software are increasingly mobile. SnS allows mobile game companies to assure games will not be illegally copied, allowing them to be released on memory cards. SnS embeds an engine in the memory card and game code to authenticate the card and prevent illegal copying of games to other devices or cards. The document promotes SnS as a solution to help mobile game companies avoid piracy and revenue losses while gaining profits by distributing games on memory cards.
Subtext allows readers to discuss e-books through in-app conversations. Users can tag content and discuss the story with friends directly from the app.
Microsoft's new all-in-one tag reader can scan QR codes, tags, and NFC triggers, consolidating multiple scanning apps into one solution.
Heineken's interactive Christmas tree display in Singapore connects to a Facebook app. Users can customize their own virtual trees seen on the physical display by adding photos, friends, and messages.
Creative Devices - the Art of Mobile CollaborationWebling
The document discusses the rise of mobile creativity using smartphones and tablets through apps for photo editing, illustration, music production, and more. It addresses whether these creations are truly creative or if they rely too heavily on filters, and explores challenges like precision on small screens as well as the future of increased collaboration through social and creative mobile tools.
Mobile gaming has evolved significantly since the 1990s when simple games like Snake were introduced. The release of the Apple App Store in 2008 was pivotal, popularizing mobile games and apps. Early hits included Lights Off, Angry Birds, Fruit Ninja, and Doodle Jump, which helped drive adoption of mobile gaming. Technology advances now allow highly sophisticated games, and virtual reality may be the future of mobile gaming.
The document discusses the history and evolution of mobile gaming. It describes how the simple game Snake was included on Nokia phones in 1998, setting the stage for mobile gaming. While mobile games started growing in the early 2000s, the launch of the Apple App Store in 2008 was a major turning point, popularizing games for smartphones. Popular early mobile games mentioned include Angry Birds, Fruit Ninja, and Doodle Jump, showing how the platform transformed gaming. The document concludes by discussing how improved mobile technology will continue advancing the future of gaming on portable devices.
UX Poland 2016 - Avi Itzkovitch - The Invisible Interface: Designing the Scre...UX Poland
As product designers we are now challenged to design interactions for physical objects; beyond designing for the touch screen, we are now designing for the experience, and the experience becomes the product. But what do these experiences look like? And how will UX play a key role in the Internet of Things? Join speaker Avi itzkovich in exploring UX principles in a world where multiple connected devices will seamlessly integrate into our lives, create contextual knowledge from sensor data and generate invisible interactions using human behavior as an interface. You will learn concepts for ambient information display and how to design meaningful interactions for the connected world.
עולם הטכנולוגיה של היום מיוצג בעיקר על ידי מסכים, בטלפון הנייד, במחשב, ובחוויות שאנחנו מעצבים. אך כאשר מסירים את המסך החוויה היא המוצר. בהרצאה נגלה איך לחשוב מעבר לגבולות המסך ואיך לעצב בעידן האינטרנט של הדברים.
THE SWARM @ Mediamatic, Amsterdam: Mobile Trends for the Culture SectorTHE SWARM
Mediamatic, an Amsterdam-based digital design thinktank invited Jason DaPonte, Managing Director of THE SWARM, to their mobile media event being held on 9 December 2010. This is the presentation he gave.
The document discusses SnS, a content protection solution for mobile games. It summarizes that video, audio, games and software are increasingly mobile. SnS allows mobile game companies to assure games will not be illegally copied, allowing them to be released on memory cards. SnS embeds an engine in the memory card and game code to authenticate the card and prevent illegal copying of games to other devices or cards. The document promotes SnS as a solution to help mobile game companies avoid piracy and revenue losses while gaining profits by distributing games on memory cards.
Subtext allows readers to discuss e-books through in-app conversations. Users can tag content and discuss the story with friends directly from the app.
Microsoft's new all-in-one tag reader can scan QR codes, tags, and NFC triggers, consolidating multiple scanning apps into one solution.
Heineken's interactive Christmas tree display in Singapore connects to a Facebook app. Users can customize their own virtual trees seen on the physical display by adding photos, friends, and messages.
Creative Devices - the Art of Mobile CollaborationWebling
The document discusses the rise of mobile creativity using smartphones and tablets through apps for photo editing, illustration, music production, and more. It addresses whether these creations are truly creative or if they rely too heavily on filters, and explores challenges like precision on small screens as well as the future of increased collaboration through social and creative mobile tools.
Mobile gaming has evolved significantly since the 1990s when simple games like Snake were introduced. The release of the Apple App Store in 2008 was pivotal, popularizing mobile games and apps. Early hits included Lights Off, Angry Birds, Fruit Ninja, and Doodle Jump, which helped drive adoption of mobile gaming. Technology advances now allow highly sophisticated games, and virtual reality may be the future of mobile gaming.
The document discusses the history and evolution of mobile gaming. It describes how the simple game Snake was included on Nokia phones in 1998, setting the stage for mobile gaming. While mobile games started growing in the early 2000s, the launch of the Apple App Store in 2008 was a major turning point, popularizing games for smartphones. Popular early mobile games mentioned include Angry Birds, Fruit Ninja, and Doodle Jump, showing how the platform transformed gaming. The document concludes by discussing how improved mobile technology will continue advancing the future of gaming on portable devices.
UX Poland 2016 - Avi Itzkovitch - The Invisible Interface: Designing the Scre...UX Poland
As product designers we are now challenged to design interactions for physical objects; beyond designing for the touch screen, we are now designing for the experience, and the experience becomes the product. But what do these experiences look like? And how will UX play a key role in the Internet of Things? Join speaker Avi itzkovich in exploring UX principles in a world where multiple connected devices will seamlessly integrate into our lives, create contextual knowledge from sensor data and generate invisible interactions using human behavior as an interface. You will learn concepts for ambient information display and how to design meaningful interactions for the connected world.
עולם הטכנולוגיה של היום מיוצג בעיקר על ידי מסכים, בטלפון הנייד, במחשב, ובחוויות שאנחנו מעצבים. אך כאשר מסירים את המסך החוויה היא המוצר. בהרצאה נגלה איך לחשוב מעבר לגבולות המסך ואיך לעצב בעידן האינטרנט של הדברים.
THE SWARM @ Mediamatic, Amsterdam: Mobile Trends for the Culture SectorTHE SWARM
Mediamatic, an Amsterdam-based digital design thinktank invited Jason DaPonte, Managing Director of THE SWARM, to their mobile media event being held on 9 December 2010. This is the presentation he gave.
Curtis Marvis, President of Digital Media, Lionsgate, reveals how film studios are getting into the business of tackling the digital space. Learn about the creation of the Weeds Social Club and the Dirty Dancing Social Game, which became the #2 fastest growing facebook game in the world within two weeks of its launch. Lionsgate produces critically acclaimed television titles Mad Men, Weeds, and Nurse Jackie, and has released numerous box office hits including THE EXPENDABLES, THE LAST EXORCISM, SAW 3D, and PRECIOUS. Lionsgate continues to lead the way as an independent producer and distributor of motion pictures and television programming as it explores new opportunities in multi-platform and digitally delivered content.
This document discusses strategies for engaging audiences and incentivizing participation in transmedia storytelling projects. It addresses measuring engagement through metrics like reach, frequency, duration and virality. Game mechanics can be used to incentivize participation through definable and undefinable rewards. Distribution should be designed as part of the experience across diverse platforms and geographic areas. Courting communities involves identifying relevant groups and providing value to encourage participation.
This document summarizes a seminar on transmedia storytelling given by Anita Ondine. The seminar covered definitions of transmedia, uses of transmedia, the current state of transmedia, case studies, outstanding transmedia projects and formats, business and creative development approaches using a "sandbox" method, and identifying and implementing the core concept.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
Case Study: Mastering digital disruption in retailScopernia
Retail companies have quite some challenges with the way the world is (rapidly) changing due to digitization. That’s why Belgian retailer Torfs & Duval Union Consulting have worked together to set up a strategy to master the digital transformation of Torfs.
In the following case study, we discuss the current market situation and disruptive trends in retail based on our seven Drivers of Transformation.
It’s fundamental to understand what is going on at the moment in the retail industry, where it is going and identify critical threats when constructing a digital strategy towards the future.
Need help with your transformation?
Do contact us: through a series of workshops, we help you to understand digital disruption and offer you a model to shape your own future.
Artificial intelligence (AI) is everywhere, promising self-driving cars, medical breakthroughs, and new ways of working. But how do you separate hype from reality? How can your company apply AI to solve real business problems?
Here’s what AI learnings your business should keep in mind for 2017.
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
A mysterious virus begins to affect the adults in a small rural town, and the youth soon find themselves cut off from civilization, fighting for their lives. How fast is the virus spreading? It is confirmed—the virus has hit Park City. Can you survive? Pandemic 1.0, a transmedia storytelling experience, unites film, mobile and online technologies, props, social gaming, and data visualization, enabling audiences to step into the shoes of the pandemic protagonists anytime during the day. Mission Control is the only way to learn where you stand in the face of the spreading pandemic.
The conference aims to exchange international experiences in digital communications, summarize achievements of the year, and demonstrate future trends. It will feature client perspectives on key aspects of engaging consumers in interactive media, and reports from research executives. The event website provides more information and an email for questions.
This document discusses the concept of embodiment as it relates to interactive systems and phenomenology. It argues that tangible and social computing have a common foundation in embodiment, which phenomenology explores as our experiences as embodied actors interacting in and through the world in an absorbed, unreflective manner. Since phenomenology takes embodiment as central, it seems a good place to turn for help in developing an understanding of embodiment's role in interactive systems. The document examines how embodiment can organize embodied interaction in terms of creating, manipulating, and communicating meaning and establishing practices.
Treating Story as Software - lecture from 9.19.12 classLance Weiler
This document summarizes a class on treating story as software and building storyworlds in the 21st century. It discusses how data can make storyworlds replayable and fuel social connections. It also talks about socially connected objects and digital stories bridging the physical and digital world. Storytelling is becoming more collaborative, social, and participatory with audiences becoming producers. Scarcity and abundance models in storytelling are also discussed.
This document is a script that summarizes Avid's role and products in digital storytelling. It discusses how storytelling has evolved from ancient cave paintings to today's digital media landscape. Avid provides the tools that enable creators to tell stories across multiple formats and distribution channels. The script highlights how Avid's solutions allow for collaboration and flexibility in production workflows. It emphasizes Avid's commitment to innovation and customer needs to keep facilitating new forms of creative expression and distribution.
Real-Time Volumetric Production Pipeline: Wonder Buffalo Case StudyBrian Frager
Commissioned by the USC Entertainment Technology Center in partnership with Warner Brothers, Universal, Disney, Sony, and Technicolor, Wonder Buffalo VR explored the cutting edge of virtual production pipelines by combining volumetric capture with real-time interactivity inside of the Unity game engine.
Augmented reality (AR) enhances real-world environments by overlaying digital information and objects. The document discusses AR applications for practitioners, including educational games that use AR simulations to engage students in role-playing scenarios. Some examples provided are Alien Contact, where students work in teams to determine why aliens have landed, and Environmental Detectives, where students investigate the source of a toxin spill on a university campus. The document suggests ARIS and FreshAir as open-source platforms for creating mobile AR games and experiences that combine virtual and physical worlds.
Crowdsourcing and supercomputing are being used to combat the Ebola crisis by creating localized solutions informed by community circumstances. A Twitter app called the Samaritan Radar uses algorithms to detect words implying depression in tweets and sends guidelines to followers on providing support to address issues like suicide prevention. An upcoming prototype transformer robot called J-deite Quarter is a 1/4 scale model, and a full size version in 2020 could potentially be utilized for military purposes if developed by the wrong parties. New virtual reality technologies like Nimble Sense aim to allow users to control experiences like spaceship dogfights using skeletal hand tracking and software like Oculus Rift.
Experience Design for story- and game- Worlds (XDW) : Introduction Hubbub Media
This document discusses experience design for transmedia story worlds. It advocates for an installment or episodic approach to transmedia projects that allows each part to be independently funded while building toward a larger whole. It presents a case study of a transmedia sci-fi thriller called Saligia-7 that bridges multiple media formats. The document also provides considerations for audience engagement, building communities around stories, and bringing together producer vision, research, and design documents to plan transmedia projects.
USC Annenberg Journalism Director's Forum - Future of Mobile News and Journal...THE SWARM
This document discusses the current state and future predictions of mobile technology and its impact on news organizations. It explores how mobile is changing how news is distributed through new channels like messaging and social media. It also examines opportunities for newsgathering using data and user-generated content. The document predicts that in the future, mobile web apps may challenge app stores, multi-screen experiences will become more common, games will be used to drive user behavior and collect valuable data, location-based checking in could create new competitors to companies like Google and Facebook, and ambient computing using location awareness will become normal.
The document discusses a workshop held at Cannes Festival of Creativity where attendees literally wrote a book on the future of advertising in just two hours. Through exercises and collaborations using tools like Google Forms and an Instagram photo aggregator, 120 attendees provided predictions for the future of advertising over the next 10 years. These predictions included ideas like advertising directly to individuals using personalization technologies, open source ideas and data, brand-sponsored consumables, and fully integrated smart clothing.
The document provides a summary of various creative marketing campaigns and trends from November 2011. Some highlights include:
1) National Geographic used augmented reality to immerse mall visitors in interactive dinosaur and astronaut displays.
2) Nokia projected a spectacular 4D light show on a London skyscraper to promote their new smartphone.
3) Domino's created an iPad game that gamified the pizza ordering process.
4) Several campaigns used augmented reality, interactive games, viral videos and immersive experiences to creatively engage audiences.
Fred Richardson's Red Centre Way PresentationBill Wade
The document discusses learning how to collaborate on multimedia projects over the internet. It describes learning skills like emailing, chatting, and sharing files. It also discusses making small media projects by mixing words, sounds and videos. The document then talks about using these skills to map stories onto land using mobile phones with maps and GPS. It describes a project using RFID tags and an interactive table to trigger additional media about artifacts in a museum. Finally, it discusses sharing the created multimedia content on mobile devices.
Curtis Marvis, President of Digital Media, Lionsgate, reveals how film studios are getting into the business of tackling the digital space. Learn about the creation of the Weeds Social Club and the Dirty Dancing Social Game, which became the #2 fastest growing facebook game in the world within two weeks of its launch. Lionsgate produces critically acclaimed television titles Mad Men, Weeds, and Nurse Jackie, and has released numerous box office hits including THE EXPENDABLES, THE LAST EXORCISM, SAW 3D, and PRECIOUS. Lionsgate continues to lead the way as an independent producer and distributor of motion pictures and television programming as it explores new opportunities in multi-platform and digitally delivered content.
This document discusses strategies for engaging audiences and incentivizing participation in transmedia storytelling projects. It addresses measuring engagement through metrics like reach, frequency, duration and virality. Game mechanics can be used to incentivize participation through definable and undefinable rewards. Distribution should be designed as part of the experience across diverse platforms and geographic areas. Courting communities involves identifying relevant groups and providing value to encourage participation.
This document summarizes a seminar on transmedia storytelling given by Anita Ondine. The seminar covered definitions of transmedia, uses of transmedia, the current state of transmedia, case studies, outstanding transmedia projects and formats, business and creative development approaches using a "sandbox" method, and identifying and implementing the core concept.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
Case Study: Mastering digital disruption in retailScopernia
Retail companies have quite some challenges with the way the world is (rapidly) changing due to digitization. That’s why Belgian retailer Torfs & Duval Union Consulting have worked together to set up a strategy to master the digital transformation of Torfs.
In the following case study, we discuss the current market situation and disruptive trends in retail based on our seven Drivers of Transformation.
It’s fundamental to understand what is going on at the moment in the retail industry, where it is going and identify critical threats when constructing a digital strategy towards the future.
Need help with your transformation?
Do contact us: through a series of workshops, we help you to understand digital disruption and offer you a model to shape your own future.
Artificial intelligence (AI) is everywhere, promising self-driving cars, medical breakthroughs, and new ways of working. But how do you separate hype from reality? How can your company apply AI to solve real business problems?
Here’s what AI learnings your business should keep in mind for 2017.
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
A mysterious virus begins to affect the adults in a small rural town, and the youth soon find themselves cut off from civilization, fighting for their lives. How fast is the virus spreading? It is confirmed—the virus has hit Park City. Can you survive? Pandemic 1.0, a transmedia storytelling experience, unites film, mobile and online technologies, props, social gaming, and data visualization, enabling audiences to step into the shoes of the pandemic protagonists anytime during the day. Mission Control is the only way to learn where you stand in the face of the spreading pandemic.
The conference aims to exchange international experiences in digital communications, summarize achievements of the year, and demonstrate future trends. It will feature client perspectives on key aspects of engaging consumers in interactive media, and reports from research executives. The event website provides more information and an email for questions.
This document discusses the concept of embodiment as it relates to interactive systems and phenomenology. It argues that tangible and social computing have a common foundation in embodiment, which phenomenology explores as our experiences as embodied actors interacting in and through the world in an absorbed, unreflective manner. Since phenomenology takes embodiment as central, it seems a good place to turn for help in developing an understanding of embodiment's role in interactive systems. The document examines how embodiment can organize embodied interaction in terms of creating, manipulating, and communicating meaning and establishing practices.
Treating Story as Software - lecture from 9.19.12 classLance Weiler
This document summarizes a class on treating story as software and building storyworlds in the 21st century. It discusses how data can make storyworlds replayable and fuel social connections. It also talks about socially connected objects and digital stories bridging the physical and digital world. Storytelling is becoming more collaborative, social, and participatory with audiences becoming producers. Scarcity and abundance models in storytelling are also discussed.
This document is a script that summarizes Avid's role and products in digital storytelling. It discusses how storytelling has evolved from ancient cave paintings to today's digital media landscape. Avid provides the tools that enable creators to tell stories across multiple formats and distribution channels. The script highlights how Avid's solutions allow for collaboration and flexibility in production workflows. It emphasizes Avid's commitment to innovation and customer needs to keep facilitating new forms of creative expression and distribution.
Real-Time Volumetric Production Pipeline: Wonder Buffalo Case StudyBrian Frager
Commissioned by the USC Entertainment Technology Center in partnership with Warner Brothers, Universal, Disney, Sony, and Technicolor, Wonder Buffalo VR explored the cutting edge of virtual production pipelines by combining volumetric capture with real-time interactivity inside of the Unity game engine.
Augmented reality (AR) enhances real-world environments by overlaying digital information and objects. The document discusses AR applications for practitioners, including educational games that use AR simulations to engage students in role-playing scenarios. Some examples provided are Alien Contact, where students work in teams to determine why aliens have landed, and Environmental Detectives, where students investigate the source of a toxin spill on a university campus. The document suggests ARIS and FreshAir as open-source platforms for creating mobile AR games and experiences that combine virtual and physical worlds.
Crowdsourcing and supercomputing are being used to combat the Ebola crisis by creating localized solutions informed by community circumstances. A Twitter app called the Samaritan Radar uses algorithms to detect words implying depression in tweets and sends guidelines to followers on providing support to address issues like suicide prevention. An upcoming prototype transformer robot called J-deite Quarter is a 1/4 scale model, and a full size version in 2020 could potentially be utilized for military purposes if developed by the wrong parties. New virtual reality technologies like Nimble Sense aim to allow users to control experiences like spaceship dogfights using skeletal hand tracking and software like Oculus Rift.
Experience Design for story- and game- Worlds (XDW) : Introduction Hubbub Media
This document discusses experience design for transmedia story worlds. It advocates for an installment or episodic approach to transmedia projects that allows each part to be independently funded while building toward a larger whole. It presents a case study of a transmedia sci-fi thriller called Saligia-7 that bridges multiple media formats. The document also provides considerations for audience engagement, building communities around stories, and bringing together producer vision, research, and design documents to plan transmedia projects.
USC Annenberg Journalism Director's Forum - Future of Mobile News and Journal...THE SWARM
This document discusses the current state and future predictions of mobile technology and its impact on news organizations. It explores how mobile is changing how news is distributed through new channels like messaging and social media. It also examines opportunities for newsgathering using data and user-generated content. The document predicts that in the future, mobile web apps may challenge app stores, multi-screen experiences will become more common, games will be used to drive user behavior and collect valuable data, location-based checking in could create new competitors to companies like Google and Facebook, and ambient computing using location awareness will become normal.
The document discusses a workshop held at Cannes Festival of Creativity where attendees literally wrote a book on the future of advertising in just two hours. Through exercises and collaborations using tools like Google Forms and an Instagram photo aggregator, 120 attendees provided predictions for the future of advertising over the next 10 years. These predictions included ideas like advertising directly to individuals using personalization technologies, open source ideas and data, brand-sponsored consumables, and fully integrated smart clothing.
The document provides a summary of various creative marketing campaigns and trends from November 2011. Some highlights include:
1) National Geographic used augmented reality to immerse mall visitors in interactive dinosaur and astronaut displays.
2) Nokia projected a spectacular 4D light show on a London skyscraper to promote their new smartphone.
3) Domino's created an iPad game that gamified the pizza ordering process.
4) Several campaigns used augmented reality, interactive games, viral videos and immersive experiences to creatively engage audiences.
Fred Richardson's Red Centre Way PresentationBill Wade
The document discusses learning how to collaborate on multimedia projects over the internet. It describes learning skills like emailing, chatting, and sharing files. It also discusses making small media projects by mixing words, sounds and videos. The document then talks about using these skills to map stories onto land using mobile phones with maps and GPS. It describes a project using RFID tags and an interactive table to trigger additional media about artifacts in a museum. Finally, it discusses sharing the created multimedia content on mobile devices.
Fred R Memestreme 2a Mobilizethis09 Panelguest5b91c3
The document discusses learning how to collaborate on multimedia projects over the internet. It describes learning skills like emailing, chatting, and sharing files. It also discusses making small media projects by mixing words, sounds and videos. The document then talks about using these skills to map stories onto land using mobile phones with maps and GPS. It describes a project using RFID tags and an interactive table to trigger additional media about artifacts in a museum. Finally, it discusses sharing the created multimedia content on mobile devices.
The document discusses building collaborative storyworlds and provides 10 steps for doing so. It emphasizes evaluating why an audience would care about the story, showing rather than telling, making it easy for the audience to collaborate, focusing on quality over quantity of platforms or screens, failing quickly to learn lessons, and keeping ideas simple so they can be easily explained. The overall goal is to leverage emerging technologies to create interactive stories and experiences that engage audiences.
Future Forward: four trends that will change the online world (Béla E. Papp -...SEMPL
We are all digital story painters, but what will be tomorrow’s canvas? How will devices change? How will consumers have fun? And where, when and how is it best for our brands to speak to them? What does Microsoft have to offer to advertisers with its digital assets, will be presented by Béla E. Papp, director of Advertising & Online for CEE at Microsoft. He will especially underline the Microsoft's vision of advertising and online media future.
The document discusses a marketing strategy for Nokia to target younger demographics in America by leveraging social networking trends. It proposes launching "neighborhoods" centered around passions like music, film, sports etc. through partnerships with carriers. These neighborhoods allow users to create and share content to gain fame and followers. The top users in each neighborhood would win prizes and their content would be promoted through media partners. The goal is for Nokia to be seen as a device that enables users to gain fame and popularity online and off.
The document provides a history of the development of virtual reality technologies from the 1800s to present day. It discusses early concepts and inventions related to stereoscopic vision, virtual environments, and head-mounted displays. Key developments discussed include the Sensorama machine (1956), Telesphere Mask (1960), Headsight (1961), Sword of Damocles (1968), VIDEOPLACE (1975), Sayre Gloves (1982), DataGlove and EyePhone by VPL Research Inc. (1985), Virtuality arcade machines (1991), Virtual Vietnam PTSD therapy (1997), and Oculus Rift (2010). The document traces how VR has evolved from early concepts to commercial applications today.
Similar to BEST IN CLASS TRANSMEDIA SHOWCASE: Down the Rabbit Hole with Lance Weiler. (20)
Christian Louboutin: Innovating with Red Solesget joys
Christian Louboutin is celebrated for his innovative approach to footwear design, marked by his trademark red soles. This in-depth look at his life and career explores the origins of his creativity, the milestones in his journey, and the impact of his work on the fashion industry. Learn how Louboutin's bold vision and dedication to excellence have made his brand synonymous with luxury and style.
Top IPTV UK Providers of A Comprehensive Review.pdfXtreame HDTV
The television landscape in the UK has evolved significantly with the rise of Internet Protocol Television (IPTV). IPTV offers a modern alternative to traditional cable and satellite TV, allowing viewers to stream live TV, on-demand videos, and other multimedia content directly to their devices over the internet. This review provides an in-depth look at the top IPTV UK providers, their features, pricing, and what sets them apart.
At Digidev, we are working to be the leader in interactive streaming platforms of choice by smart device users worldwide.
Our goal is to become the ultimate distribution service of entertainment content. The Digidev application will offer the next generation television highway for users to discover and engage in a variety of content. While also providing a fresh and
innovative approach towards advertainment with vast revenue opportunities. Designed and developed by Joe Q. Bretz
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
From Teacher to OnlyFans: Brianna Coppage's Story at 28get joys
At 28, Brianna Coppage left her teaching career to become an OnlyFans content creator. This bold move into digital entrepreneurship allowed her to harness her creativity and build a new identity. Brianna's experience highlights the intersection of technology and personal branding in today's economy.
The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
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Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
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Everything You Need to Know About IPTV Ireland.pdfXtreame HDTV
The way we consume television has evolved dramatically over the past decade. Internet Protocol Television (IPTV) has emerged as a popular alternative to traditional cable and satellite TV, offering a wide range of channels and on-demand content via the internet. In Ireland, IPTV is rapidly gaining traction, with Xtreame HDTV being one of the prominent providers in the market. This comprehensive guide will delve into everything you need to know about IPTV Ireland, focusing on Xtreame HDTV, its features, benefits, and how it is revolutionizing TV viewing for Irish audiences.
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Barbie Movie Review has gotten brilliant surveys for its fun and creative story. Coordinated by Greta Gerwig, it stars Margot Robbie as Barbie and Ryan Gosling as Insight. Critics adore its perky humor, dynamic visuals, and intelligent take on the notorious doll's world. It's lauded for being engaging for both kids and grown-ups. The Astras profoundly prescribes observing the Barbie Review for a delightful and colorful cinematic involvement.https://theastras.com/hca-member-gradebooks/hca-gradebook-barbie/
BEST IN CLASS TRANSMEDIA SHOWCASE: Down the Rabbit Hole with Lance Weiler.
1.
2. WHAT PEOPLE ARE SAYING
“The most experimental story told at this year’s
Sundance Film Festival in Park City wasn’t just on a
movie screen… What it all amounts to is something
distinctly new.” - GIZMODO
“The experience was exhilarating, creating the feeling
that we were in the middle of an action thriller where we
were the protagonists.” - TURNSTYLE NEWS
“Leveraging emerging platforms, the project takes the ideas
of interactivity to the next level.” - HUFFINGTON POST
www.lanceweiler.com @lanceweiler
3. An official selection of the Sundance Film Festival, PANDEMIC 1.0 was an immersive
storytelling experience designed for 40,000 festival attendees as well as a global audience.
www.lanceweiler.com @lanceweiler
4. Crafted as a Story R&D experience, PANDEMIC 1.0 mixed social entertainment with research and
development. The goal - to enhance the story world, test new business models and study social
interactions. Medic Mobile and FreedomLab worked with us to model various game play interactions in
hopes of gaining insights into how items spread in social environments.
www.lanceweiler.com @lanceweiler
5. Participants online and those at the Sundance Film Festival worked together to stop the spread of
a fictional pandemic outbreak over the course of 120 hours.
www.lanceweiler.com @lanceweiler
6. PANDEMIC 1.0 had numerous access points across film, mobile, online and the real world. At its
core was the story of a strange sleep virus that infects adults and leaves the youth struggling to
make sense of the world around them.
www.lanceweiler.com @lanceweiler
7. At the center of the PANDEMIC experience was a short film. The short tells the story of a young boy and
his sister as they struggle to come to terms with the fact that their mother has fallen ill. The short
premiered at the festival, on TV, via mobile and online outlets. It screened in the US Shorts section, one
of 44 films out of over 6,000 entries. Later this year and into 2012 a series shorts will be shot in London,
Berlin, Paris, Barcelona and Rome which expand the story world of PANDEMIC.
www.lanceweiler.com @lanceweiler
8. Online players remixed digital assets in order to unlock the locations of objects hidden throughout Sundance.
Fifty GOLDEN OBJECTS and fifty BOTTLES OF WATER were unlocked by online play. Once an object was
unlocked online players worked with festival-goers on the ground at Sundance to find and return the items to
MISSION CONTROL.
www.lanceweiler.com @lanceweiler
9. x
MISSION CONTROL was a physical space designed to give the sense of a Center for Disease Control
(CDC). It provided an overview of all the game play. All of its data visualizations were powered by
participants game play. Real world and online actions impacted the pacing of the story world and also
unlocked hidden elements within the game.
www.lanceweiler.com @lanceweiler
10. Fifty NFC (near field communication) enabled Nexus S phones were circulated throughout the festival.
Distributed in biohazard bags along with hand cranks to keep them charged - the phones were randomly
passed from one festival-goer to the next. When activated the phones presented a series of morality
questions. Based on the userʼs response a simple task was presented – “shoot a photo with your eyes
closed.” Thousands of photos were taken over the 120 hours.
www.lanceweiler.com @lanceweiler
11. When the phones made their way back to MISSION CONTROL, users could set them on the Microsoft
Surface table located in the center of the room. As the phone rested on the Surface all the media that
had been shot with the phone would become accessible.
www.lanceweiler.com @lanceweiler
12. Hidden objects brought to MISSION CONTROL that touched the Mircosoft Surface table were able
manipulate the walls of the room and impact the spread of the pandemic. For instance all the hidden
objects had health properties that when found and touched to the Surface table would combat the
pandemic and reduce the number of people infected.
www.lanceweiler.com @lanceweiler
13. A special room was created as a memorial to those who contracted the virus. Players discovered that each
person is related to a GOLDEN OBJECT. The objects hold stories and memories that show how the people
in the room know each other and provided insight into how the virus has spread socially.
www.lanceweiler.com @lanceweiler
14. Over 600 NFC tags are utilized making it the largest deployment at a public event to date. When scanned
with an NFC compatible device story elements are unlocked. For instance, holding a phone up to a
“closed eye” portrait results in the “person” opening their eyes on the phone. This action symbolizes a
connection and unlocks a story about the person.
www.lanceweiler.com @lanceweiler
15. All fifty GOLDEN OBJECTS hold a story that provides insight into the victims of the pandemic. The level of
engagement between those online and those at the festival was amazing. During the course of the 120
hour experience each phone passes on average at least twenty times per day. At points throughout the day
phone numbers of the fifty phones are released. This resulted in calls which connected those online with
random strangers at the festival. Together they would work to get items to MISSION CONTROL.
www.lanceweiler.com @lanceweiler
16. Based on a theme within the story world related to memories and material possessions four special
BEARS were created. The BEARS moved throughout the festival. Each one is a connected toy with a
camera in the stomach, an mp3 player in the arm and a slide viewer for an eye. The BEARS are also
dockable and can easily connect to a laptop or desktop.
www.lanceweiler.com @lanceweiler
17. As the 120 hour experience moves into the last day, the narrative of the story leads online and offline
players to a secret location at Sundance. In a seamless flow the narrative thread of the previous play
melds with a special secret show with world renowned DJ - Kid Koala.
www.lanceweiler.com @lanceweiler
18. The show with Kid Koala is streamed live for all the players of the game and the 120 hour experience
comes to a close. Within the narrative of the story online players and those playing at the festival lead 33
of the phones that had been in the wild for 5 days back to us.
www.lanceweiler.com @lanceweiler
19. PANDEMIC 2.0 will be heading to Europe later this year as the story world continues to expand along
with its player base.
www.lanceweiler.com @lanceweiler
20. THE TEAM
Story Architect / Experience Designer Integrated Marketing & PR
HOPE IS MISSING book
Lance Weiler
Fleishman-Hillard
Creative Director
Data Visualizations Digital Strategy and Research Lance Weiler
Kinetic Fin Freedomlab Future Studies
Jeff Clark
Designed by
Mobile app / surface design and UX Laura Mazzeo & Janine Saunders
Creative Technologist Vectorform
Mark Harris
Produced and Casted by
NFC chips provided by Janine Saunders
Producer NXP
Zeke Zelker
Production Manager
Water bottles by Tim Farrell
Community Engagement
ARTWATER
Janine Saunders
Grime (art) Portrait Photographer
Bradley Farrell (design)
Lorenzo de Guia
Creative Producer
Nick Childs
Nexus S phones provided by Artifact Photographer
Google
Eniko Szucs
Social Transmedia Platform
Monteur & NetVentures
Surface Unit provided by Writers
Microsoft
Nick Childs, Tim Farrell,
Microsite Jason Hood, Brent Cole,
Bastiaan Grutters (development) Unit Photography Daniela Croci, Jenny Nasal
Dim Rooker (design)
Elaine Zelker & Mike Hedge
Special Thanks
Transmedia Unit Additional Production Support Faith Weiler
The Sabi Company Jennifer Nasal
Josh Cramer
Zak Forsman House of Trim
Kevin Shah Twitter Story Editor
Gary King
Chuck Wendig
Comic Panels by
Twitter / Short Fiction
Dean Haspiel, Tim Hamilton
Chuck Wendig, Andrea Phillips
Project developed at
George OʼConner, Rick Parker
Jesse Scoble, Will Hinmarch,
The Sundance Institute
Stephan Blackmore
www.lanceweiler.com @lanceweiler