These are two slideshows from the two day workshop, “Transmedia storytelling: From concept to design and realization” held Thursday, October 22 and Friday, October 23, 2015 at University College Cork. The first part, by Vicki Callahan, from University of Southern California, is on the key design elements in transmedia campaign and part two, by Sarah Atkinson of King's College looks at the blend of fact and fiction in many social change and activist projects.
The document discusses the concept of openness in museums and cultural institutions. It argues that as the world becomes more connected through technology, cultural resources should also become more openly accessible and available for reuse. However, many institutions still enclose resources through lack of digitization, restrictive terms of use, or concerns over control, revenue, and resources. The document advocates for a more open approach in line with concepts like open access, open data, and Creative Commons licensing to promote broad participation in and benefit from cultural and scientific resources.
Fear emily teen_techweekproposal_lis2633_fall11Emily Fear
Teenagers will document Occupy Pittsburgh as part of a Teen Tech Week program. They will take a supervised visit to the encampment where they will record various aspects using digital tools. Later at the library, they will edit their recordings into a single work highlighting their perspectives, which will be posted online. The goal is to develop the teens' media literacy skills while engaging them with their community through exploring how an event has been portrayed in the media.
Chapter 3: Historical and Cultural ContextVal Bello
This chapter provides a broad overview of the major developments in communication technologies throughout history. It discusses seven milestones: printing, telegraph/telephone, photography/motion pictures, radio/television, digital media, mobile media, and social media. Each new technology had significant cultural impacts by changing how information was shared and consumed.
Boom: Openness and Sharing in the Cultural Heritage SectorMichael Edson
My essay for the book Sharing is Caring: Openness and sharing in the cultural sector, Merete Sanderhoff, editor, published by the National Gallery of Denmark, 2014.
Free download at http://sharingiscaring.smk.dk/en
"Michael opens this anthology by establishing why it is crucial for the cultural heritage sector to seize the opportunity offered by the Internet and digitization to reach global populations and make a difference in their lives. Through many years of pioneering efforts within the field of digital technologies, and generous sharing of expertise and advice, Michael has inspired institutions worldwide to dare working more openly and inclusively with the users’ knowledge and creativity."
COM 101 | Chapter 3: Historical and Cultural ContextVal Bello
This chapter provides a timeline and overview of major developments in communication technologies from early writing systems to modern social media. It discusses 7 milestones: printing, telegraph/telephone, photography/film, radio/TV, digital media, mobile media, and social media. Each new technology conquered space and time, facilitating the spread of ideas and information to more people. They created cultural icons, changed how people spend leisure time, and increased opportunities for self-expression and mass communication. The greatest impacts are often unintended new applications rather than direct replacements of old technologies.
This document discusses Historypin, a website that allows users to upload and geotag historical photos, videos, and stories. The goal is to create the largest online archive of human history. Users can pin media to locations on a map, which others can then view layered on top of street views both from the past and present. Over 50,000 contributions have been made by 20,000 users worldwide. Libraries and museums are encouraged to partner with Historypin to digitize and share items from their collections in order to build community history and spark conversation.
Cell phones are inherently engaging -- people carry them everywhere and check them frequently, in all kinds of situations. Here's what some community funders and local nonprofits are learning through leveraging mobile technology to engage their communities.
This document discusses the characteristics and structures of online communities. It defines online communities as groups of people who come together online for a specific purpose. It describes how social networks form the underlying structure of communities, with nodes (people/organizations) connected by relationships and experiencing interactions. It outlines key characteristics of online communities like conversations, presence, democracy, standards of behavior, and levels of participation. It also discusses how ideas and memes spread through communities via opinion leaders and the two-step flow model of communication.
The document discusses the concept of openness in museums and cultural institutions. It argues that as the world becomes more connected through technology, cultural resources should also become more openly accessible and available for reuse. However, many institutions still enclose resources through lack of digitization, restrictive terms of use, or concerns over control, revenue, and resources. The document advocates for a more open approach in line with concepts like open access, open data, and Creative Commons licensing to promote broad participation in and benefit from cultural and scientific resources.
Fear emily teen_techweekproposal_lis2633_fall11Emily Fear
Teenagers will document Occupy Pittsburgh as part of a Teen Tech Week program. They will take a supervised visit to the encampment where they will record various aspects using digital tools. Later at the library, they will edit their recordings into a single work highlighting their perspectives, which will be posted online. The goal is to develop the teens' media literacy skills while engaging them with their community through exploring how an event has been portrayed in the media.
Chapter 3: Historical and Cultural ContextVal Bello
This chapter provides a broad overview of the major developments in communication technologies throughout history. It discusses seven milestones: printing, telegraph/telephone, photography/motion pictures, radio/television, digital media, mobile media, and social media. Each new technology had significant cultural impacts by changing how information was shared and consumed.
Boom: Openness and Sharing in the Cultural Heritage SectorMichael Edson
My essay for the book Sharing is Caring: Openness and sharing in the cultural sector, Merete Sanderhoff, editor, published by the National Gallery of Denmark, 2014.
Free download at http://sharingiscaring.smk.dk/en
"Michael opens this anthology by establishing why it is crucial for the cultural heritage sector to seize the opportunity offered by the Internet and digitization to reach global populations and make a difference in their lives. Through many years of pioneering efforts within the field of digital technologies, and generous sharing of expertise and advice, Michael has inspired institutions worldwide to dare working more openly and inclusively with the users’ knowledge and creativity."
COM 101 | Chapter 3: Historical and Cultural ContextVal Bello
This chapter provides a timeline and overview of major developments in communication technologies from early writing systems to modern social media. It discusses 7 milestones: printing, telegraph/telephone, photography/film, radio/TV, digital media, mobile media, and social media. Each new technology conquered space and time, facilitating the spread of ideas and information to more people. They created cultural icons, changed how people spend leisure time, and increased opportunities for self-expression and mass communication. The greatest impacts are often unintended new applications rather than direct replacements of old technologies.
This document discusses Historypin, a website that allows users to upload and geotag historical photos, videos, and stories. The goal is to create the largest online archive of human history. Users can pin media to locations on a map, which others can then view layered on top of street views both from the past and present. Over 50,000 contributions have been made by 20,000 users worldwide. Libraries and museums are encouraged to partner with Historypin to digitize and share items from their collections in order to build community history and spark conversation.
Cell phones are inherently engaging -- people carry them everywhere and check them frequently, in all kinds of situations. Here's what some community funders and local nonprofits are learning through leveraging mobile technology to engage their communities.
This document discusses the characteristics and structures of online communities. It defines online communities as groups of people who come together online for a specific purpose. It describes how social networks form the underlying structure of communities, with nodes (people/organizations) connected by relationships and experiencing interactions. It outlines key characteristics of online communities like conversations, presence, democracy, standards of behavior, and levels of participation. It also discusses how ideas and memes spread through communities via opinion leaders and the two-step flow model of communication.
This document discusses using mobile engagement for community outreach. It provides examples of mobile campaigns including a citizen journalism texting program to report environmental issues, a texting campaign to educate fishermen on safe fish consumption, and a mobile app project where community members documented bike safety issues. The key benefits of mobile for engagement are that it is personal and ubiquitous. Tips provided include using interactive tools, multiple languages, and partnering with community groups and media.
This document discusses how emerging trends will impact the information environment. It notes that libraries have new populations to serve, including some who don't know about or can't access library services, or don't care about them. Technologies are becoming ubiquitous, personalized, and focused on community over privacy. Users want information brought to them through personalized portals and search engines with social networking features. Libraries face challenges in adapting to these changes.
COM 101: Chapter 4: The Internet & Social MediaVal Bello
The document provides a history of computing and the internet from the 1600s to present day. It discusses early computers like adding machines and binary arithmetic [1]. It then outlines the development of ARPANET in the 1950s-60s which connected four major nodes and sent the first email in 1972 [2]. The introduction of the World Wide Web in the 1980s-90s made the internet widely available to the public [3]. It also discusses the rise of social media like Facebook and Twitter and how the internet has become integrated into many aspects of modern life.
This document discusses emerging trends in public relations and communications related to technology, content, and audiences. It emphasizes the importance of mobile strategies, social media, personalized and on-demand content, and seamless experiences across devices. Professionals must lead by innovating with new technologies, understanding audiences, and producing content for multiple platforms. Personalization, hashtags, and archived content allow for on-demand access. A responsive and multi-platform approach is needed to engage audiences who access information from many "seamless screens". Mobile strategies like apps and responsive design are crucial for communications in today's digital age.
The document provides a history of computing and the internet from the 1600s to present day. It discusses early computers like the adding machine and developments like binary arithmetic. It then outlines the creation of ARPANET in the late 1950s and its goal of decentralized communication. Key developments of the internet are noted like the first email in 1972 and creation of the World Wide Web in 1989. The document also discusses the rise of social media platforms like Facebook and implications of technology like privacy concerns, information overload, and the potential "Evernet" of the future.
The document discusses the need for new strategies and capacities to meet the changing demands of the 21st century world. It introduces the Institute for Multimedia Literacy (IML) and its mission to empower students through media to be critical, competent citizens and scholars for the 21st century. The IML offers courses, programs, projects and collaborations focused on new media literacy.
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.
The document discusses the Mobile Digital Media Lab at the Fulco Community Public Library. The lab provides resources and classes for community members to learn skills like audio and video creation, editing, blogging, podcasting and more. People can learn technology basics or advanced skills and have access to equipment to record music, video and other media. The lab hosts live performances and many possibilities for collaboration, communication and convergence. It aims to promote imagination and taking library services and history to the community.
The document discusses three models for mobile learning (mLearning) in museums: learning on demand, learning from crowds and communities, and peer-to-peer learning. It notes that mobile devices allow new opportunities for connecting, collaborating and learning beyond traditional audio tours. The document advocates developing a distributed museum network and integrating mobile strategies into all aspects of an institution's work, such as crowdsourcing collections data and enabling user contributions.
Book review on 'Cognitive Surplus' by Clay Shirky. Great book if anyone is looking for digital insights and understanding of how online communications work. Any questions just ask... I'd be more than happy to get back to you...
The document summarizes a presentation about the 1001 Stories website, which allows users to share stories and pictures about cultural heritage sites in Denmark. Some key points:
- 1001 Stories aims to engage young people and locals to share their experiences of cultural sites outside museums, using a social media approach.
- Over 30,000 monthly users contribute content like stories, pictures, comments and tags for over 500 cultural places in Denmark.
- A marketing campaign promoted the site through various media outlets and partnerships with other cultural organizations.
- Social media has led to a shift where communication is more collaborative versus hierarchical, and where companies openly share information.
- While social media provides opportunities for more democratic cultural sharing, maintaining engagement requires ongoing effort
The document provides information about a communications event focused on social media and networking tools. It discusses using LinkedIn and Facebook for networking and connecting with others. It also provides definitions and timelines of print media, broadcast media, and new media to outline the development of different communication platforms over time.
This document summarizes key concepts from Chapter 3 of the textbook "Culture and Society". It discusses how culture differs from society, with culture referring to shared values, norms, material goods, languages and symbols within a group. It also examines different types of societies throughout history, from hunting and gathering to industrialized, and how cultures have changed over time due to factors like colonialism, globalization and new technologies. Some unanswered questions are raised, such as the influence of nature versus nurture on behavior and whether the internet promotes a global culture or strengthens local cultures.
A day off in the cyberpark – how the growing synergies between nature and tec...Dr Sue Thomas
A day off in the cyberpark – how the growing synergies between nature and technology will soon affect our workplaces and leisure time
Keynote presentation by Dr Sue Thomas, Visiting Fellow, The Media School, Bournemouth University www.suethomas.net
Seminar 11: ''Affective Digital Economy: Intimacy, Identity and Networked Realities''
ESRC Seminar Series: Digital Policy: Connectivity, Creativity and Rights
Friday November 29 2013, University of Leicester
This document outlines the audience analysis for a documentary about the positive and negative impacts of social media on identity. The documentary aims to educate, entertain, and inform a mass audience of all individuals who use social media. The primary target audience is ages 14-25, of all genders and ethnicities, who are middle to upper class, located in cities, and value technology and social connections. A secondary audience includes older adults adapting to technology as well as rural and lower class users. The documentary will be aired on Channel 4 to explore a current social issue and attract viewers through its use of music, transitions, lighting, and interview styles inspired by similar documentaries.
This document outlines the audience and distribution plan for a documentary about how social media impacts identity. The documentary aims to educate, entertain, and inform a mass audience of social media users aged 14-25 in cities. It will air on Channel 4 at 8-9pm and be available on streaming platforms popular with younger audiences. Music, transitions, and lighting will be used to attract viewer attention and maintain a sense of realism. The documentary topic relates to the target audiences' interests in staying connected online and will satisfy their curiosity about social media's effects.
Skillful Digital Activism: Cultivating Media Ecologies for Transformative Soc...Vicki Callahan
“Skillful Digital Activism: Designing Strategies for Transformative Social Change”
This presentation explores the conceptual frameworks and practical strategies employed in social change campaigns that have utilized digital media as a crucial component of their organizing tool kit. Moving beyond the hazards of superficial social media engagement, or the justly maligned “clicktivism,” to transformative and long term impact, I examine a range of case studies that have worked to develop a “horizontal,” rather than top down, rich media ecology, which networks diverse groups, fosters community, and promotes real change. Whether using virtual reality, interactive documentaries, or DIY tools, projects such as Half the Sky, Lunch Love Community, Food Inc, Triangle Fire Archive, Through the Lens Darkly/Digital Diaspora, VozMob, and #BlackLivesMatter are all pioneering digital tools and strategies in the struggle for social justice. While their philosophies and strategies might be different each campaign mark a shift from a broadcast to a participant focused model where advocacy and engagement are connected. This work was presented at Dublin City University on November 10, 2015 and also an earlier version of this was at the Performance, Protest, and Politics Conference at University College Cork in August 2015. These presentations with part of my Fulbright Research award for 2015-2016.
Helen DeMichiel and Patricia Zimmerman, “Documentary as Open Space,” in Brian Winston’s The Documentary Film Book (Palgrave McMillan, 2013)
Sasha Constanza-Chock, Out of the Shadows and Into the Streets: Transmedia Organizing and the Immigrant Rights Movement (MIT Press, 2014)
Henry Jenkins, Sam Ford, and Joshua Green, Spreadable Media: Creating Value and Meaning in Networked Culture (NYU Press, 2013)
Deborah Willis (ed.), Picturing Us: African American Identity in Photography (The New Press, 1996).
The document discusses several programs and organizations in Humboldt Park, Chicago that are working to promote digital media and learning in the Latino community. The Puerto Rican Cultural Center operates several programs including Cafe Teatro Batey Urbano, a youth center, the Barrio Arts, Culture and Communications Academy after-school program, and community events. Other organizations discussed are Dr. Pedro Albizu Campos High School, Los Tequis del Barrio, and the National Boricua Human Rights Network. The document outlines the technologies, skills, and approaches used by these programs to engage youth and further community goals.
UCC Workshop: Digital Media Principles, Tool, and StrategiesVicki Callahan
Part one of a daylong workshop presented on Sept. 18 and Oct. 2, 2015 that provides an overview on the possibilities on digital media for research and scholarship. Presentation was held at University College Cork, Ireland.
This document discusses using mobile engagement for community outreach. It provides examples of mobile campaigns including a citizen journalism texting program to report environmental issues, a texting campaign to educate fishermen on safe fish consumption, and a mobile app project where community members documented bike safety issues. The key benefits of mobile for engagement are that it is personal and ubiquitous. Tips provided include using interactive tools, multiple languages, and partnering with community groups and media.
This document discusses how emerging trends will impact the information environment. It notes that libraries have new populations to serve, including some who don't know about or can't access library services, or don't care about them. Technologies are becoming ubiquitous, personalized, and focused on community over privacy. Users want information brought to them through personalized portals and search engines with social networking features. Libraries face challenges in adapting to these changes.
COM 101: Chapter 4: The Internet & Social MediaVal Bello
The document provides a history of computing and the internet from the 1600s to present day. It discusses early computers like adding machines and binary arithmetic [1]. It then outlines the development of ARPANET in the 1950s-60s which connected four major nodes and sent the first email in 1972 [2]. The introduction of the World Wide Web in the 1980s-90s made the internet widely available to the public [3]. It also discusses the rise of social media like Facebook and Twitter and how the internet has become integrated into many aspects of modern life.
This document discusses emerging trends in public relations and communications related to technology, content, and audiences. It emphasizes the importance of mobile strategies, social media, personalized and on-demand content, and seamless experiences across devices. Professionals must lead by innovating with new technologies, understanding audiences, and producing content for multiple platforms. Personalization, hashtags, and archived content allow for on-demand access. A responsive and multi-platform approach is needed to engage audiences who access information from many "seamless screens". Mobile strategies like apps and responsive design are crucial for communications in today's digital age.
The document provides a history of computing and the internet from the 1600s to present day. It discusses early computers like the adding machine and developments like binary arithmetic. It then outlines the creation of ARPANET in the late 1950s and its goal of decentralized communication. Key developments of the internet are noted like the first email in 1972 and creation of the World Wide Web in 1989. The document also discusses the rise of social media platforms like Facebook and implications of technology like privacy concerns, information overload, and the potential "Evernet" of the future.
The document discusses the need for new strategies and capacities to meet the changing demands of the 21st century world. It introduces the Institute for Multimedia Literacy (IML) and its mission to empower students through media to be critical, competent citizens and scholars for the 21st century. The IML offers courses, programs, projects and collaborations focused on new media literacy.
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.
The document discusses the Mobile Digital Media Lab at the Fulco Community Public Library. The lab provides resources and classes for community members to learn skills like audio and video creation, editing, blogging, podcasting and more. People can learn technology basics or advanced skills and have access to equipment to record music, video and other media. The lab hosts live performances and many possibilities for collaboration, communication and convergence. It aims to promote imagination and taking library services and history to the community.
The document discusses three models for mobile learning (mLearning) in museums: learning on demand, learning from crowds and communities, and peer-to-peer learning. It notes that mobile devices allow new opportunities for connecting, collaborating and learning beyond traditional audio tours. The document advocates developing a distributed museum network and integrating mobile strategies into all aspects of an institution's work, such as crowdsourcing collections data and enabling user contributions.
Book review on 'Cognitive Surplus' by Clay Shirky. Great book if anyone is looking for digital insights and understanding of how online communications work. Any questions just ask... I'd be more than happy to get back to you...
The document summarizes a presentation about the 1001 Stories website, which allows users to share stories and pictures about cultural heritage sites in Denmark. Some key points:
- 1001 Stories aims to engage young people and locals to share their experiences of cultural sites outside museums, using a social media approach.
- Over 30,000 monthly users contribute content like stories, pictures, comments and tags for over 500 cultural places in Denmark.
- A marketing campaign promoted the site through various media outlets and partnerships with other cultural organizations.
- Social media has led to a shift where communication is more collaborative versus hierarchical, and where companies openly share information.
- While social media provides opportunities for more democratic cultural sharing, maintaining engagement requires ongoing effort
The document provides information about a communications event focused on social media and networking tools. It discusses using LinkedIn and Facebook for networking and connecting with others. It also provides definitions and timelines of print media, broadcast media, and new media to outline the development of different communication platforms over time.
This document summarizes key concepts from Chapter 3 of the textbook "Culture and Society". It discusses how culture differs from society, with culture referring to shared values, norms, material goods, languages and symbols within a group. It also examines different types of societies throughout history, from hunting and gathering to industrialized, and how cultures have changed over time due to factors like colonialism, globalization and new technologies. Some unanswered questions are raised, such as the influence of nature versus nurture on behavior and whether the internet promotes a global culture or strengthens local cultures.
A day off in the cyberpark – how the growing synergies between nature and tec...Dr Sue Thomas
A day off in the cyberpark – how the growing synergies between nature and technology will soon affect our workplaces and leisure time
Keynote presentation by Dr Sue Thomas, Visiting Fellow, The Media School, Bournemouth University www.suethomas.net
Seminar 11: ''Affective Digital Economy: Intimacy, Identity and Networked Realities''
ESRC Seminar Series: Digital Policy: Connectivity, Creativity and Rights
Friday November 29 2013, University of Leicester
This document outlines the audience analysis for a documentary about the positive and negative impacts of social media on identity. The documentary aims to educate, entertain, and inform a mass audience of all individuals who use social media. The primary target audience is ages 14-25, of all genders and ethnicities, who are middle to upper class, located in cities, and value technology and social connections. A secondary audience includes older adults adapting to technology as well as rural and lower class users. The documentary will be aired on Channel 4 to explore a current social issue and attract viewers through its use of music, transitions, lighting, and interview styles inspired by similar documentaries.
This document outlines the audience and distribution plan for a documentary about how social media impacts identity. The documentary aims to educate, entertain, and inform a mass audience of social media users aged 14-25 in cities. It will air on Channel 4 at 8-9pm and be available on streaming platforms popular with younger audiences. Music, transitions, and lighting will be used to attract viewer attention and maintain a sense of realism. The documentary topic relates to the target audiences' interests in staying connected online and will satisfy their curiosity about social media's effects.
Skillful Digital Activism: Cultivating Media Ecologies for Transformative Soc...Vicki Callahan
“Skillful Digital Activism: Designing Strategies for Transformative Social Change”
This presentation explores the conceptual frameworks and practical strategies employed in social change campaigns that have utilized digital media as a crucial component of their organizing tool kit. Moving beyond the hazards of superficial social media engagement, or the justly maligned “clicktivism,” to transformative and long term impact, I examine a range of case studies that have worked to develop a “horizontal,” rather than top down, rich media ecology, which networks diverse groups, fosters community, and promotes real change. Whether using virtual reality, interactive documentaries, or DIY tools, projects such as Half the Sky, Lunch Love Community, Food Inc, Triangle Fire Archive, Through the Lens Darkly/Digital Diaspora, VozMob, and #BlackLivesMatter are all pioneering digital tools and strategies in the struggle for social justice. While their philosophies and strategies might be different each campaign mark a shift from a broadcast to a participant focused model where advocacy and engagement are connected. This work was presented at Dublin City University on November 10, 2015 and also an earlier version of this was at the Performance, Protest, and Politics Conference at University College Cork in August 2015. These presentations with part of my Fulbright Research award for 2015-2016.
Helen DeMichiel and Patricia Zimmerman, “Documentary as Open Space,” in Brian Winston’s The Documentary Film Book (Palgrave McMillan, 2013)
Sasha Constanza-Chock, Out of the Shadows and Into the Streets: Transmedia Organizing and the Immigrant Rights Movement (MIT Press, 2014)
Henry Jenkins, Sam Ford, and Joshua Green, Spreadable Media: Creating Value and Meaning in Networked Culture (NYU Press, 2013)
Deborah Willis (ed.), Picturing Us: African American Identity in Photography (The New Press, 1996).
The document discusses several programs and organizations in Humboldt Park, Chicago that are working to promote digital media and learning in the Latino community. The Puerto Rican Cultural Center operates several programs including Cafe Teatro Batey Urbano, a youth center, the Barrio Arts, Culture and Communications Academy after-school program, and community events. Other organizations discussed are Dr. Pedro Albizu Campos High School, Los Tequis del Barrio, and the National Boricua Human Rights Network. The document outlines the technologies, skills, and approaches used by these programs to engage youth and further community goals.
UCC Workshop: Digital Media Principles, Tool, and StrategiesVicki Callahan
Part one of a daylong workshop presented on Sept. 18 and Oct. 2, 2015 that provides an overview on the possibilities on digital media for research and scholarship. Presentation was held at University College Cork, Ireland.
Essential Online Tools for Historical Societiesvtrural
Presentation to the 2013 League of Local Historical Societies & Museums Annual Meeting Building on a Strong Foundation - Friday, November 1, 2013 - Barre, Vermont
What online tools are must-haves for your local historical society? You are invited to attend a discussion on how local historical societies are using digital tools to spread history, recruit volunteers, document events, and archive their collections. Specific topics of discussion will include getting your historical society online, using social media (Facebook) for education, recruitment and research, and the importance of archiving your collection on the “cloud.
Presentation by: Rob Fish, Vermont Digital Economy Project and Adriene Katz, Shelburne Museum.
The document provides an overview of topics related to social perspectives on media and ICT, including:
1. Media saturation in today's environment with high rates of technology adoption.
2. Digital inequalities that exist globally and regionally in terms of access, skills, and usage.
3. The complex nature of media effects and influence, which involves many mediating factors.
4. Shifting media production with the blurring line between producers and consumers.
5. Engagement and democracy, where the internet theoretically enables greater civic participation but reality often falls short of expectations.
6. The evolution of social relations as the internet becomes more integrated into daily life.
Storytelling Across Media Platforms for Positive ImpactAnn DeMarle
The story of the EMC and PMC partnership to create the positive impact game BREAKAWAY. Ways to think of media platforms for storytelling to produce positive social impact.
Playing the Past, Seeing the Future: Game Design in the HumanitiesSeriousGamesAssoc
This session will explore the role of the humanities — history, literature, philosophy, civics, jurisprudence — in the practice of designing serious games. While serious games have long and storied history (no pun intended) with engaging the humanities, recent humanities-based games such as Assassin’s Creed Origins, 1979 Revolution, Walden, a game, and others have opened up new possibilities for not only reasserting game-based learning in humanities contexts, but also re-evaluating the design paradigms through which these games are made. This session will explore the process of designing games in the humanities, the challenges and affordances of doing so, and the possibilities for developing and producing humanities games through grant funding, including the National Endowment for the Humanities.
This document discusses different perspectives on digital humanities. It partitions digital humanities into four areas: traditional scholarship about digital things, data analysis using digital tools, data representation using digital tools, and making digital tools. Each area is then briefly described, with examples provided. The document also discusses how digital tools and techniques are being applied in humanities research processes and outputs.
Digital Tools of Engagement: Storify, SoundCloud, Pinterestmediaengage
Pinterest. Storify. SoundCloud. You’ve likely been hearing a lot about these new online tools. But, you may not be quite sure whether – or how – they're useful to you in engaging your community. Review this presentation for practical ways in which public media professionals are using these tools to inspire, inform and engage.
This document discusses storytelling across different platforms and the rapid changes in media over the past decade. It notes that innovation in storytelling requires ideas rather than money or technical expertise. Most funding now supports open-source tools for multi-media storytelling. Writers are expected to experiment with new forms like video, data visualization, and social media. Traditional media like newspapers and magazines have transitioned to 24-hour news cycles, content distribution on social platforms, and user-generated content. The elements of storytelling - like characters, plot, and meaning - remain important regardless of format. The class discussed will include fact-checking, critiques of new media forms of storytelling, and examining shifts in genres like true crime across different platforms
Digital storytelling involves using multimedia like images, video and sound to tell stories. It can take linear or nonlinear forms and encourage interactivity. New technologies have made storytelling more collaborative and allowed stories to be shared widely online. Digital tools allow stories to be told on various devices and platforms, and encourage new forms of interactive storytelling.
Crowdsourcing to Community Sourcing: Open Authority in Digital Engagement Pro...Lori Byrd-McDevitt
This document summarizes a presentation about moving from crowdsourcing to community sourcing projects in museums. It introduces the concept of "Open Authority," which brings together museum expertise and community contributions. A spectrum of participation is discussed, from contributory projects where the public contributes data to co-creative projects where all parties design the project together. As an example, a project at The Children's Museum of Indianapolis called "100 Toys That Define Our Childhood" is highlighted, where the museum engaged the community in sharing memories about toys from their childhood.
This document discusses various forms of storytelling that have emerged on the web and through new media technologies. It provides examples of photo stories, podcasts, videos and games that tell narratives. It also explores augmented reality and how it could be used to layer digital information and stories onto the real world. The document advocates for designing new media narratives based on principles of dramatic question, emotional content, voice and pacing.
Social Communications: Getting Prepared and Making it HappenMorris County NJ
The document provides guidance on using social media for communications. It discusses why libraries should use social platforms like Facebook and Twitter, as citizens increasingly use mobile devices to access these spaces. It recommends focusing on the main social channels and knowing the demographics of each. The document also provides tips on what content to share on each channel, such as events, resources, and photos. It stresses the importance of planning by identifying target audiences, designing social media segments, adopting policies, and training staff. The overall message is that libraries must engage citizens where they are online through thoughtful social media strategies.
Sociology Update on new topics for 2015: Subject content and Teaching Ideas by Patrick Robinson, Teacher at Cadbury College, Birmingham. A presentation at the BSA Teaching Group Regional Conference on 28 February 2015
Part of the MuseWeb Foundation’s larger "Be Here" initiative, "Be Here: Main Street" is partnership with the Smithsonian Institution and its Museum on Main Street program, which brings Smithsonian traveling exhibitions to small towns across the United States and its territories. The goals of "Be Here: Main Street" are not only to collect rich stories about America’s towns and waterways but also to connect people, businesses, communities, and cultural institutions through storytelling.
This document provides a history of digital and social media, beginning with early innovations like email in 1971 and personal computers in the 1970s. It discusses influential figures like Steve Wozniak, Steve Jobs, and Robert Metcalfe who helped develop early technologies and networks. Major social media platforms and dates are outlined, such as the launch of AOL in 1985, Google in 1998, and Facebook and YouTube in the mid-2000s. The rapid growth of social media participation from 6% of internet users in 2007 to 82% in 2011 is highlighted. The document also discusses concepts like the adoption lifecycle of technologies and the idea of social media creating an online layer of interaction and connectivity between people.
Lego Beowulf and the Web of Hands and Hearts, for the Danish national museum ...Michael Edson
This talk was delivered at the awards ceremony for the 2012 Bikuben Foundation Danish Museum Prize in Copenhagen, Denmark.
Ideas about what museums are, who they serve, and the role they play in society are changing with dramatic speed, driven largely by social media and the participatory culture of global networks.
Denmark supports world-class museums, with remarkable collections, expert staff, and beautiful architecture. But how can museum leaders balance the traditional concepts of organizational mission and outcomes with the disruptive possibilities being demonstrated by those who love and use museums in new ways?
A text version of this presentation, with hyperlinks and footnotes, is available at http://www.slideshare.net/edsonm/michael-edson-lego-beowulf-and-the-web-of-hands-and-hearts-for-the-danish-national-museum-awards-13444266
Vicki Callahan UFVA Collaborative Online Teaching Tips and ToolsVicki Callahan
This document summarizes tools and tips for teaching online collaborative assignments. It discusses using tools like Google Drive, discussion forums, and video sharing to facilitate group work. Specific examples are provided of collaborative mapping, zines, and video projects from past courses. Storytelling tools like Twine and Miro whiteboards are highlighted. Curation platforms like Wakelet and Scalar are presented as ways for groups to collaboratively annotate and comment on online resources. The importance of process over product is emphasized, as well as flexibility and not "stealing joy" in online collaborative education.
This document provides information about creating interactive fiction games using Twine, including:
- Twine can be used online or offline on a desktop and saves work automatically when used offline.
- Games are created by linking passages with linking words or tags.
- Different story formats like Harlowe and SugarCube are mentioned which impact styling and multimedia options.
- Images, video, music and folders are discussed for linking multimedia within a Twine game.
- Tips are provided for publishing, hosting games online, and keeping projects organized.
Scalar quick start and annotation. 2020pdfVicki Callahan
Scalar is a digital publishing platform that allows users to create online books and publications. It has the following key features:
Users can sign up and access their dashboard to create and organize various elements like pages, media, paths, and annotations. The basic process involves adding content, organizing it, and creating relationships between elements. Users can import media from external sources or upload files directly. They can also annotate images and videos directly as media elements before adding them to pages. Scalar provides various editing and formatting tools to customize pages and layouts, as well as options to link elements and create "paths" between related pages.
1. Scalar is a digital publishing platform that allows for nonlinear, multimedia writing through elements like pages, media, paths, annotations, and tags.
2. Users can organize content by creating relationships between different elements and customize the structure of their book. Content can be made public, private, or shared via link.
3. Scalar's mantra of "anything is anything" provides flexibility - any element like a media file or tag can be linked to anything else or act as its own page. This enables nonlinear possibilities beyond traditional print or web publications.
Timeline for 2018 Oral History Conference, presentation by Kerry Taylor and M...Vicki Callahan
This document provides a timeline of events in Charleston, South Carolina related to police violence and racism from 2014-2018. Some key events include the killing of Walter Scott by police officer Michael Slager in 2015, the Charleston church shooting by Dylann Roof that killed 9 people in 2015, the removal of the Confederate flag from the South Carolina statehouse grounds in 2015, ongoing protests and discussions around issues of racism, poverty and police violence, and legal outcomes for Michael Slager who was sentenced to 20 years in prison for killing Walter Scott.
SCMS Collaborative Video Essay Workshop 2018Vicki Callahan
The document discusses a collaborative video essay project exploring the possibilities of scholarly collaboration through video remixing. It describes a two round process where participants each selected 10 video clips in the first round and remixed a selected video using up to 10 clips in the second round, with limitations on how much of any original clip could be used. It provides information on accessing the original and remixed videos produced through this process and discussing the approaches taken to clip selection and remixing with a focus on the concept of "post-truth".
Scalar is a digital publishing platform that allows for nonlinear and multimedia writing. It has several key features:
1. Pages can include various media types and elements can be linked together flexibly.
2. Works on Scalar can be organized using paths (sequences) and tags to structure content non-hierarchically.
3. The platform supports collaboration and sharing options like commenting and access controls.
This document provides an overview of Scalar, an online publishing platform. It describes key elements like pages, media, paths, annotations, and tags. It explains the basic process of adding content by putting in data and organizing to create relationships. It also covers sharing options, collaboration features, importing media, and editing capabilities like annotating images and video. Additionally, it discusses book structure using paths and tags, table of contents, and layout options for customizing the look and feel.
Mabel Normand and The Digital Scholarly EssayVicki Callahan
In this discussion I look at how writing a multimedia history, a digital scholarly essay (using the platform Scalar), facilitates an understanding of the “scandal” of the silent film director and star, Mabel Normand. The idea of “scandal” typically associated with Normand is one of criminal and moral notoriety, but here I am referencing the scandal of Normand’s place in film history, which is largely absent, misunderstood, or underappreciated. Ultimately, I argue that Normand’s absence is due to a particular professional and personal style of performance by the star that I would call “infelicitous.” It is a style that foregrounds the contingency of our world, language, and identity. It is performance mode that multimedia essays, like Scalar, can begin to chart out not by an essential quality of any particular media employed, but by the gaps and slippage from format to format of expression and in pathways that break away from seamless narratives of film history. Such essays can relay or enact the contingency of our language and write new histories of figures such as Normand, either by the design of the essay or by the choices of the readers. This was presented at University College Cork on November 9, 2015 as part of my Fulbright Research Award.
This was the second part of a co-presentation, "Teaching for Transformative Change," with Michael Bodie (USC, Media Arts + Practice) at the 2015 Conducttr Conference.
This document provides information and resources for creating video essays and remix projects using open source materials. It discusses copyright and fair use guidelines, recommends free archives and tools for finding and downloading audiovisual content, and outlines the basic workflow for importing, editing, and exporting materials in Adobe Premiere Pro. Some key free resources highlighted include archives from the Internet Archive, Library of Congress, and various universities. The document also lists free software for ripping DVDs, editing, converting files, and capturing screenshots and audio. Basic instructions are provided for setting up a project in Premiere Pro and exporting a final video for sharing on platforms like YouTube and Vimeo.
Mabel Normand + Data-Acts: The Digital Scholarly Essay Enacting the "Scandal"...Vicki Callahan
In this discussion I will look at how writing a multimedia history, a digital scholarly essay (using the platform Scalar), might facilitate an understanding of the “scandal” of the silent film director and star, Mabel Normand. The idea of “scandal” typically associated with Normand is one of criminal and moral notoriety, but here I am referencing the scandal of Normand’s place in film history, which is largely absent, misunderstood, or underappreciated. Ultimately, I will argue that Normand’s absence is due to a particular professional and personal style of performance by the star that I would call “infelicitous.” It is a style that foregrounds the contingency of our world, language, and identity. It is performance mode that multimedia essays, like Scalar, can begin to chart out not by an essential quality of any particular media employed, but by the gaps and slippage from format to format of expression and in pathways that break away from seamless narratives of film history. Such essays can relay or enact the contingency of our language and write new histories of figures such as Normand, either by the design of the essay or by the choices of the readers.
Collaborative video WRITING WITH VIDEO SCMS workshop 2013Vicki Callahan
The document describes a class project on collaborative video essays about historical figures who employed non-violent strategies for social change. Students were assigned to research a campaign, analyze its key issues, strategies used to create change non-violently, and how the group maintained non-violence in the face of adversity. They then created a 2-3 minute video identifying the "peacemakers" and lessons learned from their actions. The process involved weekly group and review meetings over 3 weeks using online tools like Google Docs, Drive, and WeVideo for collaborative video editing and reflection.
Presentation for Computers and Writing, 2012 for the panel: Hacking the Academy. Here I examine the notion of "Hacking Narratives" through the collaborative storytelling project. A number of narratives are hacked from historical to authorial with displacement of time and authority producing new possibilities.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
1. Designing Transmedia for Impact
Sarah Atkinson, King’s College: sarah.atkinson@kcl.ac.uk
Vicki Callahan, University of Southern California: vcallahan@cinema.usc.edu
2. PART I: KEY ELEMENTS OF DESIGN
Vicki Callahan
vcallahan@cinema.usc.edu
3. Elements to Consider
• Issue
• Objective/Call to Action
• Platforms Employed,
Duration of Campaign
• Audience Experience –
include Co-creation
opportunities
• How does project create
a Trace, Agency, Emotion
for Audience/Co-creators
• Ethical Considerations/
Best Practices
• Strengths/Weaknesses
Saving
the
Sierra:
Voices
of
Conserva3on
in
Ac3on,
h6p://www.savingthesierra.org
5. Objective: Visibility, Perceptual Shifts, +
Community Expression
• Two part strategy:
1. Documentary Film
(Through a Lens…):
Stereotypes/
Received images
and African
American artists’
intervention in
representations of
community
2. Archive and Public
Events: Digital
Diaspora Roadshow
(community outreach)
Through a Lens Darkly
http://www.pbs.org/independentlens/films/through-a-lens-darkly/
6. How Story Spreads
• Live events
• Website
• Flickr + Instagram
• Facebook
• Documentary film
(screened on PBS, live
events, and available on
video on demand)
• Lesson Plans on African
American History and
Identity
• Archive both public and
private
7. Digital Diaspora Roadshow
Outcomes:
• Change
the
received
images,
create
new
public
narra3ves
about
the
African
American
experience
•
Create
archive
of
history
previously
not
valued;
provide
opportunity
for
community
to
connect
their
stories,
deepen
community
bonds
• Develop
media
literacy
skills
in
community
as
both
creators
and
as
informed
viewers
8. Issue: Global Women’s Rights
Half the Sky, Maro Chermayeff
(from book by Nicholas Kristof and Sheryl WuDunn)
http://www.halftheskymovement.org/
9. Objectives: Awareness, Behavior/Policy Change
• Awareness both in
US and Globally
• Education and
behavioral
changes on issues
of violence,
reproductive
rights, trafficking,
economic/personal
empowerment
• “nurture” policy
changes
Edna Adan, activist, strategies for education
on issue of female genital mutilation
Half the Sky movement website
10. How Story Spreads
• Book
• Website with rich media for
both US and global context.
Media from local communities/
NGO as well as “celebrities,”
policy makers, activists in West
• Documentary Film (VOD, PBS)
• Facebook game and mobile
games targeted to issues and
local communities.
• Global Engagement initiatives
with NGO educational videos
(free download) and education
guides
Mobile game from Half the Sky movement
11. Outcomes
• $5 million raised for
organizations partnering
with Half the Sky
• 1.1 million participants in
Facebook game
• 30+ NGO partners
• 1500 screenings on
campus and communities
with discussion groups
• US and Global
Educational workshops
13. Objectives
• Awareness of
Berkeley School
food program
• Food Justice issues,
especially with
regard to schools
and children
• Community dialogue
through “media
socials”
• Policy Intervention
LUNCH
LOVE
COMMUNITY,
Helen
De
Michiel
14. How Story Spread
• Website
• Short films on site
and YouTube
• “Media Socials”
• DeMichiel writings
and presentations on
project and
renovations of
documentary form
15. Outcomes
• Community dialogue
• Grassroots organizing on
food issues
• Re-institution of funding for
school program after city
cut off funds (due to ballot
initiative)
• “Open Space” as
participatory media model,
dialogue, engagement,
rather than “advocacy”
• 12 episode film on dvd for
non-theatrical, educational
market
16. Issue: Black Masculinity
Question Bridge (2012-present), Chris Johnson, Hank Willis Thomas,
Bayett Ross Smith, Kamal Sinclair http://questionbridge.com/#
17. Objectives
• Dialogue
• Change perceptions
both within and
outside African
American community
• Show diversity of
experience,
“represent and
redefine black male
identity in US.”
• Archive stories
Question Bridge website
18. How Story Spread
• Video installation
(museums, festivals,
institutions)
• Online video
• Mobile app (goal of
200K participants,
“living archive of
black male voices”)
• Facebook
• Blueprint
Roundtables
• High School
curriculum
Question Bridge website
19. Outcomes
• Ongoing project
• How to gauge
awareness and
perceptual shifts?
• Creating alternative
media space
Question Bridge website
21. Objectives
• Awareness and
Behavior
Change for
young people
on key issues of
youth health and
development:
– Drugs/alcohol
– Sex
– Violence
– Education
Try
Life,
Paul
Irwin,
h6p://www.trylife.tv
22. How Story Spread
• Website with
interactive videos
• Facebook
• Twitter
• TryRadio
23. Outcomes
• 1,679,325
Facebook fans,
160K new fans
this week
• 120,000 plays on
website
• Received
funding for 3rd
episode
• Some media
training for youth
– script co-
creation
• Health resources
on site
Try
Life,
Paul
Irwin,
h6p://www.trylife.tv
24. Issue: “Internet of Things”
(Networked Culture and Smart Objects)
Sherlock
Holmes
and
the
Internet
of
Things,
h6p://sherlockholmes.io
Lance
Weiler,
Nick
Fortugno,
Jorgen
van
der
Sloot
25. Objectives
• Consider
human/
tech
interac3ons,
human
at
center,
not
passive
• Redefine,
reimagine
storytelling
possibili3es
• Media/Tech
Literacy
• Build
Networks
and
Community
with
Art
and
Technology
Sherlock
Holmes
and
the
Internet
of
Things
26. How Story Spread
• MOOC with over 200
participants on Novoed
• Open Global
Collaborative Game
• Organized on Hackpad
• Live events, Beta tests at
Lincoln Center (NYFF) and
at Power to the Pixel (LFF)
• Pilot stage for ongoing
project in 2016,
prototypes developed
Sherlock
Holmes
and
the
Internet
of
Things
27. Outcomes
• Still ongoing
• This weekend is the
culmination of MOOC and
Global Challenge with
worldwide meet up events
and an online event.
• 2016 some objects from
Hackpad and MOOC will
be developed
• Some teams may organize
other events independently
Sherlock
Holmes
and
the
Internet
of
Things
28. Object
Design
for
Chessboard
for
Group,
THE
LIMINAL
MESSAGES
Sherlock
Holmes
and
the
Internet
of
Things
29. PART 2: BLENDING FACT AND
FICTION IN SOCIAL CHANGE
Sarah Atkinson
sarah.atkinson@kcl.ac.uk
30. Fictional techniques
• Many projects bring true realities to the audience as fictional constructs.
• “Purposeful storytelling,” “barely fictional”
• Jane McGonigal argues that in the case of immersive gaming we have one of
‘the first applications poised to harness the increasingly widespread penetration and
convergence of network technologies for collective social and political action.’ (1)
• Kerric Harvey applies the mode of Drama for Conflict Transformation used in
public anthropology as the basis for his proposition of a ‘Walk-In’ documentary. (2)
• I extend this notion to propose a concept of ‘displaced’ fiction. (3)
(1) Jane McGonigal, ‘This Is Not a Game’: Immersive Aesthetics and Collective Play’
(paper presented at the DAC 2003 Streamingworlds Conference. Melbourne), 2.
(2) Kerric Harvey, ‘ “Walk-In Documentary”: New Paradigms for Game-Based Interactive Storytelling and Experiential
Conflict Mediation’, Studies in Documentary Film 6 no. 2, 2012:189–202.
(3) Atkinson, S. (2014) Beyond the Screen: Emerging Cinema and Engaging Audiences, New York: Bloomsbury.
31. Film: The Dark Knight Rises
• Why so serious? (2008)
http://www.42entertainment.com/work/whysoserious
32. Why so serious? (2007-2008)
• Attracted over 11 million ‘unique’ players from over 75 different countries
over the 15-month playing period which preceded the theatrical release
of the film.
• Tasks were launched at the annual ComicCon conference, and a
telephone number was projected onto the sky for audience members to call
• Hidden packages concealed inside cakes purchased at bakeries contained a ‘joker
Phone’
• Real-world events included protestors taking to the streets at various locations against
the fictional character Harvey Dent as part of the campaign’s scene setting of the film’s
back-story exposition
• If the participants of who took to the streets in protest against the election of the
new (fictional) mayor were to channel this level of activism into a campaign of
real-world consequence, then their actions have the potential to take on a far more
purposeful and productive dimension.
33.
34.
35. Conspiracy for Good (2010)
• An ARG-based experience sponsored and ‘powered’ by Nokia
• Created by Tim Kring (Heroes)
• Branded by the makers as a new form of social benefit storytelling.
• A crew of 130 people in five countries were involved with the core activities focused
in London in the spring of 2010. Websites, puzzles, webisodes, social media
elements, texts and mobile games were experienced over the first three months of
the web-based campaign. In July, the experience went live over four weeks of real-
world gaming and instances of street theatre in London.
• Audience members joined the Ancient Secret Society called Conspiracy for Good in
order to uncover the secrets behind Blackwell Briggs, a fictional security firm behind
the disappearance of a cargo of books bound for a library in an Eastern Zambian
village.
• This model of ‘social benefit storytelling’ enabled a type of pseudo-activism,
the outcome of which was an in-built and a predetermined facet of the
experience, which resulted in the funding and establishment of five libraries in
Zambia.
[Video Clip] - http://www.conspiracyforgood.com/wwd.php
37. Collapsus
A
reference
to
societal
collapse,
but
also
as
a
reference
to
the
collapse
of
dis3nc3ons
between
media
pla]orms
and
genres.
‘The
energy
risk
conspiracy’
–
which
centres
on
the
impact
of
an
energy
crisis
upon
ten
young
people
who
are
located
throughout
the
world
–
provides
a
simulated
experien3al
premedia3on
of
the
future.
Bruno
Felix
(Producer):
‘It’s
a
documentary
on
the
future.
It’s
very
useful
to
mix
up
fic3on
and
documentary
because
it’s
probably
the
only
way
to
get
a
real
deep
understanding
of
what
the
future
might
look
like’.
Tommy
Pallota
(Director):
‘an
a6empt
to
reach
out
to
a
younger
audience
or
an
audience
that
wouldn’t
normally
watch
a
tradi3onal
documentary’.
h6p://www.submarine.nl/#!/project/collapsus/
Watch
h6p://www.collapsus.com/experience.php
Play
38. My Sky is Falling (2012)
Evoke
the
‘disorienta3on,
uncertainty,
distrust,
sadness,
anxiety,
and
hope’
experienced
by
children
leaving
the
foster
care
system.
Lance
Weiler:
‘a
new
kind
of
par3cipatory,
purposeful
story’,
within
which
a
science
fic3on
experience
triggers
the
same
types
of
emo3ve
and
affec3ve
responses.
This
experience
–
by
–
proxy
makes
explicit
(for
the
audience)
the
implicit
feelings
(of
the
subject)
through
the
allegorical
interrela3ons
between
the
science
fic3on
layer
and
the
social
issue
layer.
The
findings
of
the
project
revealed
that:
‘People
may
reveal
more
about
their
feelings
and
emo3ons
in
these
rich,
interpersonal
contexts.’
Presented
to
the
United
Na3ons
Congress.
Sarah
Henry,
A
New
Story:
Purposeful
Storytelling
and
Designing
with
Data
(New
York:
Harmony
Ins3tute,
2013),
5.
39. You
must
make
a
difficult
choice,
right
now.
Give
up
your
name,
iden3ty,
and
sense
of
self
to
be
housed,
fed,
and
clothed.
Or
wander
aimlessly
through
life,
hungry,
in
constant
fear
of
the
unknown,
and
alone—but
in
control
of
who
you
are.
Stop
reading
and
make
that
decision.
Or
someone
will
make
it
for
you.
This
is
the
choice
many
children
face
when
entering
the
large,
and
ojen
chao3c
US
foster
care
system.
It
is
also
the
founda3on
for
My
Sky
Is
Falling.
40.
41. Ed Zed Omega (2012)
Dir.
Ken
Eklund.
Based
on
the
educa3onal
experiences
of
seven
teenagers
(played
by
actors)
in
Minneapolis,
engaged
in
a
process
of
‘dropping
out
loud’.
They
share
their
experiences
with
others
via
social
media
channels
as
they
consider
whether
or
not
to
return
to
high
school
in
September.
42.
At
the
(real-‐world)
‘Ins3tute
for
the
Future’
‘Futures
of
Learning’
summit
in
Paolo
Alto,
California,
it
is
the
character
of
Lizzie
(not
the
actress
of
Lauren)
who
addresses
the
forum
created
a
new
kind
of
space
for
nego3a3on,
in
which
it
is
the
opinions
and
experiences
of
the
fic3onal
character
that
are
validated
and
are
used
to
inform
real
world
policy
and
ac3on.
43. Bear 71 (2012)
Set
in
Banff
Na3onal
Park,
the
web-‐based
documentary
enables
the
audience
to
use
surveillance
technologies
to
track
animals
through
their
habitats
within
the
park.
Based
around
the
grizzly
‘Bear
71’
who
was
tagged
at
the
age
of
three
and
monitored
throughout
her
life,
the
project
invokes
themes
of
surveillance
and
conserva3on.
h6ps://www.youtube.com/watch?v=t-‐SQAViDdPk
(documentary)
h6p://bear71.nq.ca/#/bear71
(interact)
Dir.
Leanne
Allison
&
Jeremy
Mendes.