An abridged version of Dubit's 'Casual Connect' presentation - "Immersed in Play and Learning: Kids and Virtual Reality."
For a copy of the full presentation, contact stephanie.whitley@dubitlimited.com
Dubit is a digital studio that has been creating kids entertainment like apps, games, and virtual worlds since 1999. They employ a team of 50 people across offices in the UK, US, and Australia. Dubit focuses on kid-centered design and involves children throughout the design process using in-house research techniques. They have experience designing for brands like Cartoon Network, creating virtual worlds and games. Dubit also has its own technology platform that allows games to be published across devices with features like avatars, leaderboards, and multiplayer support. The company emphasizes research and iterative testing to create engaging experiences for kids.
Virtual Reality: Is this the final frontier for children's entertainment? | @...Dubit
Dubit's Bobby Thandi presented at the Bookseller Children’s Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"
This document discusses content discovery for kids' digital entertainment. It notes that despite abundant content, kids often get frustrated finding something to watch. Four trends are affecting discovery: fragmented content, concentrated devices, "de-scheduling", and lower barriers to creation. The document provides data from surveys of families in the US, UK and other countries on kids' media usage and how they learn about new entertainment options. It discusses how different age groups and those in an "inner circle" of early adopters share new finds with friends using various online and offline methods.
Good news for Oculus VR and Facebook! New research from Dubit shows kids not only love to use Oculus Rift but they want to see it used in schools and other areas outside of gaming.
This document is a summary of the findings from a series of focus groups conducted with children on their experiences and expectations for Oculus Rift and virtual reality.
CMC2016 - How To Become a Top 5 Global Kids BrandDubit
This presentation from Dubit focuses on how kids are consuming data.
With reference to case studies from Lego, Minecraft and Candy Crush, we look at the 3 commonalities that the top 5 kids brands share in generating content that connects multiple generations.
An Introduction to games research with children, looking at the theory, best practice, ethics, and putting it into practice.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).
Contact us for your kids & family marketing projects and kids experiences. Dreammachine, www.dreammachine.be, gerda@dreammachine.be, +32 (0) 479 98 26 34.
Presentation given by Gerda Van Damme (Dreammachine Kids) at the Kids & Family Marketing Congress, organized by Dreammachine Kids in Brussels, September 2016.
Dubit is a digital studio that has been creating kids entertainment like apps, games, and virtual worlds since 1999. They employ a team of 50 people across offices in the UK, US, and Australia. Dubit focuses on kid-centered design and involves children throughout the design process using in-house research techniques. They have experience designing for brands like Cartoon Network, creating virtual worlds and games. Dubit also has its own technology platform that allows games to be published across devices with features like avatars, leaderboards, and multiplayer support. The company emphasizes research and iterative testing to create engaging experiences for kids.
Virtual Reality: Is this the final frontier for children's entertainment? | @...Dubit
Dubit's Bobby Thandi presented at the Bookseller Children’s Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"
This document discusses content discovery for kids' digital entertainment. It notes that despite abundant content, kids often get frustrated finding something to watch. Four trends are affecting discovery: fragmented content, concentrated devices, "de-scheduling", and lower barriers to creation. The document provides data from surveys of families in the US, UK and other countries on kids' media usage and how they learn about new entertainment options. It discusses how different age groups and those in an "inner circle" of early adopters share new finds with friends using various online and offline methods.
Good news for Oculus VR and Facebook! New research from Dubit shows kids not only love to use Oculus Rift but they want to see it used in schools and other areas outside of gaming.
This document is a summary of the findings from a series of focus groups conducted with children on their experiences and expectations for Oculus Rift and virtual reality.
CMC2016 - How To Become a Top 5 Global Kids BrandDubit
This presentation from Dubit focuses on how kids are consuming data.
With reference to case studies from Lego, Minecraft and Candy Crush, we look at the 3 commonalities that the top 5 kids brands share in generating content that connects multiple generations.
An Introduction to games research with children, looking at the theory, best practice, ethics, and putting it into practice.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).
Contact us for your kids & family marketing projects and kids experiences. Dreammachine, www.dreammachine.be, gerda@dreammachine.be, +32 (0) 479 98 26 34.
Presentation given by Gerda Van Damme (Dreammachine Kids) at the Kids & Family Marketing Congress, organized by Dreammachine Kids in Brussels, September 2016.
The concept of work-life balance today is obsolete. This conference took a deeper look at people, projects, products, and services that we can all leverage to try to LIVE, WORK, and PLAY BETTER.
All You Really Need to Know About Users You Learned in High SchoolEva Willis
User research? A fad!
Personas? Like I don't know enough real people and have to make some up.
Usability? Hey, if that shopping cart was good enough for Amazon, I'm sure it'll work just fine for us.
Not everything requires user testing, okay? We learned plenty long before we read any of those fancy books or paid for conferences just to have late-night drunken conversations about taxonomies.In this presentation, we will revisit key lessons we learned back in the halcyon days of our early lives and trace the shocking relevance of what we already know to the 21st century's biggest user experience challenges.
Designing Successful Experiences for Bald ApesEva Willis
As we squint into a bright future, let’s first glance back at the user experience industry’s well-meaning, but mostly murky past. UX’s foundation is a sordid mix of lies, shams and idiocy: We never designed experiences and things like mobile have always been adjectives, no matter how many times we sold them as nouns. Now we’re hyperventilating about designing responsively across channels.
That might seem overwhelming, but it’s really just a more complex version of what we've always done: Help a bunch of bald apes do things.
Lecture I am giving to an introductory creative class. I think it's a good thing to learn some history and have a frame of reference about how we got where we are today. This frames up the Big Idea from the days of Ogilvy and Lois to how creative ideas have and need to evolve.
The document summarizes key takeaways from the 2013 SXSW Interactive conference. It discusses topics like the importance of big data, designing to change user behavior, creating distribution models, collaborating with consumers, valuing experiences over things, humanizing technology, acting like startups, and being passionate. The conference saw over 30,000 attendees from 72 countries, with sessions on using data to understand behaviors and create motivational technology.
This document summarizes a discussion on participatory advertising ideas. It discusses how ads are moving from broadcast messages to ideas that involve consumers through interactivity, user generation, sharing and providing utility. Effective modern ideas let users inside the brand experience, leverage social media and context, and add enduring value and utility beyond simple awareness or conversion. The ideas discussed provide examples like becoming part of daily life, giving utility, and incentivizing sharing and participation. The document stresses that a relevant creative idea is behind every successful participatory marketing example.
New ideas need new behaviors - a behavioral focus on innovationBig Spaceship
In this presentation, we take a look at how Big Spaceship organizes itself for new behaviors, how our approach focuses on behavior, and how behavior has affected work like Skittles, Star Wars, Google, and The Most Awesomest Thing Ever.
It originally appeared here http://spcshp.it/eatstrategy and then at eat:strategy - a strategy conference in Toronto in July 2012.
For more on Big Spaceship: http://www.bigspaceship.com
The key to attracting your ideal clients more easily is to be known for a BIG idea. An idea your clients use to produce results in their lives/business.
In this webinar you'll learn:
• Which of the Four Big Ideas is best suited to you
• Create a context that takes your performance to new levels
• Invent the rules that make you an expert in your field.
The big stuff from SXSWi 2013 by iris worldwideTim Clarke
Back from the Future II attempts to summarize key insights from SXSW 2013. The festival was noisier and more overwhelming than previous years, with many interactive exhibits and long lines. However, some fascinating insights were uncovered, focusing on how physical goods can enhance digital experiences by tapping into human emotions. New technologies are also emerging that use the human body as an interface, from programmable clothing to medical devices embedded under the skin. Overall, the document highlights trends of blending the digital and physical worlds to create more seamless and meaningful experiences for people.
Insight Strategy Group provides research and consulting services to big brands and media companies. CEO Stacey Matthias will take a look at general kids' digital media trends and how books fit into larger digital ecosystem. She'll look at how, when, where kids are consuming their books, games, movies, and video; and she’ll examine how child development impacts media consumption at each stage, and the role of books at each level.
This document summarizes 8 common myths about modern marketing. It discusses that while things are changing faster than ever, focusing on what truly matters and what isn't changing is important. It argues that people are not harder to reach, just harder to engage. It also asserts that while data is important, clicks alone are useless, and that building brands requires more than just performance ads. The overall message is that despite challenges, it is still the best time to work in marketing by focusing on what really matters.
This document discusses generational targeting and how brands can effectively engage with Generation Z. It notes that Gen Z is the next large generation that will have significant purchasing power. The document examines how Lego and Adidas have adapted their branding strategies to focus on Gen Z by encouraging user-generated content and collaboration. It emphasizes that brands must meet Gen Z where they are in the digital space in order to engage them and build loyalty.
The document summarizes DreamBeaming, an interactive virtual world and social community for children being developed by Youngheart Animation. DreamBeaming will deliver animated stories, songs, art, and games created by Diana Young, as well as live performances and activities. It projects rapid membership and revenue growth as it launches, forecasting over $15 million in revenue by year 3. DreamBeaming aims to be a safe, inspiring online space that educates and entertains children worldwide through its proprietary content and interactive features.
This document provides steps for creating an effective website to generate leads and sales. It discusses:
1. Understanding that people are busy and distracted, so websites need a clear "banana" or call to action to attract attention.
2. Researching what problems people search for online related to the business's products or services.
3. Creating targeted landing pages that present the solution to the specific problem and prominently feature calls to action like "Get a Quote" buttons.
4. Testing and optimizing the site by measuring conversions and tweaking the design and content.
WebVisions 2010 - Developing for Digital KidsWebVisions
The document discusses best practices for creating digital experiences for kids. It provides an overview of Smashing Ideas, a digital media studio that creates interactive content for clients like Disney, Hasbro, and Nickelodeon. The document then covers considerations for usability, user testing, and examples of reward systems, collectibles, and taking experiences beyond the browser.
The document discusses imagining the future of parenting and childhood development with the integration of technology. It summarizes insights from experts in fields like childhood development, technology, design, and futurism. The insights focus on themes like experiences that evolve dynamically with children, contextual responses tailored to moments in time and place, keeping technology integrated with human expression, immersive environments beyond screens, interactions that flow between connected experiences, and turning data insights into meaningful intelligence. The goal is to envision how technology could enhance parenting and learning through solutions rooted in play, development, and solutions.
Red Bull Nighthunt is a photo contest in Singapore that hid Formula 1 racing pieces around the city. Participants used Instagram to find and take creative photos of the pieces for a chance to win experiences. The campaign increased brand awareness and engagement among young executives.
Viewing Trends: What Do Kids Want? (MIP Jr. 2015)Dubit
For MIP Jr. 2015, Dubit SVP of Global Trends David Kleeman reviewed trends in content themes, brand popularity and video source preferences for various devices. He finished with three of the primary challenges facing content creators and distributors, and recommendations for managing them.
For more information, contact: david.kleeman@dubitlimited.com
To find out more about Dubit Trends: adam.woodgate@dubitlimited.com
The document discusses how the media product develops conventions of real media products in three ways:
1) Through developing relationships between characters, shown through camera shots, costumes, and mise-en-scene elements, mirroring a common music video convention.
2) By including youths as main characters, reflecting the realistic message and common genre convention of focusing on young people and their interactions.
3) By structuring the music video to introduce plot, narrative, and characters first to establish the storyline, developing the usual structure conventions revealed through research.
The concept of work-life balance today is obsolete. This conference took a deeper look at people, projects, products, and services that we can all leverage to try to LIVE, WORK, and PLAY BETTER.
All You Really Need to Know About Users You Learned in High SchoolEva Willis
User research? A fad!
Personas? Like I don't know enough real people and have to make some up.
Usability? Hey, if that shopping cart was good enough for Amazon, I'm sure it'll work just fine for us.
Not everything requires user testing, okay? We learned plenty long before we read any of those fancy books or paid for conferences just to have late-night drunken conversations about taxonomies.In this presentation, we will revisit key lessons we learned back in the halcyon days of our early lives and trace the shocking relevance of what we already know to the 21st century's biggest user experience challenges.
Designing Successful Experiences for Bald ApesEva Willis
As we squint into a bright future, let’s first glance back at the user experience industry’s well-meaning, but mostly murky past. UX’s foundation is a sordid mix of lies, shams and idiocy: We never designed experiences and things like mobile have always been adjectives, no matter how many times we sold them as nouns. Now we’re hyperventilating about designing responsively across channels.
That might seem overwhelming, but it’s really just a more complex version of what we've always done: Help a bunch of bald apes do things.
Lecture I am giving to an introductory creative class. I think it's a good thing to learn some history and have a frame of reference about how we got where we are today. This frames up the Big Idea from the days of Ogilvy and Lois to how creative ideas have and need to evolve.
The document summarizes key takeaways from the 2013 SXSW Interactive conference. It discusses topics like the importance of big data, designing to change user behavior, creating distribution models, collaborating with consumers, valuing experiences over things, humanizing technology, acting like startups, and being passionate. The conference saw over 30,000 attendees from 72 countries, with sessions on using data to understand behaviors and create motivational technology.
This document summarizes a discussion on participatory advertising ideas. It discusses how ads are moving from broadcast messages to ideas that involve consumers through interactivity, user generation, sharing and providing utility. Effective modern ideas let users inside the brand experience, leverage social media and context, and add enduring value and utility beyond simple awareness or conversion. The ideas discussed provide examples like becoming part of daily life, giving utility, and incentivizing sharing and participation. The document stresses that a relevant creative idea is behind every successful participatory marketing example.
New ideas need new behaviors - a behavioral focus on innovationBig Spaceship
In this presentation, we take a look at how Big Spaceship organizes itself for new behaviors, how our approach focuses on behavior, and how behavior has affected work like Skittles, Star Wars, Google, and The Most Awesomest Thing Ever.
It originally appeared here http://spcshp.it/eatstrategy and then at eat:strategy - a strategy conference in Toronto in July 2012.
For more on Big Spaceship: http://www.bigspaceship.com
The key to attracting your ideal clients more easily is to be known for a BIG idea. An idea your clients use to produce results in their lives/business.
In this webinar you'll learn:
• Which of the Four Big Ideas is best suited to you
• Create a context that takes your performance to new levels
• Invent the rules that make you an expert in your field.
The big stuff from SXSWi 2013 by iris worldwideTim Clarke
Back from the Future II attempts to summarize key insights from SXSW 2013. The festival was noisier and more overwhelming than previous years, with many interactive exhibits and long lines. However, some fascinating insights were uncovered, focusing on how physical goods can enhance digital experiences by tapping into human emotions. New technologies are also emerging that use the human body as an interface, from programmable clothing to medical devices embedded under the skin. Overall, the document highlights trends of blending the digital and physical worlds to create more seamless and meaningful experiences for people.
Insight Strategy Group provides research and consulting services to big brands and media companies. CEO Stacey Matthias will take a look at general kids' digital media trends and how books fit into larger digital ecosystem. She'll look at how, when, where kids are consuming their books, games, movies, and video; and she’ll examine how child development impacts media consumption at each stage, and the role of books at each level.
This document summarizes 8 common myths about modern marketing. It discusses that while things are changing faster than ever, focusing on what truly matters and what isn't changing is important. It argues that people are not harder to reach, just harder to engage. It also asserts that while data is important, clicks alone are useless, and that building brands requires more than just performance ads. The overall message is that despite challenges, it is still the best time to work in marketing by focusing on what really matters.
This document discusses generational targeting and how brands can effectively engage with Generation Z. It notes that Gen Z is the next large generation that will have significant purchasing power. The document examines how Lego and Adidas have adapted their branding strategies to focus on Gen Z by encouraging user-generated content and collaboration. It emphasizes that brands must meet Gen Z where they are in the digital space in order to engage them and build loyalty.
The document summarizes DreamBeaming, an interactive virtual world and social community for children being developed by Youngheart Animation. DreamBeaming will deliver animated stories, songs, art, and games created by Diana Young, as well as live performances and activities. It projects rapid membership and revenue growth as it launches, forecasting over $15 million in revenue by year 3. DreamBeaming aims to be a safe, inspiring online space that educates and entertains children worldwide through its proprietary content and interactive features.
This document provides steps for creating an effective website to generate leads and sales. It discusses:
1. Understanding that people are busy and distracted, so websites need a clear "banana" or call to action to attract attention.
2. Researching what problems people search for online related to the business's products or services.
3. Creating targeted landing pages that present the solution to the specific problem and prominently feature calls to action like "Get a Quote" buttons.
4. Testing and optimizing the site by measuring conversions and tweaking the design and content.
WebVisions 2010 - Developing for Digital KidsWebVisions
The document discusses best practices for creating digital experiences for kids. It provides an overview of Smashing Ideas, a digital media studio that creates interactive content for clients like Disney, Hasbro, and Nickelodeon. The document then covers considerations for usability, user testing, and examples of reward systems, collectibles, and taking experiences beyond the browser.
The document discusses imagining the future of parenting and childhood development with the integration of technology. It summarizes insights from experts in fields like childhood development, technology, design, and futurism. The insights focus on themes like experiences that evolve dynamically with children, contextual responses tailored to moments in time and place, keeping technology integrated with human expression, immersive environments beyond screens, interactions that flow between connected experiences, and turning data insights into meaningful intelligence. The goal is to envision how technology could enhance parenting and learning through solutions rooted in play, development, and solutions.
Red Bull Nighthunt is a photo contest in Singapore that hid Formula 1 racing pieces around the city. Participants used Instagram to find and take creative photos of the pieces for a chance to win experiences. The campaign increased brand awareness and engagement among young executives.
Viewing Trends: What Do Kids Want? (MIP Jr. 2015)Dubit
For MIP Jr. 2015, Dubit SVP of Global Trends David Kleeman reviewed trends in content themes, brand popularity and video source preferences for various devices. He finished with three of the primary challenges facing content creators and distributors, and recommendations for managing them.
For more information, contact: david.kleeman@dubitlimited.com
To find out more about Dubit Trends: adam.woodgate@dubitlimited.com
The document discusses how the media product develops conventions of real media products in three ways:
1) Through developing relationships between characters, shown through camera shots, costumes, and mise-en-scene elements, mirroring a common music video convention.
2) By including youths as main characters, reflecting the realistic message and common genre convention of focusing on young people and their interactions.
3) By structuring the music video to introduce plot, narrative, and characters first to establish the storyline, developing the usual structure conventions revealed through research.
This document discusses kids' gaming preferences and Dubit, a company that conducts research and develops digital experiences for kids. It shows that the most popular gaming IPs for UK and US boys and girls aged 6-12 are Mario, Angry Birds, and Minecraft. Dubit provides market analysis, concept testing, IP identification, game design, app development, and launch support for kids brands. Some of their customers are also listed. Dubit is located in Leeds, UK and interested parties are encouraged to contact Matthew via email or visit the Dubit website for more information.
Open source software application in e learning with referenceArumugam Jeeva
The document discusses using the open source software Moodle for e-learning and information literacy orientation. It outlines objectives to study open source applications in education, learn how open source software can efficiently support information literacy, and understand how Moodle is used for information literacy orientation. Key features of Moodle that improve pedagogy are described, including the ability to create courses and user accounts, include different activities, and promote collaboration. The conclusion states that open source LMS like Moodle provide necessary tools for e-learning and ensure lifelong learning programs are convenient and effective through technology.
The document analyzes data from a survey of 1,261 young people aged 14-25 in Yorkshire & Humber to understand their attitudes towards entrepreneurship. Key findings include:
1) 6 out of 10 respondents have business ideas but only 3 out of 10 have sought information or support, showing untapped potential.
2) Segmentation based on an "Enterprise Potential" scale identified four groups with differing levels of entrepreneurial skills, aspirations, and engagement.
3) Exposure to enterprise education correlated with higher aspirations and business engagement among respondents.
4) Careers advisors and friends/family were most likely information sources for young people's business ideas, showing opportunities to better support advisors and leverage personal
DSpace 1.8 Documentation provides information about installing, configuring, and upgrading DSpace installations. It includes sections on the functional overview of DSpace, installation instructions, upgrading from previous versions, configuration options, and more. The document is over 600 pages long and aims to help users and administrators work with the DSpace open source repository software.
Think Attitude is an IT outsourcing and recruitment solutions company that aims to find the best talents for companies. They understand that people need challenges that match a company's culture and needs. They provide IT outsourcing solutions through targeted candidate searches and interviews. For recruitment solutions, they assess company needs, conduct client interviews, define candidate profiles, and provide follow-up services. They aim to create a strong environment with engaged employees through career plans, satisfaction, and open communication.
We studied the Kids' section of the App Store to see which price points and monetisation strategies are the most successful. Do games have to be free to be a success?
Whilst we sometimes focus on the rational benefits of technology, digital interactions affect us on a biological and emotional level. The web and its metrics made our real self and our web self became two different characters.
Rupa is one of India's biggest innerwear brands. This presentation was designed as a conversation starter for a meeting without any brief. Here are some ideas on one of Rupa's brands that attempts to create an independent movement around the consumer and the product.
This document discusses reimagining public education by focusing on trust, simplicity, and giving students freedom and permission to learn. It suggests that current public education systems are overly focused on standardized testing, policies, and proving learning, rather than trusting the natural process of learning. It poses questions about whether public education could be redefined by trusting students and their learning more, providing choice and exploration in learning, and creating spaces that allow people to freely share and learn from one another.
This document provides an agenda and overview for a masterclass on tourism and diplomacy. The agenda includes discussions on the attention economy, a history of social media, social media storytelling, and how to use platforms like Facebook, YouTube, LinkedIn and Twitter for research, academia, and analyzing social media accounts like @DenmarkinUK. Tools for social media analysis like Blue Nod, Followerwonk, Buzzsumo and Nuzzle are also mentioned.
Digital Marketing trends from SXSW Interactive 2013. BBDO New York focused in on 5 themes most relevant to Brands and Agencies by launching www.DigitalLabLive.com.
This document discusses the evolution of advertising and creativity in marketing. It describes how advertising has shifted from creative art directors to all science and how online ads have become highly targeted. Early forms of outdoor advertising like billboards aimed for brand awareness. Social media advertising took off in the 2000s and platforms like Pinterest drove significant traffic. Successful ad campaigns used viral videos, humor, simplicity and leveraged memes and cultural trends. Native advertising embedded in media content saw greater engagement. Indian ads often use humor, entertainment and socially responsible messaging with creativity tailored for their audience. Crowd-sourcing and game-like ads may be effective future strategies.
The kids of today are growing up in a crazy technology-infested culture, a culture that will have a profound effect on the way we market to, service, find, hire and retain the next generation of customers and staff. This keynote looks at the trends affecting the customers of tomorrow, your kids of today. www.andyhadfield.com
This document outlines topics from a visual communication course, including scared of seeing, storytelling, and work. For the topic of scared of seeing, it discusses how emotions like sadness and fear can make people scared to see certain things, due to personal experiences or stories. Storytelling techniques like dramatic, non-dramatic, and interactive are presented. For the work topic, it describes the roles of messengers, suppliers, and clients in visual communication. Students are assigned an outcome to computerize a visualization on an issue using one of the topics, with the work to be submitted by a deadline of February 20th, 2014.
What Children Get Up To Online (and how we can try to keep them safe)MrYoung
The document discusses how children interact online in today's digital world. It notes that children are "digital natives" who are more fluent with technology than their parents. It outlines some of the popular tools children use to connect, share content, and collaborate online. These include social networks, blogs, virtual worlds, and games. It emphasizes that online and offline worlds are now intertwined for children. The document concludes by presenting different approaches parents can take to help children stay safe online, including using filters and monitoring tools, while also maintaining open communication and trust.
Social Media Bingo Emakina Nl Paul De GooijerKoepon Holding
Social media can be used effectively for business purposes if done strategically and with realistic expectations. KLM created online clubs and communities on platforms like LinkedIn to expand their brand experience beyond flights and connect business travelers from different countries. Unilever launched a women-focused community site called Yunomi to connect with consumers in a meaningful way aligned with their values by sharing real stories. Both cases showed measurable business results by building engaged audiences and generating exposure for their brands in an authentic way.
This document discusses content discovery for kids' digital entertainment. It notes that despite abundant content, kids often get frustrated finding something to watch. Four trends are affecting discovery: fragmented content, concentrated devices, "de-scheduling", and lower barriers to creation. The document provides data from surveys of families in the US, UK and other countries on kids' media usage and how they learn about new entertainment options. It discusses how different age groups and those in an "inner circle" of early adopters share new discoveries with friends across social media and other platforms.
Where Is Your #DigitalGenius Hiding? Digital strategy in the age of digital m...Doyle Buehler
Where Is Your #DigitalGenius Hiding? Digital strategy in the age of digital marketing by Doyle Buehler
Doyle is a world authority on digital transformation, a best selling author, podcaster, teacher and entrepreneur. He has consulted, coached, taught and inspired many in the areas of digital leadership, online marketing, social selling, social media marketing & digital strategy.
Doyle plays at the intersections of entrepreneurship and digital innovation, and has spent the past 16 years in the business world with multiple businesses and startups from around the world. He positions these digital leaders to think in a clearer, logical, more strategic manner for evolving their business.
Doyle host’s an iTunes podcast, Breaking.Digital, where he interviews digital marketing influences from around the world, discussing digital strategy and branding for B2B & B2C, and is a judge on the 2019 “Canadian Marketing Association Awards” and the “Australian Web Industry Association Awards
NewsCred + Getty Images present: The Power of Visual StorytellingJacqueline Polanco
This document discusses the four principles of visual storytelling according to NewsCred and Getty Images: authenticity, sensory, archetype, and relevancy. It provides examples of how brands like Dove and Lean In have effectively used images adhering to these principles in their marketing campaigns. The document also includes tips and key takeaways on how to select images that align with each principle, such as choosing images that feel genuine, engage multiple senses, tap into universal character archetypes, and feature people and situations that are relevant to the target audience.
E safety training for foster carers by stephen carrick-davies jan 2013Stevecd
This training session covers safeguarding children online. It will include understanding the new online reality of social media and web 2.0, the risks children face online and how the internet can amplify vulnerabilities, and foster parents' responsibilities for prevention and response. The session aims to help participants feel more informed, equipped, inspired and empowered to protect children in their care from online threats. It will involve a hands-on demonstration of privacy tools and discussions of challenges, strategies and additional resources.
This document summarizes 20 tips and trends in social media marketing that were discussed at a conference. Some of the key points include: focusing on creating snackable and consumable content for platforms like Facebook and Instagram; using video and live streaming more across channels; leveraging influencer marketing but ensuring long-term relationships; embracing new formats like stories, chat platforms, and virtual reality; and recognizing that paid media is increasingly necessary to reach audiences at scale. The document emphasizes adapting to changing user preferences and behaviors across multiple social media platforms.
The document discusses the four principles of visual storytelling - authenticity, sensory, relevancy, and archetype. It provides examples and explanations of each principle. Authenticity involves using genuine, relatable images that show real people and moments. Sensory aims to engage multiple senses by highlighting textures, details, and scenes. Relevancy means selecting images that are relevant to the target audience. Archetype refers to tapping into universal character traits and storylines to foster connections. The document emphasizes selecting images that embrace these principles can help brands better engage and resonate with audiences.
Dubit Trends: Five Things To Know - Spring 2018Dubit
The document discusses findings from the Dubit Trends survey. Some key points:
- Television remains the dominant device for children's media consumption, though smartphones have become the second most used device.
- Children are spending more time streaming video content and using smartphones compared to last year.
- The most popular brands across different media categories are now a mix of platforms and social media properties, rather than mainly originating from television.
- Television continues to be important for driving brand awareness, but online video, social media, and YouTube personalities are becoming more effective discovery channels for new content.
The Art of Discoverability (Peter Robinson, CMC 2017)Dubit
Content may be king – but what’s the key to the kingdom when there’s so much available to kids today, across a variety of platforms? Dubit research shows almost 80% of children have trouble finding what they want. They’re overwhelmed by options, without good tools for uncovering what they seek.
Global Head of Research Peter Robinson uses Dubit Trends and other of its quantitative and qualitative research, plus case studies, to look at how kids discover and adopt new content. He presents the "Fanatomy" model for encouraging users to deepen their engagement.
From the Children's Media Conference, Sheffield, UK, July 2017
Kids Can Handle the Truth: A Modest Proposal for the NY TimesDubit
On May 14, 2017, the New York Times ran a special, print-only children's news section, touting it as “kids take over the Times.” My problem with the section, and that claim, is that there was very little child-generated content, and a distinct lack of actual “news” or substantive content. Kids did seem to love the section, but was it a missed opportunity? How could a journalistic organization create an honest, ongoing and interactive relationship with young people, making them lifelong news consumers and contributors?
How Young Early Adopters Find and Share new Entertainment (Children's Media C...Dubit
Our presentation from the 2014 Children's Media Conference looking at how young early adopters find and share new entertainment, with a focus on social media.
UX for Gamer Acquisition, Retention and ConversionDubit
A presentation focused on the impact game design can have on the game acquisition, retention and conversion. Subjects covered include freemium design, barriers to acquisition, retention strategies, conversion/monetization tactics, and ethics of freemium design.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).
This presentation aims to help IP owners assess how children of today want to experience heritage brands in the digital space. Using models developed by Dubit we look at how children are consuming heritage IPs and how this can influence digital adaptations.
The presentation was presented by Dubit in 2013 at the iKids conference in New York, Sheffield's Children's Media Conference and Digital Kids in San Francisco where we were joined by Brad Jashinsky, Director of Digital Media for Summertime Entertainment - the team behind the forthcoming film Legends of Oz: Dorothy's Return.
This document discusses kids' engagement with intellectual properties (IPs) across different media platforms. It finds that 86% of kids in the UK and USA engage with IPs across TV, books, toys, and games. TV is most likely to drive awareness of other formats like toys, books, and games. Data shows the level of exposure kids in the UK and USA have to popular brands across film, books, toys, games, and TV. The document also describes Dubit's services conducting research on kids brands and developing kids games, apps, and virtual worlds to help launch and promote IPs across media.
American kids and their gaming devices - from iPads to Gameboys Dubit
As part of a broader look into American children's online gaming habits, Dubit also investigated what devices they are using and to what extent they are used for gaming.
Dubit & Disney from the MRS Children 2010 ConferenceDubit
This document discusses trends in online entertainment for kids. It finds that kids are spending more time gaming online than watching TV. Popular online games include casual games, virtual worlds, and social network games. Virtual worlds like Club Penguin are very popular, with Club Penguin being one of the largest virtual worlds. The document also covers monetization strategies for online kids' games, such as memberships, microtransactions, and advertising. While many kids are open to paying for online games, parents' perceptions of value and safety are barriers.
The document describes various features and mechanics that can be included in a virtual world platform, such as Dubit. It discusses features like achievements and activity bars to track player progress, authentication and login processes, backpacks for storing items, chat features, collections for players to complete, customizable avatars and rooms, experience and leveling systems, maps, menus, meters to display status, non-player characters, notifications, nurturing mechanics like caring for virtual pets, player profiles, quest systems, shops to purchase items, and monetization options like subscriptions and micropayments. The platform aims to provide engaging and rewarding experiences for players of all skill levels.
06-04-2024 - NYC Tech Week - Discussion on Vector Databases, Unstructured Data and AI
Discussion on Vector Databases, Unstructured Data and AI
https://www.meetup.com/unstructured-data-meetup-new-york/
This meetup is for people working in unstructured data. Speakers will come present about related topics such as vector databases, LLMs, and managing data at scale. The intended audience of this group includes roles like machine learning engineers, data scientists, data engineers, software engineers, and PMs.This meetup was formerly Milvus Meetup, and is sponsored by Zilliz maintainers of Milvus.
The Building Blocks of QuestDB, a Time Series Databasejavier ramirez
Talk Delivered at Valencia Codes Meetup 2024-06.
Traditionally, databases have treated timestamps just as another data type. However, when performing real-time analytics, timestamps should be first class citizens and we need rich time semantics to get the most out of our data. We also need to deal with ever growing datasets while keeping performant, which is as fun as it sounds.
It is no wonder time-series databases are now more popular than ever before. Join me in this session to learn about the internal architecture and building blocks of QuestDB, an open source time-series database designed for speed. We will also review a history of some of the changes we have gone over the past two years to deal with late and unordered data, non-blocking writes, read-replicas, or faster batch ingestion.
Natural Language Processing (NLP), RAG and its applications .pptxfkyes25
1. In the realm of Natural Language Processing (NLP), knowledge-intensive tasks such as question answering, fact verification, and open-domain dialogue generation require the integration of vast and up-to-date information. Traditional neural models, though powerful, struggle with encoding all necessary knowledge within their parameters, leading to limitations in generalization and scalability. The paper "Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks" introduces RAG (Retrieval-Augmented Generation), a novel framework that synergizes retrieval mechanisms with generative models, enhancing performance by dynamically incorporating external knowledge during inference.
Analysis insight about a Flyball dog competition team's performanceroli9797
Insight of my analysis about a Flyball dog competition team's last year performance. Find more: https://github.com/rolandnagy-ds/flyball_race_analysis/tree/main
Learn SQL from basic queries to Advance queriesmanishkhaire30
Dive into the world of data analysis with our comprehensive guide on mastering SQL! This presentation offers a practical approach to learning SQL, focusing on real-world applications and hands-on practice. Whether you're a beginner or looking to sharpen your skills, this guide provides the tools you need to extract, analyze, and interpret data effectively.
Key Highlights:
Foundations of SQL: Understand the basics of SQL, including data retrieval, filtering, and aggregation.
Advanced Queries: Learn to craft complex queries to uncover deep insights from your data.
Data Trends and Patterns: Discover how to identify and interpret trends and patterns in your datasets.
Practical Examples: Follow step-by-step examples to apply SQL techniques in real-world scenarios.
Actionable Insights: Gain the skills to derive actionable insights that drive informed decision-making.
Join us on this journey to enhance your data analysis capabilities and unlock the full potential of SQL. Perfect for data enthusiasts, analysts, and anyone eager to harness the power of data!
#DataAnalysis #SQL #LearningSQL #DataInsights #DataScience #Analytics
State of Artificial intelligence Report 2023kuntobimo2016
Artificial intelligence (AI) is a multidisciplinary field of science and engineering whose goal is to create intelligent machines.
We believe that AI will be a force multiplier on technological progress in our increasingly digital, data-driven world. This is because everything around us today, ranging from culture to consumer products, is a product of intelligence.
The State of AI Report is now in its sixth year. Consider this report as a compilation of the most interesting things we’ve seen with a goal of triggering an informed conversation about the state of AI and its implication for the future.
We consider the following key dimensions in our report:
Research: Technology breakthroughs and their capabilities.
Industry: Areas of commercial application for AI and its business impact.
Politics: Regulation of AI, its economic implications and the evolving geopolitics of AI.
Safety: Identifying and mitigating catastrophic risks that highly-capable future AI systems could pose to us.
Predictions: What we believe will happen in the next 12 months and a 2022 performance review to keep us honest.
Global Situational Awareness of A.I. and where its headedvikram sood
You can see the future first in San Francisco.
Over the past year, the talk of the town has shifted from $10 billion compute clusters to $100 billion clusters to trillion-dollar clusters. Every six months another zero is added to the boardroom plans. Behind the scenes, there’s a fierce scramble to secure every power contract still available for the rest of the decade, every voltage transformer that can possibly be procured. American big business is gearing up to pour trillions of dollars into a long-unseen mobilization of American industrial might. By the end of the decade, American electricity production will have grown tens of percent; from the shale fields of Pennsylvania to the solar farms of Nevada, hundreds of millions of GPUs will hum.
The AGI race has begun. We are building machines that can think and reason. By 2025/26, these machines will outpace college graduates. By the end of the decade, they will be smarter than you or I; we will have superintelligence, in the true sense of the word. Along the way, national security forces not seen in half a century will be un-leashed, and before long, The Project will be on. If we’re lucky, we’ll be in an all-out race with the CCP; if we’re unlucky, an all-out war.
Everyone is now talking about AI, but few have the faintest glimmer of what is about to hit them. Nvidia analysts still think 2024 might be close to the peak. Mainstream pundits are stuck on the wilful blindness of “it’s just predicting the next word”. They see only hype and business-as-usual; at most they entertain another internet-scale technological change.
Before long, the world will wake up. But right now, there are perhaps a few hundred people, most of them in San Francisco and the AI labs, that have situational awareness. Through whatever peculiar forces of fate, I have found myself amongst them. A few years ago, these people were derided as crazy—but they trusted the trendlines, which allowed them to correctly predict the AI advances of the past few years. Whether these people are also right about the next few years remains to be seen. But these are very smart people—the smartest people I have ever met—and they are the ones building this technology. Perhaps they will be an odd footnote in history, or perhaps they will go down in history like Szilard and Oppenheimer and Teller. If they are seeing the future even close to correctly, we are in for a wild ride.
Let me tell you what we see.
End-to-end pipeline agility - Berlin Buzzwords 2024Lars Albertsson
We describe how we achieve high change agility in data engineering by eliminating the fear of breaking downstream data pipelines through end-to-end pipeline testing, and by using schema metaprogramming to safely eliminate boilerplate involved in changes that affect whole pipelines.
A quick poll on agility in changing pipelines from end to end indicated a huge span in capabilities. For the question "How long time does it take for all downstream pipelines to be adapted to an upstream change," the median response was 6 months, but some respondents could do it in less than a day. When quantitative data engineering differences between the best and worst are measured, the span is often 100x-1000x, sometimes even more.
A long time ago, we suffered at Spotify from fear of changing pipelines due to not knowing what the impact might be downstream. We made plans for a technical solution to test pipelines end-to-end to mitigate that fear, but the effort failed for cultural reasons. We eventually solved this challenge, but in a different context. In this presentation we will describe how we test full pipelines effectively by manipulating workflow orchestration, which enables us to make changes in pipelines without fear of breaking downstream.
Making schema changes that affect many jobs also involves a lot of toil and boilerplate. Using schema-on-read mitigates some of it, but has drawbacks since it makes it more difficult to detect errors early. We will describe how we have rejected this tradeoff by applying schema metaprogramming, eliminating boilerplate but keeping the protection of static typing, thereby further improving agility to quickly modify data pipelines without fear.
2. Confidential - Dubit
This is an abridged version of Dubit’s
“Casual Connect” presentation.
For the full deck, contact
stephanie.whitley@dubitlimited.com
3. Confidential - Dubit
Strategy
5 People
Product design sprints,
business modelling
and lean canvas,
market sizing, and
distribution strategy.
Digital
38 People
Development of
beautiful apps, fun
games, virtual reality
experiences, websites,
and SVOD platforms.
Research
8 People
Qualitative and
quantitative research,
product testing,
global media tracking
report, and
evaluation.
5. Confidential - Dubit
New technology often is sold on
the basis of how good -
educational - it’ll be for children.
Once the market is saturated,
kids become secondary.
Virtual Reality:
For Once Kids Follow
6. Confidential - Dubit
Dubit Three-Prong Approach
Research
• UX, Engagement, Interest, Best Practices
Production
• Animation & live action
Distribution
• WEARVR.com
• 1st kids VR aggregator, bogglebox.com
7. Confidential - Dubit
Done: Oculus Testing for
• Comfort, Ease, Usability
• Engagement and Enjoyment
• Differentiation from Other Gaming Platforms
• Kids’ Own Game Concepts
In Process: Establishing Best Practices with
• Optometrists, Pediatricians
• Child Development Experts
• Dubit’s Engagement Benchmarking Model
Dubit’s VR Research Agenda
8. Confidential - Dubit
Kids & Virtual Reality: Physiology
Prolonged use should be avoided, as this could negatively
impact hand-eye coordination, balance, and multi-tasking ability.
Gear VR Health & Safety Warnings
9. Confidential - Dubit
Inter-pupillary Distance
Need adjustable gear for kids
Nearsightedness
What’s the effect of simulated depth?
Motion sickness
Need fast gear and guidelines
for knowledgeable production
What We Need to Know
10. Confidential - Dubit
Kids & Virtual Reality: Psychology
Telepresence replaces television.
Frank Biocca & Mark R. Levy
11. Confidential - Dubit
At what age can children distinguish reality from virtuality?
How do experiences in the virtual world influence empathy?
What is the potential of VR for supporting kids with
autism and other social-communication disorders?
Can virtual reality promote focus and meditation?
What We Need to Know
12. Confidential - Dubit
Kids & Virtual Reality: Play Patterns
Child development doesn’t change over time;
the context in which children develop does.
13. Confidential - Dubit
What can you do in VR that isn’t possible in
another medium…or better in the real world?
How much agency can you give kids
in the virtual world?
How do you safely incorporate movement?
What will co-play be in virtual reality?
What We Need to Know
14. Confidential - Dubit
Kids & Virtual Reality: Creative Models
VR is a canvas of space as video is a canvas of time.
Seth Shapiro
15. Confidential - Dubit
Kids & Virtual Reality: The Marketplace
If you show me 20 ideas, I'll say 19 of them
would be better in another medium
Jeremy Bailenson, Stanford
16. Dubit -Dubit -16
David Kleeman
SVP Global Trends
david.kleeman@dubitlimited.com
@davidkleeman
VR Downloads:
wearvr.com
VR Downloads for Kids:
bogglebox.com