FakePress produces cross media, open ended, multi author publications with a contemporary ethnographic approach, using mobile technolgies, location based platforms, spimes, natural interfaces, interaction design.
http://www.fakepress.net
The future of publishing and other interesting things to think about
FakePress, publiscing for:
PLACES: location based media, geographic narratives, ubiquitous contents
SPACES: interactive environments, augmented reality, immersive narratives
BODIES: wearable narratives, gestural interactions, natural interfaces
THINGS : spime, interstitial tales, micro narratives, object centered social networks
An impressive presentation of our publishig hause :)
FakePress Team
www.fakepress.it
Christopher Stapleton (Simiosys, Real World Labs): The Language of VRAugmentedWorldExpo
A talk from the Design Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Christopher Stapleton (Simiosys, Real World Labs): The Language of VR, Incorporating the Interplay of Story, Games and Free-play in Virtual Worlds
Virtual Reality is a mature 50-year media technology still searching for its unique voice in advancing the human experience. Tapping diverse industry practices from entertainment, training, scientific and medical practice, Virtuality requires a unique range of performance and expression. By engaging the full bandwidth of human experience, immersive media integrates the mind, body and emotions into defining the future of individual performance. This session shares how the real world integration of Virtual Reality is scaffolding a common language of VR from the expertise of all disciplines. From training elite athletes to engaging the wonder of a child, VR becomes a convergence of all forms of media and tapping into a primitive human connection we have for storytelling, game mastery and free-play inquiry. Attendees will learn how to tap into the intuitive interplay of story play and game to provide a framework of how to orchestrate collaborative teams to systematically innovate diverse VR applications.
http://AugmentedWorldExpo.com
The Interactive culture in the XXI centuryFabio Viola
What does it mean culture today? Where, how, why the younger generations are producing and consuming "culture"? Instagram, Wattpad, videogames are models and rivals of museums and theaters today? Slides from the Fabio Viola's talk at the European Commission meeting in Prague about the Future of Heritage.
Marketing Animal Shelters - Peter Kiraly The Rex Foundation (Dog Shelter Hung...Dogs Trust
Peter Kiraly, founder of Hungary's Rex Foundation Dog Shelter, advises on how to market and advertise animal welfare organisations based on his experiences.
For more information, see www.icawc.org
Paper presented at XIV International Conference on "Information Visualisations" by IEEE - London South Bank University, London (UK), 26-29 july 2010
Link:
http://www.graphicslink.co.uk/IV10/
The future of publishing and other interesting things to think about
FakePress, publiscing for:
PLACES: location based media, geographic narratives, ubiquitous contents
SPACES: interactive environments, augmented reality, immersive narratives
BODIES: wearable narratives, gestural interactions, natural interfaces
THINGS : spime, interstitial tales, micro narratives, object centered social networks
An impressive presentation of our publishig hause :)
FakePress Team
www.fakepress.it
Christopher Stapleton (Simiosys, Real World Labs): The Language of VRAugmentedWorldExpo
A talk from the Design Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Christopher Stapleton (Simiosys, Real World Labs): The Language of VR, Incorporating the Interplay of Story, Games and Free-play in Virtual Worlds
Virtual Reality is a mature 50-year media technology still searching for its unique voice in advancing the human experience. Tapping diverse industry practices from entertainment, training, scientific and medical practice, Virtuality requires a unique range of performance and expression. By engaging the full bandwidth of human experience, immersive media integrates the mind, body and emotions into defining the future of individual performance. This session shares how the real world integration of Virtual Reality is scaffolding a common language of VR from the expertise of all disciplines. From training elite athletes to engaging the wonder of a child, VR becomes a convergence of all forms of media and tapping into a primitive human connection we have for storytelling, game mastery and free-play inquiry. Attendees will learn how to tap into the intuitive interplay of story play and game to provide a framework of how to orchestrate collaborative teams to systematically innovate diverse VR applications.
http://AugmentedWorldExpo.com
The Interactive culture in the XXI centuryFabio Viola
What does it mean culture today? Where, how, why the younger generations are producing and consuming "culture"? Instagram, Wattpad, videogames are models and rivals of museums and theaters today? Slides from the Fabio Viola's talk at the European Commission meeting in Prague about the Future of Heritage.
Marketing Animal Shelters - Peter Kiraly The Rex Foundation (Dog Shelter Hung...Dogs Trust
Peter Kiraly, founder of Hungary's Rex Foundation Dog Shelter, advises on how to market and advertise animal welfare organisations based on his experiences.
For more information, see www.icawc.org
Paper presented at XIV International Conference on "Information Visualisations" by IEEE - London South Bank University, London (UK), 26-29 july 2010
Link:
http://www.graphicslink.co.uk/IV10/
Story, Sci-Fi & Transmedia to develop Corporate Technology Strategies.Hubbub Media
This deck supported a Lab led by Ian Ginn in December in The Hague, investigating in-company narratives to communicate future technology options.
Discusses: Communication Challenges, In-company Storytelling, Why Transmedia.
Storytelling as a contemporary practice was born in USA in the last 20 years
It is the art of telling stories in order to achieve a precise objective (more empathy with our customers, tell a project, explain in a narrative way how an enterprise was born, etc.) and to put ourselves between the ordinary and a special world;
On general basis, a story takes off from a conflict/problematic situation, up to the development of the story and its conclusion.
The communication of changes regarding values, beliefs and identities requires a language using symbols, metaphors and myths. Only communication making widespread use of storytelling can carry all these elements.
We live in an era where there is no turning back.
I am a New York based strategist, and if there is something I do very well is to detect trends and spark new ideas. Enjoy this report and inspire yourself! Join the conversation using #UrbanStalkers and share your thoughts at abraham@urbanstalkers.com
StoryWorld Quest is a three-day conference in Edmonton, Alberta Canada that discussed the latest in storyworld design and telling, bringing together experts from the digital, film, television and transmedia spaces.
Keynotes, panels and open forum discussions took place that defined the latest in narrative strategies with insights from filmmakers, producers, technologists, broadcasters, developers, game designers, writers, academics, and marketing executives.
Here is just a brief recap and key takeaways that stood out in my mind.
For more about me, visit http://mattdoh.com
Innovation and Trangression: exploring Third Spaces and Excess SpacesSalvatore Iaconesi
lesson about the relationship between transgression and innovation at the Alta Scuola Politecnica in 2016
more info and text of the presentation at
https://www.artisopensource.net/2016/06/27/the-transgressive-spaces-of-innovation/
a presentation about the Third Infoscape, presented at DIS2017 in Edinburgh, http://dis2017.org/
Download the presentation here for the version with full presenter notes:
http://artisopensource.net/DIS2017_ThirdInfoscape_SI.pptx
Story, Sci-Fi & Transmedia to develop Corporate Technology Strategies.Hubbub Media
This deck supported a Lab led by Ian Ginn in December in The Hague, investigating in-company narratives to communicate future technology options.
Discusses: Communication Challenges, In-company Storytelling, Why Transmedia.
Storytelling as a contemporary practice was born in USA in the last 20 years
It is the art of telling stories in order to achieve a precise objective (more empathy with our customers, tell a project, explain in a narrative way how an enterprise was born, etc.) and to put ourselves between the ordinary and a special world;
On general basis, a story takes off from a conflict/problematic situation, up to the development of the story and its conclusion.
The communication of changes regarding values, beliefs and identities requires a language using symbols, metaphors and myths. Only communication making widespread use of storytelling can carry all these elements.
We live in an era where there is no turning back.
I am a New York based strategist, and if there is something I do very well is to detect trends and spark new ideas. Enjoy this report and inspire yourself! Join the conversation using #UrbanStalkers and share your thoughts at abraham@urbanstalkers.com
StoryWorld Quest is a three-day conference in Edmonton, Alberta Canada that discussed the latest in storyworld design and telling, bringing together experts from the digital, film, television and transmedia spaces.
Keynotes, panels and open forum discussions took place that defined the latest in narrative strategies with insights from filmmakers, producers, technologists, broadcasters, developers, game designers, writers, academics, and marketing executives.
Here is just a brief recap and key takeaways that stood out in my mind.
For more about me, visit http://mattdoh.com
Innovation and Trangression: exploring Third Spaces and Excess SpacesSalvatore Iaconesi
lesson about the relationship between transgression and innovation at the Alta Scuola Politecnica in 2016
more info and text of the presentation at
https://www.artisopensource.net/2016/06/27/the-transgressive-spaces-of-innovation/
a presentation about the Third Infoscape, presented at DIS2017 in Edinburgh, http://dis2017.org/
Download the presentation here for the version with full presenter notes:
http://artisopensource.net/DIS2017_ThirdInfoscape_SI.pptx
Cosa è successo e quali sono i prossimi passi delle Erbe Indisciplinate, il workshop della Cura con RuralHub e la Casa delle Erbe.
maggiori informazioni qui:
http://la-cura.it/2016/04/22/report-da-erbe-indisciplinate/
La Cura, Erbe Indisciplinate, presentazione di benvenuto, frameSalvatore Iaconesi
La presentazione di Erbe Indisciplinate, il Sabato, per dare il benvenuto e stabilire il frame del workshop.
Maggiori informazioni qui:
http://la-cura.it/2016/04/22/report-da-erbe-indisciplinate/
Human Ecosystems and the Ubiquitous Commons at the STARTS program meetingSalvatore Iaconesi
Slides from the event:
On December 1st and 2nd 2015, at the European Parliament and Royal Flemish Academy of Belgium for Science and the Arts, in Brussels, Belgium, Human Ecosystems and Ubiquitous Commons will take part “Innovation at the intersection of Arts, Sciences and Technology” event, organized by the STARTS program.
We will present the Human Ecosystems and the Ubiquitous Commons cases as the opportunity for creating value and inclusive, radical innovation through the collaboration between sciences, technologies and the arts, creating impacts for society, administrations and businesses.
more info at:
http://www.ubiquitouscommons.org/ubiquitous-commons-and-human-ecosystems-at-the-starts-program-in-brussels/
this is the presentation for the Ubiquitous Commons held at the NetFutures 2015 event in Brussels, during the CAPS concertation meeting.
more information here:
http://www.ubiquitouscommons.org/ubiquitous-commons-at-netfutures-2015/
here:
http://www.ubiquitouscommons.org/
and here:
http://ec.europa.eu/digital-agenda/en/news/collective-awareness-platforms-sustainability-and-social-innovation-caps-consultation-meeting
Our session at the Brand Management and Communication Master at IED Milan, focused on Imaginary Brands, and the role of troublemakers in the creative industry
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
Il territorio si trasforma in un info-scape, una nuova geografia composta dalla realtà fisica, dai dati e dalle informazioni, dalle espressioni delle persone, e dalle relazioni che si instaurano tra persone, luoghi, oggetti e situazioni.
Cosa è e come è fatto un museo ubiquo?
Un museo diffuso sul territorio, in cui dati, informazioni, espressioni, emozioni, saperi ed esperienze si ricombinano fluidamente per rendere leggibile una nuova mappa: relazionale, informazionale, comunicazionale, performativa.
Art is Open Source at Visualize: materials and links
Some links and resources explored at the Visualize talk and workshop in Lecce, Italy, June 2014
more info here:
http://www.artisopensource.net/network/artisopensource/2014/04/17/micro-histories-of-cities-and-ubiquitous-commons-at-visualize-in-lecce/
The Incautious Porn presentation held at SSN2014 in Barcelona.
From the Abstract:
"We have radically changed our perception of what is public and what is private.
While using social networks, search engines and websites determining who has access to our information, our personal details, our habits and preferences is often complex or not easily accessible.
Each person's information is sold hundreds of times each day, while surfing websites and social media sites, with information passing from one provider to the other in ways that are subtle and non-transparent: data collected on one site may be used on other sited to sell us advertisements or to investigate on our lives.
On top of that, most people tend to interpret social media sites as new forms of public spaces, and it is fundamental for service providers' strategies that this perception is maintained, to promote our full disclosure, allowing them to collect even more data about ourselves.
We used the project Incautious Porn to investigate on this scenario, to explore the shifting and blurring of the boundaries of what we perceive as our privacy and as our private and public spaces.
Incautious Porn uses the operations of a fake company systematically invading our privacy (even to the point of performing simulated forms of blackmail) to collect enormous amounts of information which we have used to analyze this scenario.
In Incautious Porn art acts both as a sensor on the transformation of human societies and as a tool for analyzing its effects.
The effects of the Incautious Porn project and communication campaign have been massive, bringing it to the attention of a large, global, audience and, thus, allowing the research team to benefit from a large data set.
Furthermore, the actions of the blackmailing fake-company have been led using an ethical approach: no money was taken from people, and all their personal data has been preserved, also using the initiative as a testing lab for novel privacy and security preservation techniques, and as a campaign for awareness about the transformation of people's perception of contemporary private/public spaces."
more info at: http://www.artisopensource.net/projects/incautious-porn.html
Human Ecosystems - the relational ecosystems of cities for a new definition o...Salvatore Iaconesi
The Human Ecosystems project aims to define the concept of Ubiquitous Commons: the new public spaces in which we live in every day become a new common for the whole city to use, to communicate, collaborate, imagine and desire.
This is a concept we developed for the Helsinki City Library competition.
A near future concept for a library, in which innovative fruition, participation, collaboration and production models are engaged, and in which the library becomes an ubiquitous space for the production of knowledge.
EC(m1) the Cultural Ecosystem of Rome, at Cultur+
the cultural ecosystem of the city of Rome, usable by administrations, operators and citizens to explore the relations established through cultural activities in the city.
It has been presented at Porta Futuro, in Rome, during the Cultur+ event with the first municipality of the city of Rome.
What is the topography of the Innovation Ecosystem in Italy? Who are its main influencers? Who are the hubs? How does information circulate inside it? What are its influences from abroad?
How can we map the Innovation Ecosystem in real-time, using social networks?
AOS will be at the Internet Festival 2013 in Pisa to present the Italian Real-time Ecosystem of Innovation.
The project is part of the Human Ecosystems Project, for which we presented the Cultural Ecosystem of the City of Rome just a few days ago.
The Innovation Ecosystem captures from social networks the real-time data about how people discuss the various topics and modalities of Innovation, and uses Natural Language Analysis, Geo-coding, Network Analysis and Machine Learning techniques and technologies to infer the times, places and relations of Innovation.
These are the slides from the workshop we held at the Internet Festival.
More info here:
http://www.artisopensource.net/2013/10/04/innovation-ecosystems-internet-festival/
The Human Ecosystems project:
http://www.artisopensource.net/projects/human-ecosystems.html
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
11. MULTIPLE VOICES I think you should I was wondering if... I found out that... ?!? I see what you mean Let me tell you...
12. EMERGENT STORIES Nobody ever remembers this place... … but it is alive , and YOU can use it... Your story can grow here... … from the ground up to the roof... … and become beautiful.
13. OBJECTS TELL STORIES I come from Guatemala Juan produced me, he has two children Have you ever been to Ethiopia? You can't find me in the shop anymore 3% of my price goes to Carlos and his family
14. BODIES TELL STORIES, TOO He forgot his keys They have a date tomorrow morning They know each other from a social network, but they don't know it
15. THE PLACES OF THE WORLD COME ALIVE Something beautiful is happening here We've got something to say This is one story you won't believe Ths is really important
16. We can RE-INVENT Reality and do something innovative and worthwhile
27. Objects, places, people can communicate any kind of information when you connect them to the Internet using Augmented Reality, Ubiquitous Computing and Location Based Media. Your business can be anywhere, anytime. Even in the most unexpected places. … to pioneer new businesses?
28. 35% of consumers are ready to become active boycotters towards those companies not conducting acceptable social and ecological policies. Open new dialogues using P2P social media, Augmented Reality and Location Based Content. … to embrace new Ethics?
29. A polyphonic view of the world. Multiple voices open infinite dialogues to tell the emergent, infinite tale of life, culture, art, creativity. Interactive environments, natural interfaces, location based interaction systems, wearable technologies can turn spaces, objects and bodies into places for communication and expression. … to express yourself?
30. This is a heavily coded reality. Innovation and creativity can only emerge from the interstices, from the spaces between the codes. Recontextualize, remix, mash-up and detourn the world using Augmented Reality, Ubiquitous Micro Narratives, Wearable Technologies and Relational Architectures. … to break the codes?
31. Alternatives that work are alternatives that talk to people, relate to them, be there, right there when they're most needed. Be them economic, philosophical, social, artistic, informational. Disseminate and live your alternatives using Location Based communications, Ubiquitous Publishing, spimes, Augmented Reality. … to promote alternatives?
32. Close your old eyes and open up new ones. Create your new world. Connect it to the worlds of the people around you. Communicate, inform, share, buy, sell, invent. Don't let the world tell you what to do. Create and join the multi-author story of everything that surrounds you. The ending is open. The plot is emergent. … to reinvent the present?
34. Many of the images in this presentation come from people that, like us, share their creations with the global community by releasing their artworks using open licenses. Here, below, the sources we used. Please support these creative individuals by visiting their websites and getting in touch with them. http://www.flickr.com/photos/noodlepie/20638587/sizes/o/ http://www.flickr.com/photos/stuckincustoms/2786154526/ http://www.flickr.com/photos/longzheng/2804745799/ http://www.flickr.com/photos/saturnism/132805092/ http://www.flickr.com/photos/ro_buk/2829566285/ http://www.flickr.com/photos/cjereneta/409118360/ http://www.flickr.com/photos/jaako/2492446180/ http://www.flickr.com/photos/wader/2891754278/ http://www.flickr.com/photos/irisheyes/17560846/ http://www.flickr.com/photos/jaako/467391517/ http://www.flickr.com/photos/levoodoo/3127582105/ http://www.flickr.com/photos/amezzos/3891990627/ http://www.flickr.com/photos/2007828/3251644674/ http://www.flickr.com/photos/reith_lectures/3554267410/ http://www.flickr.com/photos/lennarthuizing/163813677/ http://www.flickr.com/photos/beachblogger/312620784/ http://www.flickr.com/photos/afagen/3695466343/ http://www.flickr.com/photos/ricephotos/438504151/ http://www.flickr.com/photos/jamison/3489322044/ http://www.flickr.com/photos/sillygwailo/146872543/ http://www.flickr.com/photos/kylemackenzie/3576101731/ http://www.flickr.com/photos/cfarivar/851528461/ http://www.flickr.com/photos/i2offplusr3nder/2493385180/ http://www.flickr.com/photos/crystaltips/249536507/ http://www.flickr.com/photos/tronics/380379732/ http://www.flickr.com/photos/vernhart/784617854/