Digital storytelling allows for new forms of nonlinear, contextual narratives across multiple media platforms. Stories can take fractal paths as audiences participate in cocreating and sharing content. While some online stories are fleeting, context and communities help form coherent narratives. Effective digital storytelling considers the audience experience, engages fan participation, and integrates personal stories across platforms to bring people together.
From Disney princesses to Dove, metaphor is a powerfully emotive tool for marketers. But it’s vital for brands to understand how the meaning of their metaphors changes between cultures.
Transmedia is a buzz word that’s been in use for a while now, and the idea behind it goes back many decades. But from Hollywood to Madison Avenue, we’re seeing more and more content creators adopting transmedia practices: creating stories, characters or themes that arc over various platforms, providing consumers with multiple entry points. For marketers, transmedia presents new opportunities for creatively engaging audiences—with the potential to enhance brand mythology and create more brand evangelists.
This report takes a look at why this trend is bubbling up right now, how it’s significant for marketers and where it’s going. It includes a half-dozen case studies, insights from transmedia experts, a guide to finding more information (from events to podcasts to books and video clips) and a timeline charting some milestones in transmedia’s evolution.
You can download the full report here: http://www.jwtintelligence.com/trendletters2/
The Recurated Museum: V. Collections Communication & StorytellingChristopher Morse
Slides from the fifth session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
Inspired Storytelling: Engaging People & Moving Them To ActionKelsey Ruger
Most projects, presentations or initiatives are driven by facts and features the team believes will help them deliver a product or message. While facts and data are important for setting the stage and communicating goals, they’re rarely what persuades an audience or gets them to take action.
In this workshop, you will learn how to use that connection, by teaching basic skills in visual thinking and storytelling that will that transform projects and initiate action.
From Disney princesses to Dove, metaphor is a powerfully emotive tool for marketers. But it’s vital for brands to understand how the meaning of their metaphors changes between cultures.
Transmedia is a buzz word that’s been in use for a while now, and the idea behind it goes back many decades. But from Hollywood to Madison Avenue, we’re seeing more and more content creators adopting transmedia practices: creating stories, characters or themes that arc over various platforms, providing consumers with multiple entry points. For marketers, transmedia presents new opportunities for creatively engaging audiences—with the potential to enhance brand mythology and create more brand evangelists.
This report takes a look at why this trend is bubbling up right now, how it’s significant for marketers and where it’s going. It includes a half-dozen case studies, insights from transmedia experts, a guide to finding more information (from events to podcasts to books and video clips) and a timeline charting some milestones in transmedia’s evolution.
You can download the full report here: http://www.jwtintelligence.com/trendletters2/
The Recurated Museum: V. Collections Communication & StorytellingChristopher Morse
Slides from the fifth session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
Inspired Storytelling: Engaging People & Moving Them To ActionKelsey Ruger
Most projects, presentations or initiatives are driven by facts and features the team believes will help them deliver a product or message. While facts and data are important for setting the stage and communicating goals, they’re rarely what persuades an audience or gets them to take action.
In this workshop, you will learn how to use that connection, by teaching basic skills in visual thinking and storytelling that will that transform projects and initiate action.
Transmedia Storytelling and Alternate Reality GamesJeff Watson
A primer for non-specialist audiences on the subject of Alternate Reality Games. Includes brief survey of prior art, diagrams illustrating the nature of networked fictions, and references to key scholars/innovators.
Transmedia Ready Masterclass San Sebastian Film Festival 2011 bisKarine Halpern
10th Annual International Film Students Meeting
Encuentro Internacional Estudiantes de Cine
59th San Sebastian Film Festival 2011
Tabakalera International Contemporary Culture Centre
NO MORE PLAGIARY PLEASE - MENTION YOUR SOURCES - ASK PERMISSION
The separation of content from container affords publishers and developers an enormous creative opportunity. What was once ‘book content’ now can be delivered by well designed, open ended, interactive experiences. In the post-book era, readers become users, navigating the frontier from their armchairs via a seamless collusion of multimedia assets. In the post-book era, user-centered interaction design will pave the way for new content shapes, novel experiences, fresh business models, and a revitalized industry.
A brief history of transmedia world buildingJeff Watson
Outlines history of transmedia "world-building" in a variety of contexts, from religion to contemporary art practice. Prepared for a student seminar at the University of Southern California's School of Cinematic Arts.
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
PowerPoint prepared for a presentation at the “Sémiotiques et Rhétorique” workshop in Algeria in 2008, at which it was, in the end, unfortunately impossible to participate
A collection of information taken from previous presentations that was used as drill down for supporting discussion of specific topics during the tutorial.
The Netflix recipe for migrating your organization from building a datacenter based product to a cloud based product. First presented at the Silicon Valley Cloud Computing Meetup "Speak Cloudy to Me" on Saturday April 30th, 2011
The "Digital storytelling" module is focused to adults learners interested in exploring the possibilities of managing multimedia tools of hight level. This module brings users the opportunity to learn how to create a 3-5 minutes video in a professional way
This module is part of a set of materials designed and developed in the project Telecentre Multimedia Academy (Lifelong learning - Grundtvig (2012-2014)) project.
The Telecentre Multimedia Academy is a project where Fundación Esplai worked with a consortium of 8 partners from Croatia, Latvia, Lithuania, Romania, Serbia and Hungary, whose coordinator is Telecentre Europe.
You can learn more about the Telecentre Multimedia Academy project in:
http://fundacionesplai.org/e-inclusion-internacional/tma/
Transmedia Storytelling and Alternate Reality GamesJeff Watson
A primer for non-specialist audiences on the subject of Alternate Reality Games. Includes brief survey of prior art, diagrams illustrating the nature of networked fictions, and references to key scholars/innovators.
Transmedia Ready Masterclass San Sebastian Film Festival 2011 bisKarine Halpern
10th Annual International Film Students Meeting
Encuentro Internacional Estudiantes de Cine
59th San Sebastian Film Festival 2011
Tabakalera International Contemporary Culture Centre
NO MORE PLAGIARY PLEASE - MENTION YOUR SOURCES - ASK PERMISSION
The separation of content from container affords publishers and developers an enormous creative opportunity. What was once ‘book content’ now can be delivered by well designed, open ended, interactive experiences. In the post-book era, readers become users, navigating the frontier from their armchairs via a seamless collusion of multimedia assets. In the post-book era, user-centered interaction design will pave the way for new content shapes, novel experiences, fresh business models, and a revitalized industry.
A brief history of transmedia world buildingJeff Watson
Outlines history of transmedia "world-building" in a variety of contexts, from religion to contemporary art practice. Prepared for a student seminar at the University of Southern California's School of Cinematic Arts.
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
PowerPoint prepared for a presentation at the “Sémiotiques et Rhétorique” workshop in Algeria in 2008, at which it was, in the end, unfortunately impossible to participate
A collection of information taken from previous presentations that was used as drill down for supporting discussion of specific topics during the tutorial.
The Netflix recipe for migrating your organization from building a datacenter based product to a cloud based product. First presented at the Silicon Valley Cloud Computing Meetup "Speak Cloudy to Me" on Saturday April 30th, 2011
The "Digital storytelling" module is focused to adults learners interested in exploring the possibilities of managing multimedia tools of hight level. This module brings users the opportunity to learn how to create a 3-5 minutes video in a professional way
This module is part of a set of materials designed and developed in the project Telecentre Multimedia Academy (Lifelong learning - Grundtvig (2012-2014)) project.
The Telecentre Multimedia Academy is a project where Fundación Esplai worked with a consortium of 8 partners from Croatia, Latvia, Lithuania, Romania, Serbia and Hungary, whose coordinator is Telecentre Europe.
You can learn more about the Telecentre Multimedia Academy project in:
http://fundacionesplai.org/e-inclusion-internacional/tma/
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.
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.
The NxT Media: The Math for Modern Storytelling : Communicators Conference 2014John Hartman
Once story was only spoken then it colored the walls of the caves. As story grew it was then bound to a page and then given voice through radio and TV. As it matures even still, along with its media savvy consumer, it now springs forth story worlds across media platforms. Media is ever changing and that evolution only seems to be accelerating. Traditional media, new media, social media these paradigms are now an amalgam of multi-platform media consumption referred to as Transmedia. Simply put transmedia is multi-platform story telling where each channel tells a different aspect of the story and is optimized for the platform.
Using transmedia our ability to gain new perspectives in a characters nature from various media delivery mechanisms allows for a depth and richness to story that has yet to be fully realized. The conflict that some espouse between Traditional and new media is a fallacy. The title of this session is based upon a theorem:
New Media x Traditional Media = NxT Media
The evolution of media is exponential and is played out over multiple platforms. Our media diet will not be one to sacrifice the one for the other but an extension and maturation of our media pallets.
Stories have long been used to convey information, cultural values, and experiences. Narratives not only have been the main way people make sense of the world, but also have been the easiest way humans found out to share complex information. However, today we are confronted withthe problem of the amount of information available, which sometimes is hard to cope with. Combining storytelling with visualization has been pointed out as an efficient method to represent and make sense of data, at the same time allowing people to relate with the information.
In this work we explore the benefits of adding storytelling to visualizations. Drawing on case studies from news media to visualization research websites, we identified possible strategies to introduce storytelling in visualizations such as adding short stories or narrative elements using annotations and using time to introduce the feeling of storytelling or story-flow.
Content 101 was presented at Minnebar 8 on April 6, 2013, at Best Buy Headquarters, Richfield, MN.
No way you say, but there are 101 and more ways. The publishing world is in transformation, the means of publishing content have become freemium solutions on the web, and the long tail of content gets longer every day. We’ll look at the forms, formats, media, channels, and rights available for content publishing. From creation to production, from targeting to consumption, there are opportunities to consider and choices to make.
Got a story, artwork, song, movie or idea to share? Wondering how feasible it is to get your content out to the world? Have you considered the whys and hows for managing and distributing your work? Perplexed by the explosion of genres and options available? Got content? Learn 101 ways to publish.
Embracing GenAI - A Strategic ImperativePeter 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 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.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
2. What is Storytelling? “Storytelling is the conveying of events in words, images, and sounds... Stories or narratives are shared in every culture and in every land as a means of entertainment, education, preservation of culture and in order to instill moral values.”-Wikipedia
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6. We need stories and myths to give us rules to live by; ideas to believe in; goals to strive for“People are hungry for stories. It’s part of our very being. Storytelling is a form of history, of immortality too. It goes from one generation to another. —Studs Terkel
7. What is the Connection Between Brands and Storytelling? "The emergence of brands as myths has been triggered by the decline of standard myths in western culture. Western modernity is “the child of logos” [the opposite of mythos in the Hellenistic tradition, it represents science and facts]. Science became the dominant paradigm for understanding the world. But logos alone is unable to give us a sense of significance – it was myth that gave life meaning and context. Thus society unconsciously cried out for and ultimately created its own myths around the newly dominant force of consumerism. Logos led us to logos.” – FarisYakob
8. Brands Need Myths -Brand Asset Valuator 2008, among 2500 brands studied over 14 years
10. Storytelling in the Digital World “Every art form arises out of a technology. Novels exist because the printing press made books cheap enough to use for fun. TV was supposed to be news and education. The artform that came from the computer is video games. What I do is write for an art form arising from the internet.” - Maureen McHugh (founder of the Alternate Reality Game company No Mimes Media)
11. Web 1.0 Storytelling Multilinear Evanescent Hypertext Multimedia - Adapted from Bryan Alexander, University of Michigan
17. Evanescent & Eternal Bits of online stories are still fleeting and innumerable. But we’re exploring ways to track them, capture them, and form them into coherent stories.
19. Hypercontextual Eg: Context is playing an increasingly large role in how we interpret and create stories. We can understand and create narratives with respect to the many dimensions that define it - like time, place, mood, and space.
22. Transmedia Transmedia Storytelling is the weaving of narratives across multiple forms of media with each element making distinctive contributions to a viewer/user/player's understanding of the story world. By using different media formats, it attempts to create "entrypoints" through which consumers can become immersed in a story world.(Henry Jenkins, 2006, Convergence Culture) Factors driving the growth of transmedia storytelling: Growth of new media forms like video games, the internet, and mobile platforms and the demand for content in each, and economic incentive to share assets.
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25. So what should we think about when we’re telling stories digitally?
26. To Consider For Digital Storytelling We (audience, communities, brands)are creating stories together. Endings are open, narratives are infinite and stories can not be contained. "We are now in the business ofstarting stories, not attempting to nail them down from beginning to end. Letting stories take on a life of their own, to be played with, passed around, modified and enriched by the audiences they’re developed for." - Mel Exon, BBH
27. To Consider For Digital Storytelling - Texture and context. We have the tools and technology to make the storytelling experience more immersive, personally relevant, and shareable than ever. We should offer multiple lenses through which to read and interpret our stories - and we should use the most effective media possible to tell specific parts of our stories. The experience should transport, not just illustrate.
28. To Consider For Digital Storytelling - The Power of Fan culture. Fans are ‘hunter gatherers’ of content. They want to participate and piece together their stories. They come with their communities, norms, implicit codes of behavior and language, and so on. If a story/brand wants to reach its fans, it must consider the community, not just the tools and platforms.
29. To Consider For Digital Storytelling Personal Brands/ Personal Storytelling. How does your story integrate into the personal narratives of your audience members? How can they use it in their own story they’re telling about themselves online and off?
30. Telling Stories Now: The Takeaway Aim to create a consistent, unified experience across all platforms. Think about the best platforms for your story, and the best communities to tell them in. Each digital piece shouldbe able to stand on its own while adding something to the larger experience. Make a campfire. Bring people together. Give them something to participate in and enjoy. (*thanks to Ivan Askwith for the inspiration)
31. Resources MIT Convergence Culture Consortium http://www.convergenceculture.org/ Grant McCracken http://www.cultureby.com FarisYakob http://www.farisyakob.com Big Spaceship Blog http://www.bigspaceship.com/blog/think/ Starlight Runner http://www.starlightrunner.com/ Campfire Media http://www.campfiremedia.com/ Brand Tags http://www.brandtags.net Star Wars Uncut http://www.starwarsuncut.com Levis Go Forth Campaign http://goforth.levi.com Coca-Cola Happiness Factory http://hf3.coca-cola.com/ Burger King Subservient Chicken http://www.subservientchicken.com The Whale Hunt http://www.thewhalehunt.org Penguin’s We Tell Stories http://wetellstories.co.uk/ Soundwalk http://www.soundwalk.com Virgin Twitter Campaign http://www.4320LA.com
Editor's Notes
- When I first started thinking about preparing this presentation, I couldn’t help but want to delve into the idea of STORYTELLING. IT’s significance to us as a culture, as people.
Forms continue evolving: oral history; novels; comic books; radio shows; sitcoms; webisodes; mobile soap operas; videogames; advertisements; and on and on
New balance 574 Clips - 480 pairs of handmade new balance 574 clips…. Each had a polaroid in the box that matched with the site.
- Apple 1984 ad – when the Macintosh was introduced and changed the trajectory for home computing entirely
So what the tobacco industry has done is created a myth around what it means to be a man, where he belongs, the ruggedness of smoking and solitude and manliness. We see a similar story weaving around Coco Before Chanel – a movie about Coco Chanel, but that was accompanied by an ad campaign featuring Audrey Tautou and other actors from the movie to extend this connection between the star and the story of Chanel. Interesting how this changes over time and as our cultural values change
Playstation’s Double Life commercial http://www.youtube.com/watch?v=6Bqq38WZctA
***What is storytelling’s purpose to us today?At its core, it give us something to have faith in
As we all know so much of our culture and how we define ourselves to others and ourselves is based around how we behave as consumers. Through the products we buy, the brands we support, the events we go to, the ideas we want to project about what we value – this has come to play a huge part in who we are. So we look for meaning in the things we buy and use. We want the way we consume to reflect who we are. and we need myths because we need meaning and context in a world of facts and numbers
AND it’s a necessity for brands to create stories – bc its becoming harder for consumers to differentiate between products, Why this is even more true now (according to brand asset value)
And the story becomes whats spoken about, not just the product and its qualities. EG: Corona. This is the brand story they’ve been able to create around their beer.
**So how does that play out in the digital world?In many ways, similar to other forms – the core idea of crafting good stories is there. What is different is the way we approach it, how we consider its potential, and how, when, where we use it to engage with the audiences we want to affect.
SO HOW ARE WE SEEING STORYTELLING MANIFEST NOWInstead of Multilinear we see stories going off in many infinite directions.Stories are autonomous, not referential to offline products and storiesPieces of narratives are evanescent, but they’re also being captured, kept, and recordedWe want more than a hyperlink, we want a hypercontext. We want more dimensions from which we can look at a story, like time, place ,moodWe’re seeing fuller pictures- portraits. Because contributing content and dispersing new pieces of your story on the internet is so cheap, we have the capability to tell fuller stories. That discuss the process and backstory of products, not just the products themselves.And finally – transmedia. We are telling stories across multiiple media, capturing different audiences and offering different pieces of the puzzle to the audience.
StarwarsUncut.com: To recreate Stars Wars: a New Hope from 1977.Storytelling can still be linear – but now the lines are going in different directions. Based on audience responses. Creators, communities, etc.
Stories arent told continuously – they are told infinitely, in all directions.Levis Go Forth….Pepsi we inspire : several people’s stories, told many different ways – hosted by the Brand. Curated. Shared.
Pieces are still fleeting –but now we are tracking them.EG: Feltron Report;- now you can create your own with Daytum – records how many times you ate a donut, or listened to a specific song etc. Google Wave – realtime conversation; archiving of the conversations – search through; Adobe Zoetrope – ZoetropeCoke’s Expedition 206
Virgin Australia 4320
Penguins We Tell Stories is an experimental storytelling project giving readers the chance to experience stories in nontraditional ways. Charles Cummings 21 steps stories was told through a Google Maps mashup. Pivotal points in the story corresponded with specific places on the satellite map – so ppl followed the story spatially and not necessarily chronologically.Hitotoki
Soundwalk’s walking tours //- There is now an iphone app for city guides in france and spain.
Whale Hunt: Artist Jonathan Harris tells the story of a whale hunt through pictures and a chronology, where viewers can read through the story by character, heartbeat, theme (hunt; preparation; etc); color; time of dayHitotoki
This project by Soundwalk gave visitors to the Chanel Mobile Art exhibit a chance to experience the space with an MP3 audio tour corresponding to the exhibition. Contextual to Physical Space. Louis Vuitton created a similar series for Beijing, Shanghai, and Hong Kong.Simultaneously creating a richer experience of a place both online and for those physically there.Jeanne moreaufrench actress singer screenwriter and director. Starred in Jules et Jim,- There is now an iphone app for city guides in france and spain.
Whale Hunt: Artist Jonathan Harris tells the story of a whale hunt through pictures and a chronology, where viewers can read through the story by character, heartbeat, theme (hunt; preparation; etc); color; time of dayHitotoki