The document discusses the marketing of the film Avatar through its official website, video game tie-in, and toy line. The website provided information about the film and allowed users to create avatars. The video game was developed by Ubisoft and released in December 2009 alongside the film. Mattel created an innovative line of Avatar toys that featured augmented reality technology using webcams to animate 3D models of the toys.
ASEAN Will Lose Ground Without IP Business | Atsuo NakayamaJessica Tams
Delivered at Casual Connect Asia 2017. How vulnerable our ASEAN entertainment industry would be, with the proven comparison to Japan and US, which hold IP business foundation. By following the process to create IP by Bushiroad, viewers will come to realize this is the exact thing Singapore or the other ASEAN countries should target for.
DocAviv - Roadmap to the Future of DocsBrian Newman
Slides from my workshop at DocAviv with Hypermedia. A six hour, three part, workshop. Some new material here, but repeats some of my similar filmmaker workshops.
My speech on innovating new business models for transmedia (and cross-platform, generally) as given at the Pixel Lab, Wales. Applies to media generally, I think.
My recent panel presentation for the Sofia Film Fest Meetings. Not much new here if you've seen my other recent lectures, but many attendees wanted to have access to the slides.
ASEAN Will Lose Ground Without IP Business | Atsuo NakayamaJessica Tams
Delivered at Casual Connect Asia 2017. How vulnerable our ASEAN entertainment industry would be, with the proven comparison to Japan and US, which hold IP business foundation. By following the process to create IP by Bushiroad, viewers will come to realize this is the exact thing Singapore or the other ASEAN countries should target for.
DocAviv - Roadmap to the Future of DocsBrian Newman
Slides from my workshop at DocAviv with Hypermedia. A six hour, three part, workshop. Some new material here, but repeats some of my similar filmmaker workshops.
My speech on innovating new business models for transmedia (and cross-platform, generally) as given at the Pixel Lab, Wales. Applies to media generally, I think.
My recent panel presentation for the Sofia Film Fest Meetings. Not much new here if you've seen my other recent lectures, but many attendees wanted to have access to the slides.
Delivering Micro-Credentials in Technical and Vocational Education and TrainingAG2 Design
Explore how micro-credentials are transforming Technical and Vocational Education and Training (TVET) with this comprehensive slide deck. Discover what micro-credentials are, their importance in TVET, the advantages they offer, and the insights from industry experts. Additionally, learn about the top software applications available for creating and managing micro-credentials. This presentation also includes valuable resources and a discussion on the future of these specialised certifications.
For more detailed information on delivering micro-credentials in TVET, visit this https://tvettrainer.com/delivering-micro-credentials-in-tvet/
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
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.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
2. Website Marketing The official AVATAR website is a Marketing technique that has been utilized to the very peak. It advertises many tie-ins , special features of the film and information about the film. Once you enter the website you are greeted by an effective slide along bar which serves as your site navigation tool to explore the websites nooks and crannies. One of the many intriguing features of the website is the opportunity to create your own avatar as shown in the images below. This is all accessible from the easy manageable search bar.
3. The website contains News feeds, the story of Avatar and also film and product promotions such as trailers, videos and images. It also includes Videos of the Avatar game which came out in December of 2009. The website layout is extremely simple to use, greatly effective and the page is suitable for viewers of all ages. The website launched on the opening of the first anticipated trailer, this gave the audience the first look in at the film, To view trailer use hyperlink
4. Ubisoft James Cameron's Avatar joined hands with Ubisoft to create the official Avatar the game. The game was developed by Ubisoft Montreal and was released on multiple platforms including Xbox 360, PS3, Wii and the DS on the 1st of December 2009. It was announced by Ubisoft that it would be using the same technology as the film to be displayed in Stereoscopic 3D. As of May 19, 2010, the game has sold nearly 2.7 million copies.
5. The game was restricted by a certificate of 12, meaning that only peoples 12 or above were obliged to play it. This tie-in attracted much of its attention from the young fans of the film. The fact that it is a game based upon a film creates hype, even those who consider themselves not a gamer could be thrilled that a game is being release. However Ubisoft took a beating from reviews on the film. “With well over a billion dollars in box office money spent, James Cameron's magnum opus Avatar was 2009 unstoppable cinematic juggernaut,” this is but a quote from one of the many film fanatics of the legendary Avatar. From this information it was not unreasonable to think that the videogame tie-in might do reasonably well itself, basking in reflected glory. However once released the audience were enraged at the fact that yet another movie game tie-in was made decrepit.
6. On July 24, 2007, it was announced that Ubisoft would be developing Avatar: The gamein conjunction with director James Cameron as he filmed Avatar. According to Cameron, "For the movie Avatar we are creating a world rich in character, detail, conflict and cultural depth. It has the raw material for a game that the more demanding gamers of today will want to get their hands on - one that is rich in visuals and ideas, and challenging in play."While Sigourney Weaver, Michelle Rodriguez, and Stephen Lang reprised their voices for their characters, Sam Worthington and Zoe Saldana, leading roles in the film, did not. The game was developed as an adaptation of the movie of the same name, with an original storyline and similar features. The developers had carte blanche from the movie. The idea originally came from James Cameron's daughter (Mary Cameron) and she thought it would be a good idea to create a game for the movie. The use of the film stars voices drew grand attention to the topic, this was widely publicised over forums, news pages and explained with greater depth on the website. The game was truly a magnificent tie-in which publicity was truly groundbreaking!
7. Toy Merchandise Marketing In conjunction with the release of the epic Avatar, Twentieth Century Fox has launched a merchandising campaign that introduces more than 125 products, that encompasses the world of toys. This licensing will feature heroes, creatures and vehicles straight from James Cameron’s much-anticipated film, which is set for release in December 2009.
8. Mattel Inc. has created a line of high-tech toys with augmented reality for the Avatar action figures, creatures and vehicles that include a 3D web tag. Each action figure, vehicle and creature in the product line will come with a 3-D web tag, called an I-TAG, which consumers can “scan” using a home computer’s web cam. Scanning the I-TAG will reveal special content onscreen unique to the corresponding product. Exact content varies for each item, but could include biographical information, additional images and animated models of the figures. When the I-TAG for deluxe figures, vehicles or creatures are placed under a web cam, animated 3-D models will “come alive” through engaging, evading or defending moves. Place two I Tags from the “Battle Pack” together and the 3-D images will interact with each other. There is also a line of t-shirts, sweatshirts and tops that have been created for older boys and young men by JEM Sportswear and Awake Inc. through a licensing agreement with the film company. The apparel features the wild blue Na'vi, creatures and imagery from the world of Pandora. There is also a line of backpacks and bags. Take the link to whiteness the new generation of toys.
9. The line of toys available for Avatar intentionally are targeted and are suitable towards children of 8 years or more. However the uniquely technologically advanced toys which use I-Tag are aimed for an audience of a higher age rating.
10. Lora Cohn, Vice President, Fox Licensing added, “This is going to be a ground-breaking moment for both film and toy with the introduction of one the most innovative 3-D experiences ever conceived. Mattel has created the perfect complement to a film that is going to wow audiences the world over with its bold new vision.” “Augmented reality is a software solution that has significantly gained momentum and popularity with advertisers, retailers and marketers over the past several years because of its unique ability to engage consumers in their experience with a brand,” said Bruno Uzzan, CEO and co-founder, Total Immersion. “The launch of Mattel’s ‘Avatar’ toy line is truly groundbreaking, as this marks the first time augmented reality has been featured in a mainstream consumer product line.” These were the quotes used to describe the toys of Avatar, Avatar automatically gained masses ammount of publicity based on Mattel's line of Avatar toys.