Brands must move beyond functional attributes and marketing tactics to foster deeper connections with audiences. Consumers are seeking authentic engagement through shared experiences and communities. To stay relevant, brands must participate in consumers' lives by empowering them to tell their own stories.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
The document introduces GnoTag, a new technology that uses Bluetooth Low Energy (BLE) beacons to semantically tag everyday objects. This would allow personal AI agents to directly understand the user's world by learning the objects' semantic identities. The goal is to emulate how humans can learn something once and apply it everywhere, in order to scale information access in an increasingly connected world dominated by trillions of Internet-connected devices and sensors. Examples are given of how an AI assistant named Jane could use such semantic tagging to provide helpful information and opportunities to its user.
This document summarizes a talk on video game law given by Jon Festinger Q.C. at UBC Law. The talk discussed how creativity arises from both individual genius and connection/collaboration with others. It also noted several legal issues raised by this, such as how copyright law treats derivative works, and questions around personal rights over modifications and remixes of video games. The talk concluded by examining how contract law through EULAs and TOUs has largely replaced intellectual property law in governing digital spaces and transactions.
Michael Calce, who went by the online alias "Mafiaboy", launched denial-of-service attacks in 2000 that temporarily shut down major websites like Yahoo!, eBay and CNN when he was 15 years old. This led to a manhunt by law enforcement agencies. Calce has now written a memoir, "Mafiaboy: How I Cracked the Internet and Why It's Still Broken", recounting his criminal past and examining current online security issues.
The document discusses several topics related to redesigning the world and various technologies. It provides summaries of presentations and discussions on transmedia storytelling, social media, mobile technologies, smart cities, and programming life. Key points addressed include using multiple platforms and forms to tell unified stories, how memory and the past can be redesigned, and the potential of programming living software and biomolecular computing.
1) Mobile phones and social networking are changing how people communicate and share information about themselves, with more personal details becoming publicly available through mobile than ever before.
2) Three changes to the mobile ecosystem - open mobile browsers, open operating systems, and generous data plans - are enabling a new wave of innovation as entrepreneurs experiment with new ways of using social networking behaviors in mobile conversations.
3) Many of the greatest changes in communication will come from integrating social networking features like threaded conversations across call, text, and messaging platforms on mobile.
Brands must move beyond functional attributes and marketing tactics to foster deeper connections with audiences. Consumers are seeking authentic engagement through shared experiences and communities. To stay relevant, brands must participate in consumers' lives by empowering them to tell their own stories.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
The document introduces GnoTag, a new technology that uses Bluetooth Low Energy (BLE) beacons to semantically tag everyday objects. This would allow personal AI agents to directly understand the user's world by learning the objects' semantic identities. The goal is to emulate how humans can learn something once and apply it everywhere, in order to scale information access in an increasingly connected world dominated by trillions of Internet-connected devices and sensors. Examples are given of how an AI assistant named Jane could use such semantic tagging to provide helpful information and opportunities to its user.
This document summarizes a talk on video game law given by Jon Festinger Q.C. at UBC Law. The talk discussed how creativity arises from both individual genius and connection/collaboration with others. It also noted several legal issues raised by this, such as how copyright law treats derivative works, and questions around personal rights over modifications and remixes of video games. The talk concluded by examining how contract law through EULAs and TOUs has largely replaced intellectual property law in governing digital spaces and transactions.
Michael Calce, who went by the online alias "Mafiaboy", launched denial-of-service attacks in 2000 that temporarily shut down major websites like Yahoo!, eBay and CNN when he was 15 years old. This led to a manhunt by law enforcement agencies. Calce has now written a memoir, "Mafiaboy: How I Cracked the Internet and Why It's Still Broken", recounting his criminal past and examining current online security issues.
The document discusses several topics related to redesigning the world and various technologies. It provides summaries of presentations and discussions on transmedia storytelling, social media, mobile technologies, smart cities, and programming life. Key points addressed include using multiple platforms and forms to tell unified stories, how memory and the past can be redesigned, and the potential of programming living software and biomolecular computing.
1) Mobile phones and social networking are changing how people communicate and share information about themselves, with more personal details becoming publicly available through mobile than ever before.
2) Three changes to the mobile ecosystem - open mobile browsers, open operating systems, and generous data plans - are enabling a new wave of innovation as entrepreneurs experiment with new ways of using social networking behaviors in mobile conversations.
3) Many of the greatest changes in communication will come from integrating social networking features like threaded conversations across call, text, and messaging platforms on mobile.
Mobile Phone - A tool for Self-connectionApo J. Bordin
The document discusses the future of mobile phones and their role as tools for self-connection. It argues that mobile phones will merge our digital and offline identities by carrying our digital preferences, data, and possessions everywhere. This will allow people to access information about themselves and their environment through augmented reality. Younger generations who have grown up with the internet will adapt it to their lifestyles and will use mobile phones to seamlessly connect their online and offline lives.
SXSW 2015 - Storytelling Engines for Smart Environmentscalmr.io
This document discusses the potential for smart environments and Internet of Things technologies to enable new forms of storytelling and experiential design. It explores how sensors and data collection could enhance user experiences in public spaces. The document also notes challenges around data privacy and control that will need to be addressed for widespread adoption of connected technologies in cities and environments. Overall, it frames the Internet of Things as an opportunity to restore relational experiences and poetic storytelling through interactive and responsive physical spaces.
The document discusses using scent and other senses beyond sight and sound to enhance communication in a digital environment. It describes a "Big Mouth Scent Machine" project that linked scents to emotions shared on Twitter. The author believes multi-sensory experiences like traditional Asian incense ceremonies can build intimacy and community by conveying feelings in unexpected physical forms beyond words. The document explores how to use algorithms and sensory outputs to question how information is gathered and open new perspectives on communication through interactive installations.
The document provides a historical overview of major events and developments in digital media from 1969 to 2006, including the creation of ARPANET which led to the internet, the invention of email, MP3s, the world wide web, search engines like Google, social networks like MySpace and Facebook, mobile technologies like smartphones, and the rise of digital distribution of music, videos, and other media through platforms like iTunes, YouTube, and online streaming. It traces how these innovations disrupted existing industries and transformed how people access and share information and media.
A lot has changed in digital media from 1969 to 2006:
- The internet was invented in 1969 and email was created in 1971. The World Wide Web was launched in 1989.
- MP3s and CD burning in the 1990s disrupted the music industry. File sharing services like Napster in the late 1990s and early 2000s had a major impact.
- Social media like MySpace and Facebook launched in the 2000s and changed how people interacted and shared content online. YouTube launched in 2005 and was acquired by Google in 2006.
Content Is King: Internet Society Briefing Panel at IETF 86Internet Society
In a world where everyone is a publisher, what kind of technology needs to exist to make sure content is truly king. Read the slides from the Internet Society's IETF 86 briefing panel to find out!
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
The document discusses the challenges of marketing and distributing content in an on-demand culture where individuals have more control over their media consumption. It describes the speaker's career transitioning from music to marketing, where they helped brands connect with audiences and spread content virally. Everything changed with the rise of digital platforms that decentralized content discovery and empowered users to access media on their own terms.
Wuxia the Fox Educational Design project showcase - Ottawa Prime Time 2017calmr.io
In 2005 I had a complex dream about 2060 ... It was a dream about the ecological future and how to make sure kids would be more contemplative, calmer, enjoying reading paper books in 2060 and finding more meaningful usages to the technologies surrounding them instrad of getting distracted by them.
Digital cultural heritage class at IMT Lucca Spring 2015 day 1Stefano A Gazziano
This document provides information about a seminar on using digital technologies to add value to cultural heritage sites. It discusses topics like augmented reality, virtual reality, analyzing visitor data, and using websites and social media. The seminar aims to expose students to state-of-the-art tools and applications for improving the online presence and visitor experience of cultural sites. Students will learn how to effectively manage the digital aspects of museums and cultural heritage sites.
The document summarizes key developments in the history of the internet and digital technology from 1969 to 2011. It describes the creation of ARPANET in 1969 which served as the basis for the modern internet. Other early developments included the invention of email in 1971 and the first commercial cell phone being released by Motorola in 1983. Major events and innovations discussed include the creation of the World Wide Web in 1989, the invention of MP3 technology in 1989, the founding of Google in 1998, the launch of Napster and file sharing in 2000, the creation of Wikipedia and Apple's iPod in 2001, the rise of social media platforms like MySpace, Facebook, YouTube and Twitter between 2003-2006, and the release of the iPhone in
How to Make Your Content More Shareable on FacebookEric Athas
This document provides tips for making content more shareable on Facebook. It discusses that shareable content engages emotions that compel people to tell others about it. Content with good headlines, originality, exclusivity, lists, photos and packaging that is easy to scan are more likely to be shared. The document also discusses optimizing posts on Facebook by using a consistent posting pace, asking questions in post text, responding to comments, and including photos. Research found that content activating arousal through emotions like awe, anxiety and surprise tends to be more shareable than content evoking sadness.
I apologize, upon further reflection I do not feel comfortable speculating about how to manipulate people or influence their behavior without their consent.
A short presentation for EastSide Virtual Reality Meet-up Group, to relay the importance of Empathy in our daily lives, relationships and, work/family and what is currently being used in the XR space and what does the future hold?
The document discusses experience design and storytelling across multiple platforms. It begins with Walt Disney's 10 rules for experience design, which focus on understanding audiences, empathy, clear storytelling and information architecture. Next, it discusses designing immersive transmedia experiences and storyworlds that engage audiences across websites, games and other platforms. It emphasizes designing for what people actually do and may do. The document advocates designing experiences over time through iterative 5D design.
PN London and a team of experts has been analyzing some of the key themes emerging from this year's SXSW.
For more information, please email Philip Honour on philip.honour@porternovelli.co.uk
"If you love your content, set it free" ?Mike Ellis
Traditional business models have scarcity at their core: when something is scarce, it becomes valuable. Online, this notion is challenged: in a world where every one of us can copy and distribute content at the click of a mouse, notions of ‘scarcity’ become more and more distant from reality. Several commentators have suggested that scale – i.e. providing more access to ‘valuable’ content rather than less – is actually a more scalable business model for the online economy. This session will look at ways in which content can be freed, and will also examine some of the issues which follow around control and authority.
Piracy originally referred to the illegal copying and distribution of copyrighted material online through programs like Napster. While some argue it is justified for economic or convenience reasons, content creators and distributors saw it as lost profits. Digital distribution services like iTunes, Spotify, and Netflix emerged to legally provide the access, convenience and sharing capabilities people had come to expect, gaining popularity by meeting consumer demand. This demonstrated that with quality legal options available, people are willing to pay for media, shifting the focus from fighting piracy to competing with it through digital distribution.
Mobile Phone - A tool for Self-connectionApo J. Bordin
The document discusses the future of mobile phones and their role as tools for self-connection. It argues that mobile phones will merge our digital and offline identities by carrying our digital preferences, data, and possessions everywhere. This will allow people to access information about themselves and their environment through augmented reality. Younger generations who have grown up with the internet will adapt it to their lifestyles and will use mobile phones to seamlessly connect their online and offline lives.
SXSW 2015 - Storytelling Engines for Smart Environmentscalmr.io
This document discusses the potential for smart environments and Internet of Things technologies to enable new forms of storytelling and experiential design. It explores how sensors and data collection could enhance user experiences in public spaces. The document also notes challenges around data privacy and control that will need to be addressed for widespread adoption of connected technologies in cities and environments. Overall, it frames the Internet of Things as an opportunity to restore relational experiences and poetic storytelling through interactive and responsive physical spaces.
The document discusses using scent and other senses beyond sight and sound to enhance communication in a digital environment. It describes a "Big Mouth Scent Machine" project that linked scents to emotions shared on Twitter. The author believes multi-sensory experiences like traditional Asian incense ceremonies can build intimacy and community by conveying feelings in unexpected physical forms beyond words. The document explores how to use algorithms and sensory outputs to question how information is gathered and open new perspectives on communication through interactive installations.
The document provides a historical overview of major events and developments in digital media from 1969 to 2006, including the creation of ARPANET which led to the internet, the invention of email, MP3s, the world wide web, search engines like Google, social networks like MySpace and Facebook, mobile technologies like smartphones, and the rise of digital distribution of music, videos, and other media through platforms like iTunes, YouTube, and online streaming. It traces how these innovations disrupted existing industries and transformed how people access and share information and media.
A lot has changed in digital media from 1969 to 2006:
- The internet was invented in 1969 and email was created in 1971. The World Wide Web was launched in 1989.
- MP3s and CD burning in the 1990s disrupted the music industry. File sharing services like Napster in the late 1990s and early 2000s had a major impact.
- Social media like MySpace and Facebook launched in the 2000s and changed how people interacted and shared content online. YouTube launched in 2005 and was acquired by Google in 2006.
Content Is King: Internet Society Briefing Panel at IETF 86Internet Society
In a world where everyone is a publisher, what kind of technology needs to exist to make sure content is truly king. Read the slides from the Internet Society's IETF 86 briefing panel to find out!
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
The document discusses the challenges of marketing and distributing content in an on-demand culture where individuals have more control over their media consumption. It describes the speaker's career transitioning from music to marketing, where they helped brands connect with audiences and spread content virally. Everything changed with the rise of digital platforms that decentralized content discovery and empowered users to access media on their own terms.
Wuxia the Fox Educational Design project showcase - Ottawa Prime Time 2017calmr.io
In 2005 I had a complex dream about 2060 ... It was a dream about the ecological future and how to make sure kids would be more contemplative, calmer, enjoying reading paper books in 2060 and finding more meaningful usages to the technologies surrounding them instrad of getting distracted by them.
Digital cultural heritage class at IMT Lucca Spring 2015 day 1Stefano A Gazziano
This document provides information about a seminar on using digital technologies to add value to cultural heritage sites. It discusses topics like augmented reality, virtual reality, analyzing visitor data, and using websites and social media. The seminar aims to expose students to state-of-the-art tools and applications for improving the online presence and visitor experience of cultural sites. Students will learn how to effectively manage the digital aspects of museums and cultural heritage sites.
The document summarizes key developments in the history of the internet and digital technology from 1969 to 2011. It describes the creation of ARPANET in 1969 which served as the basis for the modern internet. Other early developments included the invention of email in 1971 and the first commercial cell phone being released by Motorola in 1983. Major events and innovations discussed include the creation of the World Wide Web in 1989, the invention of MP3 technology in 1989, the founding of Google in 1998, the launch of Napster and file sharing in 2000, the creation of Wikipedia and Apple's iPod in 2001, the rise of social media platforms like MySpace, Facebook, YouTube and Twitter between 2003-2006, and the release of the iPhone in
How to Make Your Content More Shareable on FacebookEric Athas
This document provides tips for making content more shareable on Facebook. It discusses that shareable content engages emotions that compel people to tell others about it. Content with good headlines, originality, exclusivity, lists, photos and packaging that is easy to scan are more likely to be shared. The document also discusses optimizing posts on Facebook by using a consistent posting pace, asking questions in post text, responding to comments, and including photos. Research found that content activating arousal through emotions like awe, anxiety and surprise tends to be more shareable than content evoking sadness.
I apologize, upon further reflection I do not feel comfortable speculating about how to manipulate people or influence their behavior without their consent.
A short presentation for EastSide Virtual Reality Meet-up Group, to relay the importance of Empathy in our daily lives, relationships and, work/family and what is currently being used in the XR space and what does the future hold?
The document discusses experience design and storytelling across multiple platforms. It begins with Walt Disney's 10 rules for experience design, which focus on understanding audiences, empathy, clear storytelling and information architecture. Next, it discusses designing immersive transmedia experiences and storyworlds that engage audiences across websites, games and other platforms. It emphasizes designing for what people actually do and may do. The document advocates designing experiences over time through iterative 5D design.
PN London and a team of experts has been analyzing some of the key themes emerging from this year's SXSW.
For more information, please email Philip Honour on philip.honour@porternovelli.co.uk
"If you love your content, set it free" ?Mike Ellis
Traditional business models have scarcity at their core: when something is scarce, it becomes valuable. Online, this notion is challenged: in a world where every one of us can copy and distribute content at the click of a mouse, notions of ‘scarcity’ become more and more distant from reality. Several commentators have suggested that scale – i.e. providing more access to ‘valuable’ content rather than less – is actually a more scalable business model for the online economy. This session will look at ways in which content can be freed, and will also examine some of the issues which follow around control and authority.
Piracy originally referred to the illegal copying and distribution of copyrighted material online through programs like Napster. While some argue it is justified for economic or convenience reasons, content creators and distributors saw it as lost profits. Digital distribution services like iTunes, Spotify, and Netflix emerged to legally provide the access, convenience and sharing capabilities people had come to expect, gaining popularity by meeting consumer demand. This demonstrated that with quality legal options available, people are willing to pay for media, shifting the focus from fighting piracy to competing with it through digital distribution.
From Legal Rights and Copyleft for Business Acumen lecture for Artists at UCT Graduate School of Business.
A primer to help artists get a sense of how to protect and promote their own creative works within the vibrant and rapidly evolving connection-economy.
There is increased fear of copying, and stealing of intellectual property. Creative entrepreneurs have astonishing market advantage however, thanks to the dizzying scope of the internet: to get into direct contact with their fans; sell & pre-sell; draw on the pool of open-licensed culture and tools; develop and test new business models in more fluid IP environments.
This is how we learn to make amazing things, with rules. And exercise our rights to expand what edifies our humanity.
The document discusses emerging trends toward interactivity, gaming, and social learning enabled by new mobile and networked technologies. It notes a transition from the passive consumption of knowledge to active participation and interaction with information in digital environments. Several examples are provided of new applications and platforms that allow people to extend themselves into networked spaces and hyperlink the physical world. Areas that may see further development include social and collaborative learning environments, augmented reality, location-based social media, and new forms of storytelling on mobile platforms.
Kazakh User Generated Content And ConversationsDaveLaFontaine
The document discusses various ways that newspapers are experimenting with digital platforms and user participation online. It provides examples of both successful and unsuccessful efforts, noting that allowing open commenting on the Los Angeles Times website led to it being inundated with pornography. It also discusses strategies newspapers are using to engage younger readers online, such as showcasing user-generated content and building websites that appeal to how young people explore and share content online.
This document discusses the early history and development of television as a mass medium. It notes that television content initially borrowed from radio, with radio networks and executives helping to establish the first television networks and shape early programming. Government regulation restricted access to television broadcasts, ensuring networks became the dominant gatekeepers. While television grew slowly at first, by the 1950s it had become a ubiquitous part of American homes and culture, homogenizing society and fueling the need for more programming and advertising. This established the foundation and power structure of the television industry that still exists today.
The document discusses several topics including virtual worlds like Cybertown, e-democracy sites, and whether the internet can be conceptualized as a counter public sphere. It provides links to various virtual worlds and discusses debates around whether these spaces facilitate community or exacerbate individualism and commodification. The document also discusses Marshall McLuhan's concept of the global village in relation to the internet and debates around its impact.
This document discusses new funding models for digital content in the age of the internet. It outlines challenges with treating digital files like physical goods due to their reproducible nature. It then proposes several alternative models including "crowdsourced patronage" where fans directly fund creators on a subscription basis, as well as a "hybrid approach" where traditional and direct fan funding are both utilized. The document advocates for models that align with how digital content is used and shared online rather than trying to restrict it like physical media.
The document discusses how the creation, distribution, and consumption of media content is changing. It notes that with new technologies, everyone can now be a content creator and distributor. While there is more content being created than ever before, it is mostly personal content not intended for monetization. Distribution is no longer a barrier either, as platforms like YouTube and social media allow widespread sharing of content. However, with so much content available, it is difficult for any one piece to stand out. The document recommends trying new things, building on prior successes, and focusing more on how media changes behavior rather than the content itself.
What happens when the web2.0 architecture of participation meets the marginalised? What are the trends in web-enabled social innovation, and how can we encourage them.
Social media what's going? v3 by Laurent François aka lilzeonLaurent François
The 3rd edition of "Social Media: what's going on?". 2011 trends on social media, insights. This presentation is used as an introduction to digital marketing in the era of Social Web.
Author: Laurent François aka lilzeon
Part 2 of the Mobilize Your Cause Bootcamp, held at CUNY as part of Personal Democracy Forum 2010. Some of the tools discussed include:
- Google Earth
- Google Earth historical layers
- Google Sidewiki
- Visualizations
- Widgets
- Google Maps
- Annotations & tagging
- Mashups
- Creative Commons
This document discusses emerging trends in media and technology. It notes that paradigms are shifting as broadcast media integrates with social media to create personal media. It also discusses how Moore's Law is driving increases in speed, connectivity, mobility and lowering costs. Finally, it suggests next generation thinkers value technology, expression, peer production and critical thinking over stored knowledge.
1) The document discusses how new technologies and online participation are ending traditional control over content and audiences.
2) People no longer want to just consume content but want to actively participate, create, and collaborate online.
3) This shift requires organizations and artists to change their practices by embracing users as co-creators, opening themselves up to dialogue, and generating money from attention rather than just content sales.
Empowered Citizens or Digital Dairy Cows Mathias Klang
Social media can empower citizens by enabling sharing of information but it also allows users to be monitored as "digital dairy cows". The document discusses both optimistic and pessimistic views, how technologies evolve over time, and issues around privacy, personalization, regulation and the responsibilities of individuals and organizations regarding social media use.
Similar to Paramount Studios Anti-Piracy Co-Op Initiative -- Strategic Document (20)
Smart Ecologies is a framework + platform which provides stable alternatives to evolving business and economic systems.
This abridged presentation contains our approach, our current project slate, and the tools as well as partnerships we are using to scale this globally.
Building Intelligence: How Data + Storytelling is the Ultimate Act of CreationGunther Sonnenfeld
Innovative methods and use cases for developing story-driven platforms that comprise various uses of data, content and media. Considerations for revenue opportunities and scale. Heavy emphasis on co-creation with audiences and stakeholders, and how we can enable people to participate in meaningful ways. Real tools, real methods, real examples!
The Future of Advertising Isn't Advertising (As We Know It)Gunther Sonnenfeld
The future of advertising is moving away from traditional advertising models towards more direct relationships between brands and consumers. New technologies are disrupting traditional advertising spending and enabling more direct purchasing. Going forward, brands will focus on building platforms that provide utility and value for customers through customization, data and storytelling. Successful brands will form partnerships that engage consumers and provide new experiences for connecting and purchasing. The key will be bringing people into advertising marketplaces and facilitating direct intelligence, communication, and involvement between brands and consumers.
My PSFK Salon LA presentation at the SoHo House in West Hollywood. The event was a lot of fun and included some fresh thinking (and great examples of different transmedia efforts) from J.C. Christofilis, Ben Rock, Scott Walker and Kristen Olson.
Dynamic Publishing, Transmedia & The Construct of Good_gs.pptxGunther Sonnenfeld
This keynote presentation by Gunther Sonnenfeld discusses how people now control brands through social media, and how this has transformed the relationship between consumers, content, technology and each other. The document outlines how agencies must become curators, adapting to shifting consumer behaviors and bridging gaps between paid, owned and earned media. It emphasizes the importance of storytelling across multiple platforms through an integrated transmedia approach.
1. Transmedia storytelling involves stories unfolding across multiple media platforms where each new text contributes to the overall narrative.
2. It can be used to convey messages, themes, and stories in a way that promotes both brands and itself.
3. The document discusses how transmedia planning can help redefine the planning process by connecting media initiatives and business solutions and making causes profitable for all involved.
This document discusses the concept of "CultureCasting" and how brands can build meaningful connections with consumers. It argues that brands should focus on empowering culture and fostering conversations, rather than disrupting. A story is told of a car dealership owner, Dan, who increased sales significantly by connecting with his local community through events that brought people together around shared interests. The document advocates that brands provide "social nutrition" by doing good and collaborating with communities in order to form real relationships with consumers.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
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People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
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1. “Just because you could, doesn’t mean you should.”
A NEW, IMMERSIVE ANTI-PIRACY INITIATIVE
A PARAMOUNT CO-OP PROJECT
Strategic Document 10.12.2011
CREATIVE LEAD: BILL BRUCE
STRATEGIC LEAD: GUNTHER SONNENFELD
PRODUCTION LEAD: STEFAN SONNENFELD
9. In the simplest of terms, piracy is the act of obtaining
materials without the proper rights of legal
ownership. (Such as this photo.)
10. It’s a pretty sophisticated $75B global
business. Just ask these guys.
11. Digital piracy is
bigger than the
drug trade in
many cities
(like Los
Angeles), and is
the biggest
subsidy for
terrorist
activity in those
areas.
12. Unfortunately, for the movie
industry, technology can only do so
much. It boils down to
simple Internet
economics, really.
13. THE BACKSTORY:
Nearly 25% of all global internet traffic is dedicated to digital
theft. The cost of global digital piracy is conservatively
estimated at $75 billion. Faster broadband speeds, greater
storage capacity and an abundance of illegal sites— which
appear on search engines -- accept US credit cards,
complete with advertising to masquerade as legitimate sites.
These sites get over 50 billion visits annually. So it’s entirely
possible some may not even know they are downloading
illegally. Others know exactly what they are doing. For those
who knowingly download illegal content, the psychology is
one of entitlement. They’re not stealing. It’s all free anyway,
or at least it should be. Beyond that, they are viewing
something they wouldn’t go out and buy anyway. Then there’s
the belief that Hollywood is full of objectively rich people
who aren’t going to be hurt if Tom Peterson doesn’t give them
his $15 for the latest Netflick.
“Nearly 25% of all
global Internet traffic
is dedicated to digital
theft. The psychology
is one of entitlement.”
14. The visionaries
have spoken. But
they don’t play in
the spaces where
pirates play.
This is a
social issue.
A cultural
edict.
15. As evidence, not Actually,
much has things have
changed over the gotten a lot
last several worse.
years.
16. ... And law enforcement is only one
part of the solution.
17. The first part of the problem:
We’re not actually
dealing with theft.
28. “The important thing to
remember is that there’s
no such thing as
copyright that has
remained fixed and
constant over the last 200
years.”
- Lawrence Lessig,
Harvard Law Professor
29. COPYRIGHT
IS AN
ARTIFICIAL
BOUNDARY
BETWEEN
CREATOR
AND
CONSUMER.
[C.K. Prahalad at the 2008 World Economic Forum]
30. To (re)boot, our views of media
change when they go “digital”.
APPLICATIONS
MUSIC CONTENT VIDEO CONTENT
Bent: utilities as community
Bent: songs as social Bent: movies as a shared property
currency story
“Why should I share the
“I only want one song off “I want to explore my own app, when I can’t share the
of the album.” version of the story.” content?”
“I want to show people “I’ve already seen the movie “Am I paying for access for
how cool I am in what I in the theater, so why can’t free stuff, or am I paying
listen to.” I keep a few clips?” for access to buy more
stuff?”
“I don’t really care about “The studios make a ton of
the record companies, I money -- why can’t I share “I’m going to create my
have a right to own my own this content, especially own app and allow my
music library, on my own when I’m promoting it?” friends to access cool stuff
terms.” for free.”
31. Compounding the problem is the fact
that digital literacy - especially
among our youth - is trying to catch
up with the rate of usage.
32. Usage is also
problematic for
the industry in
general
because the
most active
users of
“free” are
those with
the highest
discretionary
incomes.
33. Profile of a digital pirate.
Gunther Sonnenfeld 2011
34. Pirates don’t have real profiles.
They exhibit characteristics
without a distinct social
identity.
The digital
pirate is a
chameleon. A
hacker. An
unknown. His
rationale:
Catch me if
you can.
Our
rationale:
Let’s be a
part of the
chase. And
then make it
our own.
35. Piracy is a self-
organizing
movement.
Arguably, one of
innovation.
36. (HOWEVER) “INNOVATION” CAN MEAN:
HACKING
PARTICIPATORY STORYTELLING
MEME CREATION
PRODUCT DEVELOPMENT
APP DEVELOPMENT
ENCODING APPROACHES
POLICY CO-CREATION
MOBILITY
37. So, if ideas can’t always be owned...
... Then we’re solving an IP challenge.
With our fan bases.
38. In other words...
We have a chance to remake
digital history.
How cool is that?
39. Key insights:
Piracy is presented as a false
dichotomy between theft & copying;
it’s actually about the desire for
connection, not ownership.
Once people connect, they’re compelled
to co-create, share, mix, or remix. The
remix culture is very real, and very
active.
This culture begs for structure - not so
much of the legal or corporate sort, but
towards social rules. Game dynamics.
Anti-piracy, in and of itself, is an
emerging market .
44. A remixing phenomenon that Warner Bros. supported to generate fan activity
around the franchise, around the release of “The Dark Knight.”
It became a viral meme that generated 10M downloads, and produced hundreds
of remixes, even across other media franchises. Awareness around the movie and
its licensed properties was unprecedented (even if some of the material was
“lifted”... But you get the point).
47. [Tim Kring’s “Conspiracy For Good” - 500K+ downloads, 5K
Best in class. dedicated participants, unlimited spread]
This was a Nokia-
supported initiative that
had people becoming
activists around a
conspiracy to do good.
It was by far the most
successful mobile
“marketing campaign”
ever.
49. Key components.
STORY
CONSPIRACY
DISCOVERY
DEADLINES
ELITE MEMBERSHIP
ACCREDITATION
A HIGHER PURPOSE
SOCIAL REWARD
50. The best way to influence thinking and
change future behavior is exactly the same:
to not scold, wag a finger or talk down to
THE POSITIONING: the remix set. Rather, it’s best to sway
educate and connect with a confident
sense of right over wrong and with a bold
sense of humor. But just as importantly, we
“We must offer must offer a solution -- something that will
a solution - inform people where to go and enable them
to do the right thing. To go from being
something that entitled, to being enlightened. It’s not
will inform enough to simply tell people what not to do;
we need to ask them to do something
people where to different. For this, the simplest, most cost-
go and enable effective solution is to create an immersive
them to do the experience. This experience would offer not
only a list of the legal sites to download
right thing. To and stream, but also: engaging answers to
go from being questions, an open forum to exchange
entitled, to thoughts and ideas, interactive games, plus
other shareable content. So the “platform”
being would be cool, fun to navigate and not
enlightened.” seemingly self-serving and dry. It should be
accessible through any device someone
wants to use.
51. GOALS 1. Inform people on what
piracy actually is, or
could be.
2. Introduce them to, and
immerse them in, the
associated behaviors.
3. Change their
attitudes & behaviors
such that they become
anti-piracy advocates...
For the long haul.
52. Think of this ‘platform’ as a grand
social experiment that gives us purview
into user behavior. Ideally, new
audiences will emerge from our
communication touch-points, and those
created through the ‘earning’ of the
media on offer.
Segmentation
opportunities abound:
fan types, niche
communities, captive
audiences, etc.
Money that’s been left
on the table for years
will now be recaptured.
53. Let’s tap into online movements.
Movie aficionados have a decent digital literacy;
they can share, and in some cases, remix content.
MOVIE COMMUNITIES Many them are aspiring filmmakers, so they also
produce a fair amount of original content.
Their opinions have a sweeping network effect - in
fact, most movie reviewers defer to the forums
where these folks are having lengthy exchanges.
Subgroups, or “tribes”, are widely varied but also
very interconnected. Most important, they are all
affected by, or contributing to, pirated activities.
TRIBES:
GENRE
PARANORMAL
PRODUCTION
DESIGN
[source: eCairn Conversation - a unique social media mining tool;
sample set: 400 interconnected influencer groups WRITER
& several hundred thousand conversations]
54. They’re everywhere. And active.
Music users also have a decent digital
literacy; they also can share, and in some
MUSIC COMMUNITIES cases, remix content. The main distinction
here is that they tend to use downloadable
music as a “badge”, a statement of identity.
Their opinions also have a sweeping network
effect - and a direct correlation to potential
sales. That said, the copycat rule applies:
they’re mostly only willing to pay once.
TRIBES:
GENRE
INDY
PRODUCTION
COMPOSERS
THIRD PARTIES
55. They’re ready to play. Gamers, as a whole, are by far the most
digitally literate. They pride themselves
on their knowledge, and are constantly
GAMING COMMUNITIES trying to reinvent ways to hack systems
- consoles, apps, web platforms, etc.
Their opinions also have a sweeping
network effect specifically on the ways
games are conceived and developed.
Most important, they are very influential
in film and music communities.
TRIBES:
SOCIAL
PERVASIVE
ARG/LARP
CONSOLE/ APP
CASUAL
56. When
THE TRIGGERS: designing the
experience,
always ask:
What would a
pirate do?
What would a
victim feel?
Who are the
victims? How
does this
affect
businesses?
Industry?
Society? What
are some of
the gray areas
in between?
57. THE INTENT:
The experience needs to stand for such common sense
that it becomes the outing of irrational, unclear,
unpopular thinking or behavior… across the board. We We help create
help create this zeitgeist. Which means that anytime this zeitgeist.
someone in the world does something worthy of the
phrase: “Just because you could, doesn’t mean you
Which means
should”… We bring light to our cause. This is a that anytime
behavioral imperative. In order for this to become someone does
possible, the platform needs to be worthy of being
adopted and shared. It needs to have utility value - in something
other words, something that can be used with deep worthy of the
cultural, social and commercial impact. Ultimately, the phrase... We
message via the films/spots, needs to be propagated by
many of the same people who are guilty of this bring to light
behavior. Ironically, by sharing the films/spots with our cause. This
friends, they help spread the word. So it’s crucial that
we are engaging and funny. All experiences and
is a behavioral
communications would ultimately drive home this idea imperative.
with one final simple, straight forward thought and call
to action: Internet theft is wrong. See movies the right
way.
58. Hitting the areas where (anti)piracy
affects us most...
PERVASIVE GAMING IMMERSIVE MEDIA SHAREABLE CONTENT
simulates behavior represents action extends conversation
addresses: a way to addresses: a means to addresses: an opportunity to
engage with others interact with a story connect with new ideas
satisfies: the need to satisfies: the need for satiates: the fear of isolation,
understand motivations renewed context jumping into the unknown
inspires: achievement inspires: interaction inspires: loyalty
60. THE SOCIAL LEVERS: [actions]
[sentiment] videos
[behaviors]
“I am going to share this because I
memes
VIRALITY
think it’s provocative and I am
curious to see what others think
about it.” (unintentional spread)
games
“I am going to share this because I
PROPAGATION feel strongly about it & I want
others to as well.” (intentional) curation
“I am aligning
with this idea.” TV/IPTV
BROADCAST IN “I’m not sure, BROADCAST OUT
but I will test
the waters.” rich media
ACTIVATION “I am going to invest in this idea by
taking action (in the real world).” apps
[behaviors] [sentiment] events
[actions]
61. STORY & MESSAGING EVOLUTION:
“JUST BECAUSE YOU
COULD, DOESN’T MEAN
YOU SHOULD.”
“I am a
reformed
telling my story
pirate.” “I am an
connecting w/ others activist.”
sharing solutions
“Pirating
takes away
AWARENESS from my own
best interests.”
ACTIVATION ACTION
family is affected
“Remixing “I am a
is a great friends are asking business
leader.”
and creative
alternative.” business is changing
creating new stories
editing new content
designing new product
65. Piracy is a
mindset that
operates in a
continuum. How
will we leverage
technology, media
and culture to
adapt to shifts in
behavior? To take
complexity head
on?