Sontosa's Spooktacular in Singapore wanted to amplify this event and carry forward the spooky experience of the event on social channels. Thus enabling more footfalls.
This document is a proposal for a 60 second stop motion animation featuring an E4 logo for a competition. The proposed animation titled "The Invasion" follows a stick figure character who battles monsters trying to reach a light at the top of a wall. Visual inspiration comes from a Post-it note animation online. The target audience is 16-35 year olds who watch comedic shows on E4. Equipment needed includes paper, tape, a camera and tripod. Stop motion techniques like stationary camera moves and zooming will be used. A song by Slow Club will provide background music, with original sound effects added. A risk assessment will be included with further pre-production materials.
The document summarizes a horror/puzzle game called "Lullaby" where the player controls a young boy named Luke who wakes from a nightmare and explores his dark house in search of his father. As Luke explores, his fears and imagination transform the house into a frightening place filled with dangers. The game revolves around managing light levels, as staying in the dark too long will cause Luke to faint. The goal is to find ways to illuminate paths to stay safe from threats.
The document summarizes the homepage of the website for the horror/slasher film Hostel. It describes the flashing intro showing a victim tied to a chair and the antagonist holding a weapon. The site is not easily navigated, with buttons that are not prominent. It uses a dark color palette of black, red, and green, along with flickering lighting effects. The images emphasize violence and vulnerability. The text provides basic information about the filmmakers without humor or depth. Links advertise other films more than navigating the site. The poster can be downloaded, and clips are available separately from the homepage. Visuals and tones suggest the horror genre.
The digital marketing campaign aims to promote an upcoming film adaptation of The Wizard of Oz by driving awareness and excitement in the target 18+ adult and family audiences. It involves six phases of online activities over 12 months like video diaries, a teaser site, character banners, mobile apps, games and contests across platforms like YouTube, Facebook, Twitter and more. The goal is to generate 44 million impressions leading up to the film's release.
The document outlines Muhammad Syaffa's initial plans for his final major project, including potential ideas such as a game, podcast, magazine, and more. It then focuses on the idea of creating a short animated demo game called "Run" targeting 15-25 year olds. The game would be in the thriller/action genre and involve a character being chased by monkeys in a forest. Photoshop and Premier Pro would be used to create the game, poster, and app logo over the course of less than a minute. The target audience and goals of appealing to "belongers" and "achievers" psychographics are also discussed. Podcasts and magazines are discounted as ideas due to time constraints and lack of
The document provides style sheets and planning details for a final major project involving a Top Gear-style video about cars. The style sheets address colors, fonts, and image style, noting that dark colors will dominate to match the lighting of inspiration images. The storyboards outline episodes about raising funds, a character dealing with autism, and a date. Shot types, equipment needs, locations, and contingency planning are also discussed. Health and safety considerations include scheduling around illness and taking breaks to prevent injury from filming and editing.
This proposal outlines a project to create an adventure film concept including a video game and magazine cover. The project will follow the story of an animal researcher, Thomas, who travels to Peru to research a new species of lion. Research was conducted on games like Temple Run and magazines like Empire to inform the project design. The video game will have the player control Thomas to escape the lion in the jungle. Photoshop will be used to create the magazine cover and game assets. Sound effects will be recorded at home. On-going self-evaluation using a production log will track progress.
The presentation contains playing instructions and material for "The Drama Game”.
“The Drama Game” is a story telling game to create within all stakeholders - customer & project team - a shared understanding of crucial situations ("incidents") happened in a product development project. You should play the game during your project in retrospectives or as post-mortem analysis after.
This document is a proposal for a 60 second stop motion animation featuring an E4 logo for a competition. The proposed animation titled "The Invasion" follows a stick figure character who battles monsters trying to reach a light at the top of a wall. Visual inspiration comes from a Post-it note animation online. The target audience is 16-35 year olds who watch comedic shows on E4. Equipment needed includes paper, tape, a camera and tripod. Stop motion techniques like stationary camera moves and zooming will be used. A song by Slow Club will provide background music, with original sound effects added. A risk assessment will be included with further pre-production materials.
The document summarizes a horror/puzzle game called "Lullaby" where the player controls a young boy named Luke who wakes from a nightmare and explores his dark house in search of his father. As Luke explores, his fears and imagination transform the house into a frightening place filled with dangers. The game revolves around managing light levels, as staying in the dark too long will cause Luke to faint. The goal is to find ways to illuminate paths to stay safe from threats.
The document summarizes the homepage of the website for the horror/slasher film Hostel. It describes the flashing intro showing a victim tied to a chair and the antagonist holding a weapon. The site is not easily navigated, with buttons that are not prominent. It uses a dark color palette of black, red, and green, along with flickering lighting effects. The images emphasize violence and vulnerability. The text provides basic information about the filmmakers without humor or depth. Links advertise other films more than navigating the site. The poster can be downloaded, and clips are available separately from the homepage. Visuals and tones suggest the horror genre.
The digital marketing campaign aims to promote an upcoming film adaptation of The Wizard of Oz by driving awareness and excitement in the target 18+ adult and family audiences. It involves six phases of online activities over 12 months like video diaries, a teaser site, character banners, mobile apps, games and contests across platforms like YouTube, Facebook, Twitter and more. The goal is to generate 44 million impressions leading up to the film's release.
The document outlines Muhammad Syaffa's initial plans for his final major project, including potential ideas such as a game, podcast, magazine, and more. It then focuses on the idea of creating a short animated demo game called "Run" targeting 15-25 year olds. The game would be in the thriller/action genre and involve a character being chased by monkeys in a forest. Photoshop and Premier Pro would be used to create the game, poster, and app logo over the course of less than a minute. The target audience and goals of appealing to "belongers" and "achievers" psychographics are also discussed. Podcasts and magazines are discounted as ideas due to time constraints and lack of
The document provides style sheets and planning details for a final major project involving a Top Gear-style video about cars. The style sheets address colors, fonts, and image style, noting that dark colors will dominate to match the lighting of inspiration images. The storyboards outline episodes about raising funds, a character dealing with autism, and a date. Shot types, equipment needs, locations, and contingency planning are also discussed. Health and safety considerations include scheduling around illness and taking breaks to prevent injury from filming and editing.
This proposal outlines a project to create an adventure film concept including a video game and magazine cover. The project will follow the story of an animal researcher, Thomas, who travels to Peru to research a new species of lion. Research was conducted on games like Temple Run and magazines like Empire to inform the project design. The video game will have the player control Thomas to escape the lion in the jungle. Photoshop will be used to create the magazine cover and game assets. Sound effects will be recorded at home. On-going self-evaluation using a production log will track progress.
The presentation contains playing instructions and material for "The Drama Game”.
“The Drama Game” is a story telling game to create within all stakeholders - customer & project team - a shared understanding of crucial situations ("incidents") happened in a product development project. You should play the game during your project in retrospectives or as post-mortem analysis after.
This proposal outlines an interactive mobile game called "The Journey of Food" aimed at educating and entertaining children ages 13-20. The puzzle game follows a character searching for missing foods across 13 levels and hidden pathways. Each completed level rewards the player with one of the missing foods. The game will use vibrant colors and cartoonish animations to engage players. Legal and ethical considerations were made to avoid offensive, misleading, or dangerous content by changing existing character designs and ensuring the game matches the planned design.
This proposal outlines a mystery/adventure side-scroll video game called "Amnesia" where a boy wakes up with amnesia in his post-apocalyptic hometown. He collects 10 diary pages around the abandoned town to piece together what happened. The target audience is teenagers and young adults interested in storytelling and dystopian settings. Legal considerations include ensuring the game does not include offensive material or restrict younger audiences inappropriately. The proposal also addresses using original artwork and having a sufficiently different product than existing works called "Amnesia."
R storytelling is a new and immersive way to read stories. This application provides you with the most advanced storytelling techniques using Augmented Reality.
The document outlines plans for a 10-day short film project with a social realist/indie genre. It will take inspiration from films like Trainspotting using abstract shots to grab attention. The story involves a young woman finding disturbing photos on her stolen phone showing her death. She tries to trace the people in the photos to prevent the predicted outcome from occurring. Locations include an apartment building and dark room to create suspense and isolate the main character.
The document outlines plans for a 10-day short film project with a social realist/indie genre. It will take inspiration from films like Trainspotting using abstract shots to grab attention. The story involves a young woman finding disturbing photos on her stolen phone showing her death. She tries to trace the people in the photos to prevent the predicted outcome from occurring. Locations include an apartment building and dark room to create suspense and isolate the main character.
The document outlines plans for a 10-day short film project with a social realist/indie genre. It will take inspiration from films like Trainspotting using abstract shots to grab attention. The story involves a young woman finding disturbing photos on her stolen phone showing her death. She tries to trace the people in the photos to prevent the predicted outcome from occurring. Locations include an apartment building and dark room to create suspense and isolate the main character.
The document provides tips for designing app store icons, including using elements from the app, making the icon aesthetically pleasing, using a similar style to the app, using complementary colors, keeping the target audience in mind, and following app store design guidelines. It then discusses designing an icon for a skateboarding game called "CHAD" by providing initial icon ideas, feedback on two concepts, an action plan for improvements, considering the app's rating on the app store, and outlining the final design process.
This document contains Mario Im's portfolio for an imaginary world assignment. It includes summaries of two previous animation assignments - a bouncing ball and animated text. It also includes details of Mario's mythology elements - his current and future self as well as his cultural background. Mario proposes a concept for his imaginary world involving a college student with a dark inner demon. The document provides details on the character, environment, visual effects, music, and pre-production assets. It includes a production plan and schedule to create a 90-second teaser trailer for the concept over 8 weeks.
This document provides information for the pre-production of a video game, including intended audience demographics, style considerations, and contingency planning. The target audience is described as primarily male ages 12-21 who live in small cities ("belongers") and enjoy action games. Pixelated lava and vehicles will be included in the style to emphasize the action theme. Sound effects and music are listed. Potential issues that could arise during production like computer problems, software crashes, and health and safety concerns are addressed along with solutions.
This document provides research on the target audience for a film project aimed at ages 16-19. It analyzes data showing what teenagers spend money on, mainly food and clothing. It suggests including popular brands like McDonald's and clothing brands like Nike in scenes to appeal to teenagers. Research graphs show Nike is the most popular clothing and footwear brand among teens. The document concludes Nike should be featured to attract the target audience.
This document provides a proposal for an animated demo game called RUN. It will be a thriller/action game aimed at entertaining audiences ages 15-25 primarily. The game will feature a plot where an explorer encounters an alien in the woods and is then chased by monkeys into a shed, ending on a cliffhanger with a monster inside. Research on audience preferences for locations, characters, and endings will guide the production. The game will not include offensive materials and will be family friendly to avoid legal issues.
The product is a platform game called "Dino Attack" where players control an explorer running through a forest collecting coins while avoiding obstacles and a flying dinosaur. The game ends when the explorer reaches a shelter. The target audience is ages 15-44 of any gender from lower-middle and working classes, appealing to their interests in catchy sounds, adventure themes, and trendy character design. The creator will use research on setting, colors, and camera placement in the final production to make the game fun and enjoyable without offensive, restricted, or copyrighted content.
This proposal is for a pixel adventure/fantasy game called "Lost Relative" aimed at ages 7+. The player controls a character searching levels of a map to find their lost relative. Levels include obstacles, enemies, power-ups, and coins. The story and gameplay are meant to be entertaining with characters that have unique appearances, weapons, and abilities. Feedback from surveys and interviews will inform character and weapon design choices. While similar to Mario in concept, all aspects of the game will be original creations to avoid copyright issues. Care will be taken to avoid offensive content and the game will adhere to advertising standards regarding harm, offense, and honesty.
Jake plans to create a game music video montage featuring clips from multiple action video games set to dramatic music. He will edit the video clips together in Adobe Premiere and design a poster using game characters from the montage in Photoshop to advertise the video. The target audience for both the montage video and poster is teens and young adults seeking fast-paced, entertaining action content.
This proposal is for an interactive driving game called "Driving Mania" aimed at entertaining players ages 7-20 from middle-class backgrounds. The game will involve dodging obstacles and other drivers on the road to drive as far as possible while also collecting coins. Elements from research on existing arcade-style driving games will be incorporated, but the final product will differ and be made suitable for all ages without offensive or copyrighted material. The goal is to create a fun and challenging driving game that does not risk legal issues.
My product is an advergame called the Advergame Project that will be released on Facebook, YouTube, Twitter and Instagram. It is a virtual parking simulator game targeted at ages 9 to 18 of all genders and social statuses. The game teaches players how to properly park a vehicle in a fun and engaging way without any offensive material. It was inspired by the pixel art style of the game Pixel Parking but has its own unique characters, logos, and names to avoid copyright issues.
This document provides a template for a PowerPoint presentation to plan a film production. It includes sections for story development, visual planning, organizational planning, risk assessment, scheduling, locations and permits, props, costumes, and sound design. The visual planning section includes templates for storyboards and shot lists. The document recommends completing pre-production tasks like developing characters, planning shots and audio before filming. It also emphasizes gaining permissions before filming at locations or with people.
The document provides a treatment for a sitcom called "Young Lives" about a group of awkward high school students. It will follow the students as they try to retrieve an embarrassing object from the most popular girl in school at a leaver's party. The treatment outlines four main characters, the intended teenage audience, a sitcom style and format, and plans for a supporting website. It also addresses the rationale, feasibility, budget, and production deadlines for the project.
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This proposal outlines an interactive mobile game called "The Journey of Food" aimed at educating and entertaining children ages 13-20. The puzzle game follows a character searching for missing foods across 13 levels and hidden pathways. Each completed level rewards the player with one of the missing foods. The game will use vibrant colors and cartoonish animations to engage players. Legal and ethical considerations were made to avoid offensive, misleading, or dangerous content by changing existing character designs and ensuring the game matches the planned design.
This proposal outlines a mystery/adventure side-scroll video game called "Amnesia" where a boy wakes up with amnesia in his post-apocalyptic hometown. He collects 10 diary pages around the abandoned town to piece together what happened. The target audience is teenagers and young adults interested in storytelling and dystopian settings. Legal considerations include ensuring the game does not include offensive material or restrict younger audiences inappropriately. The proposal also addresses using original artwork and having a sufficiently different product than existing works called "Amnesia."
R storytelling is a new and immersive way to read stories. This application provides you with the most advanced storytelling techniques using Augmented Reality.
The document outlines plans for a 10-day short film project with a social realist/indie genre. It will take inspiration from films like Trainspotting using abstract shots to grab attention. The story involves a young woman finding disturbing photos on her stolen phone showing her death. She tries to trace the people in the photos to prevent the predicted outcome from occurring. Locations include an apartment building and dark room to create suspense and isolate the main character.
The document outlines plans for a 10-day short film project with a social realist/indie genre. It will take inspiration from films like Trainspotting using abstract shots to grab attention. The story involves a young woman finding disturbing photos on her stolen phone showing her death. She tries to trace the people in the photos to prevent the predicted outcome from occurring. Locations include an apartment building and dark room to create suspense and isolate the main character.
The document outlines plans for a 10-day short film project with a social realist/indie genre. It will take inspiration from films like Trainspotting using abstract shots to grab attention. The story involves a young woman finding disturbing photos on her stolen phone showing her death. She tries to trace the people in the photos to prevent the predicted outcome from occurring. Locations include an apartment building and dark room to create suspense and isolate the main character.
The document provides tips for designing app store icons, including using elements from the app, making the icon aesthetically pleasing, using a similar style to the app, using complementary colors, keeping the target audience in mind, and following app store design guidelines. It then discusses designing an icon for a skateboarding game called "CHAD" by providing initial icon ideas, feedback on two concepts, an action plan for improvements, considering the app's rating on the app store, and outlining the final design process.
This document contains Mario Im's portfolio for an imaginary world assignment. It includes summaries of two previous animation assignments - a bouncing ball and animated text. It also includes details of Mario's mythology elements - his current and future self as well as his cultural background. Mario proposes a concept for his imaginary world involving a college student with a dark inner demon. The document provides details on the character, environment, visual effects, music, and pre-production assets. It includes a production plan and schedule to create a 90-second teaser trailer for the concept over 8 weeks.
This document provides information for the pre-production of a video game, including intended audience demographics, style considerations, and contingency planning. The target audience is described as primarily male ages 12-21 who live in small cities ("belongers") and enjoy action games. Pixelated lava and vehicles will be included in the style to emphasize the action theme. Sound effects and music are listed. Potential issues that could arise during production like computer problems, software crashes, and health and safety concerns are addressed along with solutions.
This document provides research on the target audience for a film project aimed at ages 16-19. It analyzes data showing what teenagers spend money on, mainly food and clothing. It suggests including popular brands like McDonald's and clothing brands like Nike in scenes to appeal to teenagers. Research graphs show Nike is the most popular clothing and footwear brand among teens. The document concludes Nike should be featured to attract the target audience.
This document provides a proposal for an animated demo game called RUN. It will be a thriller/action game aimed at entertaining audiences ages 15-25 primarily. The game will feature a plot where an explorer encounters an alien in the woods and is then chased by monkeys into a shed, ending on a cliffhanger with a monster inside. Research on audience preferences for locations, characters, and endings will guide the production. The game will not include offensive materials and will be family friendly to avoid legal issues.
The product is a platform game called "Dino Attack" where players control an explorer running through a forest collecting coins while avoiding obstacles and a flying dinosaur. The game ends when the explorer reaches a shelter. The target audience is ages 15-44 of any gender from lower-middle and working classes, appealing to their interests in catchy sounds, adventure themes, and trendy character design. The creator will use research on setting, colors, and camera placement in the final production to make the game fun and enjoyable without offensive, restricted, or copyrighted content.
This proposal is for a pixel adventure/fantasy game called "Lost Relative" aimed at ages 7+. The player controls a character searching levels of a map to find their lost relative. Levels include obstacles, enemies, power-ups, and coins. The story and gameplay are meant to be entertaining with characters that have unique appearances, weapons, and abilities. Feedback from surveys and interviews will inform character and weapon design choices. While similar to Mario in concept, all aspects of the game will be original creations to avoid copyright issues. Care will be taken to avoid offensive content and the game will adhere to advertising standards regarding harm, offense, and honesty.
Jake plans to create a game music video montage featuring clips from multiple action video games set to dramatic music. He will edit the video clips together in Adobe Premiere and design a poster using game characters from the montage in Photoshop to advertise the video. The target audience for both the montage video and poster is teens and young adults seeking fast-paced, entertaining action content.
This proposal is for an interactive driving game called "Driving Mania" aimed at entertaining players ages 7-20 from middle-class backgrounds. The game will involve dodging obstacles and other drivers on the road to drive as far as possible while also collecting coins. Elements from research on existing arcade-style driving games will be incorporated, but the final product will differ and be made suitable for all ages without offensive or copyrighted material. The goal is to create a fun and challenging driving game that does not risk legal issues.
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The document provides a treatment for a sitcom called "Young Lives" about a group of awkward high school students. It will follow the students as they try to retrieve an embarrassing object from the most popular girl in school at a leaver's party. The treatment outlines four main characters, the intended teenage audience, a sitcom style and format, and plans for a supporting website. It also addresses the rationale, feasibility, budget, and production deadlines for the project.
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Factors affecting undergraduate students’ motivation at a university in Tra VinhAJHSSR Journal
ABSTRACT: Motivation plays an important role in foreign language learning process. This study aimed to
investigate student’s motivation patterns towards English language learning at a University in Tra Vinh, and factors
affecting their motivation change toward English language learning of non-English-major students in the semester.
The researcher used semi-structured interview at the first phase of choosing the participants and writing reflection
through the instrument called “My English Learning Motivation History” adapted from Sawyer (2007) to collect
qualitative data within 15 weeks. The participants consisted of nine first year non-English-major students who learning
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(high motivation group; average motivation group; and low motivation group). The results of the present study
identified six visual motivation patterns of three groups of students with different motivation fluctuation, through the
use of cluster analysis. The study also indicated a diversity of factors affecting students’ motivation involving internal
factors as influencing factors (cognitive, psychology, and emotion) and external factors as social factors (instructor,
peers, family, and learning environment) during English language learning in a period of 15 weeks. The findings of
the study helped teacher understand relationship of motivation change and its influential factors. Furthermore, the
findings also inspired next research about motivation development in learning English process.
KEY WORDS: language learning motivation, motivation change, motivation patterns, influential factors, students’
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quantitative approach, the study's objectives are descriptive and causal, adopting a positivist paradigm with a
deductive approach to theory development and a survey research strategy. Findings reveal that work stress
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opportunities. At present, Huzhou tourism has become one of the most characteristic tourist cities on the East
China tourism line. With the development of Huzhou City, the tourism industry has been further improved, and
the tourism degree of the whole city has further increased the transformation and upgrading of the tourism
industry. However, the development of tourism in Huzhou City still lags far behind the tourism development of
major cities in East China. This round of research mainly analyzes the current development of tourism in
Huzhou City, on the basis of analyzing the specific situation, pointed out that the current development of
Huzhou tourism problems, and then analyzes these problems one by one, and put forward some specific
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UR BHatti Academy dedicated to providing the finest IT courses training in the world. Under the guidance of experienced trainer Usman Rasheed Bhatti, we have established ourselves as a professional online training firm offering unparalleled courses in Pakistan. Our academy is a trailblazer in Dijkot, being the first institute to officially provide training to all students at their preferred schedules, led by real-world industry professionals and Google certified staff.
7. Trail theme – Laddaland, the movie
A family of 4 (Thee, Parn, Nat and Nim) move into
a new house
Paranormal activities take place
Man shoots son by mistake, shoots himself too
Rest of the family leaves the haunted house
9. The Laddaland Survivors
Entrance of Laddaland House where player has to reach
The game begins at the gate of the haunted
city called Laddaland. The Laddaland is
infected with ghosts, spooky elements and
horrifying creatures. On the other end, there
is a house.
The players have to login with Facebook and
choose the role that they want to play – Thee
or Pam, and safely reach the house.
The players will encounter haunted
mansions, blood-thirsty creatures, blood-red
lake with scary people.
Player has to successfully navigate and reach
the house
11. Building virality on Facebook
The Laddaland Survivors
Miang Chang at Sentosa Spooktacular – Survivors
of Laddaland
Miang Chang has successfully crossed the Frankenstein
mansion. Give him tip or weapon to help Miang move
forward carefully and win tickets for next trail.
As the player crosses hurdles, the game app will
post updates on the player’s wall – location and
what happened.
Friends can help the player reach the destination
or vote for his/her boldness or start playing the
game themselves
Players will get rewarded on successful completion
of the game and points scored.
12. During the event – capturing the excitement on the trails
Facebook post
Inside at the trail
Outside at the venue entrance
Jackie had the most horrifying moment of her life at Spooktacular Laddaland mansion.
Got a brave heart? Then come to Spooktacular
and show Jackie that you are not scared of ghosts
Visitors will be given RFID tag which will have
their Facebook username and password stored.
Their details will be captured when they enter
the trail.
The haunted trails will have Mic with sound
sensors and a camera placed at ghosts-visitors
interface.
Whenever there is a human-ghost interaction,
the mic will capture the scream of the visitor
and activate the camera.
The camera will capture the most horrifying
moments of the visitor and display it with the
audio on the digital board at the entrance along
with their name, location inside the trail and
the pic
The pic will also be posted on the visitor’s
facebook page with the location
14. Trail theme – Alone (name of the movie)
The story is about two conjoined
twins – Pim and Ploy.
Pim has a good soul and Ploy plays
the evil part.
15. Pre-event - Interactive tab on Alone
Ploy Pim
Users visit the Facebook page and click on the Tab
called – Pim Side. Ploy Side.
The tab will ask user to enable webcam
Users have to take two photos using the webcam, one
reflecting their normal self and the other with a
ghostly expression
Pim side. Ploy side.
The good side and the evil side
16. Take a pic and upload your Pim and Pam expression
I am getting ready for Spooktacular.
Rate my Pim side and help me win Free Passes
Click here to make it your profile
pic and win free tickets
Apply filter
The app will also have scary face filters to
make the ghostly expression look more
horrific.
The app will provide an option to add the
ghostly pic as the profile pic on user’s
Facebook page
User can also post his/her Pim or Ploy face
on wall and ask his/her friends to rate it or
like it
The users will also have an option to
download some really spooky Spooktacular
Cover Photo Themes and add it on their
profile page.
17. Game based on Alone
Facebook post
Game screen
Wong reached the other end in 60 mins. Are you ready
for the Go Alone challenge? Play and Win Free Passes.
The game can be played only in darkness. User has to
activate the webcam which senses the lights.
When the light is turned off, the game begins. The
game will be from user’s point of view and he has to
navigate with the arrow keys.
Horrifying creatures start appearing on the screen and
user has to navigate through them and reach the other
end.
He can also post the score on facebook and invite
friends to compete.
The Scream Alone Challenge
19. The audience
Local / Expat
Families with kids
Free / Independent
Travelers
Children aged –
4 – 12 years
20. Pre-event - Live your favourite moments
On ground
Mobile App
The mobile app, enabled with augmented reality will
be preloaded with best scenes / themes of various
stories or movies.
Parents have to dress up their kid based on the
story. They can select their favourite scene available
in the app to take a pic. The frame will make the kid
look like a character in the scene.
Parents have to post the photo on Sentosa’s
Facebook page to enter the contest. The best ones
will win a Free rides at Sentosa
Cut out of characters will also be placed at malls.
Parents have to take a snap of their kid with the cut
out and post it on Sentosa’s page.
21. Post-event - Make your own storybook
The Story Book App
The Facebook app will have preloaded comic strip with speech blurbs
Parents can take a picture of their kids and make it a part of the comic strip or entire movie scenes (optional)
Kids have to fill up the speech blurb with appropriate dialogues and submit it
The comic strips with best dialogues will be rewarded with Free ride at Sentosa
Parents can post this comic strip on Facebook and invite likes