Australasian Drama Studies Association (ADSA) conference presentation 2013.
Staging changes multi-media translations-from play to itunes store in ten easy stages…..”
Raising the surveillant subject: Children with toys that are intelligent and ...Beverly Geesin
This document discusses how interactive toys use surveillance technologies to normalize constant visibility and interaction with machines from a young age. It examines toys like Cayla, Freddy, and Ubooly that can listen, learn, and appear to know personal details about children. Through mechanisms like customizable personalities and remembering favorite things, these toys aim to form relationships with children and embed social norms. The document argues this risks training children to engage in scripted interactions and see AI as friends, while distancing them from how their data is collected and used.
Rosie Paulissen has an MSc in Design for Interaction from Delft University of Technology. Her focus is on user experience and context of use. She has experience designing products like AudioPlay, an interactive playground; Majesty, a coffee machine interface; FestiMate, a smart festival wristband; and Goodnight!, bedside panels for hostel travelers. She also conducted research projects on topics like the daily life of small business owners and using digital tools for context mapping. Her graduation project was Kjoepie!, a system to encourage children with cerebral palsy to use their affected hand through sensory cues and rewards.
This document discusses Catherine Fargher's experimental and research-based arts practice involving hybrid and new media arts. It outlines three generations of her creative works that explore concepts of evolution, mutation, and transformation through a blending of technologies and traditional art forms. These include radio plays, puppetry, installations, and a proposed trans-media storyworld called "The Dr Egg Adventures".
This document provides information about batteries and adapters for Asus laptop models. It lists an Asus AP31-1008HA battery and Asus AP31-1008HAAdapter. It also includes the website http://www.cheap-aubatteries.com, which appears to sell replacement batteries and adapters for Asus laptops.
This document provides information about an ACER-UM08B74 battery and compatible adapter/charger that can be purchased from a website. It lists the compatible battery codes and over 15 Acer laptop models that this battery and charger would fit, including various Acer Aspire One netbook models.
The document describes two methods for approximately developing a sphere:
1. The polycylindric/gore method which divides a quadrant into equal central angles and measures arcs and chords to form gores which are assembled to approximate the sphere.
2. The polyconic/zone method which draws concentric circles and arcs, dividing the sphere into equal sectors. Tangent lines and arcs are drawn to form zones which are assembled to approximate the sphere.
Raising the surveillant subject: Children with toys that are intelligent and ...Beverly Geesin
This document discusses how interactive toys use surveillance technologies to normalize constant visibility and interaction with machines from a young age. It examines toys like Cayla, Freddy, and Ubooly that can listen, learn, and appear to know personal details about children. Through mechanisms like customizable personalities and remembering favorite things, these toys aim to form relationships with children and embed social norms. The document argues this risks training children to engage in scripted interactions and see AI as friends, while distancing them from how their data is collected and used.
Rosie Paulissen has an MSc in Design for Interaction from Delft University of Technology. Her focus is on user experience and context of use. She has experience designing products like AudioPlay, an interactive playground; Majesty, a coffee machine interface; FestiMate, a smart festival wristband; and Goodnight!, bedside panels for hostel travelers. She also conducted research projects on topics like the daily life of small business owners and using digital tools for context mapping. Her graduation project was Kjoepie!, a system to encourage children with cerebral palsy to use their affected hand through sensory cues and rewards.
This document discusses Catherine Fargher's experimental and research-based arts practice involving hybrid and new media arts. It outlines three generations of her creative works that explore concepts of evolution, mutation, and transformation through a blending of technologies and traditional art forms. These include radio plays, puppetry, installations, and a proposed trans-media storyworld called "The Dr Egg Adventures".
This document provides information about batteries and adapters for Asus laptop models. It lists an Asus AP31-1008HA battery and Asus AP31-1008HAAdapter. It also includes the website http://www.cheap-aubatteries.com, which appears to sell replacement batteries and adapters for Asus laptops.
This document provides information about an ACER-UM08B74 battery and compatible adapter/charger that can be purchased from a website. It lists the compatible battery codes and over 15 Acer laptop models that this battery and charger would fit, including various Acer Aspire One netbook models.
The document describes two methods for approximately developing a sphere:
1. The polycylindric/gore method which divides a quadrant into equal central angles and measures arcs and chords to form gores which are assembled to approximate the sphere.
2. The polyconic/zone method which draws concentric circles and arcs, dividing the sphere into equal sectors. Tangent lines and arcs are drawn to form zones which are assembled to approximate the sphere.
The document provides information about various science workshops and activities organized by The Futurist. The mission is to inspire young minds to pursue science through hands-on experiments. Various workshops will be conducted over the summer, including those led by celebrity science educator F.A.Q. Prateek. The workshops aim to benefit students by making science fun and interactive through activities related to topics like magnetism, sound, astronomy and more. A total of 30,000 students across 30 schools are expected to participate in the workshops.
Greenlight For Girls 20 November BrusselsMRancourt
Registration is now open for our greenlight for girls event - a new social initiative encourage young women to consider a future in math, science, engineering and technology.
The document describes the design process for a toy called "Bug Heads". It involved research on children's play, workshops to explore ideas, and multiple iterations of prototyping. The goal was to create a toy that teaches children about insect anatomy and environments in a fun way. Early prototypes using materials like paper and metal got children curious but were not wearable. Later prototypes added softer, flexible materials and more details inspired by insect features. User testing provided feedback on interactions and how well it conveyed its educational aims. Areas for improvement include more strongly representing natural environments and traditions to further engage children in learning.
As part of Institute of Customer Experience, we are constantly on the look out for opportunities that give us an insight into the future of things. We wanted to explore the concept of “beginner’s mind” which is said to be an attitude of openness, eagerness and lack of preconceptions and realized that it was the mind of a child that we wanted a peek into.
We ideated and devised a unique way of getting children to give us their insights about what they think will happen in the future. The result was a board game called “The Trip to the Future” which we used to conduct “playshops”. This method got us very exciting responses. We would love to take you through the journey.
Augmented reality (AR) enhances real-world environments by overlaying digital information and objects. The document discusses AR applications for practitioners, including educational games that use AR simulations to engage students in role-playing scenarios. Some examples provided are Alien Contact, where students work in teams to determine why aliens have landed, and Environmental Detectives, where students investigate the source of a toxin spill on a university campus. The document suggests ARIS and FreshAir as open-source platforms for creating mobile AR games and experiences that combine virtual and physical worlds.
We as Chocolatekids is now emerging as topmost Play School In Guduvanchery and Playschool in Kannivakkam by undergoing various educational programs for children.
This document discusses the importance of play, particularly open-ended play using technology. It notes that play allows children to use their imagination, which Einstein said was more important than knowledge. The document describes different technologies like Scratch and Lego Digital Designer that provide opportunities for open-ended play. It quotes the goal of the Lifelong Kindergarten Group at MIT as creating a world where people can playfully create for themselves and their communities.
Free Digital Copy of StudentEdge Newspaper October Monthshwetasharma778968
The document discusses a student newspaper called StudentEdge that covers various topics related to news, hobbies, education, entertainment, and personality development for school-going children. It highlights two scientists, Hidetoshi Katori and Jun Ye, who won the 2022 Breakthrough Prize in Fundamental Physics for their work developing ultra-precise quantum clocks. It also provides information about the winners of the 2022 Breakthrough Prizes in other categories like mathematics, physics, and life sciences.
Tiny Swipers is a transmedia project consisting of an app (game), a drawing/painting kit and an album that features entertaining games to boost the imagination and creativity thanks to series of tools to help kids create stories, tales and legends.
B2 Experience produces engaging educational experiences combining design, entertainment and education. Led by founders Brad Nuccio and Bryan Harris, they have offices in Denver, Indianapolis and Atlanta. Their team includes award-winning educators, designers and project leaders who have created experiences for clients such as the U.S. Space and Rocket Center, National Geographic, and the U.S. Astronaut Hall of Fame. Their case studies include traveling exhibits on topics like genetics, the human brain, and the recovered Liberty Bell 7 spacecraft.
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://www.pearltrees.com/shellyterrell/halloween-sites-activities/id6528723
This document discusses how children are increasingly using digital technologies like tablets at early ages. Over half of children ages 0-8 now have access to smartphones, tablets, or similar devices. These "digital natives" are more intuitive with touchscreen technologies than their parents. However, the effects of extensive tablet use on children's development are still unclear since long-term studies have not been conducted. While tablets provide educational opportunities, there is debate around concerns like reduced attention spans and more sedentary lifestyles. Views of an ideal childhood need to be updated to reflect how technology is now integrated into most children's lives. Moderation is advised to balance both digital and non-digital activities for healthy development.
Childrens Museums: Tangible Storytelling + Play + LearningErin Reilly
This document discusses using tangibility and physical objects to enhance transmedia storytelling and learning experiences for children. It provides examples of previous exhibitions that blended digital and physical worlds. The author proposes expanding one exhibition called "The Flotsam Experiment" into a transmedia story and game. Key aspects of tangibility discussed are manipulability, physical connectivity and performativity of objects. The document envisions 3D printed story elements that children could manipulate to augment a museum exhibit and extend the experience beyond the visit. It presents an idea called "The Winklebeans Experiment" to use these principles of tangible storytelling and play to foster learning.
This document discusses using tangibility and physical objects to enhance transmedia storytelling and learning experiences for children. It presents examples of previous interactive exhibits that blended physical and digital worlds. The author proposes expanding an existing wordless picture book called "Flotsam" into a transmedia story and game. Players would move physical game pieces representing items from the story across oceans. The document also discusses designing 3D printed objects that children could manipulate to augment storytelling in museums or extend exhibit experiences at home. The goal is to explore how tangibility can connect to transmedia storytelling and play to support constructivist learning.
The document discusses how the author used the StoryKit iPhone application to encourage their 6-year old son to be creative during a family road trip. The author helped their son develop characters and storylines for superheroes and then had him record the stories into StoryKit using text, drawings, audio and images. This allowed their son to engage in design thinking and new media literacies in a playful way. The author argues that digital tools like StoryKit can foster creativity in children by allowing for multimodal expression rather than just consumption of media.
The Veldt is a story about a family who lives in a smart home called the Happylife Home. The home does everything for the family automatically from cleaning to entertaining the children in the nursery. The nursery allows the children to imagine any setting which would then appear. It had always shown an African savannah before but then got stuck on it for a month. The parents become worried about what this means for their children. They bring in a psychologist to evaluate the nursery who says it has become a channel for the children's destructive thoughts.
The document discusses transmedia storytelling and how stories can be expanded across different mediums to increase engagement. It uses the examples of Star Wars and the children's book Flotsam to show how they were expanded from their original forms into other mediums like movies, toys, video games and more. The author discusses experiments they conducted taking Flotsam and developing an interactive app and physical exploration kit to extend the story's world. However, the most successful experiment blended the digital and physical by using AR-enabled collectible cards. The document concludes by discussing the research question of how to better blend the digital and physical worlds in transmedia stories and play experiences to enhance 21st century learning.
An Augmented Reality GameBook for Children with Autism Spectrum Disorder (ASD)Jorge Brandão
Technologies, like augmented reality (AR), have the ability to catch children’s imagination and to promote their attention.
Children with ASD usually have difficulty to recognize facial expressions and to understand associated emotions.
We propose to design and develop an innovative GameBook to assist children with ASD to recognize and acquire emotions by engaging their attention and motivation.
The GameBook will contain a story that describe some scenarios and real world situations which will conduct the children to become involved on fictional contents associated with emotions.
Sara Saffari: Turning Underweight into Fitness Success at 23get joys
Uncover the remarkable journey of Sara Saffari, whose transformation from underweight struggles to being recognized as a fitness icon at 23 underscores the importance of perseverance, discipline, and embracing a healthy lifestyle.
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The document provides information about various science workshops and activities organized by The Futurist. The mission is to inspire young minds to pursue science through hands-on experiments. Various workshops will be conducted over the summer, including those led by celebrity science educator F.A.Q. Prateek. The workshops aim to benefit students by making science fun and interactive through activities related to topics like magnetism, sound, astronomy and more. A total of 30,000 students across 30 schools are expected to participate in the workshops.
Greenlight For Girls 20 November BrusselsMRancourt
Registration is now open for our greenlight for girls event - a new social initiative encourage young women to consider a future in math, science, engineering and technology.
The document describes the design process for a toy called "Bug Heads". It involved research on children's play, workshops to explore ideas, and multiple iterations of prototyping. The goal was to create a toy that teaches children about insect anatomy and environments in a fun way. Early prototypes using materials like paper and metal got children curious but were not wearable. Later prototypes added softer, flexible materials and more details inspired by insect features. User testing provided feedback on interactions and how well it conveyed its educational aims. Areas for improvement include more strongly representing natural environments and traditions to further engage children in learning.
As part of Institute of Customer Experience, we are constantly on the look out for opportunities that give us an insight into the future of things. We wanted to explore the concept of “beginner’s mind” which is said to be an attitude of openness, eagerness and lack of preconceptions and realized that it was the mind of a child that we wanted a peek into.
We ideated and devised a unique way of getting children to give us their insights about what they think will happen in the future. The result was a board game called “The Trip to the Future” which we used to conduct “playshops”. This method got us very exciting responses. We would love to take you through the journey.
Augmented reality (AR) enhances real-world environments by overlaying digital information and objects. The document discusses AR applications for practitioners, including educational games that use AR simulations to engage students in role-playing scenarios. Some examples provided are Alien Contact, where students work in teams to determine why aliens have landed, and Environmental Detectives, where students investigate the source of a toxin spill on a university campus. The document suggests ARIS and FreshAir as open-source platforms for creating mobile AR games and experiences that combine virtual and physical worlds.
We as Chocolatekids is now emerging as topmost Play School In Guduvanchery and Playschool in Kannivakkam by undergoing various educational programs for children.
This document discusses the importance of play, particularly open-ended play using technology. It notes that play allows children to use their imagination, which Einstein said was more important than knowledge. The document describes different technologies like Scratch and Lego Digital Designer that provide opportunities for open-ended play. It quotes the goal of the Lifelong Kindergarten Group at MIT as creating a world where people can playfully create for themselves and their communities.
Free Digital Copy of StudentEdge Newspaper October Monthshwetasharma778968
The document discusses a student newspaper called StudentEdge that covers various topics related to news, hobbies, education, entertainment, and personality development for school-going children. It highlights two scientists, Hidetoshi Katori and Jun Ye, who won the 2022 Breakthrough Prize in Fundamental Physics for their work developing ultra-precise quantum clocks. It also provides information about the winners of the 2022 Breakthrough Prizes in other categories like mathematics, physics, and life sciences.
Tiny Swipers is a transmedia project consisting of an app (game), a drawing/painting kit and an album that features entertaining games to boost the imagination and creativity thanks to series of tools to help kids create stories, tales and legends.
B2 Experience produces engaging educational experiences combining design, entertainment and education. Led by founders Brad Nuccio and Bryan Harris, they have offices in Denver, Indianapolis and Atlanta. Their team includes award-winning educators, designers and project leaders who have created experiences for clients such as the U.S. Space and Rocket Center, National Geographic, and the U.S. Astronaut Hall of Fame. Their case studies include traveling exhibits on topics like genetics, the human brain, and the recovered Liberty Bell 7 spacecraft.
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://www.pearltrees.com/shellyterrell/halloween-sites-activities/id6528723
This document discusses how children are increasingly using digital technologies like tablets at early ages. Over half of children ages 0-8 now have access to smartphones, tablets, or similar devices. These "digital natives" are more intuitive with touchscreen technologies than their parents. However, the effects of extensive tablet use on children's development are still unclear since long-term studies have not been conducted. While tablets provide educational opportunities, there is debate around concerns like reduced attention spans and more sedentary lifestyles. Views of an ideal childhood need to be updated to reflect how technology is now integrated into most children's lives. Moderation is advised to balance both digital and non-digital activities for healthy development.
Childrens Museums: Tangible Storytelling + Play + LearningErin Reilly
This document discusses using tangibility and physical objects to enhance transmedia storytelling and learning experiences for children. It provides examples of previous exhibitions that blended digital and physical worlds. The author proposes expanding one exhibition called "The Flotsam Experiment" into a transmedia story and game. Key aspects of tangibility discussed are manipulability, physical connectivity and performativity of objects. The document envisions 3D printed story elements that children could manipulate to augment a museum exhibit and extend the experience beyond the visit. It presents an idea called "The Winklebeans Experiment" to use these principles of tangible storytelling and play to foster learning.
This document discusses using tangibility and physical objects to enhance transmedia storytelling and learning experiences for children. It presents examples of previous interactive exhibits that blended physical and digital worlds. The author proposes expanding an existing wordless picture book called "Flotsam" into a transmedia story and game. Players would move physical game pieces representing items from the story across oceans. The document also discusses designing 3D printed objects that children could manipulate to augment storytelling in museums or extend exhibit experiences at home. The goal is to explore how tangibility can connect to transmedia storytelling and play to support constructivist learning.
The document discusses how the author used the StoryKit iPhone application to encourage their 6-year old son to be creative during a family road trip. The author helped their son develop characters and storylines for superheroes and then had him record the stories into StoryKit using text, drawings, audio and images. This allowed their son to engage in design thinking and new media literacies in a playful way. The author argues that digital tools like StoryKit can foster creativity in children by allowing for multimodal expression rather than just consumption of media.
The Veldt is a story about a family who lives in a smart home called the Happylife Home. The home does everything for the family automatically from cleaning to entertaining the children in the nursery. The nursery allows the children to imagine any setting which would then appear. It had always shown an African savannah before but then got stuck on it for a month. The parents become worried about what this means for their children. They bring in a psychologist to evaluate the nursery who says it has become a channel for the children's destructive thoughts.
The document discusses transmedia storytelling and how stories can be expanded across different mediums to increase engagement. It uses the examples of Star Wars and the children's book Flotsam to show how they were expanded from their original forms into other mediums like movies, toys, video games and more. The author discusses experiments they conducted taking Flotsam and developing an interactive app and physical exploration kit to extend the story's world. However, the most successful experiment blended the digital and physical by using AR-enabled collectible cards. The document concludes by discussing the research question of how to better blend the digital and physical worlds in transmedia stories and play experiences to enhance 21st century learning.
An Augmented Reality GameBook for Children with Autism Spectrum Disorder (ASD)Jorge Brandão
Technologies, like augmented reality (AR), have the ability to catch children’s imagination and to promote their attention.
Children with ASD usually have difficulty to recognize facial expressions and to understand associated emotions.
We propose to design and develop an innovative GameBook to assist children with ASD to recognize and acquire emotions by engaging their attention and motivation.
The GameBook will contain a story that describe some scenarios and real world situations which will conduct the children to become involved on fictional contents associated with emotions.
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The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
Leonardo DiCaprio, a name synonymous with Hollywood stardom and acting excellence. has captivated audiences for decades with his talent and charisma. But, the Leonardo DiCaprio haircut is one aspect of his public persona that has garnered attention. From his early days as a teenage heartthrob to his current status as a seasoned actor and environmental activist. DiCaprio's hairstyles have evolved. reflecting both his personal growth and the changing trends in fashion. This article delves into the many phases of the Leonardo DiCaprio haircut. exploring its significance and impact on pop culture.
Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
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Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
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Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
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Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
DiCaprio's career skyrocketed with his performance in "What's Eating Gilbert Grape" (1993). earning him his first Academy Award nomination. He continued to gain acclaim with roles in "Romeo + Juliet" (1996) and "Titanic" (1997). the latter of which cemented his status as a global superstar. Over the years, DiCaprio has showcased his versatility in films like "The Aviator" (2004). "Start" (2010), and "The Revenant" (2015), for which he finally won an Academy Award for Best Actor.
Environmental Activism
Beyond his film career, DiCaprio is also renowned for his environmental activism. He established the Leonardo DiCaprio Foundation in 1998, focusing on global conservation efforts. His commitment to ecological issues often intersects with his public appearances. including those related to the Super Bowl.
The Super Bowl: An American Institution
History and Significance
The Super Bowl is the National Football League (NFL) championship game. is one of the most-watched sporting events in the world. First played in 1967, the Super Bowl has evolved into a cultural phenomenon. featuring high-profile halftime shows, memorable advertisements, and significant media coverage. The event attracts a diverse audience, from avid sports fans to casual viewers. making it a prime platform for celebrities to appear.
Entertainment and Advertisements
The Super Bowl is not only about football but also about entertainment. The halftime show features performances by some of the biggest names in the music industry. while the commercials are often as anticipated as the game itself. Companies invest millions in Super Bowl ads. creating iconic and sometimes controversial commercials that capture public attention.
Leonardo DiCaprio's Super Bowl Appearances
A Celebrity Among the Fans
Leonardo DiCaprio's presence at the Super Bowl has noted several times. As a high-profile celebrity. DiCaprio attracts
From Swing Music to Big Band Fame_ 5 Iconic Artists.pptx
Staging changes multi-media translations-from play to itunes store in ten easy stages…..”
1. Staging Changes: Multi-media translations: adaptation
practices across genres, media and forms
Or “From Play to itunes store in ten easy stages…..”
The Dr Egg Adventures transmedia storyworld
The Dr Egg Digital Project:
Dr Catherine Fargher
catherine.fargher@mq.edu.au
www.dreggdigital.com www.dreggadventures.com
2. Theatre: Dr Egg and the Man with No Ear:
Puppetry, animation and live performance
Images: Redmoon Theatre Chicago, Jessica Wilson Productions
4. In the beginning was the
story...
Our appetite for story is a reflection
of a profound human need to grasp
the patterns of living...within a very
personal emotional experience.
Robert McKee, 'The Story Problem' p 12.
6. Witch + stolen hair = power
(fables = the first science Vico. 1725.)
+
7. Historically, fables have explored the place
of humans and animals in nature, and how
life’s difficulties may be met with cunning,
ingenuity, invention, transformation, mutation
and sometimes magic or luck. Scientific
corporations are making promises for
remarkable futures and present day miracles
using these same means to meet life’s
difficulties.
Fables and Scientific
Geno-hype
8. Referencing real science as a basis for story: Brad
Pitt's DNA and the 3D printed ear
Dr Larry Bonassar, Cornell
University Bio-engineering
researcher, Sydney Morning
Herald Feb 27, 2013
10. Features
· An exciting interactive storyworld: The Dr Egg Adventures series of
fantastical scientific adventure stories forms the basis of a range of innovative
trans-media products.
· A distinctive aesthetic style: Integrating a highly distinctive aesthetic
style, the interactive storyworld uses illustration, animation, puppetry, video and
a rich soundscape to immerse the audience, entice the imagination and
encourage participation.
· Trans-media potential: As children and users seek to take their
experiences off-line, this storyworld has the potential to be incorporated into an
animated TV series with Augmented Reality (AR) tags, stand alone games,
mobile cross-platform Apps, published books and graphic novels, as well as a
range of toys and models.
· Educational potential: The Dr Egg Adventures features genetic science
themes and introduces ethical decision-making, creating a strong educational
focus aligning with the Science, Maths, History, and English curriculum Years 3
to 8.
18. The Dr Egg Adventures prototype
all ages testing day in the
Media Lab at Metro Screen 8/6/13
19. USER PROFILES AND SCENARIOS
Daniel is an eleven-year-old boy who is introduced to The Dr Egg Adventures title
through word of mouth from his friends. He likes Minecraft, Lego’s online
browsers and Cold Play. When he hears his friends discussing how they make their
mutant creations fight in the ‘Biohazard Battle Arena’, it captures his imagination.
Daniel is a non-sequential or visual-spatial thinker and is visually stimulated by the
product’s sensational aesthetics. As a result the longevity of product exists in the
‘Mutant Create’ game, as an outlet for Daniel’s own creativity – inventing strange
creations, each with elaborate stories of their own.
Indira is a twelve-year-old girl who likes the Hobbit, Taylor Swift and iPhone apps
like Geekbooth and Facemash. She hears about The Dr Egg Adventures title from
her science teacher at school. When she gets home, she uses the iPad she got for her
birthday to investigate. Indira is a sequential, systematic thinker who is very
technology-savvy. She enjoys the ‘Mutant Create’ game, especially the decision-
making process involved in determining which mutations are “safe” and which are
“mistakes”. She enjoys the engaging narrative and quirky characters, noticing
motifs, themes and ideas in the text that she did not previously.