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Halloween 1938: The Panic Broadcast Hallowe’en night in 1938 Orson Welles transformed radio from a storytelling medium to a medium that delivered an experience. ------- he created national hysteria as listeners reacted to what they believed was an alien invasion. The consummate disrupter - Welles knew the entire world was his stage!
#WWWD What Would Wells Do? As story maker I wonder--- how would Welles tell his stories today? how would he recapture a distracted audience from their devices and screens with immersive interactive technologies? What experience would he create? We are today’s Story Making pioneers — rewriting and inventing new rules in code -- every single day.
Listen In: https://soundcloud.com/joanna-pe-a-bickley/tribeca-film-festival-talk-cognitive-storytelling-in-the-4d-how-would-orson-welles-tackle-it
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Virtual Awkwardness -- the manifestation of social awkwardness in the virtual space.
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Talk: Cognitive Storytelling In The 4th Dimension - How Would Orson Welles Ta...Joanna Peña-Bickley
Halloween 1938: The Panic Broadcast Hallowe’en night in 1938 Orson Welles transformed radio from a storytelling medium to a medium that delivered an experience. ------- he created national hysteria as listeners reacted to what they believed was an alien invasion. The consummate disrupter - Welles knew the entire world was his stage!
#WWWD What Would Wells Do? As story maker I wonder--- how would Welles tell his stories today? how would he recapture a distracted audience from their devices and screens with immersive interactive technologies? What experience would he create? We are today’s Story Making pioneers — rewriting and inventing new rules in code -- every single day.
Listen In: https://soundcloud.com/joanna-pe-a-bickley/tribeca-film-festival-talk-cognitive-storytelling-in-the-4d-how-would-orson-welles-tackle-it
This is a presentation I gave at the 2006 FMX conference in Stuttgart Germany. It covers the general topic of "Technical innovations and Entertainment"
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Virtual Awkwardness -- the manifestation of social awkwardness in the virtual space.
A long durational performance piece art is culminated by the phenomenon of migration from real space to the virtual for 24 hours, transcending private to public space. This presentation distills the complexity into its essence.
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Presented at IADIS Visual Communication Conference Albert-Ludwigs-Universität Freiburg, 27.7.2010
Nuno N. Correia is a doctor of arts student at Aalto University, School of Art and Design: http://mlab.taik.fi/
More information:
http://www.nunocorreia.com
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Of course it’s exciting when people offer you money to make your project, but in this fragmented world of cross-platform production, more often than not, you will be working with several funders, in different territories, for a variety of audiences, on many platforms, over extended periods of time. This cautionary tale uses case studies and personal experience to highlight the potential pitfalls of working on a large-scale cross-platform production and aims to provide strategies for creating a story-world that covers all the bases whilst keeping true to the heart of the project.
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The Pixel Lab 2014_Loc Dao_Lessons Learned In Interactive Documentary
1. Links to real projects in presentation:
!
http://archive.cbcradio3.com
!
http://godslake.nfb.ca
!
http://thelasthunt.nfb.ca
Please download the free tablet app
!
http://pinepoint.nfb.ca
!
http://bear71.nfb.ca
!
http://circa1948.nfb.ca
Free iPad/iPhone app is the main project - link on website
!
Seven Digital Deadly Sins
http://sins.nfb.ca
15. The Last Hunt
New workflow
2014 Webby Award
FWA Mobile Site of the Day
FWA Site of the Day
Made the user cry
Linear written/audio story + semi-linear visual user experience
21. You need to have a good story
(don’t get stuck on form or tech)
Know your audience
(and why they will care)
The audience is the editor
(you’re no longer in control)
Lessons learned
22. Marketing and Content will never be separate again
Different audiences use different platforms,
it should have also been a tablet app
Story and form need to be conceived before
the project starts production
Linear written story + semi-linear visual user experience
It took 6 months to write and re-write the script
Lessons learned
30. Epilogue: Social Narrative
Lance Weiler’s Community Team
+
Microsite + Postcards with QR
Story in Filmmaker Magazine
@iambear71
iambear71.tumblr.com
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42. Interactive Doc - 300,000 people
Installation and Live - 25,000 people
FWA Site of the Year
Webby Award
Cannes Cyber Lion
43. “People have been discussing the
possibilities of interactive film for
decades, Bear 71 is one of the first
examples of someone[sic] getting it
right.”
!
- Corinna Falusi, Ogilvy & Mather
44. Sometimes your first idea is the best one
Story and Script are still the foundation of the
work. The right author JB McKinnon (100 mile
diet) brought the project to another level.
Have the right team. Do you trust your devs?
Lessons learned
45. Telling the story on different
platforms can work
The Storyworld was more than the
sum of its parts
Linear audio story + non-linear visual user experience
Lessons learned
46. Gods Lake, The Last Hunt, Main Street, This Land
Linear written/audio story + semi-linear visual user experience
Circa 1948
Non-linear audio fragments + non-linear visual user experience
Welcome to PinePoint
Linear written story + semi-linear visual user experience
Bear 71
Linear audio story + non-linear visual user experience
A new form: Interactive Documentary
66. Circa 1948 StoryWorld
Live artist talk
Play: Helen Lawrence(currently in Munich)
iPad/iPhone App
Interactive Installation
Circa website
67. Hybrid Agile between web and
game is tricky but does work
Each piece of the Storyworld can
exist standalone.
Non-Linear audio story + non-linear visual user experience
Lessons learned
We can’t stop learning. We learned how to
make a 3D render engine for tablets and the
physical environment.