A presentation at the Online Social Networking and Business Collaboration World 2007 (http://www.acevents.com.au/connect07/programme.html)
Sydney December 2007
• how to integrate your brand into social virtual worlds such as Second Life
• how to grow community and connect with inhabitants
• the future of the metaverse
Gary Hayes, Head of Virtual Worlds, Project Factory
A short 15 minute presentation given by Gary Hayes at the Sydney Writers Festival on Thurs 22nd May 2008 as part of a session looking at the visualisation and installation of poetry inside Second Life and other metaverses. Gary investigates the three levels of Sublime Immersion that are indicative of how art is currently being created inside these Social Virtual spaces - Authored, Resonant and Co-creative. It includes some latest statistics and research on the inhabitants of the world and some images from several well known installations and events across Second life
What's The ROI? Virtual Worlds IntroductionGary Hayes
Gary Hayes's intro and 15 minute session talk - Virtual Worlds & Business: What's The ROI?
Virtual worlds are maturing at a rapid rate and brands are realising there are valuable business opportunities within them. Whether the objective is engagement, research or brand presence, virtual worlds are proving to be a legitimate marketing channel. In this session our panel will look to provide insights into the business benefits of working within a virtual world. Our panellists will provide:
- An overview of virtual worlds and why they’re suitable for business
- Insight for brand involvement including what’s in it for both the brand and the consumer
- Considerations before entering a virtual world and how to be successful
- Identifying the KPIs and how to measure the success of a campaign
- Engagement and brand presence
- With case study examples, this session will bring to life the importance of engagement and brand presence in a virtual world and how organisations are testing, developing, connecting, and marketing within these communities.
DISCUSSION LEADER:
Gary Hayes, Director, Laboratory for Advanced Media Production, AFTRS
PRESENTER:
Jeff Brookes, Regional Director - Asia Pacific, Sulake Corporation (habbo.com.au)
Mitch Olson, Co-Founder, SmallWorlds
A detailed presentation given at the Online Social Networking and Business Collaboration conference in Sydney in November 2008 - on how to engage with shared social worlds - this includes locative games as well as traditional online game worlds and social 3D web based worlds. Specific focus on the networking elements and how this dictates the types of advertising and collaborative marketing.
Digital Worlds: Social, Virtual, Mobile
• Meet generation V
• What are the opportunities for enterprise, marketers and government?
• The psychological implications of virtual interaction
• What are the mobility limitations of virtual worlds?
Gary Hayes, Director LAMP, Head of Virtual Worlds, The Project Factory
Laurel Papworth, Director & Social Networks Strategist,
World Communities
Paul Salvati, Director,
A presentation from June 07 given to AMP covering topics including Virtual Worlds Survival Guide, Laboratory for Advanced Media Production, Trans-reality and Business in Second Life
TV vs Metaverse - The Mixed Reality Perfect StormGary Hayes
A presentation given by Gary Hayes the Director of Australia's Laboratory for Advanced Media Production at a seminar at the Museum of Sydney on 17 May 2006.
THE MIXED REALITY PERFECT STORM
“I think we are really approaching a perfect storm, a mixed reality perfect storm, because we are seeing several things happening. The first one is a long history of games based on TV and films, the foundations are already there. Another force creating this storm is virtual worlds, particularly the exponential growth of customisable ones and more importantly external integration into them. The third force is audience behaviour. They are involved in far more simultaneous activity particularly between broadband web and TV. The fourth element to this perfect storm is actually what is happening to TV and film, especially live reality TV becoming more game like and film becoming fantasy based. All of these forces together are creating a really potent mix” Gary Hayes 17 May 2007
Gary looks at the four forces that are coming together to create perfect conditions for this hybrid form of entertainment. He looks back 10 years at early inhabited TV 3D world experiments when he was an innovation producer at the BBC and then forward to the latest cross-over services where TV properties become virtual and where the virtual world appears inside traditional forms. He looks at virtual worlds such as there.com, second life, PS3 Home, Habbo Hotel, Neopets etc: and how properties such as Big Brother, Laguna Beach, The Hills, Pimp My Ride and a range of consumer brands that are creating engaging and immersive hybrid entertainment.
What's Wrong with Transmedia Content? Where's the Funding?Gary Hayes
A brief 10 minute presentation given by Gary at the Content Crises and Convergence Roundtable Day in Sydney on Aug 8 2011. Run by the ARC Centre for Excellence for creative industries and innovation - more details of the day here.
http://cci.edu.au/events/content-crisis-and-convergence and podcasts to follow shortly.
The talk extended an article Gary made back in March 2011 here http://www.personalizemedia.com/10-reasons-public-multi-platform-funding-is-broken-ways-to-fix-it/
Marketing Opportunities in Social Virtual WorldsGary Hayes
A presentation by Gary Hayes to the Advertising and Marketing Summit Conference in Sydney on 22 July 2008.
Marketing Opportunities in Social Virtual Worlds
• Engaging with consumers in social and game virtual worlds
• Overview of the explosive growth of casual worlds and latest business models
• Insight into popular worlds including Second Life, Habbo, Google Lively and DIY Virtual Worlds.
Gary Hayes :: Head of Virtual World Development :: The Project Factory
A short 15 minute presentation given by Gary Hayes at the Sydney Writers Festival on Thurs 22nd May 2008 as part of a session looking at the visualisation and installation of poetry inside Second Life and other metaverses. Gary investigates the three levels of Sublime Immersion that are indicative of how art is currently being created inside these Social Virtual spaces - Authored, Resonant and Co-creative. It includes some latest statistics and research on the inhabitants of the world and some images from several well known installations and events across Second life
What's The ROI? Virtual Worlds IntroductionGary Hayes
Gary Hayes's intro and 15 minute session talk - Virtual Worlds & Business: What's The ROI?
Virtual worlds are maturing at a rapid rate and brands are realising there are valuable business opportunities within them. Whether the objective is engagement, research or brand presence, virtual worlds are proving to be a legitimate marketing channel. In this session our panel will look to provide insights into the business benefits of working within a virtual world. Our panellists will provide:
- An overview of virtual worlds and why they’re suitable for business
- Insight for brand involvement including what’s in it for both the brand and the consumer
- Considerations before entering a virtual world and how to be successful
- Identifying the KPIs and how to measure the success of a campaign
- Engagement and brand presence
- With case study examples, this session will bring to life the importance of engagement and brand presence in a virtual world and how organisations are testing, developing, connecting, and marketing within these communities.
DISCUSSION LEADER:
Gary Hayes, Director, Laboratory for Advanced Media Production, AFTRS
PRESENTER:
Jeff Brookes, Regional Director - Asia Pacific, Sulake Corporation (habbo.com.au)
Mitch Olson, Co-Founder, SmallWorlds
A detailed presentation given at the Online Social Networking and Business Collaboration conference in Sydney in November 2008 - on how to engage with shared social worlds - this includes locative games as well as traditional online game worlds and social 3D web based worlds. Specific focus on the networking elements and how this dictates the types of advertising and collaborative marketing.
Digital Worlds: Social, Virtual, Mobile
• Meet generation V
• What are the opportunities for enterprise, marketers and government?
• The psychological implications of virtual interaction
• What are the mobility limitations of virtual worlds?
Gary Hayes, Director LAMP, Head of Virtual Worlds, The Project Factory
Laurel Papworth, Director & Social Networks Strategist,
World Communities
Paul Salvati, Director,
A presentation from June 07 given to AMP covering topics including Virtual Worlds Survival Guide, Laboratory for Advanced Media Production, Trans-reality and Business in Second Life
TV vs Metaverse - The Mixed Reality Perfect StormGary Hayes
A presentation given by Gary Hayes the Director of Australia's Laboratory for Advanced Media Production at a seminar at the Museum of Sydney on 17 May 2006.
THE MIXED REALITY PERFECT STORM
“I think we are really approaching a perfect storm, a mixed reality perfect storm, because we are seeing several things happening. The first one is a long history of games based on TV and films, the foundations are already there. Another force creating this storm is virtual worlds, particularly the exponential growth of customisable ones and more importantly external integration into them. The third force is audience behaviour. They are involved in far more simultaneous activity particularly between broadband web and TV. The fourth element to this perfect storm is actually what is happening to TV and film, especially live reality TV becoming more game like and film becoming fantasy based. All of these forces together are creating a really potent mix” Gary Hayes 17 May 2007
Gary looks at the four forces that are coming together to create perfect conditions for this hybrid form of entertainment. He looks back 10 years at early inhabited TV 3D world experiments when he was an innovation producer at the BBC and then forward to the latest cross-over services where TV properties become virtual and where the virtual world appears inside traditional forms. He looks at virtual worlds such as there.com, second life, PS3 Home, Habbo Hotel, Neopets etc: and how properties such as Big Brother, Laguna Beach, The Hills, Pimp My Ride and a range of consumer brands that are creating engaging and immersive hybrid entertainment.
What's Wrong with Transmedia Content? Where's the Funding?Gary Hayes
A brief 10 minute presentation given by Gary at the Content Crises and Convergence Roundtable Day in Sydney on Aug 8 2011. Run by the ARC Centre for Excellence for creative industries and innovation - more details of the day here.
http://cci.edu.au/events/content-crisis-and-convergence and podcasts to follow shortly.
The talk extended an article Gary made back in March 2011 here http://www.personalizemedia.com/10-reasons-public-multi-platform-funding-is-broken-ways-to-fix-it/
Marketing Opportunities in Social Virtual WorldsGary Hayes
A presentation by Gary Hayes to the Advertising and Marketing Summit Conference in Sydney on 22 July 2008.
Marketing Opportunities in Social Virtual Worlds
• Engaging with consumers in social and game virtual worlds
• Overview of the explosive growth of casual worlds and latest business models
• Insight into popular worlds including Second Life, Habbo, Google Lively and DIY Virtual Worlds.
Gary Hayes :: Head of Virtual World Development :: The Project Factory
A presentation by Gary Hayes at a LAMP 'Interactive' seminar VIRTUAL STORY: THE ART AND CRAFT OF MACHINIMA on Thurs 14 May 2009 at AFTRS, Sydney.
Other speakers were covering production techniques and there were presentations from Illclan and SLCN.tv hence leaving out some significant areas of the form.
Gary Hayes, leading Virtual World creator, put this together inspired by the growing audience for his own machinimas which have achieved hundreds of thousands of views online. More at: http://www.youtube.com/user/hayesg01
Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.
Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.
The Fragments of Play - Transocialmedia EntertainmentGary Hayes
A keynote presentation at IADIS Multi Conference on Computer Science and Information Systems 2009 Algarve, Portugal 17 – 23 June 2009
THE FRAGMENTS OF PLAY
Inter-connected, Co-Created Social Media Entertainment
There are many media revolutions taking place the most powerful of which is still the transition from passive to participatory media. This is exemplified by the collision/mashup of games, TV and films as a new dominant immersive form and part of the on-going transformation of one way story-telling to co-created and distributed. This talk will investigate the nature of the playful, networked audience across online worlds & games, participatory film & TV and location based stories all helping to define social media entertainment. How are new audiences being classified, by their age, behaviours or how they themselves tell their new stories across multi-platform, multi-sensory environments. Some key paradigms and enabling services and technologies to be explored will include mixed reality, personalization, inhabited TV, emotional intelligence, machinima, cross-media identity and distributed play.
Presentation given on 3 April 2009 in the new AFTRS theatre as part of a LAMP 'Interactive' Workshop. A new taxonomy by Gary Hayes and an overview of the form & many of serious games, brief history & their natural affinity with documentary.
The intersection between documentary filmmaking and games will be explored in this seminar and workshop, providing deep insight into the potential of Serious Games.
Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations?
Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.
Fragments of Attention - Transmedia AlchemyGary Hayes
Accompanying post http://www.personalizemedia.com/navigating-the-world-of-multi-platform-transmedia-rituals/
Given at Colab's Envisage Keynote at Auckland University on 23 March 2011 by Gary Kayes. A short talk that looks at recent evolution of multi platform and changing user behaviour. It will highlight the reason traditional storytellers, marketeers and service providers are, for their own survival, needing to develop new transmedia forms. What are some of the most compelling examples thus far, is there really a business here and where are we truly headed? Gary will take us on a short ride through a fragmented media landscape and some of the transmedia attempts to help glue it back together again.
An opening presentation looking specifically at Serious Games examples & case studies from the perspective of content potentially suitable for inclusion and managed by libraries of the future. This is not about just placing game consoles inside existing libraries but about a fundamental shift in how libraries can become the conduit for 'scenario based' play across a range of intentions...
Beyond Linear, TV 2.0, The Future of Film and TVGary Hayes
A specific presentation on new forms of linear video possibilities. Ten ways to create new experiences for viewers/participants based around film/TV forms. Delivered as part of the 3rd LAMP residential in Western Australia in May 2006.
In summary: To attract audiences across the range of media
delivered across this sea of devices and delivery channels:
•Audiences want to be able to push and pull their content without
barriers
•Advertising will lead innovation and dominate even more in
cross-media markets
•Professional producers will differentiate themselves from UGC
by creating interactive cross-media, or multi-layer rather than
mono-media
•Do not forget where the audiences are moving to
Future Social Media Entertainment keynote presention by Gary Hayes at SPAA Fringe 2008, Sydney 25 October. Blog http://www.personalizemedia.com/the-future-of-social-media-entertainment-slides/
"Connecting With Your Audience on the Social Web"
Telling stories to each other has been the right of everyone but until the last few years the privilege of a 'broadcast' few. With the advent of quality production tools accessible to all and many new cross-media channels to connect your story world with everyone elses, there is a blurring between beginner, amateur and professional - everyone is now an independent producer. What will it mean for existing linear TV/film makers, how will they truly engage across the social web, YouTube, Virtual Worlds, Blogs, Online Games, Flickr and hundreds of other social media portals across a growing broadband web?
This talk looks at existing and future forms of entertainment that 'involves' the audience, that connects to them and from them and more importantly, builds mutual trust and respect. From the pushed web 1.0, to the sharing 2.0 to a live and immersive web 3.0, Gary looks at successful case studies of 'connected' entertainment around the world and some of his own work at BBC, game and virtual worlds and selected projects at LAMP and AFTRS.
User Journeys, Personal Services, Natural EvolutionGary Hayes
A presentation given to ABC TV teams on a LAMP residential. Looks are the importance of the user journey and personal resonance in experience design. Also includes amongst the opening slides a bizarre prediction Gary gave of what the media landscape would be like in 2009 - but the prediction came from 2000!! Here is a snippet of that one:
The World in 2009 - according to Gary at SSBP, March 2000
•The World Wide Web of early 2000 is regarded as a ‘low resolution’ pilot
•Every individual can become a producer of content which is available
to everyone else - if they want it.
•All ‘content programme brands’ have elements in all of the above
•Everything can be made portable & kept forever
•CD collections, home movies, personal photographs are stored here too
•Now anything else is available on demand from anywhere over vast
broadband networks.
•Everything is ‘pulled’, only personally relevant content is ‘pushed’.
•The words ‘TV’ ‘radio’ & ‘internet’ disappeared from our vocabulary. Even the word ‘interactive’ went - everything is now interactive
•Scheduled ‘live video’ becomes a special group shared event - there is only one broadcast channel in each country - these events generate
most online discussion
•The home becomes a personalised entertainment and life system
where everything is centralised - games, video, shops, audio, text,
email & vmail & banking.
•‘Open Standards’ killed off all proprietary platforms in 2005 and the large ‘trusted’ traditional broadcasters collaborated and produced one
navigation system that all companies adopted
•True to all predictions the ‘interactive’ fridge becomes the most popular, connected device in the house
The Gamification of Social TV Inspiring the stories of tomorrowGary Hayes
A short 35 minute presentation given by Gary Hayes at the Multi Platform TV Show in Sydney on 28 April 2011.
AREAS COVERED
What is Social TV? & What it isn't
What is Driving it?
The Value for the Users?
What it means for Creators who enable it?
Social TV (baby-steps)
=
1 The Conversation of TV (back-channel, recommendation & community)
2 The Gamification of TV (playful, tribe building & participative)
3 The Personalization of TV (users contribution, relevant & their stories)
Including audiences in the creation of your stories
• Differentiating your content with social features
• Listening to the audience to produce more compelling stories
Pervasive Entertainment - Games, Film, Physical, Print & TV merged with socia...Gary Hayes
A prez from Gary Hayes at the GameTech inaugural conference at Luna Park in Sydney Australia, 22 June 2011
Covering Experiential Augmented Reality, Multi Platform Storytelling, Business Models, Locative Role Playing, Locat-inima, Pervasive Entertainment, Devices, Transmedia etc:
Initial brief
- Assessing the concept of Pervasive Entertainment and how it is affecting the games industry
- How are brands extending to transmedia?
- Reviewing the business models behind geo-social / augmented reality games
- Learning form relevant case studies
- What models of media production, distribution, and consumption are implied by these future visions of entertainment?
TV 2.0: Socialised & Participatory TV OnlineGary Hayes
A presentation given at a LAMP 'State of Play' Seminar - given on 25 March 2009.
TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web?
* Overview of all categories of existing online video services & business models
* The challenges of broadcasting and delivering ondemand
* Social Media TV, is TV becoming always-on, participatory and shared?
* tvInnovations across broadband TV and IPTV
* New advertising models and latest video web 2.0 mashups
* Is IPTV a valid platform for video producers?
* The evolving role of public service broadcaster and online video distribution
* ABC new developments including iView, Google Earth TV & programme related services such as Gruen Transfer
* How online video will become more personalized
* Is audience contributed online content sustainable at scale?
* What does the future hold?
Personalized Home Entertainment and Human BehaviourGary Hayes
A presentation to the Australian Communications conference in Canberra November 2006. It covers an introduction to LAMP then looks at human need and the likely futures for home entertainment.
Doing business at the speed of light depends on your ability to build and maintain relationships. Communicating your personal brand as a reflection of your authentic self is key to your success in with clients, colleagues, and partners.
This presentation is part of the Rinker and Associates' Master Series. Highlights from the speaker's notes were incorporated into the presentation slides to create this manifesto.
Future opportunities for broadcasters enabled by personal TV systems was given by Gary Hayes, then BBC Senior Development Producer, at NAB in Las Vegas on April 2003. It covers the slow progression to on-demand, personalised capture of relevant content and gives an insight into the many new advertising models that are starting to appear on the scene now. The final slide are some future predictions for 10 years time: Postulations - PTV 10 years hence…
•Scheduled TV will mostly be limited to live sport
and news
•Distribution of TV content will be 90%
broadcast/band and wireless to PTV systems the
rest high capacity DVD
•You will have portable profiles worldwide and
will receive their content anytime/where
•All promos and ads will all be highly targeted
•Viewers will all have large home servers feeding
many displays and devices (in and out of home)
•Programmes will be made for time-shifted, large
groups of niche audiences
•Linear AV only TV will be in the minority
Something In The Air - The Future Of PersonalizationGary Hayes
A presentation from way back in October 2004 at XMediaLab - much still relevant today. This pre-dates YouTube but refers to the in-coming tidal wave, audience centric thinking and its final section about the very relevant now, portability and interoperability of personal profiles.
A presentation by Gary Hayes at a LAMP 'Interactive' seminar VIRTUAL STORY: THE ART AND CRAFT OF MACHINIMA on Thurs 14 May 2009 at AFTRS, Sydney.
Other speakers were covering production techniques and there were presentations from Illclan and SLCN.tv hence leaving out some significant areas of the form.
Gary Hayes, leading Virtual World creator, put this together inspired by the growing audience for his own machinimas which have achieved hundreds of thousands of views online. More at: http://www.youtube.com/user/hayesg01
Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.
Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.
The Fragments of Play - Transocialmedia EntertainmentGary Hayes
A keynote presentation at IADIS Multi Conference on Computer Science and Information Systems 2009 Algarve, Portugal 17 – 23 June 2009
THE FRAGMENTS OF PLAY
Inter-connected, Co-Created Social Media Entertainment
There are many media revolutions taking place the most powerful of which is still the transition from passive to participatory media. This is exemplified by the collision/mashup of games, TV and films as a new dominant immersive form and part of the on-going transformation of one way story-telling to co-created and distributed. This talk will investigate the nature of the playful, networked audience across online worlds & games, participatory film & TV and location based stories all helping to define social media entertainment. How are new audiences being classified, by their age, behaviours or how they themselves tell their new stories across multi-platform, multi-sensory environments. Some key paradigms and enabling services and technologies to be explored will include mixed reality, personalization, inhabited TV, emotional intelligence, machinima, cross-media identity and distributed play.
Presentation given on 3 April 2009 in the new AFTRS theatre as part of a LAMP 'Interactive' Workshop. A new taxonomy by Gary Hayes and an overview of the form & many of serious games, brief history & their natural affinity with documentary.
The intersection between documentary filmmaking and games will be explored in this seminar and workshop, providing deep insight into the potential of Serious Games.
Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations?
Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.
Fragments of Attention - Transmedia AlchemyGary Hayes
Accompanying post http://www.personalizemedia.com/navigating-the-world-of-multi-platform-transmedia-rituals/
Given at Colab's Envisage Keynote at Auckland University on 23 March 2011 by Gary Kayes. A short talk that looks at recent evolution of multi platform and changing user behaviour. It will highlight the reason traditional storytellers, marketeers and service providers are, for their own survival, needing to develop new transmedia forms. What are some of the most compelling examples thus far, is there really a business here and where are we truly headed? Gary will take us on a short ride through a fragmented media landscape and some of the transmedia attempts to help glue it back together again.
An opening presentation looking specifically at Serious Games examples & case studies from the perspective of content potentially suitable for inclusion and managed by libraries of the future. This is not about just placing game consoles inside existing libraries but about a fundamental shift in how libraries can become the conduit for 'scenario based' play across a range of intentions...
Beyond Linear, TV 2.0, The Future of Film and TVGary Hayes
A specific presentation on new forms of linear video possibilities. Ten ways to create new experiences for viewers/participants based around film/TV forms. Delivered as part of the 3rd LAMP residential in Western Australia in May 2006.
In summary: To attract audiences across the range of media
delivered across this sea of devices and delivery channels:
•Audiences want to be able to push and pull their content without
barriers
•Advertising will lead innovation and dominate even more in
cross-media markets
•Professional producers will differentiate themselves from UGC
by creating interactive cross-media, or multi-layer rather than
mono-media
•Do not forget where the audiences are moving to
Future Social Media Entertainment keynote presention by Gary Hayes at SPAA Fringe 2008, Sydney 25 October. Blog http://www.personalizemedia.com/the-future-of-social-media-entertainment-slides/
"Connecting With Your Audience on the Social Web"
Telling stories to each other has been the right of everyone but until the last few years the privilege of a 'broadcast' few. With the advent of quality production tools accessible to all and many new cross-media channels to connect your story world with everyone elses, there is a blurring between beginner, amateur and professional - everyone is now an independent producer. What will it mean for existing linear TV/film makers, how will they truly engage across the social web, YouTube, Virtual Worlds, Blogs, Online Games, Flickr and hundreds of other social media portals across a growing broadband web?
This talk looks at existing and future forms of entertainment that 'involves' the audience, that connects to them and from them and more importantly, builds mutual trust and respect. From the pushed web 1.0, to the sharing 2.0 to a live and immersive web 3.0, Gary looks at successful case studies of 'connected' entertainment around the world and some of his own work at BBC, game and virtual worlds and selected projects at LAMP and AFTRS.
User Journeys, Personal Services, Natural EvolutionGary Hayes
A presentation given to ABC TV teams on a LAMP residential. Looks are the importance of the user journey and personal resonance in experience design. Also includes amongst the opening slides a bizarre prediction Gary gave of what the media landscape would be like in 2009 - but the prediction came from 2000!! Here is a snippet of that one:
The World in 2009 - according to Gary at SSBP, March 2000
•The World Wide Web of early 2000 is regarded as a ‘low resolution’ pilot
•Every individual can become a producer of content which is available
to everyone else - if they want it.
•All ‘content programme brands’ have elements in all of the above
•Everything can be made portable & kept forever
•CD collections, home movies, personal photographs are stored here too
•Now anything else is available on demand from anywhere over vast
broadband networks.
•Everything is ‘pulled’, only personally relevant content is ‘pushed’.
•The words ‘TV’ ‘radio’ & ‘internet’ disappeared from our vocabulary. Even the word ‘interactive’ went - everything is now interactive
•Scheduled ‘live video’ becomes a special group shared event - there is only one broadcast channel in each country - these events generate
most online discussion
•The home becomes a personalised entertainment and life system
where everything is centralised - games, video, shops, audio, text,
email & vmail & banking.
•‘Open Standards’ killed off all proprietary platforms in 2005 and the large ‘trusted’ traditional broadcasters collaborated and produced one
navigation system that all companies adopted
•True to all predictions the ‘interactive’ fridge becomes the most popular, connected device in the house
The Gamification of Social TV Inspiring the stories of tomorrowGary Hayes
A short 35 minute presentation given by Gary Hayes at the Multi Platform TV Show in Sydney on 28 April 2011.
AREAS COVERED
What is Social TV? & What it isn't
What is Driving it?
The Value for the Users?
What it means for Creators who enable it?
Social TV (baby-steps)
=
1 The Conversation of TV (back-channel, recommendation & community)
2 The Gamification of TV (playful, tribe building & participative)
3 The Personalization of TV (users contribution, relevant & their stories)
Including audiences in the creation of your stories
• Differentiating your content with social features
• Listening to the audience to produce more compelling stories
Pervasive Entertainment - Games, Film, Physical, Print & TV merged with socia...Gary Hayes
A prez from Gary Hayes at the GameTech inaugural conference at Luna Park in Sydney Australia, 22 June 2011
Covering Experiential Augmented Reality, Multi Platform Storytelling, Business Models, Locative Role Playing, Locat-inima, Pervasive Entertainment, Devices, Transmedia etc:
Initial brief
- Assessing the concept of Pervasive Entertainment and how it is affecting the games industry
- How are brands extending to transmedia?
- Reviewing the business models behind geo-social / augmented reality games
- Learning form relevant case studies
- What models of media production, distribution, and consumption are implied by these future visions of entertainment?
TV 2.0: Socialised & Participatory TV OnlineGary Hayes
A presentation given at a LAMP 'State of Play' Seminar - given on 25 March 2009.
TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web?
* Overview of all categories of existing online video services & business models
* The challenges of broadcasting and delivering ondemand
* Social Media TV, is TV becoming always-on, participatory and shared?
* tvInnovations across broadband TV and IPTV
* New advertising models and latest video web 2.0 mashups
* Is IPTV a valid platform for video producers?
* The evolving role of public service broadcaster and online video distribution
* ABC new developments including iView, Google Earth TV & programme related services such as Gruen Transfer
* How online video will become more personalized
* Is audience contributed online content sustainable at scale?
* What does the future hold?
Personalized Home Entertainment and Human BehaviourGary Hayes
A presentation to the Australian Communications conference in Canberra November 2006. It covers an introduction to LAMP then looks at human need and the likely futures for home entertainment.
Doing business at the speed of light depends on your ability to build and maintain relationships. Communicating your personal brand as a reflection of your authentic self is key to your success in with clients, colleagues, and partners.
This presentation is part of the Rinker and Associates' Master Series. Highlights from the speaker's notes were incorporated into the presentation slides to create this manifesto.
Future opportunities for broadcasters enabled by personal TV systems was given by Gary Hayes, then BBC Senior Development Producer, at NAB in Las Vegas on April 2003. It covers the slow progression to on-demand, personalised capture of relevant content and gives an insight into the many new advertising models that are starting to appear on the scene now. The final slide are some future predictions for 10 years time: Postulations - PTV 10 years hence…
•Scheduled TV will mostly be limited to live sport
and news
•Distribution of TV content will be 90%
broadcast/band and wireless to PTV systems the
rest high capacity DVD
•You will have portable profiles worldwide and
will receive their content anytime/where
•All promos and ads will all be highly targeted
•Viewers will all have large home servers feeding
many displays and devices (in and out of home)
•Programmes will be made for time-shifted, large
groups of niche audiences
•Linear AV only TV will be in the minority
Something In The Air - The Future Of PersonalizationGary Hayes
A presentation from way back in October 2004 at XMediaLab - much still relevant today. This pre-dates YouTube but refers to the in-coming tidal wave, audience centric thinking and its final section about the very relevant now, portability and interoperability of personal profiles.
Killer 2nd Screen and Social TV: Production MethodologyGary Hayes
A public presentation given by Gary Hayes (as Product Dev Manager ABC TV Multiplatform) at Connected Entertainment 2012 Expo, Melbourne November 21-22. Section of conference: Killer Content - The key ingredient in the success of connected entertainment
A Tall Order!
How do consumers want to connect with content on their TV?
What type of content is connecting with audience markets worldwide?
What is the key in engaging them and keeping them engaged?
Content discovery, participation TV and device control considerations
Providing a unified content experience across all devices
Gary Hayes , (then) Product Development Manager, ABC TV Multi Platform ABC
Navigating the Expanding Transmedia Multiplatform Universe and State of the I...Gary Hayes
A 2nd day keynote at Merging Media 2013 in Vancouver Canada. Slides formatted for widescreen. A 50 min prez.
http://mergingmedia.ca/events/mm2013/conference/overview/ - features an inserted "Transmedia State of the Industry" ten measures special :)
From idea to proof of concept to build to users and back again - here's a quick review of opportunities in some of the latest multi-platform production techniques and services. How do we make choices with so many digital media platforms and Apps available to us now? What methodologies can we use to find the most appropriate medium and technology to adopt for our latest story property? With so many distribution channels, how do we create, reach and ensure that we are user centric and able to distribute and grow our Multiplatform creations? Transmedia Guru, recent ABC TV Multiplatform Product Manager and StoryLabs CEO, Gary Hayes, maps out the challenges faced in designing a cohesive story universe today.
Personalised Audiences, Immersive ServicesGary Hayes
A presentation given at the sixth LAMP residential in Tasmania in Oct 2006. Looks at a vast range of ways to design services to make them more sticky with participatory audiences. True audience centric thinking. Broken into specific needs chapters - I want it everywhere, I want to escape, I want to be understood, I want to connect with the world, I want it now, I want to share, I want to take part.
A few slides at the end partly relevant on a 'whats cool talk on collaborative muve'
What is interactivity anyway? Beyond Story,Tech & Futurism. Designing Experie...Gary Hayes
A presentation given to open the Screenwest Digital Lab in Perth in March 2015. The talk focuses on user centric, experience design and challenges the audience to consider more holistic interaction approaches, especially to consider it their project really moves beyond the lower levers of interactivity. The final sections of the presentation look at interactive documentary, some game changer services and tech for storytelling and ends on the importance of parallel production and a taster of the EPOC.
A Presentation About You - The Personalized AudienceGary Hayes
A presentation given as part of the the first LAMP (lamp.edu.au) residential in South Australia Oct 2005. Still highly relevant tips and techniques to make services more personally resonant with audiences/participants.
"True interactivity should require users to give something of themselves and for the ‘system’ to resonate with that. If all you ask them to put in is selecting a series of vacuous pre-built options, their engagement is minimal and all they will truly get out is a series of vacuous outcomes.”
Gary Hayes 2005 - www.personalizemedia.com
Personal not generic. The ultimate forms of service
personalization are:
• helping people connect with each other
• services that evolve and are dynamically matched and
resonate to them
• helping people understand more about themselves
Arresting Audiences, Co-creating Communities, Transmedia StorytellingGary Hayes
Two presentations given by Gary Hayes in Melbourne for a Film Victoria conference called 'Arresting Audiences' - film.vic.gov.au/www/html/199-speakers.asp - First one is around Talking to Audiences (building community and trans-social-media storytelling) second called Small Screen, Big Connections - is a brief focus on interesting Australian networked media services & some new social TV behaviours.
A presentation about cross media given in 2000 to teams of BBC producers on a series of development labs about audience centric design and production thinking and creating compelling cross-media. It covers on-demand, mobile, social networks, on-demand - example:
What they say they want...
•I need to explore in more depth, at my own pace
•I want to ‘link’ out to more - especially around my local area
•I expect relevant facts & activities on demand - immediately
•I would like episodic rich media, video and audio
•I want to personalise my experience - choose my own routes
•Let me contribute, give my opinion to others and the makers
•I would like the producers to automatically know what I
“really” found interesting - during and for next time.
A remarkable thing about the presentation it was delivered in 2000, long before 360 thinking and social networks were the norm.
This presentation looks at "web2" in the context of human experience, suggesting that the social web as extension of "real life" means that it transcends the marketing-biased, "numbered web" hype that has typically surrounded it.
The slides focus particularly on the use of "social web" tools in the enterprise.
I will present these slides at Online Information 4th December 2008. See http://www.online-information.co.uk/online08/seminar_description_ims.html?presentation_id=442 for more information
What you should know about
Social Media for corporations”
This introductory webinar gives you a comprehensive insight into Social Media for corporations:
1) Cross functional strategy for business improvements
2) More effective way to compete for mind-, and market share
3) Less expensive way to create a better customer experience
It is a 60 minute compressed presentation of our 2 month leadership class
Social Media in corporations - are you ready?:
What do you know about your customers in the social web?
Do you know what customers say about you and your brand?
Do you know how open your customer base is and therefore how vulnerable you are?
How do you identify and work with key influencer?
Are you ready if your competitors go after your customers in the social web?
Are you able to create a social media strategy?
Do you know how to leverage the social web for your support organization?
Do you have an idea about ROI and effectiveness of social media?
Do you know how to measure improvements and success in the social web?
Did you ever consider involving and leveraging your partners?
Did it occur to you that the social web may be ideal to compete for mindshare?
Do you have enough information to decide whether to ignore or engage?
Agenda/Content:
The Social Web from a corporate point of view
Assessing a company’s social presence
Social media as a cross functional model
Creating a social media strategy
Understanding reporting and analytics tools
Dealing with ROI, budget and resource planning
Developing an execution plan
Building a successful social media organization
This is not about tools and how to better use LinkedIn, Facebook, or Twitter. It is about developing and executing a social media strategy for a 500 or 5,000 employee organization and creating a better business experience for customers, prospects and partners.
Target Audience:
- Business professionals on all levels and all department across all industries.
- Social media consultants or consultants entering the social media space.
I used slides 1-16 for global entrepreneurship. Reiterating the sroty of eightbar, entrepreneurial behaviour powered by social media, aswell as expliaining metaverses and how we can use 3d printer developments to help developing, under developed areas survive and flourish
http://eightbar.co.uk/2008/11/18/inspired-by-the-social-entrepreneurs-3d-printing-for-the-world/
Delivered using a stage, rear projection and freedom tp move around with a hand mic avoiding the lecturn.
Transform your VR Experience and Expand your Audience with Mixed RealityUnity Technologies
VR has emerged as one of the most innovative ways to promote and showcase content, whether it's a game, shopping experience, real estate or construction site tour or a simulation. In this session we'll talk about how using mixed reality can transform your VR experience and take it to the next level. Mixed reality allows people to see the participant in the VR experience, interacting with the VR world. Mixed reality makes your VR experience a more social and engaging experience. We've seen how much more engaged spectators are when watching people play games via mixed reality; learn how to take that same concept and apply it to other industries and use cases. MixCast by Blueprint Reality integrates easily with your Unity VR project and allows you to easily create high quality mixed reality digital pics and videos, with or without a green screen.
Tarrnie Williams - Blueprint Reality Inc.
Ben Sheftel - Blueprint Reality Inc
Presentation to the CIO Conference, powered by Deloitte on an innovative Enterprise 2.0 application for Employee Engagement. Deals with the Web 2.0 industry, definitions and moves on to the case study.
National Speakers Assocication of Australia (NSAA)-Western Australia Chapter ...Craig Rispin
National Speakers Assoc. of Australia-Western Australia Chapter Virtual Presentation
All about the opportunity for Professional Speakers in the Virtual Conference area.
Yes, there is a typo or too ;-) But I prefer speed over accuracey...
May 1, 2009 Session delivered to the ASAE Membership & Marketing Conference in Baltimore, MD. Presented by Don Dea (Fusion Productions) and Tom Hood (MACPA)
Immersive Technologies imitate or extend our physical world via digital simulations to give us the sense of being completely absorbed into something. Spatial computing is a new form of immersive technology that combines computer vision and artificial intelligence to integrate visual content into the real-world around us. In this webinar:
• Understand Immersive Technologies and see how they will impact everything ranging from education to entertainment.
• Learn the differences between virtual, augmented, and mixed realities to introduce Spatial Computing.
• Hear about the tools, devices, and platforms creating these new experiences.
• Discuss potential issues these technologies may have when used in learning and teaching.
• See what libraries can do to make use of immersive technologies to create new user experiences.
What is the TDS Return Filing Due Date for FY 2024-25.pdfseoforlegalpillers
It is crucial for the taxpayers to understand about the TDS Return Filing Due Date, so that they can fulfill your TDS obligations efficiently. Taxpayers can avoid penalties by sticking to the deadlines and by accurate filing of TDS. Timely filing of TDS will make sure about the availability of tax credits. You can also seek the professional guidance of experts like Legal Pillers for timely filing of the TDS Return.
LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
We will dig deeper into:
1. How to capture video testimonials that convert from your audience 🎥
2. How to leverage your testimonials to boost your sales 💲
3. How you can capture more CRM data to understand your audience better through video testimonials. 📊
Unveiling the Secrets How Does Generative AI Work.pdfSam H
At its core, generative artificial intelligence relies on the concept of generative models, which serve as engines that churn out entirely new data resembling their training data. It is like a sculptor who has studied so many forms found in nature and then uses this knowledge to create sculptures from his imagination that have never been seen before anywhere else. If taken to cyberspace, gans work almost the same way.
Falcon stands out as a top-tier P2P Invoice Discounting platform in India, bridging esteemed blue-chip companies and eager investors. Our goal is to transform the investment landscape in India by establishing a comprehensive destination for borrowers and investors with diverse profiles and needs, all while minimizing risk. What sets Falcon apart is the elimination of intermediaries such as commercial banks and depository institutions, allowing investors to enjoy higher yields.
RMD24 | Retail media: hoe zet je dit in als je geen AH of Unilever bent? Heid...BBPMedia1
Grote partijen zijn al een tijdje onderweg met retail media. Ondertussen worden in dit domein ook de kansen zichtbaar voor andere spelers in de markt. Maar met die kansen ontstaan ook vragen: Zelf retail media worden of erop adverteren? In welke fase van de funnel past het en hoe integreer je het in een mediaplan? Wat is nu precies het verschil met marketplaces en Programmatic ads? In dit half uur beslechten we de dilemma's en krijg je antwoorden op wanneer het voor jou tijd is om de volgende stap te zetten.
Tata Group Dials Taiwan for Its Chipmaking Ambition in Gujarat’s DholeraAvirahi City Dholera
The Tata Group, a titan of Indian industry, is making waves with its advanced talks with Taiwanese chipmakers Powerchip Semiconductor Manufacturing Corporation (PSMC) and UMC Group. The goal? Establishing a cutting-edge semiconductor fabrication unit (fab) in Dholera, Gujarat. This isn’t just any project; it’s a potential game changer for India’s chipmaking aspirations and a boon for investors seeking promising residential projects in dholera sir.
Visit : https://www.avirahi.com/blog/tata-group-dials-taiwan-for-its-chipmaking-ambition-in-gujarats-dholera/
Attending a job Interview for B1 and B2 Englsih learnersErika906060
It is a sample of an interview for a business english class for pre-intermediate and intermediate english students with emphasis on the speking ability.
What are the main advantages of using HR recruiter services.pdfHumanResourceDimensi1
HR recruiter services offer top talents to companies according to their specific needs. They handle all recruitment tasks from job posting to onboarding and help companies concentrate on their business growth. With their expertise and years of experience, they streamline the hiring process and save time and resources for the company.
RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
Memorandum Of Association Constitution of Company.pptseri bangash
www.seribangash.com
A Memorandum of Association (MOA) is a legal document that outlines the fundamental principles and objectives upon which a company operates. It serves as the company's charter or constitution and defines the scope of its activities. Here's a detailed note on the MOA:
Contents of Memorandum of Association:
Name Clause: This clause states the name of the company, which should end with words like "Limited" or "Ltd." for a public limited company and "Private Limited" or "Pvt. Ltd." for a private limited company.
https://seribangash.com/article-of-association-is-legal-doc-of-company/
Registered Office Clause: It specifies the location where the company's registered office is situated. This office is where all official communications and notices are sent.
Objective Clause: This clause delineates the main objectives for which the company is formed. It's important to define these objectives clearly, as the company cannot undertake activities beyond those mentioned in this clause.
www.seribangash.com
Liability Clause: It outlines the extent of liability of the company's members. In the case of companies limited by shares, the liability of members is limited to the amount unpaid on their shares. For companies limited by guarantee, members' liability is limited to the amount they undertake to contribute if the company is wound up.
https://seribangash.com/promotors-is-person-conceived-formation-company/
Capital Clause: This clause specifies the authorized capital of the company, i.e., the maximum amount of share capital the company is authorized to issue. It also mentions the division of this capital into shares and their respective nominal value.
Association Clause: It simply states that the subscribers wish to form a company and agree to become members of it, in accordance with the terms of the MOA.
Importance of Memorandum of Association:
Legal Requirement: The MOA is a legal requirement for the formation of a company. It must be filed with the Registrar of Companies during the incorporation process.
Constitutional Document: It serves as the company's constitutional document, defining its scope, powers, and limitations.
Protection of Members: It protects the interests of the company's members by clearly defining the objectives and limiting their liability.
External Communication: It provides clarity to external parties, such as investors, creditors, and regulatory authorities, regarding the company's objectives and powers.
https://seribangash.com/difference-public-and-private-company-law/
Binding Authority: The company and its members are bound by the provisions of the MOA. Any action taken beyond its scope may be considered ultra vires (beyond the powers) of the company and therefore void.
Amendment of MOA:
While the MOA lays down the company's fundamental principles, it is not entirely immutable. It can be amended, but only under specific circumstances and in compliance with legal procedures. Amendments typically require shareholder
VAT Registration Outlined In UAE: Benefits and Requirementsuae taxgpt
Vat Registration is a legal obligation for businesses meeting the threshold requirement, helping companies avoid fines and ramifications. Contact now!
https://viralsocialtrends.com/vat-registration-outlined-in-uae/
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
Business Valuation Principles for EntrepreneursBen Wann
This insightful presentation is designed to equip entrepreneurs with the essential knowledge and tools needed to accurately value their businesses. Understanding business valuation is crucial for making informed decisions, whether you're seeking investment, planning to sell, or simply want to gauge your company's worth.