The purpose of the book is to stimulate ideas and inspiration. It’s a small catalog of participatory transmedia storytelling experiences intended to remind, suggest, provoke and inspire creators.
Active Story System - design methodology for transmedia storytellingRobert Pratten
Design methodology for creating participatory transmedia stories. For $1.25 you can buy an interactive PDF of the worksheets shown in this presentation. This allows you to complete the fields for your own projects and print. Here's the link:
http://an.cr/sa/jH0In
The purpose of the book is to stimulate ideas and inspiration. It’s a small catalog of participatory transmedia storytelling experiences intended to remind, suggest, provoke and inspire creators.
Active Story System - design methodology for transmedia storytellingRobert Pratten
Design methodology for creating participatory transmedia stories. For $1.25 you can buy an interactive PDF of the worksheets shown in this presentation. This allows you to complete the fields for your own projects and print. Here's the link:
http://an.cr/sa/jH0In
Lecture 1 of 4 in the Game Design Class, Fall 2012 - Structure of Games: introduction to formal, dramatic, spatial elements, and a definition of games.
Simple one-sheet to help transmedia storytellers present their projects. The aim is to get some consistency of presentation so that those listening can "get it" more quickly.
Presentasi tentang Game Design dan Game Designer, yang diambil dari referensi berupa ebook. Materi ini menjelaskan secara dasar dan lebih detail tentang apakah game design dan siapakah sebenarnya game designer. Materi ini juga [mungkin] berusaha menjawab pertanyaan tersebut, dan mungkin pemahaman kita tentang game design, game designer, serta hubungan antara game design dengan game designer
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Getting Started in Transmedia Storytelling - 2nd EditionRobert Pratten
This is the second edition of Robert Pratten's massively popular Getting Started in Transmedia Storytelling. It's a practical guide to developing cross-platform and pervasive entertainment written by a thought-leader and early practitioner. Whether you're a seasoned pro or a complete newbie, this book is filled with tips and insights gained from years of work in multi-platform interactive storytelling.
Buy a hardcopy
https://www.createspace.com/5655357
From Amazon
http://www.amazon.com/Getting-Started-Transmedia-Storytelling-Practical/dp/1515339165/
On Kindle
http://www.amazon.com/Getting-Started-Transmedia-Storytelling-2nd-ebook/dp/B0145T6I6Q/
In this lecture, Dr. Lennart Nacke gives a brief introduction to the process of game design. He revisits existing definitions of games and talks about why games are systems with boundaries and rules. He then discusses the formal and dramatic elements of games.
Belen discusses the creative process of 19Reinos (19 realms), one the world’s most ambitious transmedia entertainment experiences, which transformed Spain into a huge storytelling canvas. This CANAL+ project included live events, a 5-episode webseries, a location-based online game and strong participation on social media.
Nataly Rios explains her process of creating an interactive murder-mystery game.
She shares her experience and gives insights about breaking down the story, setting points of interaction and building the experience for the audience, starting from the end of the story rather than the beginning.
Lecture 1 of 4 in the Game Design Class, Fall 2012 - Structure of Games: introduction to formal, dramatic, spatial elements, and a definition of games.
Simple one-sheet to help transmedia storytellers present their projects. The aim is to get some consistency of presentation so that those listening can "get it" more quickly.
Presentasi tentang Game Design dan Game Designer, yang diambil dari referensi berupa ebook. Materi ini menjelaskan secara dasar dan lebih detail tentang apakah game design dan siapakah sebenarnya game designer. Materi ini juga [mungkin] berusaha menjawab pertanyaan tersebut, dan mungkin pemahaman kita tentang game design, game designer, serta hubungan antara game design dengan game designer
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Getting Started in Transmedia Storytelling - 2nd EditionRobert Pratten
This is the second edition of Robert Pratten's massively popular Getting Started in Transmedia Storytelling. It's a practical guide to developing cross-platform and pervasive entertainment written by a thought-leader and early practitioner. Whether you're a seasoned pro or a complete newbie, this book is filled with tips and insights gained from years of work in multi-platform interactive storytelling.
Buy a hardcopy
https://www.createspace.com/5655357
From Amazon
http://www.amazon.com/Getting-Started-Transmedia-Storytelling-Practical/dp/1515339165/
On Kindle
http://www.amazon.com/Getting-Started-Transmedia-Storytelling-2nd-ebook/dp/B0145T6I6Q/
In this lecture, Dr. Lennart Nacke gives a brief introduction to the process of game design. He revisits existing definitions of games and talks about why games are systems with boundaries and rules. He then discusses the formal and dramatic elements of games.
Belen discusses the creative process of 19Reinos (19 realms), one the world’s most ambitious transmedia entertainment experiences, which transformed Spain into a huge storytelling canvas. This CANAL+ project included live events, a 5-episode webseries, a location-based online game and strong participation on social media.
Nataly Rios explains her process of creating an interactive murder-mystery game.
She shares her experience and gives insights about breaking down the story, setting points of interaction and building the experience for the audience, starting from the end of the story rather than the beginning.
Alison Norrington gives a detailed examination of the creation and development of The Chatsfield, a persistent interactive living soap opera that integrates numerous characters, digital platforms, interactive games and user-generated content.
She discusses the evolution and operation of this project, explaining how to tell a story across multiple platforms collaborating with different teams and partners.
The purpose of the book is to stimulate ideas and inspiration. It’s a small catalog of participatory transmedia storytelling experiences intended to remind, suggest, provoke and inspire creators.
Please help us by sending ideas and examples so that we might update it!
In recent years, transmedia has come into the spotlight among those creating and using media and technology for children. We believe that transmedia has the potential to be a valuable tool for expanded learning that addresses some of the challenges facing children growing up in the digital age. Produced by the USC Annenberg Innovation Lab and the Joan Ganz Cooney Center, this paper provides a much-needed guidebook to transmedia in the lives of children age 5-11 and its applications to storytelling, play, and learning. Building off of a review of the existing popular and scholarly literature about transmedia and children, this report identifies key links between transmedia and learning, highlights key characteristics of transmedia play, and presents core principles for and extended case studies of meaningful transmedia play experiences. The authors hope that T is for Transmedia will incite conversation among diverse stakeholders including educators, entertainment industry executives, creative artists, academic scholars, policy makers, and others interested in the future of children's learning through transmedia.
This guide explains how to write an effective interactive scenario. It assumes the basis is a training exercise such as crisis simulation.
It's based on Conducttr but is applicable to any technology platform.
This is a practical step-by-step guide for those with crisis scenarios written in Powerpoint and explains how to translate them into interactive simulations
This document presents a look at team performance and how to design crisis scenarios so that it fully tests the team in realistic conditions.
The presentation ends with a small "playbook" of ideas to try.
Elaine M. Raybourn PhD discusses: “How do people integrate the disparate pieces of knowledge they acquired at different times and places? And how can anyone assess the overall outcome?”
Listen to the podcast here: http://transmedia.podomatic.com/entry/2016-01-26T05_46_28-08_00
http://www.conducttr.com
This presentation to the Chinese Association of Museums discusses the opportunities for museums to be part of a connected educational and social experience.
Presentation to Games for Health Europe, 2015 in which I make the case for transmedia storytelling to engage patients over an extended period of time and to "fill the gaps" between possible health-app usage.
A 60 minute decision-based adventure to stimulate classroom discussion
This experience allows teachers to facilitate discussions on business ethics and social responsibility by giving the students first-hand opportunities to take ethical decisions. As the facilitator, you control the pace of this interactive story as it unfolds across student smartphones, tablets or desktops. The whole story is self-contained in the dashboard - a common website that pretends to be a mobile phone.
Sarah Atkinson and Vicki Callahan discuss their research on transmedia projects from the TMDBonline, in which they curate and analyse a selection of relevant projects that represent the diverse spectrum of transmedia production.
They believe that transmedia as an inclusive and accessible form has yet to reach its potential, in part because of the confusing language and communication that can exist around projects which can appear to be inaccessible and esoteric to wider audiences, students and scholars.
To address this issue, Sarah and Vicki tackle the following questions:
How can we evolve an accessible and inclusive taxonomy and shared language that both the creative and scholarly communities take ownership of, sustain, and build upon in the future?
How do we archive the experiential elements of transmedia as well as its process of production, particularly when the line between the producers and the audience (and therefore the materials) is blurred?
Keith Johnson talks about how two-screen has come of age and how his company SyncScreen is creating tools to open the imagination of the creative storywriting audience to think about how a narrative can be created that works across the two screens in harmony, real-time.
After a successful year developing a number of apps for producers and broadcasters in the UK and US, he believes that the novelty factor has worn off and it’s now time to let the creative community loose to invent some exciting new.
Sophy Smith presents the findings from her research project 'Pervasive Theatre', which explored the potential of transmedia tools to create a multi media cross-platform performance environment for performance. The project worked with a director, writer, performers and composer to explore ways to develop narratives that weave together physical and online worlds, blurring the distinction between reality and fantasy, audience and performers, making performance a lived and intertwined part of day-to-day life rather than something that is distanced from it.
Digital media artist and filmmaker Karen Palmer talks about her interactive parkour film SYNCSELF2. This project is a transmedia neurogame that portrays the multi-dimensional process of transcending fear, in which the film experience is determined by the user's level of focus.
Karen discusses her experience of developing an interactive film that puts the viewer at the centre of the experience, and gives useful insights about producing and writing for a project that involves wearable technology.
Eefje Op den Buysch and Hille van der Kaa talk about their research on Transmedia Metrics, and present us their Transmedia Engagement Metrics model.
How do you measure transmedia? What sorts of metrics are going to help transmedia producers to better understand and then compare and contrast the impact of a transmedia story? That's a million dollar question that begs for an answer. In their research, Eefje and Hille analysed existing models and added the insights of twelve leading transmedia experts in attempt to come closer to the final answer.
Screenwriter and transmedia creator Jill Golick talks about how to build interactive into a story.
Using her award-winning TV show Ruby Skye P.I as a case study, she discusses how to adapt traditional scripts and bibles to the creator's interactive needs; and how to get the film and video crew to collect the required assets when they are used to doing things the "old" way.
Liz discusses the concept of ‘engagement’ with transmedia narratives and explores how expanding stories over multiple platforms challenges the way film and television studies have constructed the experience of being an audience. She uses examples from experimental and mainstream transmedia narratives to think through how engagement operates as a pan-medium experience.
The world is a canvas for storytelling.
This presentation discusses how storytellers can use open data and new hardware opportunities to create dynamic, persistent storyworlds.
Rapper, music producer and author, Jonny Virgo's presentation of "City of Conspiracy" given to the Conducttr Conference 2014 (http://www.conducttr.com)
a mutli-platform thriller using a variety of media to tell a story fusing conspiracy theories, hip hop and London. Using the metropolis as a canvas, Jonny wrote a novel telling the story of an ex-gang member’s fight to uncover his friend’s death that used a series of rap albums from the perpectives of the characters to reveal clues that help to uncover a conspiracy. City of Conspiracy also comprises a series of live events that feature subplots from the novel, challenging the audience to interact with the events and characters in discreet immersive theatre events that have been very well-received.
This presentation was given at Mediamorfosis in Buenos Aires and Rosario, Argentina
It explains the importance of bringing stories to life and how this was achieved with our immersive transmedia experience, 19 Reinos
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
2024.06.01 Introducing a competency framework for languag learning materials ...
Transmedia Card Deck
1.
2. Connect with other transmedia storytellers at the Conducttr Conference!
October 17th2014 in London, England
http://www.conducttrconference.com
3. 1.Divide cards into two or three decks: characteristics, tropesand optionally sensors
2.Draw two cards from each deck and leave face down
3.Grab a story from http://ineedaprompt.com
4.Start the clock and turn over the cards! Now create a participatory experience that tells the story from (2) using the cards from (1)
5.After time has expired, player(s) reveals the experience
Notes
i. Use the card mat on slide 12 as a prompt for structured answers
ii. Suggested time limits
•Solo –3 mins
•Team that knows each other and knows transmedia storytelling –8 mins
•All other teams –25 mins
iii. Check out the Transmedia Playbook if you’re unsure what any of this about! http://www.slideshare.net/tstoryteller/playbook-online-v10
Attribution should be to www.conducttr.com
13. What’s the player’s GOAL?
What’s the player’s ROLE?
Entry
Resolution
to find the vegan diner
player is Navy Seal
Uses wand to unlock the final door and get dinner with the nun!
Gets handed a flyer from someone at the mall