This document discusses transmedia storytelling, which involves telling a story across multiple media platforms so that each platform contributes to the overall story. It provides definitions of transmedia from various experts and precursors to modern transmedia projects from the 1980s onward. Examples of breakthrough transmedia projects from the 2000s are given, and upcoming transmedia projects from companies like Rockstar Games and studios from Guillermo del Toro and Tim Kring are mentioned. Resources for further information on transmedia are also listed.
Dokumen tersebut membahas tentang multimedia, crossmedia, dan transmedia. Multimedia adalah penyajian konten yang menggabungkan gambar, suara, video, animasi dan interaksi. Crossmedia adalah penyajian konten utama ke berbagai platform dan multimedia. Sedangkan transmedia meliputi transmedia franchise, storytelling, dan branding, yang semuanya menyajikan konten ke berbagai platform.
The document discusses various aspects of transmedia storytelling, including definitions, formats, production and distribution. It provides an overview of transmedia, noting the need for an institutional definition, various challenges and mistakes to avoid in different transmedia formats like webdocumentaries, serious games and alternate reality games. It also outlines considerations for production, distribution, key players and festivals in the transmedia space, as well as tools that can help with nonlinear writing and interactive storytelling.
This document discusses transmedia research related to the television show Big Brother and transmedia television. It provides background on transmedia storytelling and how reality TV shows like Big Brother were early adopters of transmedia strategies. Big Brother is used as a case study, with different readings summarized that examine how it incorporated the internet, phones, and other media to engage audiences and allow them to participate in the show across platforms. The readings also discuss how emerging technologies are transforming television and audience engagement with multiplatform texts.
The document outlines a transmedia project called "Tech Earth - Life After Earth" created by a team of 3 students. It provides an introduction, synopsis of the story about a NASA report revealing the need to make a team to work on moving humanity to another planet. It includes the timeline, business models, justification of transmedia principles, and challenges in production. Platforms to be used include a website, Facebook, Twitter, Instagram, and YouTube channel.
Transmedia Storytelling: Reality Television Use Of Multiple Media Platformscssndralouise
Transmedia storytelling involves telling stories across multiple media platforms in a planned manner. Reality television, such as Big Brother, was an early adopter of transmedia storytelling by using various media like smartphones, websites with live feeds and contestant profiles, and social media for audience participation. This allows for a deeper audience connection and engagement across platforms. Scholars note that transmedia gives storytellers the ability to appeal to different audience segments and turn fiction into narrative brands expressed through various compatible media. Reality TV has gained popularity by taking content from TV to other platforms through transmedia elements.
Dokumen tersebut membahas tentang multimedia, crossmedia, dan transmedia. Multimedia adalah penyajian konten yang menggabungkan gambar, suara, video, animasi dan interaksi. Crossmedia adalah penyajian konten utama ke berbagai platform dan multimedia. Sedangkan transmedia meliputi transmedia franchise, storytelling, dan branding, yang semuanya menyajikan konten ke berbagai platform.
The document discusses various aspects of transmedia storytelling, including definitions, formats, production and distribution. It provides an overview of transmedia, noting the need for an institutional definition, various challenges and mistakes to avoid in different transmedia formats like webdocumentaries, serious games and alternate reality games. It also outlines considerations for production, distribution, key players and festivals in the transmedia space, as well as tools that can help with nonlinear writing and interactive storytelling.
This document discusses transmedia research related to the television show Big Brother and transmedia television. It provides background on transmedia storytelling and how reality TV shows like Big Brother were early adopters of transmedia strategies. Big Brother is used as a case study, with different readings summarized that examine how it incorporated the internet, phones, and other media to engage audiences and allow them to participate in the show across platforms. The readings also discuss how emerging technologies are transforming television and audience engagement with multiplatform texts.
The document outlines a transmedia project called "Tech Earth - Life After Earth" created by a team of 3 students. It provides an introduction, synopsis of the story about a NASA report revealing the need to make a team to work on moving humanity to another planet. It includes the timeline, business models, justification of transmedia principles, and challenges in production. Platforms to be used include a website, Facebook, Twitter, Instagram, and YouTube channel.
Transmedia Storytelling: Reality Television Use Of Multiple Media Platformscssndralouise
Transmedia storytelling involves telling stories across multiple media platforms in a planned manner. Reality television, such as Big Brother, was an early adopter of transmedia storytelling by using various media like smartphones, websites with live feeds and contestant profiles, and social media for audience participation. This allows for a deeper audience connection and engagement across platforms. Scholars note that transmedia gives storytellers the ability to appeal to different audience segments and turn fiction into narrative brands expressed through various compatible media. Reality TV has gained popularity by taking content from TV to other platforms through transmedia elements.
Hyper-threading or Hyper-Threading Technology(HTT), is actually Intel’s
trademark for their multi-threading, but has become a common name for all
processors of this type. It is essentially a cut down version of dual version of dual
core. Execution units on a hyper-threaded CPU share certain elements, such as cache
and pipelines.
The document discusses transmedia storytelling as a way for brands to generate interest in their products and services. It defines transmedia storytelling as stories that unfold across multiple media platforms with each platform making a distinctive contribution. The document then provides examples of brands like Lego that have successfully used transmedia storytelling through developing characters and narratives that engage consumers across different media. It also outlines some of the challenges of using transmedia storytelling for brands, such as the perceived costs and complexity of execution, before concluding with recommendations around focusing on developing franchises rather than one-off campaigns and prioritizing the user experience.
The document summarizes the characteristics of third generation computers from 1964-1975. Third generation computers transitioned from using transistors to integrated circuit chips, making them smaller in size than previous generations. They also transitioned from punch cards to electronic computer systems. Key features included increased storage, multi-programming, use of keyboards and monitors, time sharing, and higher level languages. Important developments included the introduction of the IBM360 mainframe in 1964 and the PDP-8 in 1965, the first computer to use cheaper and smaller integrated circuits. In 1969, UNIX introduced a multi-user operating system able to perform multi-tasks.
The document discusses several types of interactive and transmedia storytelling forms including interactive documentaries, news games, web documentaries, augmented reality games, and transmedia storytelling across TV shows and mobile games. It outlines recurring features such as nonlinear narratives, multimedia content, and user-generated content shaping the experience. Main challenges discussed include balancing interactivity and narrative, preventing content overload, and coordinating a coherent transmedia experience. Common mistakes mentioned are lack of resources for other platforms, parts of the experience not standing alone, and forgetting to tell a story.
1) The document summarizes the 2nd Young Ideas Salon Jakarta event held on December 10, 2010 in Jakarta, Indonesia.
2) The event brought together youth, marketing practitioners, and community leaders to discuss topics related to youth trends, digital media, and community.
3) Several speakers shared quotes about engaging youth through social media, the importance of community, and the need to understand youth perspectives.
The document discusses the benefits of meditation for reducing stress and anxiety. Regular meditation practice can help calm the mind and body by lowering heart rate and blood pressure. Studies have shown that meditating for just 10-20 minutes per day can have significant positive impacts on both mental and physical health over time.
(Youthlab Indo) How to do youth research and study: 8 years of filed note in ...youth laboratory indonesia
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
To understand the younger generation in Indonesia, now required a more in-depth understanding of generational theory. Conception of archetypes introduce by Jung that empashize collective consciousness is needed more than ever to peel the difference between the three unique generations which are generation x, generation y, and z generation. this Insight slide is an attempt to provide an overview of psychographic differences between young generations in Indonesia.
Spyware is software that is installed onto a computer without the user's knowledge or consent in order to gather information about the user. It monitors user activity and transmits this data to third parties who may use it for advertising or sell it. Having spyware running in the background can slow down a computer and cause crashes due to it using system resources. Common ways of getting spyware include downloading file sharing programs or clicking on deceptive pop-up windows.
The document provides an overview of the IT industry in India, including its growth and statistics. It discusses how India developed an advantage in the IT sector through lower costs and a skilled workforce. Major IT clusters emerged in cities like Bangalore, Hyderabad, and Kolkata, supported by government policies and infrastructure development. Leading Indian IT companies include Tata Consultancy Services, Wipro, Infosys, and Satyam Computer Services. India has become an important R&D hub for many multinational corporations.
This document provides an overview of real-time image processing. It begins with introducing real-time image processing and how it differs from ordinary image processing by having deadlines and predictable response times. The document then discusses the requirements for a real-time image processing system including high resolution video input, low latency, and high processing performance. It also covers applications such as mobile robots and human-computer interaction. In the end, it provides definitions of real-time image processing in both the perceptual and signal processing senses.
Introduction to Information Technology (IT)Amber Bhaumik
1. Data refers to isolated and unorganized facts, while information is meaningful data that is organized, validated, corrected, and collected.
2. Information adds to knowledge, aids in decision making, and increases productivity. It should be valid, meaningful, precise, and accurate.
3. The value of information increases when it is in a useful form for the decision maker, available when needed, easily accessible, and helps make effective decisions with minimal costs and effort.
This document defines basic computer terminology including hardware, software, operating systems, and peripherals. It explains that a computer is a programmable machine that receives input, stores and manipulates data, and provides useful output. It also defines key hardware components like the motherboard, processor, and memory. It outlines common software types including operating systems, programming software, and applications. Finally, it describes the basic components of a website and network devices.
Soft computing is an emerging approach to computing that aims to mimic human reasoning and learning in uncertain and imprecise environments. It includes neural networks, fuzzy logic, and genetic algorithms. The main goals of soft computing are to develop intelligent machines to solve real-world problems that are difficult to model mathematically, while exploiting tolerance for uncertainty like humans. Some applications of soft computing include consumer appliances, robotics, food preparation devices, and game playing. Soft computing is well-suited for problems not solvable by traditional computing due to its characteristics of tractability, low cost, and high machine intelligence.
This document provides an overview of the history and present state of the Indian information technology sector. It discusses four periods in the history of IT: premechanical, mechanical, electromechanical, and electronic. It then outlines the major services provided by the IT sector today, including custom application development and infrastructure management. Finally, it notes that the IT sector in India has grown significantly in recent years and is expected to become an $80 billion industry by 2011, representing one of the fastest growing sectors in the country.
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 document provides an overview of basic concepts in information technology, including definitions of information and computers. It describes how computers accept data as input, process it, and produce information as output. The main components of a computer system - hardware, software, and human users - are also summarized. Key hardware components like the central processing unit, memory, storage, and input/output devices are defined. The document also provides a brief introduction to operating systems and applications software.
The document discusses the IT and ITES sectors globally and in India. It notes that the IT industry is currently in a growth phase in India, as evidenced by its increasing contributions to GDP, employment, and revenue. The top three players in the Indian IT and ITES sector are compared based on their number of employees, market capitalization, revenue, and profits. In conclusion, the sectors are described as having very good future prospects and providing ongoing opportunities for investors, entrepreneurs, and countries.
THE STORY CUBE. Understanding the many dimensions of today's storytelling.Nick DeMartino
Here's the slides from a talk I gave to my friend Anna Marie Piersimoni's class at California State University, Northridge. The "cube" includes the three-legged stool, the traditional narrative dimensions, and those that are new in the digital world.
Hyper-threading or Hyper-Threading Technology(HTT), is actually Intel’s
trademark for their multi-threading, but has become a common name for all
processors of this type. It is essentially a cut down version of dual version of dual
core. Execution units on a hyper-threaded CPU share certain elements, such as cache
and pipelines.
The document discusses transmedia storytelling as a way for brands to generate interest in their products and services. It defines transmedia storytelling as stories that unfold across multiple media platforms with each platform making a distinctive contribution. The document then provides examples of brands like Lego that have successfully used transmedia storytelling through developing characters and narratives that engage consumers across different media. It also outlines some of the challenges of using transmedia storytelling for brands, such as the perceived costs and complexity of execution, before concluding with recommendations around focusing on developing franchises rather than one-off campaigns and prioritizing the user experience.
The document summarizes the characteristics of third generation computers from 1964-1975. Third generation computers transitioned from using transistors to integrated circuit chips, making them smaller in size than previous generations. They also transitioned from punch cards to electronic computer systems. Key features included increased storage, multi-programming, use of keyboards and monitors, time sharing, and higher level languages. Important developments included the introduction of the IBM360 mainframe in 1964 and the PDP-8 in 1965, the first computer to use cheaper and smaller integrated circuits. In 1969, UNIX introduced a multi-user operating system able to perform multi-tasks.
The document discusses several types of interactive and transmedia storytelling forms including interactive documentaries, news games, web documentaries, augmented reality games, and transmedia storytelling across TV shows and mobile games. It outlines recurring features such as nonlinear narratives, multimedia content, and user-generated content shaping the experience. Main challenges discussed include balancing interactivity and narrative, preventing content overload, and coordinating a coherent transmedia experience. Common mistakes mentioned are lack of resources for other platforms, parts of the experience not standing alone, and forgetting to tell a story.
1) The document summarizes the 2nd Young Ideas Salon Jakarta event held on December 10, 2010 in Jakarta, Indonesia.
2) The event brought together youth, marketing practitioners, and community leaders to discuss topics related to youth trends, digital media, and community.
3) Several speakers shared quotes about engaging youth through social media, the importance of community, and the need to understand youth perspectives.
The document discusses the benefits of meditation for reducing stress and anxiety. Regular meditation practice can help calm the mind and body by lowering heart rate and blood pressure. Studies have shown that meditating for just 10-20 minutes per day can have significant positive impacts on both mental and physical health over time.
(Youthlab Indo) How to do youth research and study: 8 years of filed note in ...youth laboratory indonesia
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
To understand the younger generation in Indonesia, now required a more in-depth understanding of generational theory. Conception of archetypes introduce by Jung that empashize collective consciousness is needed more than ever to peel the difference between the three unique generations which are generation x, generation y, and z generation. this Insight slide is an attempt to provide an overview of psychographic differences between young generations in Indonesia.
Spyware is software that is installed onto a computer without the user's knowledge or consent in order to gather information about the user. It monitors user activity and transmits this data to third parties who may use it for advertising or sell it. Having spyware running in the background can slow down a computer and cause crashes due to it using system resources. Common ways of getting spyware include downloading file sharing programs or clicking on deceptive pop-up windows.
The document provides an overview of the IT industry in India, including its growth and statistics. It discusses how India developed an advantage in the IT sector through lower costs and a skilled workforce. Major IT clusters emerged in cities like Bangalore, Hyderabad, and Kolkata, supported by government policies and infrastructure development. Leading Indian IT companies include Tata Consultancy Services, Wipro, Infosys, and Satyam Computer Services. India has become an important R&D hub for many multinational corporations.
This document provides an overview of real-time image processing. It begins with introducing real-time image processing and how it differs from ordinary image processing by having deadlines and predictable response times. The document then discusses the requirements for a real-time image processing system including high resolution video input, low latency, and high processing performance. It also covers applications such as mobile robots and human-computer interaction. In the end, it provides definitions of real-time image processing in both the perceptual and signal processing senses.
Introduction to Information Technology (IT)Amber Bhaumik
1. Data refers to isolated and unorganized facts, while information is meaningful data that is organized, validated, corrected, and collected.
2. Information adds to knowledge, aids in decision making, and increases productivity. It should be valid, meaningful, precise, and accurate.
3. The value of information increases when it is in a useful form for the decision maker, available when needed, easily accessible, and helps make effective decisions with minimal costs and effort.
This document defines basic computer terminology including hardware, software, operating systems, and peripherals. It explains that a computer is a programmable machine that receives input, stores and manipulates data, and provides useful output. It also defines key hardware components like the motherboard, processor, and memory. It outlines common software types including operating systems, programming software, and applications. Finally, it describes the basic components of a website and network devices.
Soft computing is an emerging approach to computing that aims to mimic human reasoning and learning in uncertain and imprecise environments. It includes neural networks, fuzzy logic, and genetic algorithms. The main goals of soft computing are to develop intelligent machines to solve real-world problems that are difficult to model mathematically, while exploiting tolerance for uncertainty like humans. Some applications of soft computing include consumer appliances, robotics, food preparation devices, and game playing. Soft computing is well-suited for problems not solvable by traditional computing due to its characteristics of tractability, low cost, and high machine intelligence.
This document provides an overview of the history and present state of the Indian information technology sector. It discusses four periods in the history of IT: premechanical, mechanical, electromechanical, and electronic. It then outlines the major services provided by the IT sector today, including custom application development and infrastructure management. Finally, it notes that the IT sector in India has grown significantly in recent years and is expected to become an $80 billion industry by 2011, representing one of the fastest growing sectors in the country.
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 document provides an overview of basic concepts in information technology, including definitions of information and computers. It describes how computers accept data as input, process it, and produce information as output. The main components of a computer system - hardware, software, and human users - are also summarized. Key hardware components like the central processing unit, memory, storage, and input/output devices are defined. The document also provides a brief introduction to operating systems and applications software.
The document discusses the IT and ITES sectors globally and in India. It notes that the IT industry is currently in a growth phase in India, as evidenced by its increasing contributions to GDP, employment, and revenue. The top three players in the Indian IT and ITES sector are compared based on their number of employees, market capitalization, revenue, and profits. In conclusion, the sectors are described as having very good future prospects and providing ongoing opportunities for investors, entrepreneurs, and countries.
THE STORY CUBE. Understanding the many dimensions of today's storytelling.Nick DeMartino
Here's the slides from a talk I gave to my friend Anna Marie Piersimoni's class at California State University, Northridge. The "cube" includes the three-legged stool, the traditional narrative dimensions, and those that are new in the digital world.
Taking a look at storytelling in the digital era, keeping in mind the three-legged stool -- content, technology, and business model. Lots of examples. Lots of links. I used this in a presentation to a media studies class at Woodbury University on March 31, 2014
This document discusses the rise of fan-powered media and how audiences are now actively engaged with the content they consume. It argues we have entered an "Era of Fan-centric Media" where fans have the ability and desire to deeply engage with each other around TV shows and popular franchises through social networks and user-generated content. This level of engagement has transformed passive audiences into active communities that help drive discussion and shape narratives through unofficial sites and derivative works. It uses the example of The Walking Dead TV show to illustrate how fans can engage across official and unofficial sites to immerse themselves more fully in the story world.
Fans fuel media, but how fan-centric is your media? This presentation from consultant Nick DeMartino, looks at that question from the perspective of Theatrics.com, a cloud-based collaborative storytelling platform which he advises. The presentation shows how easy it is to create a Theatrics story or brand experience in which fans can directly engage.
This document discusses 10 questions that will define the future of television. It outlines how television is facing major challenges and disruption from new technologies and digital media. Key points include television transitioning from traditional channels and networks to on-demand streaming accessed across multiple screens anytime; content being created and shared by both professional producers and users; and television evolving from a passive viewing experience to an interactive and immersive one.
I participated in a 6/23/12 panel called "From Live to the Web and Back Again" at Wyrd Com, a convention focusing on live-action role-playing gamers and related storytelling forms. This presentation includes some historical framework and aspects of transmedia storytelling, and then presents current examples that may help LARP creators embrace innovations in other media based forms
The famous Harry Potter sorting hat. It’s a fitting metaphor for this presentation, as I sort through the emerging history of transmedia storytelling. I will start by discussing my own background, and sharing my current obsessions for certain stories, explore definitions, precursors, breakthroughs, current examples and resources.
My speech to a group of local television broadcasters blends practical suggestions with an overview of broad trends in the future of television, expressed as a series of questions
These slides (and comments) accompanied my talk to the 2011 Faculty Seminar at the Academy of Television Arts and Sciences on 11/10/11. The talk is structured around ten questions
Here are the slides I used for my "Transmedia" presentation I made to the Dallas Video Festival on Sept 25, 2011. The notes field include lots of URLs for additional content.
Barbie Movie Review - The Astras.pdffffftheastras43
Barbie Movie Review has gotten brilliant surveys for its fun and creative story. Coordinated by Greta Gerwig, it stars Margot Robbie as Barbie and Ryan Gosling as Insight. Critics adore its perky humor, dynamic visuals, and intelligent take on the notorious doll's world. It's lauded for being engaging for both kids and grown-ups. The Astras profoundly prescribes observing the Barbie Review for a delightful and colorful cinematic involvement.https://theastras.com/hca-member-gradebooks/hca-gradebook-barbie/
Everything You Need to Know About IPTV Ireland.pdfXtreame HDTV
The way we consume television has evolved dramatically over the past decade. Internet Protocol Television (IPTV) has emerged as a popular alternative to traditional cable and satellite TV, offering a wide range of channels and on-demand content via the internet. In Ireland, IPTV is rapidly gaining traction, with Xtreame HDTV being one of the prominent providers in the market. This comprehensive guide will delve into everything you need to know about IPTV Ireland, focusing on Xtreame HDTV, its features, benefits, and how it is revolutionizing TV viewing for Irish audiences.
Modern Radio Frequency Access Control Systems: The Key to Efficiency and SafetyAITIX LLC
Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
Top IPTV UK Providers of A Comprehensive Review.pdfXtreame HDTV
The television landscape in the UK has evolved significantly with the rise of Internet Protocol Television (IPTV). IPTV offers a modern alternative to traditional cable and satellite TV, allowing viewers to stream live TV, on-demand videos, and other multimedia content directly to their devices over the internet. This review provides an in-depth look at the top IPTV UK providers, their features, pricing, and what sets them apart.
Christian Louboutin: Innovating with Red Solesget joys
Christian Louboutin is celebrated for his innovative approach to footwear design, marked by his trademark red soles. This in-depth look at his life and career explores the origins of his creativity, the milestones in his journey, and the impact of his work on the fashion industry. Learn how Louboutin's bold vision and dedication to excellence have made his brand synonymous with luxury and style.
At Digidev, we are working to be the leader in interactive streaming platforms of choice by smart device users worldwide.
Our goal is to become the ultimate distribution service of entertainment content. The Digidev application will offer the next generation television highway for users to discover and engage in a variety of content. While also providing a fresh and
innovative approach towards advertainment with vast revenue opportunities. Designed and developed by Joe Q. Bretz
From Teacher to OnlyFans: Brianna Coppage's Story at 28get joys
At 28, Brianna Coppage left her teaching career to become an OnlyFans content creator. This bold move into digital entrepreneurship allowed her to harness her creativity and build a new identity. Brianna's experience highlights the intersection of technology and personal branding in today's economy.
Orpah Winfrey Dwayne Johnson: Titans of Influence and Inspirationgreendigital
Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
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
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.
Unveiling Paul Haggis Shaping Cinema Through Diversity. .pdfkenid14983
Paul Haggis is undoubtedly a visionary filmmaker whose work has not only shaped cinema but has also pushed boundaries when it comes to diversity and representation within the industry. From his thought-provoking scripts to his engaging directorial style, Haggis has become a prominent figure in the world of film.
14. DEFINITION (c)Nick DeMartino Consulting 8 Commercial transmediasupersystems “Playing with Power in Movies, Television and Videogames” by Marcia Kinder (1991)
20. More than an adaptation of another workHenry Jenkins: Transmedia Storytelling
21. DEFINITION… (c)Nick DeMartino Consulting 10 “The art of conveying messages themes or storylines to mass audiences through the artful and well planned use of multiple media platforms." Jeff Gomez, Starlight Runner
22. DEFINITION… (c)Nick DeMartino Consulting 11 “A Transmedia Narrative project or franchise must consist of three (or more) narrative storylines existing within the same fictional universe on any of the following platforms: Film, Television, Short Film, Broadband, Publishing, Comics, Animation, Mobile, Special Venues, DVD/Blu-ray/CD-ROM, Narrative Commercial and Marketing rollouts, and other technologies that may or may not currently exist...
23. DEFINITION (c)Nick DeMartino Consulting 12 …These narrative extensions are NOT the same as repurposing material from one platform to be cut or repurposed to different platforms.”
24. DEFINITION (c)Nick DeMartino Consulting 13 “Transmedia storytelling is the future of marketing. And those who can span across formats and share their expertise will stand out in an age of Digital Relativity.” Steve Rubel, Edelman Digital
25. DEFINITION (c)Nick DeMartino Consulting 14 “Transmedia storytelling” is the label for when you’re creating a story as the primary storytellers and intending to tell your story across multiple channels.” Brian Clark, GMD Studios
This presentation is part of the Digital Hollywood 2011 “Content Summit”, specifically the day-long track on May 4, 2011 that explored “transmedia storytelling”. Topics and speakers are listed on this URL: http://www.dhcontentsummit.com/los-angeles/wednesday-may-4-2011
Nick DeMartino Consulting provides strategic services to companies in the digital media and content markets, including marketing initiatives, strategic alliance and partnerships, business development and more. Details available at http://www.nickdemartino.net
Today’s talk looks forward, but also where we have been.
Why am I on this panel?I am a movie geek.I am an ex-journalist, filmmaker and adman.And I spent 20 years running digital programs and initiatives at the American Film Institute, some of which are listed here.
I was also invited, I think, because I’m researching the topic for a new column:ACM's 'Computers in Entertainment' is an online journal. They are redesigning the site for launch the last week of May, which will premiere my new column, "Reinventing Hollywood" Topics will include:Online video viewing of movies and TV is here, it is real. How will copyright holders (big and small) cope? (Netflix, iTunes, Amazon, Facebook, Bit Torrent, Ultraviolet)— What does the landscape for animation look like below the "ultra" budget leaders (Pixar and Dreamworks)?— Movie (and TV) meta data - morass or new frontier (Movie Tagger, RCDB, Rovi, and emerging semantic web apps)– Can you become a filmmaker (or animator or game designer) online? The reemergence of online education.– Transmedia - hope and hype among the true believers of cross-platform storytelling. Here is an overview: http://www.acm.org/pubs/cie/#topPrototype for new site: http://www.acm.org/pubs/cie/CiEMarkupJanuary2011.jpgArchive for past issues: http://www.acm.org/pubs/cie/cie-archive.html
In terms of definition of the term transmedia…..
Transmedia is an Adjective.There are transmedia storytellers.Transmedia methods.It’s a term that has come into the fore in the past few years, and has caused quite a lot of controversy.
The first citation I could find that uses the “transmedia” adjective was this one, from USC’s Marcia Kinder, who is famous for launching the “Labyrinthe” project –http://dornsife.usc.edu/labyrinth/about/about1.html
The term transmedia storytelling is, by all accounts, a coinage from Henry Jenkins, a much-published academic from MIT, now on the faculty at the University of Southern California. Henry is a good source for info, particularly his courseware, which is published on his blog: http://www.henryjenkins.org/The specific article is from MIT Technology Review, "Transmedia Storytelling.”Jenkins, Henry (2006). Convergence Culture: Where Old and New Media Collide. New York: New York University Press. ISBN 9780814742815. Jenkins, Henry (2006). Convergence Culture: Where Old and New Media Collide. New York: New York University Press. ISBN 9780814742815. Jenkins, Henry (2006). Convergence Culture: Where Old and New Media Collide. New York: New York University Press. ISBN 9780814742815.
Jeff Gomez is a game designer who cofounded a firm in NYC called Starlight Runner which consults with media properties and brands to create transmedia properties. He has been very active in evangelizing the term “transmedia,” including within the Producers Guild of America. This is his definition.
The PGA defines criteria for various credits on films and television. In 2010 a new credit was approved for “transmedia” producer. Certainly in the years prior to this development, a new class of creative professional had emerged to collaborate with the primary creative team on extending the story-world of media properties, especially television. The PGA credit is an answer to that, but it seems to have triggered a lot of controversy, including a movement against using the term.
This is the last part of the definition, which makes a key point, which is that transmedia is not what we used to call “shovelware” – e.g., dumping content from one medium into another platform.
This quote from high-profile PR guru Steve Rubel sent shivers down my spine, only because I thought the transmedia storytelling term was focused upon the artform, not commerce, per se. This is a good example of how the methods of the multi-platform storyteller, having been proven to be attractive to fans, are irresistable to marketers. http://www.forbes.com/2010/10/11/google-eric-schmidt-bieber-facebook-social-networking-storytelling-steve-rubel-cmo-network.html
Brian Clark is a very active transmedia producer and a leader in the field. GMD Studios is based in Florida. http://www.gmdstudios.com/
So, is the Royal Wedding a transmedia story?
Or the Bible & Jesus Christ?
Certainly Star Wars is transmedia, with many different media and formats. Though, there are those in the field who prefer to think of Star Wars as the first major storytelling FRANCHISE, not really transmedia. What is the distinction? Whether new elements to the story are added in every platform, and therefore make the experience of all platforms necessary for a full experience of the work.
These are related words describing various story forms. Some would say that none is as complete as “transmedia.” Others say, to hell with the language wars. Let’s get to storytelling!
In keeping with some of those words, I’ve collected a few examples of “precursors” from past decades. Tamara was a theatrical event launched in Toronto in which the audience moved into different rooms and interacted with the actors. The story would unfold differently, depending upon your journey and what happened in each room. The show ran for many years in Los Angeles and New York, and was revived in Toronto. This is interactive, but not really multi-platform, though a CDROM was attempted.
Douglas Adams, the creator of A HITCHHICKERS GUIDE TO THE UNIVERSE built this work with the BBC at the dawn of the interactive media age in order to explain and explore hyper-media. It could be said to be multi-platform because the links took the user into different environments and domains. You can tell that the ideas were ahead of the technology by looking at the clunky fonts.
MYST was a ground-breaking game series on CD-ROM back in the 90’s, which remained the highest grossing title until the SIMS overtook it. Unlike the classic “videogame” format, which were usually shooter or role-playing games, MYST was a journey of discovery in which users proceeded into environments and worlds by finding clues and activating elements of the system. Again, not really multi-platform, but a new way to tell a story. MYST and its sequels are now available in the iTunes store in both a free and $4.99 version.
Francis Ford Coppola created a successful film adaptation of the Bram Stoker novel about the original vampire starring Gary Oldman, and Sony released a game version that utilized footage shot on the set of the film, which nudges into the terrain of multi-platform. We were excited to show it at the time because of the high profile of the director, who created iconic films like THE GODFATHER trilogy.
Another CD-ROM title from Broderbund was created by my friend Haney Armstrong, a fllmmaker who came up with this extension of the traditional police procedural story by allowing the user to interrogate people.
This William Gibson classic was made into a film with Keanu Reeves, not well reviewed, but significant because Sony released a CD-ROM game simultaneously which allowed gameplay in a movie-like setting based upon the same story. The casts were different.
TV interactivity is a whole topic in and of itself. I included PUSH NEVADA in this presentation because it did represent a breakthrough. Clues were peppered throughout the show and the website that allowed users to amass points leading to a winner. I think I remember that some clues involved mobile calling as well, Even though the show was not popular enough to be renewed, it was an early example of multi-platform enrichment of a primary story.
When the Sci-Fi Channel wanted to bring back the classic Battlestar Gallactica, representatives of the company, as well as Universal’s game division, came into the AFI’s Digital Content Lab to create a multi-dimensional viewing experience. The user interface, created by Schematic’s Dale Herigstad, allowed seamless movement by the user in and out of the primary story (TV), a first-person spaceship flying experience (game), and deep data about the ship, the characters, and the backstory, which also included clues. This was not the version launched at the time of the show, but inspired lots of others.
Lance Weiler has what is the most inclusive and inspiring definition of transmedia.BTW, he gave a wonderful talk at Ireland’s Darklight Festival.http://www.youtube.com/watch?v=8Gzo6gel2mo&feature=player_embedded#at=146His work is displayed at his home page. http://lanceweiler.com/
So what might we consider breakthroughs in the development of this artform?The Emmy went to the LOST EXPERIENCE, an alternative realtiy game from ABC and Hi-ReS, a design and experience company. The TV Show’s millions of fans could deepen their experience of the story world via this comprehensive site.
Ditto with HEROES, which launched its 360 experience, later renamed EVOLUTIONS. Producer Jesse Alexander worked closely with the TV series creative team.
My mind was blown by this Swedish alternative reality game from Company P, headed by Christopher Sandberg. They used TV, newspapers, the web, live events and kind of took over the whole country for a few weeks. The premise was a fake event, but it was treated as real, and people engaged with the story in a sort of ambiguous way, not knowing for sure what was real, what was fake, what was conspiracy, etc. Such a fictional trope is often part of ARG work, and many would date it back to Orson Welles and the Mercury Theatre’s radio adaptation of H.G.Welles’ WAR OF THE WORLDS in the 30’s.
42 Entertainment created this multi-platform alternative reality game that invited players during the period bridging the release of the two Batman films, especially the much-anticipated DARK KNIGHT from director Christopher Nolan. Because the Gotham setting and the tone and elements of the franchise are so well known, the creators could play off of that with newspapers and other media released in sequence that contained clues and links to fill in the complex world of the films.
This is just one of the properties created by Lance Weiler, whose breakthrough film THE BIG BROADCAST was itself a precursor to more complex storytelling components being added beyond the film “platform.”
Tim Kring created Heroes and in 2010 launched a global ARG called Conspiracy for Good which was sponsored by Nokia. There were extensive live events that contained clues that could be retrieved via mobile augmented reality technologies, as well as many other events. The fictional elements, especially those about the evil corporation, were quite elaborate. There was a real-world charity in Africa that benefited from the activities as well.
COLLAPSUS was a documentary film on Dutch television that was expanded into a broader transmedia experience that integrated game-play, global mapping, animation and other elements. Directedby Tommy Palotta, who produced Waking Life and A Scanner Darkly. Won the best interactive film award at the SXSW festival in 2011.
Unspeak extends this idea even more by making short films that are outward manifestations of the world wide web. We are a web browser with 20 tabs open at once all playing video and hyperlinking the universe. The effect is hypnotic, we don't know what will happen next, we don't know why the images are related to the words and our brains search to make the connections. This is powerful propaganda. Think of it as propaganda about propaganda. We are now planning to make the clips available and a simple drag and drop editor. People may also upload their own videos and are encouraged to make their own unspeak transmissions. All of this is nice and egalitarian, but it doesn't really matter if we don't activate and empower the viewers. Our aim is to turn consumers into activists. To get people creatively invested is to truly interact. If they are spending the time creating, we know they are invested and spread the idea of Unspeak like a media virus. We give them the tools, inspiration, and encouragement.
Coming later in May 2011 is a slightly different type of platform game from Rockstar Games, creator of the ultraviolent GRAND THEFT AUTO series. The creators used extensive historical research and photo and film collections to create 1940s Los Angeles. Like a great film, the game creates a story-world. Technologies allow a much richer experience than games and CD-ROMs from 15 years before.
Fourth Wall Studios has a first-look deal with Ron Howard’s and Brian Glazer’s Imagine Entertainment, which got a lot of attention in Hollywood. We should be looking for original work coming from these guys. Rumor has it that they will also release a toolset for other practitioners.
Another of the many recent developments on the Hollywood transmedia storytelling front is Mirada, from fantastical filmmaker Guillermo del Toro (Pan’s Labyrinth, HellBoy, etc.) As a recent New Yorker profile details, Del Toro has a fantastical vision of the world, perfect for storytelling without limits.
There are a large number of blogs and other sources about transmedia and related topics. I have listed six. The first two come from London, a group that incubates transmedia properties. The Transmedia Artists Guild operates very extensive boards for practitioners. Jawbone.tv provides reviews and news, as does ARGN, which tends to call the properties alternative reality games. But my favorite title is “You Suck at Transmedia,” admittedly stolen from the popular “You Suck at Photoshop” site.