Distributed intelligence is an ability to solve problems and process information that is not localized inside a single person or computer, but that emerges from the coordinated interactions between a large number of people and their technological extensions. The Internet and in particular the World-Wide Web form a nearly ideal substrate for the emergence of a distributed intelligence that spans the planet, integrating the knowledge, skills and intuitions of billions of people supported by billions of information-processing devices. This intelligence becomes increasingly powerful through a process of self-organization in which people and devices selectively reinforce useful links, while rejecting useless ones. This process can be modeled mathematically and computationally by representing individuals and devices as agents, connected by a weighted directed network along which "challenges" propagate. Challenges represent problems, opportunities or questions that must be processed by the agents to extract benefits and avoid penalties. Link weights are increased whenever agents extract benefit from the challenges propagated along it. My research group is developing such a large-scale simulation environment in order to better understand how the web may boost our collective intelligence. The anticipated outcome of that process is a "global brain", i.e. a nervous system for the planet that would be able to tackle both global and personal problems.
A l’occasion des Cross Vidéo Days 2014, notre équipe a pu interviewer Alexandre Brachet, CEO et fondateur de la société de production UPIAN, très connue pour ses webdocumentaires et ses productions transmédia. A la fois studio de création et société de production interactive, Upian c’est une équipe de 15 personnes et quatre métiers : webdesign, flash, développement et production. Créé en 1998, Upian est spécialisé dans le webdesign et le développement de sites médias ou de sites de services qui placent l’internaute au cœur des problématiques d’ergonomie. Aujourd’hui Upian est aussi connu du grand public grâce à son métier d’éditeur et […]
A com[prOculus has found a way to make a headset that does more than just hang a big screen in front of your face. By combining stereoscopic 3-D, 360-degree visuals, and a wide field of view—along with a supersize dose of engineering and software magic—it hacks your visual cortex. As far as your brain is concerned, there’s no difference between experiencing something on the Rift and experiencing it in the real world.
"The landscape of interactive documentaries is exploding, so where are all the interactive narrative films on the web? Right here. ITVS, Murmur, Storycode & Ted Hope will discuss the emerging genre of interactive narrative film, next-gen web series, & how creating immersive storyworlds can build audiences for feature films. "
This is an online interactive documentary about how to make an online interactive documentary. It is an initiative which has been borne out of my Masters Research undertaking at the Australian Film Television and Radio School titled: Documentary Producing and Interactive Platforms, Opportunities, Evolving Processes and the Changing Craft. My hopes for this site are that it is used as a resource for emerging filmmakers and generates conversation around transmedia & interactive multiplatforms for documentary and that it will act as a hub for collaborations and networking opportunities. It is a ‘work in progress’.
The website hosts a web series called ‘The Journey of Documentary’, with featured interviews from documentary filmmakers/radio, screen content producers, social media experts, games developers and innovators of documentary. The website also features a crowd sourced timeline which looks at the evolution of documentary and a Test Kinema which invites filmmakers to screen their teasers and trailers and receive feedback.
This post is by Atalanti Dionysus whose thesis can also be found on the website which highlights some of her findings and new innovations in interactive documentary, you can also connect through Facebook.
The increasing availability of big data from mobile phones and location-based apps has triggered a revolution in the understanding of human mobility patterns. This data shows the ebb and flow of the daily commute in and out of cities, the pattern of travel around the world and even how disease can spread through cities via their transport systems.
So there is considerable interest in looking more closely at human mobility patterns to see just how well it can be predicted and how these predictions might be used in everything from disease control and city planning to traffic forecasting and location-based advertising.
Today we get an insight into the kind of detailed that is possible thanks to the work of Zimo Yang at Microsoft research in Beijing and a few pals. These guys start with the hypothesis that people who live in a city have a pattern of mobility that is significantly different from those who are merely visiting. By dividing travellers into locals and non-locals, their ability to predict where people are likely to visit dramatically improves.
Circa 1948 is an interactive art app for iPad and iPhone, an installation and an interactive photo essay created in partnership with the artist Stan Douglas and the NFB Digital Studio.
The project allows users to discover the city of Vancouver circa 1948, a time where two vibrant communities are struggling through a time of change. By exploring this story from the past, the project ties an economic downturn to urban planning, and corruption to the black market and shows their relevance in any time period.