"Today, innovation is taking place where people can come together, not in isolated spaces. Innovation districts are this century's productive geography, they are both competitive places and 'cool spaces' and they will transform your city and metropolis."
"People will forget what you said, people will forget what you did,but people will never forget how you made them feel." -Maya Angelou
'Emotional memory will stay with us the longest. As marketers, we want to make our brands most appealing or most memorable. How can we use people’s emotion to capture their attention? After the Superbowl, almost all my classmates would talk about the Budweiser Puppy Love commercial. It tells a affective story that make people feel the happiness of love. Maybe the commercial wasn’t completely linked to the Budweiser’s products, but the story surely stayed in people’s minds. Storytelling has the most strategic importance in intriguing people’s emotion/feelings...'
Les interactions entre le monde du livre et celui du jeu vidéo ne manquent pas. Mais depuis quelque temps, une nouvelle approche consiste à reprendre les univers développés dans les mondes vidéoludiques, pour les exploiter textuellement. Plusieurs modes de création et d'expression que les universitaires commencent à examiner. Nous avons eu l'occasion d'évoquer plusieurs projets intéressants, autour de ces cross-over, mais Lettres numériques se penche plus encore sur le sujet.
INSITU est un documentaire transmédia qui met en scène des interventions artistiques expérimentales dans différentes villes en Europe. Autour d'un film interactif, une carte participative inédite de ces nouvelles pratiques urbaines permet de prolonger le débat sur Internet et dans la ville.
Fascinating things are going on in the world of representation. It used to be that communicating through symbols was a straightforward task. It involved what were usually relatively distinct domains: writing, drawing, painting, sculpture, music, or performance.
But now that is all changing as a result of digital production and distribution. Over the last few years, each art form has begun to bleed into the others. Whether it’s art based on information technology or immersive performances that engage all of the senses, it has become increasingly necessary to be able to wield a range of skills drawn from different domains, either individually or in groups. As a result, media have not so much become mixed as have started to produce new, more permeable forms. Games are the obvious example, but there are many others, too.
Interdisciplinary Approaches to Causality in Engagement, Immersion, Presence and Related Concepts in Human-Computer Interaction
Engagement, and related concepts such as immersion, presence, and motivation, are much sought after in the public discourse of policy, theatre and education. This conference brings together an interdisciplinary spectrum of academics from science and media, performance art and game design practitioners to facilitate discussion and collaboration around the subject of engagement:
• The relationship between physical, emotional, and intellectual engagement • Results from assessment and quantification of engagement in different fields • Methodologies and modalities for measuring engagement in different fields
Listen to Radio 4′s Digital Human, where Aleks Krotoski and Harry Witchel from the Inputs-Outputs team discuss the science behind the amazing experiences created by horror film makers and immersive theatre to engage their audiences:
MOOC vs. SPOOC – et la France dans tout ça ? X-PRIME (Blog) L'acronyme pourrait faire penser au dernier personnage de Star Wars, mais on parle ici des Massive Open Online Courses, c'est-à-dire des cours en ligne ouverts à tous.
Each year, IBM releases a list of five innovations that it believes have the potential to change the way people work, live, and interact during the next five years. This year, the IBM researchers working on the “5 in 5” listing focus on the notion that in the future, everything will learn.
According to IBM: “Driven by a new era of cognitive systems where machines will learn, reason, and engage with us in a more natural and personalized way. These innovations are beginning to emerge enabled by cloud computing, big data analytics, and learning technologies all coming together.”
The number 1 item for 2014: The Classroom Will Learn You.
Peter Gutierrez: "As a reference work on media/transmedia, both aesthetically and historically, as a how-to for student media-makers, or simply on the professional development shelf, so that teachers and librarians can mine it for ideas, [Tyler Weaver’s book is] a text that can fill many needs at once. I was delighted, then, when the author agreed to talk to me about this fascinating topic" …
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