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UK Competition - £300k-£2m for Cross-platform projects £14m total. Collaborative R&D - Ends 6 Nov @innovateuk

UK Competition - £300k-£2m for Cross-platform projects £14m total. Collaborative R&D - Ends 6 Nov @innovateuk | Pervasive Entertainment Times | Scoop.it
Investment of up to £14m in projects that stimulate innovation in the UK digital media sector.
Gary Hayes's insight:

Quote "The Technology Strategy Board is to invest up to £15m in projects that stimulate innovation in the UK digital media sector. 

 The competition aims to support projects addressing convergence in digital technologies, and covers film and television, online video, animation and video games (including pre-production, production and post-production processes, particularly in visual effects technologies).  Projects must be business-led. The competition will fund feasibility studies as well as collaborative R&D projects.  Collaborative R&D projects of two or more partners will attract up to 50% public funding of their eligible project costs (60% for SMEs). We expect collaborative R&D projects to range in size from £300k to £2m, though we may consider larger projects. Projects should last between 12 and 24 months.  Up to £1m of the total funding will be made available for single business-led feasibility studies. These may attract up to 65% public funding of eligible project costs (75% for SMEs). We expect feasibility study projects to range in size from £100k to £120k, and to last between six and 12 months.  The collaborative R&D and feasibility study elements of this competition both open on 23 September 2013. The deadline for registration for both is 6 November 2013, and the deadline for completed feasibility studies applications and collaborative R&D expressions of interest is noon on 13 November 2013. A briefing event for both strands will take place on 30 September 2013. This event will be filmed and turned into a webinar for applicants to refer to. "
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Augmented locative stories, experiential transmedia games, collaborative social TV
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Confusing multiplatform socmed story with just story/film & a web video - 4 transmedia steps? | PBS

Confusing multiplatform socmed story with just story/film & a web video - 4 transmedia steps? | PBS | Pervasive Entertainment Times | Scoop.it
The following piece is a guest post. Read more about MediaShift guest posts here. So you are a film student or filmmaker and you’re interested in telling a story that will stay with your audience beyond the fade out. Let’s say you want a webisode to go viral. Or, a couple of years ago, you heard Disney and Fox talking about transmedia.
Gary Hayes's insight:

Quote "As Lan Mochari points out, “the big problem with storytelling is it’s a one-way street” with your script or brand doing all the talking. Web 2.0 changed our world from one-to-many broadcasting to a many-to-many experience."

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Sounds like my kind of thing, but traditional FPS? RonRik - Augmented Reality Gaming App

Sounds like my kind of thing, but traditional FPS? RonRik - Augmented Reality Gaming App | Pervasive Entertainment Times | Scoop.it
World’s first mobile augmented reality combat gaming app that allows you to use your environment as a battlefield
Gary Hayes's insight:

Quote "

The vision behind RonRik

Our idea with RonRik was giving players a game where the combination of traditional First Point Shooter features and augmented reality are the key gaming feature. Having the possibility of exploring the area you known the best - your own neighbourhood.

Just to experience the excitement when you log in and maybe are standing next to an enemy in the local supermarket and starts shooting against each other.

What can you, as a player expect in first release and in the future ?

You as a player will get a cool game where you can play whenever you want to. Going home from work and logging in just to see if your best friend is in area for you to shoot at or swing by some gaming points on the way home, or maybe even empty someone's wallet filled with RonRik Dollars so your wallet is getting fuller.  

Why sit in front of a computer when you can be active and run around in your local area!"

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Moving IPTV off the TV OS & onto Mobile Apps - Will Be Winners: Analyst Jackson | Beet.TV

Moving IPTV off the TV OS & onto Mobile Apps -  Will Be Winners: Analyst Jackson | Beet.TV | Pervasive Entertainment Times | Scoop.it
Gary Hayes's insight:

Quote "“A number of manufacturers here have switched horses in terms of what their OS is going to be,” Jackson tells Beet.TV in this video interview at the Consumer Electronics Show. ”To the content owners and their partners, that’s worrying – (they say) ‘all my development work is going to be wasted’.”

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New smart glasses from ODG add a dash of style to augmented reality

New smart glasses from ODG add a dash of style to augmented reality | Pervasive Entertainment Times | Scoop.it
A mix of Google Glass and Oculus Rift, these HD displays can show 3D movies in bright sunlight.
Gary Hayes's insight:

One of the big barriers to widespread use of smart glasses will be the geek or 'weird fashion-less appeal' - these are looking quite Michael Caine albeit with an obvious lens in the middle...we have to follow etiquette and tell those we view they are being profiled after all...

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2015 Game to film hybrids & those that make the full switch ..From 'Assassin's Creed' to 'The Last of Us

It's shaping up that 2015 and beyond is going to be a pre...
Gary Hayes's insight:

Quote "It's shaping up that 2015 and beyond is going to be a pretty big year for video games getting their big screen debut, and 'Assassin's Creed' starring Michael Fassbender is already getting some exposure as it is as of late. But, 'Assassin's Creed' is not the only one that might be amazing you in the years to come. Believe it or not, when I first gained the information, there was quite a bit that I thought was going to be truly amazing, with a few choices that left me scratching my head. But, before I get into that, let me do a run-down as to what all of us video-game nerds are going to be looking forward to:"

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It's been a long time coming but "Why Augmented Reality Marketing Will Be Huge in 2015"

Augmented reality has yet to earn the respect it deserves. This new technology is frequently seen a little bit gimmicky, rather than being heralded as a means of truly delighting and engaging audienc…
Gary Hayes's insight:

Quote "

AR is also a lot of fun for marketers and consumers, which means increased ability to offer authentic experiences. Hu says that through augmented reality, “Brands are able to deliver more value to their audiences and create much more impactful interactions, whether they are delivering something of educational, entertainment or functional value.”

Hu also explains that in terms of straight comparisons, Blippar campaigns have an average dwell time of 75 seconds — this is 2.5 times the average of radio or TV ads. She explains why this is the case: “AR campaigns require active engagement, meaning consumers choose to trigger an AR experience; versus passive forms of traditional advertising that don’t require active audience engagement.” As with everything else, authenticity and a true buy-in from consumers will always win the content marketing day."

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It's all about imagination: Toy makers use transmedia storytelling to drive sales | Goose

It's all about imagination: Toy makers use transmedia storytelling to drive sales | Goose | Pervasive Entertainment Times | Scoop.it
Gary Hayes's insight:

Quote "

Larger toy companies are morphing into full-blown entertainment power houses that put toys designers and story creators under one roof to create fictional universes optimized for peddling new products.

“It used to be, we’ve made this movie, do you think there’s toys in it?’ Now, it’s ‘We’re making this movie. As we develop the story, how do we merchandise this?’ ” says Christopher Byrne, content director of Time To Play Magazineand author of the book “A Profile of the United States Toy Industry: Serious Fun.”" 

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VR wont get fooled again? The Who to launch virtual reality app for Facebook's Oculus Rift

VR wont get fooled again? The Who to launch virtual reality app for Facebook's Oculus Rift | Pervasive Entertainment Times | Scoop.it
Fly-through app will celebrate band’s 50th anniversary, alongside 3D retrospective apps for Android and iOS. By Stuart Dredge
Gary Hayes's insight:

Quote "

The mobile and tablet app also takes the form of a 3D world, dotted with imagery from The Who’s career, as well as rare photographs from Roger Daltrey’s archives; and music courtesy of fans’ own iTunes collections, or streaming services Spotify, Deezer or Rdio.

“We’ve kept it quite tight around The Who Hits 50 album, but the idea is to expand and use the technology to unlock different experiences as the tour evolves,” Michael Fenna, creative and production director at Immersive, told the Guardian.

“The plan is to add a series of other experiences, including live performances. We’ve built it as an evolving thing: there’s a real chance to tell a narrative in a more engaging way than in a book or a film.”"

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The point in history where we loose control of the machines?! MIT's AR What Robots Are Thinking - IEEE

The point in history where we loose control of the machines?! MIT's AR What Robots Are Thinking - IEEE | Pervasive Entertainment Times | Scoop.it
On some level, it should be possible to trace back every decision a robot makes to some line of code. This is part of what’s so nice about robots: there’s a sense that everything they do is both understandable, and controllable. It’s different in practice, of course, but the idea here is that by seeing in real-time when and how a robot decides to take the actions that it does, it’ll be a lot simpler to debug and get it doing things that reliably make sense.
Gary Hayes's insight:

Quote "On some level, it should be possible to trace back every decision a robot makes to some line of code. This is part of what’s so nice about robots: there’s a sense that everything they do is both understandable, and controllable. It’s different in practice, of course, but the idea here is that by seeing in real-time when and how a robot decides to take the actions that it does, it’ll be a lot simpler to debug and get it doing things that reliably make sense."

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Time to get locative! Ingress - the worldwide quest to control Exotic Matter - YouTube

Ingress - the worldwide quest to control Exotic Matter: http://ingress.com Become a field agent by submitting an #IngressReport from your area at http://ingr...
Gary Hayes's insight:

Quote "Susanna Moyer confronts Dr. Devra Bogdanovich, who's spent the greater portion of the last year fighting to prevent the spread of Exotic Matter. In addition to releasing the Portal Virus, a devastating XM Construct that caused Natural Portal Decay to accelerate dramatically, she's been working to develop an inoculation she claims would block all the effects of XM on the human mind. Despite having left the Niantic Project in protest of the widespread deployment of the Ingress Scanner App, she's been embroiled in multiple human-testing scandals of her own. Susanna Moyer attempts to find out who the real Bogdanovich is, and what her connection is to the N'zeer and Hank Johnson's journey in Afghanistan.

From Britain, Enlightened Agent Blackfield goes on a unique journey to capture his 10,000th Unique Portal. In Utah, the PonyRiders blanket their entire state in Blue and in Florida, a Cross-Faction group of Agents build Field-Art to support PrincessKaela, the young daughter of a fellow Agents, as she prepared to undergo major surgery."

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Now if only all Aussie films were like this - SUBJECT 14 - go back it #transmedia #scifigenre

Now if only all Aussie films were like this - SUBJECT 14 - go back it #transmedia #scifigenre | Pervasive Entertainment Times | Scoop.it
oWho's contacting us from the future?
Gary Hayes's insight:

Quote "SUBJECT 14  is more than just a movie: it's a movie and an x-media world - an open world where you, fans and lovers of science fiction are invited to participate.  

Now is a time when this is possible more than ever before...

You can see the how the two worlds collide below and how you can be part of this "bigger world" experience."

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A useful short read: Six ways social media is changing the nature of TV forever

A useful short read: Six ways social media is changing the nature of TV forever | Pervasive Entertainment Times | Scoop.it
Social media is radically challenging the landscape of TV.
Gary Hayes's insight:

Quote "

“People cannot miss the show when it comes on air because they would miss the conversation – it’s part of the draw,” says Rasimus.

A recent survey conducted by Nielsen supports this view. It found that 15% of viewers surveyed said they enjoyed watching television more when social media was involved. And when it comes to viewing content, 11% of viewers said they watched more live TV.

In a separate study, also by Nielson, it was found that 33% of all users on Twitter tweeted about television shows during the month of June (2012) whilst the programs were on air."

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castAR bets big on its augmented reality hardware with move to Silicon Valley

castAR bets big on its augmented reality hardware with move to Silicon Valley | Pervasive Entertainment Times | Scoop.it
Jeri Ellsworth is moving.Though she was born in Georgia, the former Valve engineer and all-around hardware guru was raised in Oregon and has always
Gary Hayes's insight:

Quote "Henkel-Wallace introduced himself to me in the company's new makeshift headquarters, tucked inside a rented office suite in downtown Mountain View. The space is small and a touch claustrophobic, with narrow hallways, stark empty walls and harsh fluorescent lighting. The only employees on-hand to greet me were Henkel-Wallace, a couple of engineers and Christina Engel, Technical Illusion's communications manager, who's pictured in the photo above. The office, Henkel-Wallace told me, is temporary. They're still looking for a more permanent solution, but they wanted a space to interview applicants, talk to investors and, of course, demonstrate castAR."

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OK now who wants to check their Facebook updates at 120km on the piste!? 'rideon' AR ski goggles - designboom

the rideon 'augmented reality' goggles enhances snow sports through projecting layers and features such as videos and games, ahead of the user
Gary Hayes's insight:

Quote "using just eye movements to control the interface, instead of governing a bulky wrist-piece with glove-covered fingers. the equipment enables skiers and snowboarders to communicate with friends around them or on facebook, using audio and video. they can also navigate their path, follow directions or set up location pins for meet-points. it enhances the mountain experience further by also offering game features, however the company are seeking to turn their AR technology into a reality on the market through their indiegogo campaign."

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Google Glass (semi AR) pulled off market while Google decides what is best future products

Google Glass (semi AR) pulled off market while Google decides what is best future products | Pervasive Entertainment Times | Scoop.it
Google is halting the sale of its controversial Glass augmented reality headsets in order to "graduate" the research to its own division of the tech company
Gary Hayes's insight:

Quote ""Early Glass efforts have broken ground and allowed us to learn what's important to consumers and enterprises alike," said Fadell. "I'm excited to be working with Ivy to provide direction and support as she leads the team and we work together to integrate those learnings into future products. I remain fully committed to Nest and am equally excited about our work there, which continues to accelerate.""

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#Transmedia Storytelling 'Inanimate Alice' newly animated: Kate Pullinger's digital novel is still young | The Bookseller

#Transmedia Storytelling 'Inanimate Alice' newly animated: Kate Pullinger's digital novel is still young | The Bookseller | Pervasive Entertainment Times | Scoop.it
May we all age
Gary Hayes's insight:

Quote "

As with many transmedial efforts, the attempt to use multimedia -- and this is a very good example -- can seem to focus on devolving a story line into something situational.

If the user/reader/player can be brought into a real-time situation that's part of the story line, then, the theory goes, the entry point is available for that user/reader/player to act on the plot, engage in the narrative, drive something of the action: behold interactivity, the currency of the transmedial realm.

Alice, torn between knuckling down at school and gallivanting around town on her skateboard, tells us that two "baddies" are following her and she ends up being "chased" along the canal. You jump onto her skateboard and skate her away to safety. At which point, we're set up for Episode Six.

Clever, quick, and slickly produced, Inanimate Alice has one more major component going for it: in Pullinger's capable authorial hands, it shows you almost no one. It doesn't even show you Alice. A glimpse here, a glimpse there -- usually as much a stylistic element as something story-related -- and the rest is up to the imagination.

"It makes the story more like reading a book, in a way," Pullinger tells a classroom of students -- after conceding that the initial decision not to show characters was financial: "We didn't have the money to buy photographs of actors" or to commission drawings...But it actually seemed to become a good idea and quite a useful thing for the stories.""

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Big Data, Big Brother & Singapore as a social harmony experiment FP

Big Data, Big Brother & Singapore as a social harmony experiment FP | Pervasive Entertainment Times | Scoop.it
In October 2002, Peter Ho, the permanent secretary of defense for the tiny island city-state of Singapore, paid a visit to the offices of the Defense Advanced Research Projects Agency (DARPA), the U.S. Defense Department's R&D outfit best known for developing the M16 rifle, stealth aircraft technology, and the Internet. Ho didn't want to talk about military hardware. Rather, he had made the daylong plane trip to meet with retired Navy Rear Adm. John Poindexter, one of DARPA's then-senior program directors and a former national security advisor to President Ronald Reagan. Ho had heard that Poindexter was running a novel experiment to harness enormous amounts of electronic information and analyze it for patterns of suspicious activity -- mainly potential terrorist attacks.
Gary Hayes's insight:

quote "But in less than 50 years, Singapore has achieved extraordinary success. Despite the government's quasi-socialistic cradle-to-grave care, the city-state is enthusiastically pro-business, and a 2012 reportranked it as the world's wealthiest country, based on GDP per capita. Singapore's port handles 20 percent of the world's shipping containers and nearly half of the world's crude oil shipments; its airport is the principal air-cargo hub for all of Southeast Asia; and thousands of corporations have placed their Asian regional headquarters there. This economic rise might be unprecedented in the modern era, yet the more Singapore has grown, the more Singaporeans fear loss. The colloquial word kiasu, which stems from a vernacular Chinese word that means "fear of losing," is a shorthand by which natives concisely convey the sense of vulnerability that seems coded into their social DNA (as well as their anxiety about missing out -- on the best schools, the best jobs, the best new consumer products). Singaporeans' boundless ambition is matched only by their extreme aversion to risk.

 "
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Not only Product Managers but 5 Things a Clever PM Can Learn from Role-Playing Games

Not only Product Managers but 5 Things a Clever PM Can Learn from Role-Playing Games | Pervasive Entertainment Times | Scoop.it
I've been a gamer for far longer than I've been anything else in my life. From the early days of playing Combat on my Atari 2600, to Fastball! on my Commodore 64, all the way through to Skyrim on my
Gary Hayes's insight:

Quote "And, as both a gamer and a Product Manager, I can promise you that there are many things that we can learn from any given genre of gaming. In this installment of the series, I'm going to focus on role-playing games -- the Ultimas of the world, the Skyrims of the world, and the Dragon Ages of the world. So here's a list of the top 5 things that a Product Manager can stand to learn from the common tropes of role-playing games over time:"

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50% less viewers between 2002-12, broadcast TV will be dead by 2030 says Netflix's CEO

50% less viewers between 2002-12, broadcast TV will be dead by 2030 says Netflix's CEO | Pervasive Entertainment Times | Scoop.it
With its impressive audience, rapid growth and exclusive content such as Orange Is The New Black, Netflix continues to transform how consumers watch TV shows and movies. 

And with TV viewership having dropped 50 per cent between 2002 and 2012, according to the Observer, Mr Hasting's prediction could end up being correct. 
Gary Hayes's insight:

Quote "

With its impressive audience, rapid growth and exclusive content such as Orange Is The New Black, Netflix continues to transform how consumers watch TV shows and movies. 

And with TV viewership having dropped 50 per cent between 2002 and 2012, according to the Observer, Mr Hasting's prediction could end up being correct. "

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VR about to finally take off? Hope so, still waiting here. Gr8 NYT article: Virtual Reality Fails Its Way to Success

VR about to finally take off? Hope so, still waiting here. Gr8 NYT article: Virtual Reality Fails Its Way to Success | Pervasive Entertainment Times | Scoop.it
For decades, V.R. was a complete flop. But now with the nausea-free Oculus Rift, it may be a total win.
Gary Hayes's insight:

Quote "

“Every 10 to 15 years a new major computing platform arrives,” Mark Zuckerberg said last month, in the third-quarter earnings call for Facebook. “We think that virtual and augmented reality are important parts of this upcoming next platform.” Zuckerberg then threw down the gauntlet in his insouciant way. The Rift, he said, “needs to reach a very large scale, 50 million to 100 million units, before it’ll really be a very meaningful thing as a computing platform. . . . That’ll take a few cycles of the device to get there, and that’s kind of what I’m talking about. And then when you get to that scale, that’s when it starts to be interesting as a business in terms of developing out the ecosystem.”

Marketers, educators, scientists and, of course, gamers are already imagining an internal ecosystem for virtual reality. Armchair travel. Risk-free sky diving and ziplining. Gender-bending with virtual bodies. Classrooms of avatars convened with people all over the world. Surgical demos. Virtual hikes in the Andes and sprints on Fiji beaches. But whatever its “use” might be, V.R. is not fundamentally a pragmatic technology, which is why it begins with gamers. If it works, if it catches on, it must first give pleasure — and be fun."

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Very insightful - Doctor Who – Social TV Case Study | Futurescape

Very insightful - Doctor Who – Social TV Case Study | Futurescape | Pervasive Entertainment Times | Scoop.it
Gary Hayes's insight:

Quote "

As a major broadcaster, the BBC has a variety of official accounts on social media. It used the Doctor Who programme accounts on Facebook and Twitter to engage the show’s fans in the build-up to the finale and afterwards.

However, it expected viewers to follow the BBC One channel accounts during the show’s live broadcast.

It is understandable that the BBC would want people to “tune in” to a channel’s account rather than a programme’s account. This would enable the content to reach casual viewers as well as hard-core Doctor Who fans. Yet it almost certainly led to some confusion amongst social media users as to which account to follow at what time."

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Facebook start to talk about VR, Oculus & Augmented Reality & the stocks tumble

Facebook start to talk about VR, Oculus & Augmented Reality & the stocks tumble | Pervasive Entertainment Times | Scoop.it
Zuckerberg: Over the last few months I’ve traveled to several countries and met with people who are coming online for the first time. 

Finally, our progress with Oculus. Ever 10-15 years, a new computing platform arrives and we think augmented reality is an important part.
Gary Hayes's insight:

Quote "

Zuckerberg: Over the last few months I’ve traveled to several countries and met with people who are coming online for the first time. 

Finally, our progress with Oculus. Ever 10-15 years, a new computing platform arrives and we think augmented reality is an important part."

On Oculus, the strategy is to help accelerate their growth. They have these two products, Gear VR and Rift. I’m really excited about both of them. It needs to reach a very large scale, 50-100 million units to be a big comuting platform. It will take years to get there. Not just a few years. When you get to that scale that’s when it gets interesting in building out an ecosystem.

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This just makes me want to scream! & a gr8 example of a Social Media Press Release - Primal #transmedia

This just makes me want to scream! & a gr8 example of a Social Media Press Release - Primal #transmedia | Pervasive Entertainment Times | Scoop.it
Gary Hayes's insight:

Quote "

By participating in Primal, you not only open yourself to the full extent of your expression, you also contribute to creating an eternal scream.

Through this scream, everyone’s primitive expression of his or her innermost recesses comes to light. Whether the scream conveys joy, surprise, anger, fear, hatred or passion, it is the unwinding of the most intense emotions and the most basic instincts—it is universal and brings us back to the roots of humanity.

It is up to you to express yourself by shouting your heart out or screaming until you are out of breath. Primal carefully collects images of each participant in order to create a collective and resounding work that is then revealed to the ears of the world.

Primal is the result of a meeting between Canadian and Argentine artists who combined their technical, visual and conceptual skills to create a virtual space where everyone can scream without restraint.

In addition to being a space for expression, Primal is also a place of discovery. Through video portraits, you can explore the life, environment and reality of six young people in Quebec and Argentina who boldly participated in this screaming game. They filmed their screaming friends, interpreted their own motives, told their life stories, shared their experiences and became directors of their own cries."

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Can this one really work? Social Collaborative Online Music. MixLuv | Make it. Mix it. Share it.

Can this one really work? Social Collaborative Online Music. MixLuv | Make it. Mix it. Share it. | Pervasive Entertainment Times | Scoop.it
A social platform designed for musicians, songwriters and engineers to easily collaborate, create and manage their world of music.
Gary Hayes's insight:

Quote "

This has been an amazing journey so far. Now we need your help to get MixLuv into the hands of musicians around the world. Hitting our funding goal will allow us to cover initial costs for our Minimum Viable Product (MVP) and deliver to you in 2015. This MVP will allow you to:

Post your talents and services directly to the global community.Search, request, and audition song components to help build your perfect mix. Explore and contribute to a variety of music projects. Connect with other artists based on geographic location, musical style, instruments, influences and involvement in the community. Retain and share your content easily with an audio track management system to better organize your ever expanding cloud of storage. Use our simple rights handling and publishing system to ensure appropriate publishing allocations."
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Useful - UX Design Thinking for #Transmedia

Useful - UX Design Thinking for #Transmedia | Pervasive Entertainment Times | Scoop.it
"You cannot create experience. You must undergo it." -Albert Camus Before launching into the topic of this article, it’s necessary to lay out very clear definitions of what exactly UX and Transmedi...
Gary Hayes's insight:

Quote "The often collaborative, cross-media writing for transmedia has parallels to information architecture in UX design. Writing and editing a story and developing characters, figuring out to best tell the narrative on which mediums, is similar to the process of organizing information and designing simple user interfaces. Again, this is an iterative process, and using a UX design approach to writing narratives in transmedia can lead to better, more effective storytelling by constantly taking a user-centric mindset. What elements of the story are best told via video, electronic game, social media, etc? Rather than thinking of this as screenwriting, it can be thought of as narrative design."

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