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Black history through the lens of a smartphone - The Boston Globe

Black history through the lens of a smartphone - The Boston Globe | Pervasive Entertainment Times | Scoop.it

The Black History app is an innovation that comes naturally to Hill. The former shoe-leather reporter at The Washington Post switched to cyberspace after glimpsing an early edition of Wired magazine and realizing the significance of the Internet.

“I saw the handwriting on the wall,’’ she recalls. “I was like, ‘Oh my God, this is going to change everything.’ ’’

Hill joined the Post’s digital operation, then moved to Black Entertainment Television, where she became the first vice president for content development and launched BET.com. She’s now executive director of the innovation and entrepreneurship lab at Arizona State University’s Walter Cronkite School of Journalism.

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Augmented locative stories, experiential transmedia games, collaborative social TV
Curated by Gary Hayes
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Some interesting projects. The Winners of the Vision #VR #AR Summit 2016 Awards - Road to VR

Some interesting projects. The Winners of the Vision #VR #AR Summit 2016 Awards - Road to VR | Pervasive Entertainment Times | Scoop.it
The judges at Vision Summit 2016 sorted through nearly 250 applicants to find the top three VR/AR creations spanning a number of categories. The
Gary Hayes's insight:

Quote "

The judges at Vision Summit 2016 sorted through nearly 250 applicants to find the top three VR/AR creations spanning a number of categories. The award ceremony represents the best out of these three competing games, experiences, or 360 videos.

 

The Vision Summit VR/AR Awards ceremony was hosted by Nonny de la Peña, a pioneer of immersive journalism known for several hard-hitting projects like Project Syria and Hunger in Los Angeles."

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Amongst other things - We Badly Need Episodic Narratives in VR - Road to #VR

Amongst other things - We Badly Need Episodic Narratives in VR - Road to #VR | Pervasive Entertainment Times | Scoop.it
The more I think about virtual reality, the more I start to address the reasons that I’m attracted to it in the first
Gary Hayes's insight:

Quote "

Whether you can affect an outcome in the narrative, or just go along for the ride is clearly up to the developers, but I propose that both passive and active cinematic experiences are ripe for the picking, and that we should be experiencing full episodes of content like Super Turbo Atomic Ninja Rabbit and Negotiator on the regular.

Creating the mental space for VR narratives is in essence what Oculus Story Studio has been trying to spark in the VR community using Henry, and their most recent projectDear Angelica, to argue the case for cinematic narratives in VR. The idea that narrative-based VR experiences can be entertaining—even without your own personality thrust into the mix—is so potent, so directly attainable at this very moment that it’s sending chills down my spine just thinking about it."

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Fausto Cantu's curator insight, February 10, 8:58 AM

La necesidad de narrativas episódicas para VR

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Eyeing the future of storytelling using virtual reality | The National #VR #UAE

Eyeing the future of storytelling using virtual reality | The National #VR #UAE | Pervasive Entertainment Times | Scoop.it
Filmmakers and big movie studios have started to explore the possibilities it offers.
Gary Hayes's insight:

Quote "“There’s this element with VR, of, ‘I don’t want to stand on a spaceship, I want to stand on the Millennium Falcon because that has meaning to me’,” he says. “It is the emotional connection, that something that was hanging on your walls is now right in front of you. As a storyteller, I find that aspect really crucial.” VR is slowly making its way into the marketplace. Several manufacturers have headsets now available or launching soon, while VR experiences are becoming available based on blockbuster movies such as The Martian, Wild, Mission Impossible, Star Wars and Jurassic Park."

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How The Growth Of Mixed Reality Will Change Communication, Collaboration And The Future Of The Workplace

How The Growth Of Mixed Reality Will Change Communication, Collaboration And The Future Of The Workplace | Pervasive Entertainment Times | Scoop.it
Sci-fi tech, meet Wall Street. A recent report from Goldman Sachs predicted that within 10 years, virtual reality hardware will be an $80 billion industry...
Gary Hayes's insight:

Quote "Virtual, augmented and mixed experiences that exist at the intersection of our physical and digital worlds will bring the humanity of the face-to-face conversation back into the evolution of our communication.

Don’t make the mistake of equating these virtual experiences solely with sci-fi and gaming applications in which you have a surrogate and exist in a different, alternativereality system.

Mixed reality, or hybrid reality, merges real and virtual worlds to produce new environments where physical and digital objects co-exist and interact in real time."

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Wandering in #VR - The Abbot's Book wants to be the gothic Myst of virtual reality — can it pull it off?

Wandering in #VR - The Abbot's Book wants to be the gothic Myst of virtual reality — can it pull it off? | Pervasive Entertainment Times | Scoop.it
A VFX supervisor's 25-year-old labor of love puts environment and exploration first.
Gary Hayes's insight:

Quote "Pure environmental wandering isn't an unusual idea, but it tends to be seen in experiences that are a few hours long at most, like seminal "walking game" Dear Esther. Even the non-traditional Telltale games are almost nonstop cinematic events and conversations, and Amnesia developer Frictional relies on puzzles, jump scares, and fragments of books and diaries to draw players through its worlds. Has anyone done something this big that's purely explorational? "I don't think anyone is telling a narrative" in that way, he says, so The Abbot's Tale will be the first."

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Story next, 'experience' vs watch the film - tour the hotel from The Shining in virtual reality #VR

Story next, 'experience' vs watch the film - tour the hotel from The Shining in virtual reality #VR | Pervasive Entertainment Times | Scoop.it
"Have you ever watched The Shining and thought Jack Nicholson's character was overreacting a bit? Well, should you want to put that to the test, you can now tour the very hotel from Stanley Kubrick's 1980 film in virtual reality.
Gary Hayes's insight:

Quote "

Named The Caretaker, a simple download of the VR game will enable you to assume the role that Nicholson did in the film, 'high in the mountains and cut off from the world by the onset of the first snowstorms of winter.'

Before too long, you'll be integrated into instantly recognisable locations from the film including the iconic carpeted hallway and the snowy maze outside, centre of the film's climactic showdown."

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#VR Presence - This Startup Is Solving Virtual Reality's Biggest Problem

#VR Presence - This Startup Is Solving Virtual Reality's Biggest Problem | Pervasive Entertainment Times | Scoop.it
Altspace, a Redwood City, Calif.-based startup, is working on a cure to virtual reality's digital loneliness.
Gary Hayes's insight:

Quote "In another experiment, AltspaceVR is hosting live stand-up routinesfeaturing talents from Jash, a comedy network founded by Sarah Silverman, Michael Cera, and Reggie Watts. The events have the potential to show just how real virtual reality is. Perhaps more than any other performing art, stand-up comedy is something you have to see with others to fully appreciate. For the audience, that “you had to be there” element will be in effect. But will it be enough? There’s something about the guy laughing uncontrollably behind you at a comedy show that can tickle your funny bone even more than the actual joke. But the question is, can you virtually catch a case of the giggles?"

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Vivalist's curator insight, January 20, 3:33 AM

"It’s developing a virtual reality platform in which people can connect with one another in a kind of digital lobby."


It's an interesting step towards the "real" change with VR: remote presence - eventually leaving the "lobby" to join a Metaverse

http://www.fastcodesign.com/3030126/facebook-really-is-building-the-metaverse


If you consider functionalities such as 3D  full body scanning as shown at CES 2016 by http://8i.com/, you quickly see where it is heading. And this is the real disruption... a parallel world.

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The age of on-demand here? NBC try to embarrass Netflix but the opposite ensues

The age of on-demand here? NBC try to embarrass Netflix but the opposite ensues | Pervasive Entertainment Times | Scoop.it
The network dropped numbers for OITNB, Jessica Jones, Master of None...
Gary Hayes's insight:

Quote "Among Symphony's data conclusions: Jessica Jones averaged about 4.8 million views an episode, Master of None about 3.9 million, and Narcos about 3.2 million. Orange Is the New Black, meanwhile, supposedly averaged just 644,000 viewers for its third season, though the Symphony measurement occurred many months after that third season launched in June. (Netflix has previously said Orange is its most watched show.)"

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Dr. Pamela Rutledge's curator insight, January 31, 1:17 PM

Two lessons here: 1) When a big guy takes on a little guy, the result gives the little guy more power.  Numbers don't matter. 2) Calling attention to these "secret numbers" creates unearned media for Netflix.  (Nice job, NBC) and 3) Being on the offensive when you're the "big guy" usually looks just that, offensive.

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Screen Australia - Multi Platform StoryTelling Resources

Screen Australia - Multi Platform StoryTelling Resources | Pervasive Entertainment Times | Scoop.it
Screen Australia
Gary Hayes's insight:

Quote "The Transmedia Production Bible is a document that captures key
story and design IP elements, rules of engagement, functionality and technical issues across multiple platforms, and provides an overview of the business/marketing plan. Each of the five main sections requires specialist members of the project team to be responsible for its development as the service goes from conception to production and the document becomes a fully detailed production bible."

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$1500 for a 'system', 10 yrs till mainstream. Oculus founder takes long view #vr FT.com

$1500 for a 'system', 10 yrs till mainstream. Oculus founder takes long view #vr FT.com | Pervasive Entertainment Times | Scoop.it
It could take a decade before virtual reality headsets become cheap and portable enough to replace smartphones as the tech industry’s dominant computing platform, the founder of Oculus VR has warned. Virtual reality is tipped to be one of the
Gary Hayes's insight:

Quote " Mr Luckey said a VR system will probably cost a total of $1,500, including the headset and a PC powerful enough to run its high-resolution graphics fast enough to maintain the illusion of virtual worlds. Even then, the Rift’s cost is being subsidised to make it more affordable, as Facebook and Oculus try to establish the market for VR, Mr Luckey has said."

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The ultimate wearable? Tesla Suit – A Perceptible Skin That Lets You ‘Feel’ Virtual Reality | CrazyEngineers

The ultimate wearable? Tesla Suit – A Perceptible Skin That Lets You ‘Feel’ Virtual Reality | CrazyEngineers | Pervasive Entertainment Times | Scoop.it
Developed by 21 year old, Oculus Rift is virtual reality (VR) headset that began the current frenzy about VR. And now, VR has come a long way with...
Gary Hayes's insight:

Quote "The Tesla team is saying that the suit is compatible with all the current headsets present in the market. Developed using the proprietary OS of Tesla Studios called TeslaOS, the suit has a 1 GHz quad core processor, 1 GB of RAM and is powered by 10,000 mAh battery. The main processing unit is in the belt that user will wear which is linked to other modular units like Haptics (a form of interaction involving touch), Motion Capture and Climate Control."

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Norman Peires's curator insight, January 3, 6:12 AM

This is incredible....

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A #VR exercise bike, more fun? be a pegasus or a racing car - but sweaty HUDs an issue | MIT Tech

A #VR exercise bike, more fun? be a pegasus or a racing car - but sweaty HUDs an issue  | MIT Tech | Pervasive Entertainment Times | Scoop.it
VirZoom’s stationary bike has video-game controllers for handles, so you can slip on a virtual-reality headset and leave the drudgery of exercising behind.
Gary Hayes's insight:

Quote "In another game, I became a Pegasus, flying through a world filled with trees and rolling hills. The harder I pedaled, the higher I flew. The game itself was simple and, after a while, a bit boring: I had to find coins and fly through them to gain energy. While I felt my legs growing tired over time, my mind never had time to dwell on the pain of working out."

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Episodic #VR 'Gone' is a VR thriller from 'Walking Dead' team and Samsung from Dec 8

Episodic #VR 'Gone' is a VR thriller from 'Walking Dead' team and Samsung from Dec 8 | Pervasive Entertainment Times | Scoop.it
'Gone' is a serialized VR thriller that lets you investigate the story along with the show's characters.
Gary Hayes's insight:

Quote "The episodes are broken down into five to six minute chunks and are entirely shot in 360-degree view, so you have to turn your head all the way around to get a glimpse of everything that's going on. As the clip progresses, you'll notice glowing "hotspots" peppered throughout a scene. If you tap at the VR headset's controls while staring at one of these spots, you'll be brought into an alternate point of view of the same exact scene. So, for example, in the first episode, I could view the playground from both the mother's perspective as she sits on the bench, as well as from the daughter's perspective as she plays on the slide. These hotspots do disappear as the episode goes on, so you have to be vigilant enough to explore them before they go away."

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Stacey Edmonds's curator insight, December 5, 2015 10:56 PM
I would add an insight, but way too excited about making our own VR learning experiences... Gary Hayes insight is marvellous, read that :)
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Why are we so interested in Apple's Virtual Reality deeds? | Digit.in

Why are we so interested in Apple's Virtual Reality deeds? | Digit.in | Pervasive Entertainment Times | Scoop.it
Patent approvals, employee recruitments, analyst reports and a circulating whisper of the “next big thing” adds up to only one thing — Apple’s foray int
Gary Hayes's insight:

Quote "Apple has also recently added a $30 Virtual Reality Starter Pack by View-Master, that uses an iPhone to push for smartphone-based augmented reality content, similar to Google Cardboard. The VR kit is available for sale on Apple’s online store, and was added to the store’s product portfolio without any major announcement. Apple’s physical stores do not sell this unit, and quite unsurprisingly, this might just be Apple’s way of testing the waters by initiating a gradual user experiment of how iPhone users react and adapt to the addition of VR and AR to the devices. Additionally, some manufacturing data from the inlands of China hint at large scale orders for dual-lens smartphone cameras for an upcoming smartphone. Dual-lens camera setups are crucial for a device to gauge three-dimensional spaces, and replicate the real space within a virtual matrix. There are no confirmed reports, and these rumours might be some of the most obscure hints in recent times, but it may just be the iPhone 7."

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Apple’s View-Master #AR #VR virtual reality headset now available for purchase

Apple’s View-Master #AR #VR virtual reality headset now available for purchase | Pervasive Entertainment Times | Scoop.it
Apple’s virtual reality headset View-Master has been added to its online store - the first VR product that Apple has sold - in...
Gary Hayes's insight:

Quote "

The phone is inserted into the back of the unit, so content is displayed on the smartphone screen, offering viewers the opportunity to see 360-degree panoramas, 3D models, and minigames. The phone is used as both the processor and the screen of the tech.

The View-Master differs from traditional Google Cardboard models since it is made out of sturdy plastic, and instead of using velcro or a rubberband to keep your phone in place, it features a three-clamp design that solidly locks your handset down.

The View-Master app has an augmented reality component, so viewers scan a View-Master "reel" using a smartphone camera, which in turn projects 3D scapes like space."

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The 'tech' world is turning 360 #vr #facebook video

The 'tech' world is turning 360  #vr #facebook video | Pervasive Entertainment Times | Scoop.it
The future is now.
Gary Hayes's insight:

Quote "Facebook has had these 360 videos up for a while now, but on Friday, Paul Beddoe-Stephens, the project lead, published a post saying that this month, they’re going to focus on pushing out more of them, “to give their fans an intimate and exciting viewing experience. They are indeed intimate and exciting. If skiing’s not your thing, you can go surfing in Tahiti."

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Future of #VR Content poll & AR/VR headsets may not be required by 2030: IEEE survey | Digit.in

Future of #VR Content poll & AR/VR headsets may not be required by 2030: IEEE survey | Digit.in | Pervasive Entertainment Times | Scoop.it
More than half the participants surveyed by IEEE during CES 2016 believe that by 2030, AR/VR technology will reach a point where headsets will not be needed
Gary Hayes's insight:

Quote "

Participants were also asked to rank the first place they would visit using virtual reality. 30% said that they would visit the Moon, Mars or outer space first, while 19% said that they would rather travel through time by viewing a different time period. Viewing a sporting event came at 18% followed by popular cities, and extreme remote locations at 16% and 11% respectively. 

In addition, 58% of the participants believed that the US will be the first to reach mass adoption of AR/VR technology. The US was followed by Japan and China at 21% and 12% respectively. Brazil, India and the UK were also considered, but made up only a small percentage of the results. "

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Dr. Pamela Rutledge's curator insight, January 28, 9:31 PM

From Todd Richard in the article: VR will be successful when developers figure out how to "stabilize" the relationship between digital's 0s and 1s and analogue (real time) experience.  The binding agent is story.  

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'The Power to Transport Us better than every before' Where Virtual Reality Takes Us #VR NYT

'The Power to Transport Us better than every before' Where Virtual Reality Takes Us #VR NYT | Pervasive Entertainment Times | Scoop.it
Groundbreaking films selected from the Sundance Film Festival explore a range of topics and new approaches to nonfiction, 3D storytelling.
Gary Hayes's insight:

Quote "The power of virtual reality is its command of presence — its ability to transport the viewer into another world, and have him feel present in it. These experiences are technically difficult to create and require significant computing power, but once presence is achieved and sustained, it is breathtaking."

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There's A Video Game That Can Help Your Child's Hearing, Get The Details | CINEMABLEND

There's A Video Game That Can Help Your Child's Hearing, Get The Details | CINEMABLEND | Pervasive Entertainment Times | Scoop.it
A new app called Sound Scouts developed by cmee4 Productions and made in collaboration with the National Acoustic Laboratories is designed to help aid in recognizing hearing loss in kids at early ages, as well as identify and provide information to thwart any further hearing problems as they get older.
Gary Hayes's insight:

Well done Carolyn Mee and ex student who stuck at this... Quote "A new app called Sound Scouts developed by cmee4 Productions was made in collaboration with the National Acoustic Laboratories and is designed to help aid in recognizing hearing loss in kids at early ages, as well as identify and provide information to thwart any further hearing problems as they get older. "

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VRansmedia #VR Hands On: The Martian Virtual Reality Experience is a Triumph in Motion

VRansmedia #VR Hands On: The Martian Virtual Reality Experience is a Triumph in Motion | Pervasive Entertainment Times | Scoop.it
We went hands on with the new, real-time, VR experience inspired by the Ridley Scott movie ‘The Martian’ and found its mix
Gary Hayes's insight:

Quote "Fox’s Innovation Lab, a division set up to experiment with new technologies to see how the studio might use them to expand their scope in the entertainment space, was tasked with creating a compelling immersive experience based on the film. Virtual reality it seems is really firing the imagination of Fox Studio execs, no doubt thanks to the infectious enthusiasm (and I suspect tenacity) of Futurist Ted Schilowitz, whose passion for the tech really shone through at last year’s VR Advisory Council held during E3. Fox’s President of Home Entertainment Mike Dunn has also played a significant part in driving the company’s VR strategy along with Ted Gagliano, President, Post Production. EVP of Production David Greenbaum at Fox Searchlight Pictures too has “caught the VR bug” and now oversees Fox Innovation Lab’s creative direction in VR. Encouraging indeed that senior execs at Fox are onboard with virtual reality at such an early stage."

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Physical theme park meets #VR Headsets - release your inner astronaut with the world's first virtual reality rollercoaster

Physical theme park meets #VR Headsets - release your inner astronaut with the world's first virtual reality rollercoaster | Pervasive Entertainment Times | Scoop.it
The Galactica rollercoaster will be the first to combine a physical track with a virtual reality headset.
Gary Hayes's insight:

Quote "

“Galactica uses groundbreaking technology to give riders a breathtaking and completely unique rollercoaster experience,” said Gill Riley, marketing director at Alton Towers Resort. “Tim Peake captured the imagination of millions of Brits last year when he set off on his mission to the International Space Station—and now our visitors can become astronauts too.

“There is nowhere else in the world that people can experience the feeling of a flying rollercoaster combined with soaring through the universe.”

Following the launch of Samsung’s Gear VR in December, Facebook and Sony both plan to launch their own VR headsets in 2016. The surge of interest in VR has been countered by warnings that less than 1 percent of personal computers used globally are powerful enough to support VR technology."

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Vivalist's curator insight, January 15, 4:54 AM

There is no indications on the tech behind it, but 3,5 G force is a lot.

I wonder how they would deal with liability - especially in a theme park that made the headlines for the wrong reasons recently.

 

To be followed. But Theme Park rides are clearly the way to go with VR, going around issues such as motion in physical space and cost of acquisition.

 

Ubisoft seems to be in good position to do this proper as its Rabbids are already featured in a tech-savvy park in France

http://blog.ubi.com/rabbids-time-machine-ride-2014s-best-attraction/

A,nd they recently announced a "new generation theme park" in Malaysia

http://blog.ubi.com/ubisoft-announces-plans-for-next-generation-theme-park-in-malaysia/

and various innovative entertainment experiences recently featured in different industry shows

http://vrfocus.com/archives/19753/hands-on-with-rabbids-vr-ride/

 

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#VR is not gonna have mass $$ appeal - The price of PlayStation’s virtual reality headset 2x price of PS4!

#VR is not gonna have mass $$ appeal - The price of PlayStation’s virtual reality headset 2x price of PS4! | Pervasive Entertainment Times | Scoop.it
If the Amazon listing was accurate, PlayStation VR will cost roughly double the price of Sony's PlayStation 4.
Gary Hayes's insight:

Quote "

But if this listing was accurate, Sony’s PlayStation VR will cost $800. That would mean the virtual reality system, which requires a PlayStation 4 to operate, will actually cost roughly double the price of the PlayStation 4 itself, which retails for about $400.

We’ve reached out to Sony and Amazon and are waiting to hear back.

This news comes just days after we learned the price of another major virtual reality headset that’s going on sale this year: the Oculus Rift, built by Facebook-owned Oculus VR, will cost $600 when it begins shipping in late March. (Though it's important to note that system also requires a high-end gaming PC in order to work.)"

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2016: the year when VR goes from virtual to reality - BBC News

2016: the year when VR goes from virtual to reality - BBC News | Pervasive Entertainment Times | Scoop.it
The HTC Vive, seen by many as providing the best VR experience, was due to launch late last year but its debut was delayed for some further tweaking.
Now, it should join Sony's PlayStation VR and Facebook's Oculus Rift headset on the market in the next few months.
The games industry is betting big on virtual reality, but there may be questions about the breadth of content available to players at first.
Games like Everest provide a great immersive experience.
Gary Hayes's insight:

Quote "

The HTC Vive, seen by many as providing the best VR experience, was due to launch late last year but its debut was delayed for some further tweaking.

Now, it should join Sony's PlayStation VR and Facebook's Oculus Rift headset on the market in the next few months.

The games industry is betting big on virtual reality, but there may be questions about the breadth of content available to players at first.

Games like Everest provide a great immersive experience."

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To be expected: CES 2016: cars, virtual reality and a lot of hype

To be expected: CES 2016: cars, virtual reality and a lot of hype | Pervasive Entertainment Times | Scoop.it
The vast Consumer Electronics Show traditionally predicts the hit technologies of the year to come - but is a sales event really the best predictor of consumer demand?
Gary Hayes's insight:

Quote "“The technology simply wasn’t at the same level as it is now, and there were some fundamental ergonomic issues. The hype concentrated in the press, and in a press run by fanboys, often doesn’t pan out. History is littered with the corpses of devices, projects and ideas that people got behind in a big way but that failed.”"

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Virtual Reality Is Proving a Powerful Vehicle for Disaster Relief, Social Causes

Virtual Reality Is Proving a Powerful Vehicle for Disaster Relief, Social Causes | Pervasive Entertainment Times | Scoop.it
Virtual-reality movies are more than just cool -- they can be a catalyst for good.
Gary Hayes's insight:

Quote "RYOT’s founders forged their bond doing aid work in Haiti following the 2010 earthquake. What began as a film-production company blossomed into a full-fledged media organization, with a news platform, RYOT Films and RYOT Creative, which makes videos for paying clients as well as pro bono clients like Pencils of Promise, a nonprofit that builds schools. COO Molly Swenson says RYOT is looking to fill two voids: providing a news site that doesn’t “just make you feel hopeless and depressed,” and addressing nonprofits’ need to spread awareness of their work “after Anderson Cooper has left the disaster zone.”"

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