Pervasive Entertainment Times
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Pervasive Entertainment Times
Augmented locative stories, experiential transmedia games, collaborative social TV
Curated by Gary Hayes
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Could Documentaries Form the Tent Pole of the Multi-Platform Story Revolution? : DocumentaryTech

Could Documentaries Form the Tent Pole of the Multi-Platform Story Revolution? : DocumentaryTech | Pervasive Entertainment Times | Scoop.it

But a stand-alone film, these days, works against the nature of modern media, with its vortex of information, reaction and reassessment. New media actually invites the involvement of audience, rather than simply its attention. And this interaction has come to define the media landscape.
Could documentaries form the permanent center in a changing tableau?

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Archive: Augmented Reality May Be the iPad 2's Secret Killer App | Fast Company

Archive: Augmented Reality May Be the iPad 2's Secret Killer App | Fast Company | Pervasive Entertainment Times | Scoop.it

Back in mid-2010 a company called Personalize Media conceptualized what the iPad 2 (which, at the time, was only suspected of having cameras) would be capable of, using an imagined "reality browser

The potential for clever real-world ad-related AR apps is immediately evident from the video, along with rich media content hidden in AR links inside printed material like newspapers.

Metaio is a big name in AR on the iPhone--back in 2009 we wrote about its interesting AR experiment to "tag" the real world--and it's already been experimenting with the AR opportunities afforded by the new iPad. 

iPad ARThe iPad 2 is getting all sorts of praise, but something interesting is emerging: Are its light weight, large screen and twin cameras perfectly positioned to make the iPad an Augmented Reality giant?

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Teen Market at the Heart of Transmedia’s Explosion - Liveblog MIPWorld

Teen Market at the Heart of Transmedia’s Explosion - Liveblog MIPWorld | Pervasive Entertainment Times | Scoop.it

Meir also explained some cultural trends among teens. First: fast fixes. “They are connected every moment, every day. They want that fast fix. They are checking their texts every moment. We have literally heard about teens bringing their mobile phones in a ziplocked bag into the shower, so they can still be texting.” She also said that teens want to be challenged: depth of character and story, rather than simplicity.

“This is the generation brought up to believe they can do anything,” she continued, referring to a ‘superhero complex’. “There are no boundaries for what they can achieve.” And finally, she talked about life as a game: “They want to game marketing, brands… they wanna play with your brands.”
Meir gave some stats on how teenagers consume media every day. Teens spend 218 minutes a day watching TV, 169 minutes online, 128 minutes using their mobiles, 57 minutes playing games, and 113 minutes on other books, magazines, movies and so on.That’s a total media consumption of 8 hours 19 minutes, although a lot of this is multi-tasking: using their phone while watching TV for example.

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Mike Whatley's comment, October 2, 2011 12:09 AM
Yes, teens as superheroes. the same ones that drop out of US Urban High schools at high rates. The same 75% of 18-24 year olds "unfit" for US military service. The same US teenagers with the Lowest SAT scores in 40 years. The cruelty of the digital knowledge worker era makes their future bleak. So it will be.
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Pervasive People Power & The Worlds Most Important 'Real Story' Flash Mob? I Hear You, Occupy Wall Street

Pervasive People Power & The Worlds Most Important 'Real Story' Flash Mob? I Hear You, Occupy Wall Street | Pervasive Entertainment Times | Scoop.it

Roosevelt "The rulers of the exchange of mankind's goods have failed through their own stubbornness and their own incompetence, have admitted their failure and have abdicated... they have no vision and where there is no vision the people perish. The money changers have fled from their high seats in the temple of our civilization. We may now restore that temple to the ancient truths. The measure of that restoration lies in the extent to which we apply social values more noble than mere monetary profit.
Thirty years later, President John F. Kennedy slammed the country's steel barons who violated a public agreement not to raise prices:

The American people will find it hard as I do to accept a situation where a tiny handful of steel executives -- whose pursuit of private power and profit exceeds their sense of public responsibility -- can show such utter contempt for the interests of 185 million Americans.
Unlike the breathless national media coverage of the incipient Tea Party protests in 2009, the "Occupy Wall Street" protesters in New York and across the country have so far been relegated to sidebar status. But that shouldn't diminish the importance of their cause.

In the wake of a continued corporate sycophancy from the country's hard right, it is encouraging to see an organized counter movement brave enough to address the problem of American inequality and pragmatic enough to include all those who suffer as a result -- the other 99 percent.

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Crossover Labs launch multi-platform UK training program 'Devise to Deliver' for Filmmakers

Crossover Labs launch multi-platform UK training program 'Devise to Deliver' for Filmmakers | Pervasive Entertainment Times | Scoop.it

Devise to Deliver, beginning in January 2012, will be a six-month training scheme aimed at UK filmmakers wanting to learn more about digital media and developing multi-platform business skills

The five-stage program will be staged in Bristol, London, Sheffield, Edinburgh and Manchester, and will culminate in a session at the D2D Market at Sheffield Doc/Fest in June, where 10 selected participants will have the opportunity to pitch projects during meetings in a specially devised version of the festival’s funding forum, MeetMarket.

The program will also include a two-day ‘Seize the Future’ workshop with international experts.

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iPhone & Android Top 5 Fitness Apps To Help You Become Active - Simply Zesty

iPhone & Android Top 5 Fitness Apps To Help You Become Active - Simply Zesty | Pervasive Entertainment Times | Scoop.it

Since we spend most of our days working at a desk or in the same position for lengthly periods of time, the need for regular exercise is more important...

This useful and detailed app allows you to combine your workout records and food diary into one. It provides a simple way to track the amount of calories consumed against those expended in the form of exercise.
It has an extensive catalogue of standard and brand-name foods with accurate calorie, carb, fat, fibre, and protein values, all of which are trackable within the app. You can also add in your own foods to the list if they aren’t already on the app.
‘Lose It’ works by recording your food and your daily exercises, including the intensity and hours spent and then calculates how many calories you ate, how many you burned and how much more you can eat that day.

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Lego bricks meet iPhone with Life of George augmented reality game | Geek.com

Lego bricks meet iPhone with Life of George augmented reality game | Geek.com | Pervasive Entertainment Times | Scoop.it

The idea behind Life of George is pretty simple. Your iPhone tells you what to build, and then starts a timer. You build whatever is on your screen, place it on the Playmat, and then hold your phone over your creation to take a photo. The app can tell which bricks you use, so it can determine how accurate you are, and you’re judged on time and accuracy.

There are two modes you can play in: Game Mode and Creation Mode. Game Mode lets you play on your own or against a partner. George loves to travel and take photos of things he sees on his adventures. The goal is to recreate those objects in Lego form. After you snap a picture, your score is determined, and if it’s high enough, you can advance in the game and unlock objects.

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Tactile Muso: How @ImogenHeap makes music with gestures featured on TED - Wired UK

Tactile Muso: How @ImogenHeap makes music with gestures featured on TED -  Wired UK | Pervasive Entertainment Times | Scoop.it

Heap's gloves use four basic movements: fist, open hand, pointing and the "rock" sign (fingers in horns). The gloves operate in six modes: voice record, multi-effects, wrist record, drums, synths and rock mode. Heap switches between them with a gesture on one hand to indicate the start of a mode switch, then a second gesture with her other hand to select a particular mode. LED lights on each wrist tell her which mode she's in -- "otherwise it would be like flying blind," says Mitchell.

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'How the News finds you - social discovery' BBC College of Journalism Blog

'How the News finds you - social discovery' BBC College of Journalism Blog | Pervasive Entertainment Times | Scoop.it

Over the past six months I've set out to demonstrate the extent of the move to 'social discovery', working with the log files of four news companies (the BBC, Financial Times, Guardian and Economist), with a data mining company and a range of wider web industry data. The headlines are compelling:

- Sharing of news content within networks is becoming a mainstream activity (37% of all US citizens now contribute to or share news stories weekly. And it is a similar story here in the UK)

- Referrals from Facebook to an average news site have increased by 300% over the past year - partly driven by the introduction of a simple sharing button (Facebook Like)

- People in the UK have started to search less for information (down three points between 2009 and 2011) - for the first time.

But what happens to mainstream news organisations if readers - especially younger readers - start to think of their friends as trusted news sources? Is there still a role for editors or will they become irrelevant as Facebook and Twitter become default gateways to news?

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Locative Choices - Why just checkin or leave a tip when you can conquer your favourite places with GoWar!

Locative Choices - Why just checkin or leave a tip when you can conquer your favourite places with GoWar! | Pervasive Entertainment Times | Scoop.it

GoWar is a location based social strategy game for your iPhone. Choose your strategy to conquer real places, manage your troops and declare war on your favorite spots to build your empire.

Thanks to GoWar's proprietary gaming algorithm, you will be able to play with and against real people while roaming around your city and interacting with other players. To get started, just select a target, choose your armies and attack! You can take on your friends on Facebook by inviting them to join the battle and by sharing your victories.

In GoWar, players are able to use tanks and different special weapons to attack real places. The prestige of the places you conquer is proportional to their popularity in the real life thanks to the integration with Facebook's "likes" and "check-ins"!

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RAGEs Against the Machine: Games Creative Director Tim Willits on its Story & Multi Platform Strategy

RAGEs Against the Machine: Games Creative Director Tim Willits on its Story & Multi Platform Strategy | Pervasive Entertainment Times | Scoop.it
There’s a trend for developers to evolve the way they present their games and offer more of a narrative. Gamers are starting to expect it now. Because this is the first time id has attempted something like this, does that make for increased pressure on you and the team to get this right?

Tim Willits: Yes. There’s always pressure - especially when you’re id. There’s lots of expectations and preconceived notions about us. I believe when RAGE ships though, that it will change the perception of the company. I think that our hardcore fans will get it and love it, and we will actually get some new fans. We’re really excited about getting some fans on the PS3. I mean, if you’ve had a PS2 and a PS1, and always stayed on the home console side of things, you may have never played an id Software game before.

So right there that’s 75 million people out there that we want to try and recruit. That’s what the cross-platform strategy will do for us. We’re trying a lot of new things and it seems to be working really well - people who have played it really seem to love it.

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Archive 09: Are You Truly Authentic Online? How's Your Reputation Doing?

Archive 09: Are You Truly Authentic Online? How's Your Reputation Doing? | Pervasive Entertainment Times | Scoop.it

Secondly in real life we are all role playing. We wear a different hat at work from the one at home, from that with a friend or an enemy. Most say they don’t but they do. The biggest problem in the business world is about being yourself while ‘representing’ the company/product/service or being someone completely different. Mixing the two brings up a compromise persona, unable to engage meaningfully as you are playing a hybrid inauthentic. I looked at the nature of corporations trying to be people online in a post called Corporations in Social Virtual Worlds – Psychopaths or Welcome Friends? which gave specific tips on how to develop persona primarily in social virtual worlds pointing out the psychopathic nature of brands and corporations. To dig deeper into your own authenticity consider the following nine questions that may indicate inauthenticity.

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Harry Madigan's curator insight, October 4, 2014 2:59 AM

What i gained from this article was this unique insight 

 

"The biggest problem in the business world is about being yourself while ‘representing’ the company/product/service or being someone completely different. Mixing the two brings up a compromise persona, unable to engage meaningfully as you are playing a hybrid inauthentic"

 

Which i never considered but is applicable across the board. 

 

I believe the main notion explored is the unlikeliness of portraying yourself online as your own true self. 

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Archive 08: Social Media Entertainment, Cool or Too Hot to Handle? Scorched Review 2008

Archive 08: Social Media Entertainment, Cool or Too Hot to Handle? Scorched Review 2008 | Pervasive Entertainment Times | Scoop.it

Today, any TV show or Film without a range of social media scattered around it is effectively naked, producers must learn to clothe their ‘single-point-in-time’ linear video story in online enhancements. This is nothing new, at the BBC I pioneered a lot of this ‘wrapper’ when eventually all programmes aired had a place for viewers to extend and discuss. This slowly grows your audience towards the ‘event’ (which is what TV is now of course) and keep them entranced and participatory long after – ready for the next ‘event’.

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Smoking Gun: Multi Platform Restructuring as Hollywood grapples with up to 44% market segment drops | The Wrap

Smoking Gun: Multi Platform Restructuring as Hollywood grapples with up to 44% market segment drops | The Wrap | Pervasive Entertainment Times | Scoop.it

The DVD market for new releases fell 44 percent last year as more movie watchers shifted to video-on-demand and online streaming services such as Netflix, according to a study by SNL Kagan.

Likewise, the domestic box office has remained relatively flat since 2009, but ticket sales have dropped precipitously.

But is all this restructuring a way to mask cutbacks?

Studios have often touted restructuring as a way to prepare for the future, when what they really were hoping to do was improve margins.

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7 Geocaching iPhone Apps Worth Exploring

7 Geocaching iPhone Apps Worth Exploring | Pervasive Entertainment Times | Scoop.it

With more than 5 million people participating in geocaching, you may be one of them or you’re interested in this fun sport. Geocaching using your iPhone is the best way to do this without spending money on extra equipment. If you have a WIFI enabled iPad there are great apps for you too!

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Archive: KinectFusion Real Time Reconstruction of our world in 3D - Microsoft Research

Archive: KinectFusion Real Time Reconstruction of our world in 3D - Microsoft Research | Pervasive Entertainment Times | Scoop.it

We present KinectFusion, a system that takes live depth data from a moving depth camera and in real-time creates high-quality 3D models. The system allows the user to scan a whole room and its contents within seconds.

This project investigates techniques to track the 6DOF position of handheld depth sensing cameras, such as Kinect, as they move through space and perform high quality 3D surface reconstructions for interaction. Other collaborators (missing from the list below): Richard Newcombe (Imperial College London); David Kim (Newcastle University & Microsoft Research); Andy Davison (Imperial College London)

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Kindle Fire Could Make 7-Inch Tablets Huge even though Steve Jobs said 7" tabs are DOA

Kindle Fire Could Make 7-Inch Tablets Huge even though Steve Jobs said 7" tabs are DOA | Pervasive Entertainment Times | Scoop.it

Steve Jobs made it clear what he thought of 7-inch tablets in October 2010. They're too small, and as good as dead on arrival.

Part of what’s hindered the success of the 7-inch tablet, until now, is that they are perceived to be more like an over-sized mobile phone than a tablet, “and that appears to be the Achilles’ Heel of the mini-tablets,” Nudelman says.

But the genius of the Kindle Fire is that it’s more closely identified with Amazon’s popular e-reader line than with smartphones, so it has a clearly defined place within the user’s mind. And now that Amazon has made that distinction clear, other 7-inch tablet makers can at least attempt to capitalize on that extra portable, media-consumption angle, rather than marketing them against the iPad.

The Kindle Fire’s separation from both larger iPad-sized tablets and large-screened smartphones, both in size and in function, will help secure a solid niche for other 7-inch tablets to follow.

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Merging Media 2011 Pitch for $10k Vancouver Oct 29 + the word #Transmedia nowhere to be seen :)

Merging Media 2011 Pitch for $10k Vancouver Oct 29 + the word #Transmedia nowhere to be seen :) | Pervasive Entertainment Times | Scoop.it
Merging + Media Conference + Masterclass | Vancouver 2011.

Pitching a project that extends over several media platforms is a specialized skill that more producers and developers need to grasp as we navigate our rapidly converging creative and business models. Masterclass & Pitch 360 participants will learn how to fine tune their projects, learn best practices on how to best showcase the integrated creative and business aspects of their project, while obtaining advice on how to maximize their access to new distribution channels and US/International markets".

This Masterclass will be followed by private, one-on-one mentoring with industry experts to help participants fine tune their pitches for the final presentation before an International Jury of potential co-producers, mentors, investors and distributors.

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Extreme Choreographer Elizabeth Streb: On Taking Big Risks & The Power of Action

Extreme Choreographer Elizabeth Streb: On Taking Big Risks & The Power of Action | Pervasive Entertainment Times | Scoop.it

What do you get out of movement -- teaching a dancer or creating a new move, for instance?
It’s magic. It’s pure joy. I want to do something no one’s ever seen or heard of before. I want them to think "What move is that?", so they will fall down when witnessing the move, in complete bafflement, out of utter perplexity. I am also searching for the content of movement. What could it in the best circumstances mean?

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TEDx Silicon Alley: Unexpected Creativity thru Technology New York Oct 27

TEDx Silicon Alley: Unexpected Creativity thru Technology New York Oct 27 | Pervasive Entertainment Times | Scoop.it

Leaders and rising stars from New York City's Tech Scene and Digital Marketing industries will share their ideas worth spreading.

SPEAKERS THEME: Creativity & Technology: The creative use of technology — beyond its originally intended application — with unexpected or unintended outcomes that are either good, or bad, or possibly unknown.

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Deep Archive: A 2003 Future - Personalized Service Environments. iTV to Social to 360 Experience!

Deep Archive: A 2003 Future - Personalized Service Environments. iTV to Social to 360 Experience! | Pervasive Entertainment Times | Scoop.it

So how will our audiences be interacting in the future. The devices are simply conduits through which experiences are delivered ‘ this has always been the case. Defining the experience is of the utmost importance. The experiences will need to be clearly defined by the creators of those services otherwise the vast interactive audience will lose the plot. The interactive human of a very near future will hopefully though begin to realise the power and potential in how the ‘tools’ that manufacturers, service providers and content makers are delivering in greater and greater numbers, can be connected to provide them with life tools, entertainment and information, lots of information. We can be sure that greater bandwidth, storage, processing power and most importantly mass acceptance of ‘interactivity’ will lead to a consumers requiring a more fluid, interoperable and humanistic experience. Whatever we do, if we don’t demonstrate a clear benefit, people won’t use it.

Something is dawning of course, something tangible, very large numbers of consumers are participating in the ‘great experiment’. We can find clues as to where this grand user trial may be heading by considering such useful things as a billion blogs, websites, enhanced TV, EPG’s, PDR’s, mobile video phones/gaming devices and of course always-on, broadband anywhere ‘ the goal for the future though is in the how producers of interactive content use combinations of all of these and many more things creating a whole for consumers; user journeys across a sea of devices and services, standardised tools that will be used together, rather than in isolation to create a continuous ‘human’ experience.

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Archive: Gentrification The Game! an award-winning locative, alternate reality transmedia game

Archive: Gentrification The Game! an award-winning locative, alternate reality transmedia game | Pervasive Entertainment Times | Scoop.it

Gentrification is a fantastic combination of real world action and online strategy; a bit like SimCity mixed with a scavenger hunt. What’s surprising about the game is how it uses technology so effectively - normally any kind of mobile technology is a pain to use and doesn’t provide much benefit, but I saw plenty of smartphones being used to plan tactics and outwit opponents. Certainly my favourite game out of the entire Hide and Seek festival in London

 Small teams compete to collect real-world properties, “convert” them, and transform the neighbourhood. As developers, they’ll build swanky lofts, erect coffee shops, and raise property values. Or, as locals, they’ll form BIAs, make community centres, and try to thwart the developers. The neighbourhood’s changing face is tracked on a mobile web app, which updates along with players’ offline actions, and allows them to strategize while moving around. The same data is replicated on a giant sidewalk chalk map, which serves as a central meeting point, and looks fabulous

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Tom George's comment, September 30, 2011 9:33 AM
Interesting Gary, I would like to more about this type of gaming. Do you play?
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Archive: Six locative pervasive social games about architecture – Hubbub

Archive: Six locative pervasive social games about architecture – Hubbub | Pervasive Entertainment Times | Scoop.it

Visible Cities, by Holly Gramazio and Kevan Davies, is a relatively straightforward checkpoint chase game but with an interesting twist. Although checkpoints are all physically in the same area, the game rules group them in various “universes”. Players and chasers can only interact with each other if they are in the same universe, even though they can physically perceive those that aren’t. In this way, the game elegantly shows how our experience of physical reality is not only governed by the atoms it is made up of, but also to a large extent by the principles of governance we socially agree upon. This reminds me of China Miéville’s lovely book The City & The City.

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Haunted London - intersection of a mobile game, tour guide & interactive Movie. Locative iPhone App #transmedia

Haunted London - intersection of a mobile game, tour guide & interactive Movie. Locative iPhone App #transmedia | Pervasive Entertainment Times | Scoop.it

Haunted London is a locative and interactive storytelling experience based upon a haunted trail in the heart of old London city. It is the intersection between a mobile game, a tour guide and interactive movie.

The user explores an unknown trail starting from St. Paul’s and ending near Farringdon. The trail explores haunted landmarks within this catchment area. The app has been designed for short-term visitors in London city who have seen all the popular sights the city has to offer. 

More info http://maimm.arts.ac.uk/~intnara/appweb/#about

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The Future of Augmented Reality 'actually v near future' « We Love…

The Future of Augmented Reality 'actually v near future' « We Love… | Pervasive Entertainment Times | Scoop.it

Although consumers have been confronted with advertising messages for decades and the future could see a positive change of more targeted and relevant messages in our environment, I do worry that this real world product placement could also have a negative impact, for example, instead of someone looking for an item in a shop, people will become reliant on using an app to scan a room for it – almost like putting on your glasses to see. If this was the case, would we lose part of our real-world connections and daily communication with others.

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