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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World’s first (?!) augmented reality game & video based newspaper hits presses

World’s first (?!) augmented reality game & video based newspaper hits presses | Pervasive Entertainment Times | Scoop.it

No scanning or photo taking is needed, users simply hold their device up to (or hover over) anything 'blippable' for an instant response, such as a web link, video, coupon, a 3D product experience or an augmented reality game.

In what they claim is the world’s first augmented reality-enabled newspaper, Dublin’s Metro Herald and TV3’s 3e fyi programme are to produce five ‘smart editions’.

The innovation was made possible through a deal with Blippar. Blippar works by using a smartphone or tablet’s built-in camera to recognise things in the real world and instantaneously provide users with digital connections, information or interactive entertainment on their device’s screen.

 

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Around Transmedia World - Mike Monello "indie creators need to get their asses in gear & just do it"

Around Transmedia World - Mike Monello "indie creators need to get their asses in gear & just do it" | Pervasive Entertainment Times | Scoop.it

Around the Transmedia World" is a series of interviews Laurent Guerin is conducting for  Petitweb.fr .

" The biggest challenge is to getting good at it ! We have a lot of people who are using the word and promoting the word and talking about it philosophically and academically, but you know from my own experience I have to say that nothing compares to actually doing it and figuring out what works and what doesn't.

Very few of the theories can be duplicated... Which make them wrong. The only way to realize that is to be continuously doing it and refining the process and refining our understanding of it.

We need to worry less about the meaning of it and about how to define it and we need to worry more about how to actually do it."

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Archive 07: How companies can be human & not psychopathic in 3D & 2D Social Networks - 15 top tips

Archive 07: How companies can be human & not psychopathic in 3D & 2D Social Networks - 15 top tips | Pervasive Entertainment Times | Scoop.it

Commercial organisations need to have character and an indentifiable personality in the metaverse and cannot rely anymore on corporate slickness, blandness or aloofness. To engage with audiences and inhabitants in these spaces they need to learn how to be human.

I have been doing a lot of work moving brands, properties and companies into social virtual worlds and networks recently and in the process I am often forcibly reminded of the divide that naturally exists, in these new worlds, between ‘the corporation’ on one hand and ‘the individual/community’ on the other. The 3D Virtual World is being used in many ways by the natives (aka the public, a bad definition I know), living out their fantasies in a very chaotic but social way. In strong contrast to that we have companies who are naturally bland, characterless, faceless and in the worse cases anti-social.

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Kurzweil Warns Retailers to Plan for Major Paradigm Shifts - AR, 3D printing & Experiential Virtual Shops

Kurzweil Warns Retailers to Plan for Major Paradigm Shifts - AR, 3D printing & Experiential Virtual Shops | Pervasive Entertainment Times | Scoop.it

A fascinating keynote address by author and futurist Ray Kurzweil on the impact technological changes...

"There are major paradigm shifts taking place in 3 years - every sector of society is being transformed, and retail cuts across everything we do," he said.

He cited a development that could have a significant impact on retailers and on shipping carriers. Kurzweil said that in the future, products will be delivered via email attachment and printed out on 3D printers....Consumers will use augmented reality (AR) in stores, according to Kurzweil, so they will experience virtual reality and real reality at the same time. Ecommerce players are already using augmented reality - see, USPS Meets Star Trek and Augmented Reality Comes to eBay Mobile to learn about early adapters.

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Why people disappear into virtual worlds - IOL SciTech

Why people disappear into virtual worlds - IOL SciTech | Pervasive Entertainment Times | Scoop.it

The US author and academic Ryan van Cleave has described his pathological relationship with the massive multiplayer online game, World of Warcraft, in terms that will be familiar to many gamers.

Playing it “makes me feel godlike”, he argued. Here was a place of endless rewards, one into which he withdrew from family, career and colleagues, with dire consequences.

Along with 12 million people globally, I also play World of Warcraft and consider the game – and others like it – a positive part of my life. I’m also aware, though, that experiences like van Cleave’s aren’t simply sad, isolated stories. They point towards a troubling and under-addressed issue within not only video-gaming, but digital culture in general.

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Innovation Roadmap "understand that if you seek to innovate you will fail – repeatedly" | Digital Tonto

Innovation Roadmap "understand that if you seek to innovate you will fail – repeatedly" | Digital Tonto | Pervasive Entertainment Times | Scoop.it

No idea lives on it’s own, but succeeds in a particular context. It is through combining technologies that we create the new and exciting.

One famous historical example is the discovery of genetics. In 1865, when Gregor Mendel published his groundbreaking study of inheritance of characteristics in pea plants, it went nowhere. It took nearly a half century before the concept was combined with Darwin’s natural selection to unleash a torrent of innovations in the medical and scientific worlds.

A more recent example is the Apple ecosystem. There were plenty of digital music players around when Steve Jobs launched the i-Pod, but he combined his player with i-Tunes, which made content both more accessible and palatable to music companies. He then threw new products into the mix – the i-Phone and i-Pad – creating more combinations and greater value.

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Eradicate German Buffer Monsters, Locative Augmented Reality Loyalty AdverGame from Vodafone

They are known to cause traffic congestions, slow internet connections, train delays – simply slowing things down in society.

They seem to feed off peoples negative energy and boredom, that’s what makes them stronger and helps them replicate.

No one knows exactly from where they originate or when they got here, but we can see traces of their existence decades back.

They hide in plain sight, but we haven’t been able to see them before - not until now...

They are the Buffer Monsters.

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The Futures of Entertainment 5 Music, Story, Kids Media 5 Conference 11/11/11 Cambridge MA

The Futures of Entertainment 5 Music, Story, Kids Media 5 Conference 11/11/11 Cambridge MA | Pervasive Entertainment Times | Scoop.it

The Futures of Entertainment conference brings together professionals from academia and the marketing and media industries to discuss how communication between media producers/brands and audiences are changing, and how the nature of storytelling is shifting in a digital era.

On Friday, we will tackle some of the pressing questions and new innovations on the media horizon: new models of media creation and distribution--and challenges/questions related to participation--in a "spreadable media" landscape; new models aimed at representing fan interests in media production; innovations in crowdsourcing for content creation, funding, and distribution; the impact of location-based technologies and services; and privacy concerns raised by these developments. On Saturday, we will look at particular media industries to how these innovations are evolving: serialized storytelling; children's media; nonfiction storytelling; and music.

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Thomas Dolby's 8 city US Tour/Talk about his Floating City, Social transmedia game

Thomas Dolby's 8 city US Tour/Talk about his Floating City, Social transmedia game | Pervasive Entertainment Times | Scoop.it

Each show will include Dolby talking about how he recorded the album on his solar-powered lifeboat with the help of such luminaries as Mark Knopfler, Imogen Heap and Regina Spektor.

He will also go into detail on his game which he describes as "a Dieselpunk dystopia . . . weary survivors of a global climate catastrophe bartering and trading to stay alive in the face of techno-piracy and mutant squid attacks!" Earlier this year, over 5,000 people participated in the 12-week game, grouping in nine "tribes", with the winner receiving a free live concert by Dolby and his band.

Dolby will retell the player-created stories that unfolded during the 12 weeks of gameplay, highlighting key characters' profiles, and the 'patent applications' they filed to protect themselves against the unpredictable freak events reported by The Floating City Gazette. And he'll share behind-the-scenes insights into the production process, which took place over the course of an eight-month period using a team of developers in different time zones who never met face to face.

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iPad Gamers Reach 8 Million, and Growing - Softpedia

iPad Gamers Reach 8 Million, and Growing - Softpedia | Pervasive Entertainment Times | Scoop.it
Interpret's New Media Measure study churned up figures that indicate “these 8 million iPad gamers include a substantial number of traditional gamers, as well as an ever-bigger proportion of non-traditional gamers.”

"Collectively, iPad gamers are showing slightly decreased involvement with gaming on home consoles, mobile phones, and Nintendo handheld consoles," said Jason Preston, Interpret analyst.

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Toyota Announces Virtual Holographic Singers "Mikuscape" & Hatsune Miku LA Augmented Reality Experience

Toyota Announces Virtual Holographic Singers "Mikuscape" & Hatsune Miku LA Augmented Reality Experience | Pervasive Entertainment Times | Scoop.it

After a long silence, Toyota is ready to continue their Hatsune Miku x Corolla marketing campaign by rewarding fans who interact with Toyota marketing tools.

Toyota has announced that they will be holding an event called "Mikuscape" at the Royal/T cosplay cafe in Culver City, California on September 16th. This invite only event will have themed deserts and drinks and will focus on Hatsune Miku fan art and the collaboration between Hatsune Miku and the Toyota Corolla. There will also be a "live, performance art piece that melds Miku and the Corolla." Invitations to the event will go out to 100 people, chosen at random from those who participate in Toyota Corolla's Facebook Application. In addition, from September 15th to the 25th, the Royal/T's pop-up store space will "be transformed into Hatsune Miku's garage for her official vehicle, the Toyota Corolla."

Toyota will also be celebrating the launch of the Hatsune Miku Augmented Reality Experience on September 16th. Those who download Toyota's Shopping Tool App for iPhone or Android will "be able to view Hatsune Miku singing and dancing in 3-D alongside the 2011 Corolla." The target image which the smartphone camera must be pointed at will be made available for download on www.toyota.com/CorollaMiku starting on September 16th.

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Expert says Augmented reality glasses, unlikely this decade or beyond?! - Pocket-lint

Expert says Augmented reality glasses, unlikely this decade or beyond?! - Pocket-lint | Pervasive Entertainment Times | Scoop.it

According to Gervautz, there are two main reasons why AR glasses haven’t been a success to date: poor viewing angles and the inability to effectively track someone’s head movements.

"There is currently nothing that offers you a 180-degree viewing angle," he explains. "At best, the glasses let you see 40-degrees, which just isn’t good enough."

Those glasses, like the ones from Vuzix or the recently announced Sony headset, are designed for watching videos as if you are in the cinema, so, according to Gervautz, are unlikely to be successful for true augmented reality applications.

When it comes to tracking your head movements, he believes that there is no real way, unless you are in a controlled environment, of tracking a user's head to see where they are looking:

“We are learning a lot with the phone and its precision, but it’s going to be some time before that moves into glasses,” he says

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Uncover the stories of Zombie Apocalypse by 'really' running. Cool mobile ArgApp | ARGNet Kickstarter

Uncover the stories of Zombie Apocalypse by 'really' running. Cool mobile ArgApp | ARGNet Kickstarter | Pervasive Entertainment Times | Scoop.it

Zombies, Run! is a running game and interactive audio adventure which takes place during a zombie apocalypse. The game mechanics are fairly simple. The player assumes the role of the zombie survivalist known as “Runner 5″ by going for a run with their smartphone and a pair of headphones. As players run, they collect items that are vital for the survival of their community. Their base grows thanks to the player allocating resources where they are needed most. And as it grows, more content will be unlocked. The running missions are an integral part of a transmedia storyline which unfolds through the orders and voice recordings heard while running, and also through puzzles, websites and documents that players can uncover online once they have safely returned home. As an exercise aid, the game also keeps track of more traditional running metrics such as distance covered and calories burned.

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Why aren't we in a golden age of 'genre' TV? Let's get our act together, people. io9

Why aren't we in a golden age of 'genre' TV? Let's get our act together, people. io9 | Pervasive Entertainment Times | Scoop.it

GENRE FANS KIND OF SUCK. Wait. Let me clarify. You know that old saying, nobody picks on my kid brother but me? That's how genre fans are towards the product directed at them: They either love it to death, or they pick it to pieces. You don't see people who love police procedurals getting on Law & Order message boards talking about how much NCIS blows. But sci-fi fans are not above using the comments for an article talking about how one show got renewed to rail about how it sucks and why didn't they bring back that other show instead. If you looked at it from the outside - where most network honchos live their lives - the genre audience is a splintered one that can't be counted on to deliver numbers because they're too busy infighting. If we could ever put aside our differences and just rally behind the good sci-fi we get, instead of whining about the stuff we don't, then maybe the networks would give us the Thinky we're always asking for.

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A 5 year Future Vision of TV - all our walls covered with screens?! NDS Surfaces - informitv

Of course there are already those that convert entire rooms to home cinemas, with seats to match, but they remain a relatively small minority. For the proles that do not live in large detached properties, the density of modern urban living tends to more modest solutions.

This can already be seen in the world of audio. The fashion for large “hi-fi” systems with huge power amplifiers has largely been displaced by more personal audio experiences.

The same may be said for 3DTV, the apparent failure of which reflects the practicalities of the domestic viewing environment. Television is still a shared social experience for many people. By and large, people do not want to watch television wearing special spectacles, and displays that do not require glasses are far from ready for the home.

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Online gamers crack AIDS virus enzyme puzzle, 1st time gamers have solved a long standing science problem

Online gamers crack AIDS virus enzyme puzzle, 1st time gamers have solved a long standing science problem | Pervasive Entertainment Times | Scoop.it

Developed in 2008 by the University of Washington, it is a fun-for-purpose video game in which gamers, divided into competing groups, compete to unfold chains of amino acids - the building blocks of proteins - using a set of online tools.
To the astonishment of the scientists, the gamers produced an accurate model of the enzyme in just three weeks.
Cracking the enzyme "provides new insights for the design of antiretroviral drugs", says the study, referring to the lifeline medication against the human immunodeficiency virus (HIV).
It is believed to be the first time that gamers have resolved a long-standing scientific problem.

Read more: http://www.news.com.au/technology/online-gamers-crack-aids-enzyme-puzzle/story-e6frfro0-1226140477363#ixzz1YOMdDXWi

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3D is OK but navigable, Live streaming 360º video is better?! Emmy's in 360 from BigLook360

3D is OK but navigable, Live streaming 360º video is better?! Emmy's in 360 from BigLook360 | Pervasive Entertainment Times | Scoop.it

Thanks to BigLook360 and its 360-degree live stream technology, you’ll be right in the middle of the buzz with complete control over what angle you see. This means that while you are on People.com during the 2011 Emmys Awards, you will be able to control your view of the action. It’s really easy, it’s totally free and you can savor every stargazing moment from the comfort of your own home by going to www.people.com.

As the world’s leading 360-degree video creation and production experts, BigLook360 is ready to bring another “just like being there” experience to life at the 2011 Emmy Awards on Sunday, Sept. 18. As your favorite stars walk the red carpet to the legendary Nokia Theater in Los Angeles, BigLook360’s camera will provide up-close and personal views of the stars–and you will be in complete control of what views you see. Simply use the mouse to click-and-drag your cursor to adjust your views in a full 360-degree range—it will be just like you’re standing right next to the red carpet!

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Good mix of Topics & Speakers - Mobile Augmented Reality Event - San Diego Oct 11

Good mix of Topics & Speakers - Mobile Augmented Reality Event - San Diego Oct 11 | Pervasive Entertainment Times | Scoop.it

The Mobile Augmented Reality event will explore one of the most exciting segments in mobile and truly an extraordinary opportunity for developers, artists, brands, agencies and the enterprise.

Imagine holding your phone or tablet up on a city street and having stores, coupons, discounts, historical landmarks, movie times, even nearby friends overlaid on top.

"Mobile augmented reality to generate 1.4 billion downloads by 2015 as major brands embrace the concept" Juniper Research - Mobile Augmented Reality

This full day event (11-6) will feature the top minds in AR. Topics covered will include:

What are the current and future uses of AR?
Effective AR strategies for marketing and advertising
Entertainment and gaming
Location based and vision based AR
Natural feature and planar tracking
Using QR codes and geotagging
Using minimal bandwidth for maximum engagement
Technical challenges
Protocols and standards
Brand case studies
Social networking and social media and AR
Real estate, enterprise, education, government and tourism AR

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Future of Digital Mobile Money? Google 'SmartPhone' Wallet Likely Launching Tomorrow - TechCrunch

Future of Digital Mobile Money? Google 'SmartPhone' Wallet Likely Launching Tomorrow - TechCrunch | Pervasive Entertainment Times | Scoop.it

While this will be the official launch, the product itself will likely still be quite limited. The only officially compatible phone is the Nexus S 4G, which is only available on Sprint in the U.S. Google has an NFC sticker product to bring tap-and-pay to other phones, but it’s not clear if that will be ready at launch or not. Hardware to enable the payments on the merchant end is also needed. And again, MasterCard has been the only official partner on the credit card side of things so far. Perhaps Google will have more to say on that tomorrow. But the above documentation still points to PayPass-enabled Citi MasterCards as the only way to use the service for now.

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RIP Interruptive Advertising, Welcome: Subliminally Digitally Inserted 'Latest' Product Placement

An uproar spread across the Web recently, when an ad for a new movie mysteriously appeared in the rerun of an old TV show. Taylor Orci takes a look at the burgeoning business of digital product placement and the effect it has on our brains in this episode of "Is That a Thing?"

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Rebecca Patterson's curator insight, September 10, 2014 9:08 PM

digital product placement is where a new product is digitally placed in a show after it has been shot, (aka an old episode of a tv show with a new product digitally put into the show onto their kitchen table.) products that are inserted are usually on outdoor billboards, or in indoor scenes in the background of the scene (e.g., pizza box, plasma tv etc). Seeing the characters in the show “using” the products brings value to the advertisement, and the product placement is done in a way where it sparks interest but does not to interfere with the content of the show. Consumers subconsciously analyse product placement that does not “fit” (eg. modern car in old movie) and they are more likely to remember the brand, product and movie that it was placed in. digital product placement sparks curiosity and encourages consumers to think and remember the advertising.  

Olivia Gray's curator insight, September 30, 2014 11:44 PM

f people can 'violate' the TV shows different timelines by 'sneaking in' and putting a different product in the scene and sneaking 'out, is there a way technology can be developed to 'undo' brand integration?

Payton Cox's curator insight, October 6, 2014 1:04 AM

In my opinion, if I were too see an iPhone depicted in a movie set in the 1950's it would detract from the authenticity of the movie. If this can be achieve subtly and there is not an obvious gap between the products used and the movie then I can see how this could be an area of development in the future.

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'What Was There' project adds a pinch of history to augmented reality

'What Was There' project adds a pinch of history to augmented reality | Pervasive Entertainment Times | Scoop.it

So, it works as such. You dig up ancient photos -- a few generations prior, or even a few decades ago -- scan 'em in, and tag them to their rightful place on Google Maps. Then, folks who visit the 'What Was Here' project website or download the iOS app (all linked below) will be able to see what kind of world they'd be living in if Uncle Rico's time machine actually worked. 'Course, the initiative needs you, you and you to participate if it's to be dubbed a success, so we'd recommend using whatever's left of your weekend to contribute. And then send your mum a "thinking of you" letter using the very map you're improving. Who said retro had to be retro, anyway?

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Semantic TV: Why describing video content with time based tags is the next big jump in Social TV from @expathos

Semantic TV: Why describing video content with time based tags is the next big jump in Social TV from @expathos | Pervasive Entertainment Times | Scoop.it

There are, essentially two ways to tag video entertainment. Curated and automated. And both have their pros and cons. Manually tagging millions of programmes and shows is going to take a decade of Mechanical Turks but this really offers up the best metadata. There are companies that are using technologies to automate the process such as Speech to Text, Video Recognition technologies, Audio Fingerprinting, Natural Language Processing techniques, and when available, Closed Caption data to create temporal tagging of content to provide a clear view of what is happening when within a piece of video.

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Helping the Art World Get Locative – Collectrium Customisable iPad Apps for Art Galleries

Helping the Art World Get Locative – Collectrium Customisable iPad Apps for Art Galleries | Pervasive Entertainment Times | Scoop.it

Every custom gallery iPad app incorporates Collectrium’s revolutionary ArtCapture(TM) technology, which allows a collector visiting the participating gallery to point her iPhone or iPad camera at any artwork and instantly receive the information about the artwork, the gallery, and the artist. ArtCapture technology makes the experience of visiting a gallery opening more interactive for the art lover -- enhancing the on-site visit, while also allowing visitors to "virtually" take the art home with them and share with friends. ArtCapture creates a bridge between the physical and virtual art worlds by bringing the power of technology to that live moment of discovery. ArtCapture also includes an augmented reality feature that lets a collector virtually place any artwork image from the gallery onto the actual wall in the collector's home. How well will that art piece your collector is considering buying fit with her actual home decor? -- now she can know for sure!

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Twittamentary: the Twitter film that explores where social media is @

Twittamentary: the Twitter film that explores where social media is @ | Pervasive Entertainment Times | Scoop.it
This search for a human angle is what makes Twittamentary so watchable. The introductory scene gives the viewer a brief grounding in what Twitter is and some of the numbers around the site – 350m tweets a day – to give a sense of scale. Then the stories take centre stage.

Via The Digital Rocking Chair
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How to Nurture Multi Platform Transmedia Projects

How to Nurture Multi Platform Transmedia Projects | Pervasive Entertainment Times | Scoop.it

Early stage Multi Platform or transmedia story projects are fragile things. They are multiple children at once – a complex, everywhere-at-the-same-time early teenager that needs to be managed, a 2 year old still developing, stumbling needing help in finding their voice and a late teenager trying to connect and be part of the social system around them needing a friend to guide them. The nurturing required is as personalized as the project’s creators and the mentor/s needed. Any project serious about growing and becoming something special (vs a clone of that gone before) needs to find its muse.

Multi Platform and Transmedia Storytelling is still very early days and it is to the advantage of all projects that finding someone who is both experienced in creating AND has a deep knowledge of everything out there will make them stand-up, and more importantly stand-out.

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