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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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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The Business of Branded Content Workshop incl: Conspiracy for Good rep | Sep 23 Nederlands Film Festival

The Business of Branded Content Workshop incl: Conspiracy for Good rep | Sep 23 Nederlands Film Festival | Pervasive Entertainment Times | Scoop.it

The session will look at the ins and outs of the creative, marketing and business aspects of branded content, as explained by experts in the field: Asta Wellejus (Die Asta Experience, formerly with Zentropa, Denmark), Xander Czaikowski (TMobile, The Netherlands), Martin Ericsson (Conspiracy for Good, Sweden) and Aneta Lesnikovska (AKA Film, guest teacher transmedia at Dutch Film and TV Academy MA, Mediazoo.eu, The Netherlands). The moderator will be Wendy Bernfeld (Rights Stuff, The Netherlands). The session will be held in the Festival Pavilion.

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Pushing the Envelope :) Papercut, iPad collaborative and interactive storytelling

Pushing the Envelope :) Papercut, iPad collaborative and interactive storytelling | Pervasive Entertainment Times | Scoop.it

What's interesting about Papercut is the way it makes the storytelling process even more collaborative: an author working with sound designers, musicians and user experience designers. That's one reason Ustwo wanted authors to write stories specifically for Papercut, rather than simply whack in a collection of existing stories.

Can Papercut make more money than Nursery Rhymes with StoryTime? ustwo sound hopeful, but maintain that they want it to have a creative impact first and foremost, before commercial considerations.

"I think people will like it, but will also be quite confused," says Mills. "We are experimenting, and showing everyone we need to push the envelope. This is a time of exploration and experimentation in apps, and we're not saying this is perfect, but we're trying really, really hard."

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Journalism 3.0 Building the tools to make the Boston Globe’s multi platform strategy work

Journalism 3.0 Building the tools to make the Boston Globe’s multi platform strategy work | Pervasive Entertainment Times | Scoop.it

The Globe Lab is both a physical space and a collection of people working not too far from the Globe newsroom, where they’ll work on things that could be used to help produce better journalism, entice advertisers, and reach more readers. Or, as Marstall told me when I went for a visit, just make cool stuff. Things like the Information Radiator, or the other things percolating at Beta.Boston. Because sometimes building weird, obscure things leads to creating something that could be useful in the near future. “We want to expand, but expand in platforms that could become real Boston.com products for consumers in a year from now,” Marstall said.

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Facebook copies Google Circles, Twitter's Subscribe & Blackberry's messenger - Telegraph

Facebook copies Google Circles, Twitter's Subscribe & Blackberry's messenger - Telegraph | Pervasive Entertainment Times | Scoop.it

Facebook has had a busy seven days – with the release of its new smart friends lists suspiciously similar to ‘Circles’ on Google+, becoming the biggest web brand in America by a country mile and now having launched a subscribe button – in a direct attack on Twitter’s territory.
It has also launched its new free mobile instant messenger app in the UK (Facebook Messenger) in the last 48 hours, which will undoubtedly make Blackberry feel a little protective over BBM, (Blackberry Messenger), as Facebook aggressively moves into that growing real-time communication field.

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Academics help us mere mortals understand what Pervasive Media Is at ISEA2011 Istanbul 20 Sept

Academics help us mere mortals understand what Pervasive Media Is at ISEA2011 Istanbul 20 Sept | Pervasive Entertainment Times | Scoop.it

Very few media professionals, let alone members of the public, understand what Pervasive Media is, or could become.

Pervasive media is a new and developing field; commissioners, brands, clients, funding bodies often have difficulty grasping its potential.

We are at a new frontier.

New, pervasive, ubiquitous and mobile technologies promise us an ever more connected world and the possibility to access ever more detailed information about context. Although these promises contain drastic changes to media and technology, they don’t engage with the necessary changes to the practices of media production, distribution, technology creation and the commercial and practical realities that could make these promises a reality. These will be drastically game changing; creating new business possibilities, whilst making others obsolete. These promises, and changes, will be critically addressed during this panel.

Pervasive experiences also require a new, and significantly more diverse, set of skills to implement. This includes a wide variety of media production, technical skills and business acumen. However at this period of development practitioners from widely varying fields in art, design, and technology find little time, or common ground, to reflect on their practice. This session will draw on results from workshops and events where the panellists have provided space for reflection and discussion amongst practitioners in this emergent field.

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Augmented Reality: Beyond the Cool & the Hype - Slideshare from Dr Paul Coulton

Augmented Reality is currently the hot topic from a continuum of possible systems.

Mobile phones provide the most obvious platform for the widespread adoption of AR.

Majority of current commercial offering are sensor based which gives crude contextual sensitivity but this may be fine for your application

Marker based solutions give greater accuracy although we arent likely to cover the world with markers work well for advertising.

Marker-less systems offer the ‘dream’ of AR but currently present considerable technical challenges.

If your considering AR ask what benefits it gives the user apart from being ‘cool’.

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100 people to Save the Earth from Aliens, 11pm at Science Museum 28 Sep "Take Me To Your Scientist" Hide&Seek

100 people to Save the Earth from Aliens, 11pm at Science Museum 28 Sep "Take Me To Your Scientist" Hide&Seek | Pervasive Entertainment Times | Scoop.it

Ever wanted to save the Earth from invading aliens? And/or: ever wanted to wander around part of the Science Museum at 11pm at night? Either way, now’s your chance: on Wednesday 28 September, we’ll be running a brand new game at the Science Museum from 10pm to midnight, as part of the Player live gaming festival.
Take Me To Your Scientist will pit you and a hundred other players against the terrors and bureaucracy of the Intergalactic Threat Assessment Committee. The ITAC are coming to Earth to figure out just how dangerous we are – do we need to be watched? Put into quarantine? Worse? You’ll need to decipher, sneak, and invent if you want to convince the ITAC that we’re really very nice.

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Lessons for all emergent storytellers playing the broad & narrow franchise game - What Games Are

Lessons for all emergent storytellers playing the broad & narrow franchise game - What Games Are | Pervasive Entertainment Times | Scoop.it

Broad franchises are harder to establish, but they are what publishers (big and small) really want. An intellectual property that can be adapted to almost any purpose is hugely valuable, but most narrow franchises simply can not be broad. They either just don’t have the depth, or the kind of game that the narrow franchise is based on is the only one that its tribe of fans really cares about.

CCP, for example, is encountering a great deal of resistance from fans of its key game (EVE Online) because they have no interest in playing anything other than space trading. Even some of the updates for walking about on planets or space stations are contrary to what fans want, and this means that EVE can likely only ever be a narrow franchise.

It comes down to whether the fans want the developer to find completely different games for them, or different expressions of the same game. Usually it’s the latter.

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Archive: Popcorn.js 'Making Video & The Web Play Nicely Together' a HTML5 Open Framework

Archive: Popcorn.js 'Making Video & The Web Play Nicely Together' a HTML5 Open Framework | Pervasive Entertainment Times | Scoop.it

For media makers:
Popcorn.js allows video, audio and other media to control elements of a webpage. Combining our library with a mixture of standard HTML + JavaScript, authors can let their media be the “conductor” of interactive and immersive experiences.

For developers:
Popcorn.js is an event framework for HTML5 media. Popcorn.js utilizes the native HTMLMediaElement properties, methods and events, normalizes them into an easy to learn API, and provides a plugin system for community contributed interactions.

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Blueprints for an Experience - A New Perspective On Transmedia | Disinformation

Blueprints for an Experience - A New Perspective On Transmedia | Disinformation | Pervasive Entertainment Times | Scoop.it

Regardless of format, all of these are blueprints for an experience. Of course, there’s a dark potential in transmedia that the conspiracy theorists have also latched onto, producing a sort of paranoid PR-wing to the transmedia movement. I can’t say if this paranoia is well placed or not, because it is based around things that haven’t happened yet. (Maybe.) Can’t see the ominous implication of transmedia? The fears engaged here are what drive the plot of the movie, “The Game.”

Namely, if transmedia is a way of telling related narratives across multiple mediums, it becomes increasingly immersive for an audience that invests the energy to read a book, watch a movie, and even interact with the characters in the story, and one another within the context or narrative created by the story.

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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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101 How to make a ton of $$$$ out of #Transmedia :) Free PDF from The Project Factory's Jennifer Wilson

101 How to make a ton of $$$$ out of #Transmedia :) Free PDF from The Project Factory's Jennifer Wilson | Pervasive Entertainment Times | Scoop.it

Written by digital media expert Jennifer Wilson, this helpful guide is designed to assist both new and established screen content producers in getting to grips with online distribution, audience dynamics and monetisation

The media world is undergoing a seismic shift, as audiences increasingly turn to online and interactive content. Meanwhile, media brands that were unknown a few years ago (Google, YouTube, Facebook) have become household names. Screen content producers cannot afford to ignore this changing mediascape.
Yet for many in the film and television industries, the digital world remains a scary and difficult place. Business models are unclear, the audience is fragmented and the distribution models are too complex, too open or both. Additionally, the digital world has its own unique terms, unfamiliar or even puzzling to film and TV producers.

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Producing for Emerging Platforms & Transmedia NYC Sep 18 | Future of Film

Producing for Emerging Platforms & Transmedia NYC Sep 18 | Future of Film | Pervasive Entertainment Times | Scoop.it

Sunday, September 18, 2011, 3:30 pm - 4:30 pm
Featuring
Noah Harlan (Panelists), Founder, Two-Bulls; Lance Weiler (Panelists), Founder, The Workbook Project; Bob Jensen (Panelists), Director, New Media Contracts, Screen...

Lance Weiler is a storyteller, entrepreneur and thought leader. An alumni of the Sundance Screenwriting lab, he is recognized as a pioneer because of the way he mixes storytelling and technology. WIRED magazine named him “One of twenty-five people helping to re-invent entertainment and change the face of Hollywood.” Always interested in experimenting with new ways to tell stories and engage audiences, Lance has designed experiences that have reached millions of people via theaters, mobile devices and online. 

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4th Dimension: A Grass Roots Social Alternate Reality Game created by Kentucky Uni 4 Students | The Northerner

4th Dimension: A Grass Roots Social Alternate Reality Game created by Kentucky Uni 4 Students | The Northerner | Pervasive Entertainment Times | Scoop.it

The game is set to run for six or seven weeks. It’s final stages include sending players to different historic locations around NKU.

“Players will be learning a lot,” Russell said.

Caches of information are at each location; the first person there will get the most information and hopefully will share with other players. Eventually the information will be removed from a location so players have to move quickly.

Players earn points by solving puzzles and figuring out more elements to the story. There are prizes as well. Though Russell could not say what the prizes would be, the mention of an iPad slipped out.

The game has been going on since the beginning of the semester but players can still jump into the mystery. If a player is impatient and just wants to be caught up, he or she can scroll Jennie Sullivan’s wall to know the outcome of past puzzles.

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Archive: The Threshold ARG Case Study - Created for CISCO Sales Meeting, Vimeo

Overview of an Alternate Reality Game entitled "The Threshold" created by Juxt Interactive working with No Mimes for Cisco. This ARG was created for Cisco's annual sales meeting GSX which Juxt helped Deliver in an all virtual format in 2009.

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The Game of CheckIn. How Cool Brands Stay Hot - Location Based Services & Gen Y: A real catch for Marketers!

The Game of CheckIn. How Cool Brands Stay Hot - Location Based Services & Gen Y: A real catch for Marketers! | Pervasive Entertainment Times | Scoop.it
Gamification
So, what is the purpose of checking in? Gamification seems to be the answer here. How cool is it that you can become the major of a place, or receive a cool badge. Also the leaderboard is a real delight and something to get busy with. This is nevertheless no reason to hold on to using foursquare or facebook places. Although it is cool to share with your friends where you are, see where they are and see whether they have any tips, it will not be enough for the needy Gen Y’ers.

Gen Y is ready
Pyramid research estimates that the worldwide market for location ads will reach $6.2 billion by 2015, which means a growth of 35% from 2010. In my opinion companies need to get going with location based services! Generation Y is not afraid to share their location and ready for cool location based input!

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The Audience Expects Story across Multiple Platforms - Guy Gadney Transmedia Producer

The Audience Expects Story across Multiple Platforms - Guy Gadney Transmedia Producer | Pervasive Entertainment Times | Scoop.it

Guy Gadney Guy is a founder/director of the transmedia entertainment company, The Project Factory, and works on projects across online, mobile and games platforms for television and movie companies in the US, UK and Australia. The Project Factory recently co-produced the online movie project, Smashcut, with film director Gregor Jordan, has built 3D online projects for CSIRO, Telstra and the ABC, and will shortly announce the release of two major new transmedia thrillers. In his career, Guy has produced over 200 innovative digital media productions for the BBC, Penguin Books, FoxKids, FOXTEL, The Guardian, and a variety of other media companies. Leaving BBC Worldwide, he moved to Australia to join FOXTEL’s digital transformation team, and then went on to head up BigPond’s content team. Most recently he was General Manager of Digital Services at PBL Media, overseeing Channel Nine and ACP Magazines digital strategy and execution. He was President of AIMIA for four years, and remains on its Board. He is a judge for the Webby awards in the US, and the World Summit awards globally.

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How the Crowd Is Shaping the Future of Storytelling - Mashable Business

How the Crowd Is Shaping the Future of Storytelling - Mashable Business | Pervasive Entertainment Times | Scoop.it

Crowdsourcing fundamentally alters the process of content selection — and by extension, storytelling itself — by bringing authors and readers (and, potentially, viewers) closer to the acquisition process. If viewers and readers are given a structured, fun way to give feedback on cutting edge stories, stories that might have been passed over before, these tales have a better chance of gaining the attention of editors and producers who have the funds to bring them to a broad audience.

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Every countries top Telco should have one - Verizon Innovation Center: Gaming and Augmented Reality

Verizon opened their Applications Innovations Center, a downtown San Francisco office/lab where developers can work with engineers, biz dev and marketing folks, and one another and gain access to prototype devices, network APIs, and RF test labs. Why? To encourage innovation, or so says VZW. Noah checks the lab out and reports back on the Gaming and Entertainment section.

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Musician? Extend & Morph your music or just put the same tunes everywhere? Transmedia vs Repurposing

Musician? Extend & Morph your music or just put the same tunes everywhere? Transmedia vs Repurposing | Pervasive Entertainment Times | Scoop.it

Transmedia allows for musicians to take their music and bring it to life in new forms. They can do this by capitalizing on the benefits of individual platforms, such as the long-form storytelling of television or the immersive quality of video games, that are not available on traditional audio formats. The music itself does not even need to be featured; clothing lines by artists such as Gwen Stefani and M.I.A. reflect the aesthetic and tone of their work without directly referencing specific songs.
Repurposing music for other media certainly makes a fan’s ears perk up and momentarily pay attention to a property, but it does nothing for the song creatively nor does it engage the audience in a new way. Creating quality extensions can actually benefit musicians better financially than haphazard licensing, as high-quality products stand a great chance of becoming long-term revenue streams.

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