Late last week, Rihanna debuted the cryptic website,Antidiary.com ahead of her much anticipated album "Anti," whose release date has yet to be announced. The site flashes various mysterious images along with the message, "She's waiting for you. Are you in? Go to Antidiary.com on your mobile device." The Samsung logo also happens to grace the bottom of the page, s we're guessing this is part of the advertiser and musician's $25 million deal announced earlier this year.
According to Samsung, the campaign aims to bring Rihanna's fans "into her world like never before." The brand worked with immersive theater company Punchdrunk ("Sleep No More") and 72andSunny on the project, which takes fans "inside the mind of an iconic artist while blurring the lines between the digital and physical world."
Can't wait to see if they blur the line some more as Punchdrunk is big into Immersive Theater!
Unlike most popular podcasts, “Hardcore History” has no guests, no interviews and no recorded segments. It’s not a marvel of audio engineering like "Radiolab," nor does it benefit from a constantly rotating cast of characters like “The Moth.” It’s just Dan Carlin talking to you -- and he’s a damn good talker.
It's great to have podcasters talking history and bringing subjectivity to it - transparently, not indirectly through history book.
Podcast is quite a strong medium to let one speak at length for 4 hours at a time.
Oculus was conceived as a gaming device. Many of its competitors in the virtual reality space are focused on the same category. Coding a virtual reality game is one thing; buying the equipment necessary to create 360-degree videos, and dealing with all the hassles that introduces to the filming process, is another.
Supporting those videos could give Facebook the content it needs to convince non-gamers that virtual reality will matter to them in the short-term.
Not that this type of video is exclusive to Facebook: YouTube introduced 360° videos to its service in March. But given Facebook’s efforts to convince media organizations to post directly to its service, whether it’s through Instant Articles or other means, it’s not hard to imagine publications favoring its site.
Then again, Google’s public efforts to enter the virtual reality market center on a few pieces of cardboard onto which people can mount their smartphones. Facebook is, at least in public, making a much bigger bet on the format. I suspect we’ll see more announcements like this one as Oculus establishes itself.
The best way to show the potential for VR might be to create awesome content and make it accessible to everyone using their comp or smartphone - only to realize the whole experience would make way more sense with a VR headset on :)
It doesn't solve many of the problem they will face along the way though :) It's just off to a good start with that Star Wars piece :)
In the last post we introduced you to ARGs and reviewed some examples of how teachers are using them. Now you’re ready to turn your class into an immersive game, and everything you need is right here. With the help of these resources, you can develop your own gameful class, cook up a transmedia project, design a pervasive game or create your very own ARG. Games aside, these links are useful for all types of creative learning projects.
These homemade machines can fly at speeds of up to 100 miles an hour, making it the perfect option for people who have a speed obsession but can't shell out for a private jet. Those who race say it's going to be on ESPN one day, that we'll have drone racing stadiums, and leagues, and maybe even Mario Kart-style combat.
The potential for this, especially if paired with Augmented Reality, is huge. Along with killer robots making the race more hectic - there, you have 21st century entertainment!
ARGs aren't virtual reality games; they take place in the real world, and they often require no tools except for the internet and maybe a phone. They're not augmented reality games, where a phone app (for example) reveals hidden digital elements in real-world locations. They're more like living in a novel.
Google is all set to bring forth something really amazing. Google’s Project Soli has invented a new interaction sensor using radar technology that can capture motions of your fingers at up to 10,000 frames per second. And that is something that has never ever been done before. Simply put, this technology is so bafflingly accurate that you could operate any device (fitted with this) without having to even touch it.
mind blowing potential for this tech. Haptic feedback research pushed to "unless you do it, you don't know" mode
I always assumed the appeal of survival games was the trolling, of ruining the fun for other players. Or failing that, the creativity of playing around with the tools. While I'm sure those things are the reason some players come to these games, I think the reason they stay is more simple than that. Maybe it's just the pleasure of building a home, of having something to come back to.
The author, an old school video gamer who write about them for a living noticed the gap between the way he sees, play and like VG compared to younger kids.
Consequently, he decides to give open world survival games a try by playing ARK. And the whole experience modified his mindset on the whole thing.
Another interesting article on ARK mentions how players find innovative ways to prevent trolls to ruin their game.
Sherlock Holmes & the Internet of Things is an ambitious project. With meetups in close to 20 cities, collaborators from over 60 countries and more than 1,000 people vying for 250 slots within a pilot MOOC — the project presents many interesting challenges and opportunities. The MOOC was developed within the Film Program at the School of the Arts and is powered by the Columbia University School of Continuing Education (SCE). This unique spin on a MOOC represents a first, as Sherlock Holmes & the Internet of Things has created a truly massive online/offline collaboration in an effort to create a dynamic experiential learning space that bridges the physical and the digital.
Sherlock Holmes & the Internet of Things is a prototype of the Columbia Digital Storytelling Lab that experiments with shifts in authorship and ownership of stories while exploring the ethical and political implications of IoT (Internet of Things).
The Internet of Things is positioned to be the largest deployment of connected devices, dwarfing PCs, tablets and smartphones combined. The opportunity this presents for laying storytelling over the physical world is exciting. Stories that can aid the discovery, personalization and connection of people to places and things. With any new emergent form of storytelling comes the need for a grammar. So what will a 21st Century re-write look like?
"Traditionally we have been very averse to filming what is intended to be a live experience," Andrew Flatt, senior vice president of marketing for Disney Theatrical Productions, said in an interview. "But when we saw what was possible with VR, the reaction was unanimous. Anything that expands our reach we think is going to be beneficial for Broadway in the long run," he said.
'Still, if full shows in VR are ever to take hold the industry must navigate many challenges. Broadway workers are heavily governed by union rules, while producers are governed by conservatism. Charging $100 or more for a ticket will be a lot harder if a show can be experienced anytime, anywhere.
Even VR optimists say that full Broadway productions, if and when they happen, would probably be available only after a show's closure or deep into a long run; think of it as Broadway's equivalent of the Hollywood practice of windowing.
It also remains unclear how actors will respond to the form. For centuries they have functioned under the assumption that audiences can see certain areas of the stage and not others; if they know people can and will look anywhere, could it change how they go about their craft?
"I have mixed emotions [about filming shows]," said L. Steven Taylor, the actor currently playing Mufasa in "The Lion King." "My preference is live theater because there's something you don't get with traditional television or film. But VR can be a way to enhance what we do, and if it's done sensitively and true to the medium, then I'm all about it."'
Neo is the company's first camera product built from scratch with custom-made parts, rather than off-the-shelf components, and by next year, Jaunt promises about 100 units will be available for rent.
Like Google's Jump array, Neo packs in several high-resolution cameras to capture multiple perspectives from one physical point (which makes for the viewer's point of view in a VR setting). But the unit is studded with sensors from top to bottom, allowing for a full 360-degree viewing experience. The end result: Viewers can peer in any direction—not just from side to side or around back, but also up and down—with professional quality.
The device, compatible with industry-standard software from the likes of Avid and Adobe, also features custom optics specifically designed to appeal to high-end filmmakers. These include 3D light-field capture, large format sensors with superior low-light performance and high dynamic range (HDR) imaging capabilities.
That low-light performance is crucial: As far as VR is concerned, filming an indoor scene with a lighting rig can pose real complications on a shoot. Traditional production crews only need to worry about a standard camera's limited front range. But where exactly do you put the lights in a 360-degree, immersive scene, so it won't show up in the shot?
Jaunt is clearly out there, pushing the filmed VR limits. But Google and its JUMP project partners with GoPro to offer some VR production kit called Odyssey
"We didn't set out to make a VR game," Peter Pashley, technical director at Ustwo, said after we played through the demo. He explained that while the game was still being prototyped as a non-VR title, the studio tried out the Gear VR headset, and was impressed by the "step change" it represented over the then-current Oculus Rift development kit. "Going from something that felt like this clunky bit of technology on your head to having a relatively light, well-fitting, good-tracking, low-latency headset ... it was exciting to see that." Following the initial reaction, the team decided to "spend some time trying VR stuff," and things grew from there.
The experience seems to stir VR in a positive direction as it created a game everybody can like
As Oculus prepares for its consumer launch in 2016, the big question is whether VR is actually here. But we’ve been asking that question for so long that it’s starting to feel irrelevant. Yes, it’s here. The bigger question is this: does Epic (or any other company) have any idea what it should look like?
Good in depth article on VR pointing to touchy points such as "the world of Bullet Train isn't precisely the Matrix. This is one of the most immersive and advanced VR experiences I’ve tried, but I’m still not quite interacting with it. My virtual hands move almost exactly like my real ones, but they interact with the world like a pair of sticky pads. A rifle will automatically leap between my fingers if I grab one of two highlighted sections, and I can’t just shift it from hand to hand — I have to awkwardly drop it and start over. The fact that everything is nearly weightless starts to break illusion that I’m really holding a weapon."
It anticipates the ever growing need for more "concrete interactions" leading to troubleshooting motion challenges:
"As the train’s doors open, I teleport behind a row of masked goons on the platform, avoiding their hail of gunfire. Without thinking, I get on one knee to duck behind cover. I can only move a couple of steps in any direction, but every time the goons start getting too close, I blink to another of several possible locations. When one of my guns runs out of bullets, I toss it away like a disposable razor. I can even dodge bullets."
Israeli researchers Noga Cohen, Nilly Mor and Avishai Henik argue that training individuals to exert executive control when processing negative stimuli can alleviate ruminative thinking and rumination-related sad mood.
A research article exploring the potential impact of a training procedure to reduce rumination of negative thoughts that are likely to lead to depression.
It could potentially have a positive impact on game development
Glen Keane drew your childhood, now he's drawing the future.
"As an animator at Disney, he brought to life iconic characters like Aladdin, Ariel from The Little Mermaid, and everyone's favorite furry grump, Beast from Beauty and the Beast. But after spending nearly four decades at the house of Mickey Mouse, Keane left in 2012 to explore new ways to bring animation to life. His first stop was at Motorola's (now Google's) Advanced Technology group, where he developed the interactive animated short Duet (accessible as part of the Spotlight Stories app). But his next experiment is even more exciting: drawing in virtual reality. That's the subject of a new short, Step Into the Page, created for the upcoming Future of Storytelling Summit."
Bethesda’s Fallout Shelter rocketed on to the top of the charts following its same day worldwide release boosted by an incredibly bold launch strategy and monetization approach that fit the target audience. This deconstruction examines the elements that allowed Fallout Shelter to climb to the top of the charts as well as the reasons why it declined so quickly after its launch.
Great game launched with a big splash - but according to the author, it failed to retain its audience.
"You see the real world and [rendered models will] appear holographic for a long time, because matching the lighting of the real world through the glasses is incredibly difficult. You have an incredible perceptual system that can detect when things aren't quite right."
Sharing your scoops to your social media accounts is a must to distribute your curated content. Not only will it drive traffic and leads through your content, but it will help show your expertise with your followers.
How to integrate my topics' content to my website?
Integrating your curated content to your website or blog will allow you to increase your website visitors’ engagement, boost SEO and acquire new visitors. By redirecting your social media traffic to your website, Scoop.it will also help you generate more qualified traffic and leads from your curation work.
Distributing your curated content through a newsletter is a great way to nurture and engage your email subscribers will developing your traffic and visibility.
Creating engaging newsletters with your curated content is really easy.