The_storyFormula: story worlds & wearables!
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The_storyFormula: story worlds & wearables!
The XYEYE Focus is on Genius, Wearables, Transmedia, SciFi, Science, Storytelling, Immersive Cinema and Integrated Experiential Media:
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Stop Motion Hollywood Film Uses 3D Printed Characters To Show Over 31,000 Human Emotions

Stop Motion Hollywood Film Uses 3D Printed Characters To Show Over 31,000 Human Emotions | The_storyFormula: story worlds & wearables! | Scoop.it

ParaNorman is a 3D, stop-motion animated film by Oregon-based LAIKA. The animation studio worked with 3D Systems to leverage 3D printing to help the 62 characters display a wider range of emotions – over 31,000 potential faces were made to help the film look more life-like and realistic.

 

via PSFK: http://www.psfk.com/2012/08/stop-motion-hollywood-film-uses-3d-printed-characters-to-show-over-31000-human-emotions.html#ixzz23o5nM1mM


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Bookmarking: Simon Sinek on The Golden Circle - Start With Why > About

Bookmarking: Simon Sinek on The Golden Circle - Start With Why > About | The_storyFormula: story worlds & wearables! | Scoop.it

Golden Circle


The model that codifies the three distinct and interdependent elements (Why, How, What) that makes any person or organization function at its highest ability.

 

Based on the biology of human decision making, it demonstrates how the function of our limbic brain and the neocortex directly relate to the way in which people interact with each other and with organizations and brands in the formation of cultures and communities.

 

The concept is fully explained in Simon Sinek’s book, Start With Why, published in 2009.


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Lies, Damned Lies and Statistics: 10 Visual Social Nets You Should Use

Lies, Damned Lies and Statistics: 10 Visual Social Nets You Should Use | The_storyFormula: story worlds & wearables! | Scoop.it

Beyond Pinterest and Instagram – ten visual social networks that ...

Marty Note
Beyond Pinterest and Instagram 10 Social Nets you may not know but should use. Some great new highly visual social nets several of whom I'v never heard of until this helpful scoop.


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Martin (Marty) Smith's comment, August 16, 2012 9:24 AM
Thanks for the pick up of Lies, Damned Lies and Statistics Siobhan :). Marty
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MMO designers need to focus more on the 'why', not the 'what'

MMO designers need to focus more on the 'why', not the 'what' | The_storyFormula: story worlds & wearables! | Scoop.it
MMO designers need to stop focusing so much on what players want to do in online games, and instead hone in on why these players choose to put so many hours into the MMOs they play, says Funcom creative director Craig Morrison.

 

MMO designers need to stop focusing so much on what players want to do in online games, and instead hone in on why these players choose to put so many hours into the MMOs they play.

 

Funcom Montreal creative director Craig Morrison referred to author Simon Sinek's "golden circle" theory (shown below) as part of his GDC Europe talk today, noting that the "how" (the systems provided to the players) and the "what" (what the player wants to do) all boils down to exactly "why" these players are making those decisions in the first play.

 

"Everytime a player logs in, they need a 'why'," noted Morrison. "What we really need to be thinking about is the why - it's the bit that we don't really consider enough. Players need a reason to be playing it. What is motivating them?"...


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Woot! IRON SKY screening at The Royal in Toronto

Woot! IRON SKY screening at The Royal in Toronto | The_storyFormula: story worlds & wearables! | Scoop.it

In the last moments of World War II, a secret Nazi space program evaded destruction by fleeing to the Dark Side of the Moon. During 70 years of utter secrecy, the Nazis construct a gigantic space fortress with a massive armada of flying saucers.

 

When American astronaut James Washington puts down his Lunar Lander a bit too close to the secret Nazi base, the Moon Führer (Udo Kier) decides the glorious moment of retaking the Earth has arrived sooner than expected. Washington claims the mission is just a publicity stunt for the President of the United States, but what else could the man be but a scout for the imminent attack by Earth forces? The Fourth Reich must act!

 

Two Nazi officers, ruthless Klaus Adler and idealistic Renate Richter, travel to Earth to prepare the invasion. In the end when the Moon Nazi UFO armada darkens the skies, ready to strike at the unprepared Earth, every man, woman and nation alike, must re-evaluate their priorities.

 

http://www.ironsky.net/site


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Logical Next Step! Apple iPad news: MoPix Video Service Transforms Independent Films into Apps

Logical Next Step! Apple iPad news: MoPix Video Service Transforms Independent Films into Apps | The_storyFormula: story worlds & wearables! | Scoop.it

MoPix, of Los Angeles, CA this morning launched a new service that transforms films into digital assets that can be sold directly through outlets like iTunes, Google Play or through websites via widgets.

 

Consider this: Shoot a film. Edit it. Then upload it to MoPix where the service wraps the film in an app. Unlike traditional studio distribution deals, where, according to MoPix CEO Ryan Stoner, film makers often see as little as 10 or 15 percent of revenue, the MoPix model is a subscription, not an ongoing partnership. Once MoPix is paid for the digital encoding and app-lification of content, they are out of the picture so to speak. Film makers using the MoPix model can receive up to 100 percent of their revenue....


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Transmedia Tuesday: The Secret World's Games Within Games - Mindhut - SparkNotes

Transmedia Tuesday: The Secret World's Games Within Games - Mindhut - SparkNotes | The_storyFormula: story worlds & wearables! | Scoop.it

The Secret World is a relatively new Massively Multiplayer Online Role Playing Game (or MMORPG) from Funcom, the makers of Age of Conan and Anarchy Online. To a certain extent it's pretty familiar MMORPG fare—you create your character within a given faction and jump into a world filled with missions to kill monsters and (if you so desire) fight players of the opposing factions. Secret World is set in the world we live in, but the conceit is that, unbeknownst to most of us, there is a secret world hiding behind our normal, everyday lives. This is a world filled with monsters, cults, and secretive cabals who seek to stop evil, or perhaps to turn it to their own mysterious purposes.


One of the things that sets the game apart is the fact that there are no classes and no levels (game mechanics common in one form or another to almost all role playing games, online or otherwise). Instead, as you complete missions and kill monsters, you earn skill points that allow you to tailor the combat skills of your character. The skills that you earn (there are over 500 in the game) and the combinations that you can use them in become a major part of how you customize your character and your game experience....


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Go Play. The Secret World | New #MMORPG. Funcom #transmedia

Go Play. The Secret World | New #MMORPG. Funcom #transmedia | The_storyFormula: story worlds & wearables! | Scoop.it
The Secret World is a massively multiplayer online game of myths, legends and conspiracies.

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How Social Media Can Affect Your B2B Lead Generation [INFOGRAPHIC] | Business 2 Community

How Social Media Can Affect Your B2B Lead Generation [INFOGRAPHIC] | Business 2 Community | The_storyFormula: story worlds & wearables! | Scoop.it

Many people think that b2b lead generation is leagues away in terms of helpfulness with regards to social media.

 

With this infographic that has given to use by Online MBA, there has been a recorded 66% percent of online users that are connected to at least one social media platform on the World Wide Web.

 

The use of these websites have steadily increased over the past 10 years in either personal or business reasons.


But the question is, who are the 66%?


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YDeveloper's comment, September 7, 2012 9:21 AM
So it's time to being in social media.
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How Women Lead Differently, And Why It Matters. Let's start with 52% of global population..

How Women Lead Differently, And Why It Matters. Let's start with 52% of global population.. | The_storyFormula: story worlds & wearables! | Scoop.it

I think it's time women have a candid conversation about power. It's a conversation that will impact men and needs to include them. Together, we've reached a population of 7 billion; in another 38 years, we'll rise to 9 billion. Women make up 52 percent of the global whole and control $20 trillion in annual consumer spending. Our decisions have a measurable impact on local businesses, regional economies, and the transnational marketplace. How we choose to conceive and exert power as a group has the potential to define the 21st century.

 

In recent years, we've seen calls for accountability, fairness, and openness galvanize revolutionary movements and thinking. Long-held assumptions about who has power have been radically disrupted by technology and the culture of a digitally native generation. Influence isn't just wielded from the corner office anymore--influence is wired, it's mobile, it's six thousand miles away, being transmitted via Twitter.

 

Many of us are living in an age of virtual access and virtual freedom, but we can't ignore that there's a tension between the instant connectivity that technology makes possible for all people and the reality of economic and social inequities that continue to alienate and disadvantage most people. Less than one third of the world's population has access to the Internet. Three out of four people living in absolute poverty--less than $1 a day--are in rural areas.

 

We've created a hyperconnected world where the vast majority is removed from systems that shape their daily reality. The mass unrest that delivered us the Occupy Movement and the Arab Spring shares a common element: a sense of disempowerment....


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It’s not what you know, but who you know … Fiona Milburn, Guest Post | Transmedia NZ

It’s not what you know, but who you know … Fiona Milburn, Guest Post | Transmedia NZ | The_storyFormula: story worlds & wearables! | Scoop.it

Audience Engagement is a key concept in transmedia storytelling. As Anna Jackson points out in What the # is transmedia?, transmedia offers “media creators an approach to making content that allows us to connect with audiences in meaningful ways across different platforms, to provide richer media experiences that fit with the way that we, as audiences, engage with media in our daily lives.”


But, audience engagement is also playing a significant part in the funding of creative works. It is now quite common for practitioners, of all kinds, to run a crowdfunding campaign as part of their overall media financing strategy. As Helen Baxter (MsBehaviour) says in Million Dollar Ideas “describing a crowdfunding campaign as an ‘event’ is apt as it gives people an experience, souvenirs, memories, and something to talk about.”...


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New Transmedia Project, The Numinous Place, Aims To Change Fiction

New Transmedia Project, The Numinous Place, Aims To Change Fiction | The_storyFormula: story worlds & wearables! | Scoop.it

A new transmedia project called 'The Numinous Place' is trying to raise money on Kickstarter. It already has one famous backer: the actor Russell Crowe, who has apparently invested $25,000 in the project.

 

It's the brainchild of Mark Staufer, an old friend of Crowe's and the screenwriter of the forthcoming movie directed by Crowe about comedian Bill Hicks, "Love, Laughter, Truth."

 

Originally from New Zealand, Staufer now lives in Los Angeles, and describes this project, which he's been working on for four years, as "a new way of storytelling."

 

"We'll be using video, audio, fake security camera footage, fake newspapers - all of this will have more of a visceral impact than words on a page. If you're presenting evidence that looks and smells and feels real, then the readers are going to believe it."

 

The narrative is a "cosmic detective story," and it will center around a multi-platform ebook app that contains audio and video components.

It will also include elements to assist lucid dreaming, which is the ability to control your own dreams. This aspect is reminiscent of the lucid dreaming app that accompanied the movie Inception. The project's consultant is lucid dreaming expert Rory Mac Sweeney.

The Numinous Place's website describes the project as "the world's first truly multidimensional work of fiction."...


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The Guide To Search: Why Social & Mobile Are The Future

The Guide To Search: Why Social & Mobile Are The Future | The_storyFormula: story worlds & wearables! | Scoop.it

With Social Media developing at a rapid pace and search engines becoming smarter, the emergence of social search was expected to be the next big thing.

 

Search is currently in a transition period right now. As algorithms become more complex and the major search engines introduce new features, it’s clear that our expectations about how search should work and what it can do for us has risen with every new development. It’s not enough that it just suggests relevant information.

 

Now we demand that it comes faster, becomes more accurate and matches our tastes and interests.

 

Throw Siri and Google Now (or at least, the potential of Siri and Google Now) into the mix and the idea that the very concept of search will be radically different in three to five years time is a distinct possibility.

 

Social search was seen as the next step in this process. Using our profiles to filter and curate the content we want to see, the results have been mixed. Google’s insistence on using Google+ and its +1 system has been criticised because it neglects the more popular social media sites to plug its own.

 

On the other hand, Bing has struggled to even dent Google’s hold on search, despite championing its social search feature – partly because Microsoft has a stake in Facebook. Throw in the massive rise of mobile search, and the concept of search is evolving in a way that we mightn’t have expected.

 

One thing is certain: With more and more content being created online, a new way of curating and processing the vast waves of information out there will necessity. With Google making small changes to search – both on desktop and mobile – and Bing pushing its social credentials even further, the race is on to see who can discover (or possibly stumble) upon the next stage of search.

 

Read More: http://www.simplyzesty.com/social-media/the-guide-to-search-why-the-future-is-social-mobile/


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Martin (Marty) Smith's comment, August 16, 2012 9:51 PM
Mike,
Worked my 11th day straight today and am burning out fast. I have your note to me on my weekend schedule. Those retreats will kill a person (lol). Marty
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Taking a break is secret to success

Taking a break is secret to success | The_storyFormula: story worlds & wearables! | Scoop.it

Taking a break is secret to success. Sydney scientists have found learning improves when students take a rest from continuous study or training.

 

''It seems intuitive that every minute of study should make you better, but, actually, if you do too much it might backfire and you end up wasting time,'' said the study's lead researcher, Joel Pearson.

 


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Kate Hart: Citing Sources: A Quick and Graphic Guide

Kate Hart: Citing Sources: A Quick and Graphic Guide | The_storyFormula: story worlds & wearables! | Scoop.it

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Tricia Adams's curator insight, November 27, 2013 4:28 AM

Lovely child friendly way to explain!

katana Robertson's curator insight, April 2, 2014 1:09 AM

This website adds insight into the proper way of referencing and avoiding plagiarism. This website is necessary for any written assessment.

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100 Curators: Emerging Artist Collections Curated on Saatchi Online

100 Curators: Emerging Artist Collections Curated on Saatchi Online | The_storyFormula: story worlds & wearables! | Scoop.it

Robin Good: Saatchi Online is an online curated art gallery for emerging artists, providing both quality selections and the means for young artists to sell their own work easily.

 

The "100 CURATORS 100 DAYS", is a new, recent initiative (started in July) that recognizes 1,000 artists for their outstanding work.

 

Since July 18 2012, every day for 100 days Saatchi Online will reveal one curator’s selection of ten artists to be included in the largest exhibit of its kind. The curators have made their selections from over 60,000 artists that are currently exhibited on Saatchi Online. The entire list of curators for 100 CURATORS 100 DAYS can be viewed July 18 at www.saatchionline.com/100curators.

 

(More info on this initiative: http://www.saatchionline.com/press)

 

From the official site: "Saatchi Online is a platform that allows emerging artists to showcase and sell their work and gives art lovers insider access to new talent from around the world.

 

Launched in 2006 by London’s renowned Saatchi Gallery, Saatchi Online aims to continue the gallery’s legacy of promoting new, contemporary talent and bringing great art to a wide audience.

 

A place for first-time buyers and serious collectors alike, Saatchi Online brings new talent directly to our members through a curated environment."

 

"Our vision has always been to empower sustainable careers. We enable artists to sell their originals as well as make them available as prints while giving them access to an engaged global audience. Artists manage their own portfolios and price their own work letting both artists and collectors skip the formalities of the traditional gallery structure."

 

Collections: http://www.saatchionline.com/collections

 

Why and How to sell art on Saatchi Online: http://www.saatchionline.com/upload/why

 

Tutorials and tips for artists selling their work: http://www.saatchionline.com/artschool

 

FAQ: http://www.saatchionline.com/help

 

More info: http://www.saatchionline.com   

 

 


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Great News! Bell Fund offers new digital support

Great News! Bell Fund offers new digital support | The_storyFormula: story worlds & wearables! | Scoop.it

The Bell Fund in Canada has introduced three new initiatives aimed at supporting the development of programming for digital platforms.

The new TV Development Digital Pilot Programme will allow producers to test new programming and concepts on various digital platforms, getting audience feedback and measurements.

 

The other new programmes are the Performance Accelerator and the Legacy Initiative. The first will provide unspecified funding to “proven digital media projects” linked to TV shows, while the second will go towards successful and still-popular shows that were produced without additional digital content.

 

The fund cited “evergreen” children’s shows and documentaries as likely beneficiaries of this programme. “By providing funding for enduring hits we are rewarding rights holders and audiences,” said Bell Fund board communications chair Catherine Warren...


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The First Design Hardly Ever Wins. The Iterative Approach to UX Design

The First Design Hardly Ever Wins. The Iterative Approach to UX Design | The_storyFormula: story worlds & wearables! | Scoop.it

Welcome to the fourth part of our UXPin and DesignModo course on wireframing and creating design documentation....

 

To iterate or not to iterate? What the hell does it mean?


Since the rise of the Agile movement iteration became one of the hot words in the whole New Technologies industry. We’re encouraged to iterate, we should close iterations of our work every week or two… Iterations are simply everywhere....

 

Iterate |ˈitəˌrāt| verb [ with obj. ]
perform or utter repeatedly.
[ no obj. ] make repeated use of a mathematical or computational procedure, applying it each time to the result of the previous application; perform iteration.


The noun has a respective meaning of “a repetition of a mathematical or computational procedure…”, etc. In music ”iteration” means also a repeated tune throughout the song.


To iterate means, then, to repeat some procedure based on the result of a previous version. To optimise, to improve, to improve the derivation of knowledge from previous versions.


And that, my dear friends, is the key to success in User Experience Design....

 

Source: http://designmodo.com/iterative-ux-design/#ixzz23d2EIWtJ


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A War on Three Fronts. Simon Pulman Responds to Pepsi's Shiv Singh

AdAge is carrying an excellent piece by Pepsi’s Shiv Singh today, in which Singh outlines four digital trends that threaten traditional media business models: (1) real-time feedback loops; (2) cord cutting and expectations of on-demand, mobile consumption; (3) media snacking and content’s diminishing half-life; (4) brand-led original programming, where brands (armed with loyal followings and distribution platforms) bypass big media to release content directly to audiences.

 

Singh’s excellent distillation of these issues, and the examples he cites, emphasize once more that we are now seeing a battle on three fronts in the media business:

 

1. Between user experience and legacy business models
2. Between internal divisions (e.g. digital media vs. business affairs/broadcast/legal)
3. Perhaps most importantly, between present and future profitability (and reputation)


Singh hits the last point very succinctly:

 

While the NBC broadcast strategy may have been about raw economics, it was a big reputation hit. And while ratings drive a business today, its reputation drives it tomorrow....


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BookMark: JWT Presentation on Remaking 'Made in China' (August 2012)

China’s brands haven’t yet made a notable impact on the global consumer market, but will that change in the near future?

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Alt-Minds and the promise of 'transmedia' - Paris Developer bets on gaming

Alt-Minds and the promise of 'transmedia' - Paris Developer bets on gaming | The_storyFormula: story worlds & wearables! | Scoop.it

Maybe we're wrong about the future of games. While those of us in the traditional industry wonder whether it's all going to be about next-gen consoles or smartphones or tablets, maybe it's going to be none of them – or more accurately, perhaps it will be all of them together.

 

'Transmedia' is not a new phrase. The idea of combining linear content such as TV or web movies, with interactive elements delivered on phones and across the internet has been around for over a decade. In 2001, EA released its agenda-setting alternate reality game (ARG) Majestic, which used emails and even phone calls to draw players into a multiplatform conspiracy game. At the same time, TV and movie producers started to see the possibilities of using ARGs to market and build communities around key franchises – hence The Beast, a web game based around the film AI and The Lost Experience, which added depth and (even more) ambiguity to JJ Abrams' Lost series.

 

Things have been relatively quiet recently, with many media giants preferring more conventional communication streams like Twitter and Facebook. However, launching this autumn could be one of the most ambitious transmedia concepts since Heroes creator Tim Kring launched his Conspiracy for Good two years ago....


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Mr. Schu’s Road Trip: Via Tweet, Video Blog, and Pinterest

Mr. Schu’s Road Trip: Via Tweet, Video Blog, and Pinterest | The_storyFormula: story worlds & wearables! | Scoop.it

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Great Diagrams in Frank Boyd's Transformat lab presentation

Talk given to participants in the European Media Programme's Transmedia Lab at Newport College, June 2012...

 

 


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Hearing then seeing. The next entertainment 'sense' maybe touch!? Disney Augmented Reality

Instead, Disney researchers employ a newly discovered physical phenomenon called reverse electrovibration to create the illusion of changing textures as the user's fingers sweep across a surface. A weak electrical signal, which can be applied imperceptibly anywhere on the user's body, creates an oscillating electrical field around the user's fingers that is responsible for the tactile feedback.

The technology, called REVEL, could be used to create "please touch" museum displays, add haptic feedback to games, apply texture to projected images on surfaces of any size and shape, provide customized directions on walls for people with visual disabilities and enhance other applications of augmented reality.

"Augmented reality to date has focused primarily on visual and auditory feedback, but less on the sense of touch," said Olivier Bau, a postdoc at Disney Research, Pittsburgh. "Sight and sound are important, but we believe the addition of touch can create a really unique and magical experience."


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