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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Game Players discover two new Earth-like planets using Keplar Data & Planet Hunters browser Game - Kotaku

Game Players discover two new Earth-like planets using Keplar Data & Planet Hunters browser Game - Kotaku | Pervasive Entertainment Times | Scoop.it

...thanks to the browser game Planet Hunters.

The 10 best candidates as sifted through by citizen scientists during the first month afterPlanet Hunters went live were passed onto the Kepler team, a group of scientists all over the world looking to find extra-solar planets, for further inquiry. The results were published in the article Planet Hunters: The First Two Planet Candidates Identified by the Public using the Kepler Public Archive Data, published in the journal Monthly Notices of the Royal Astronomical Society this week.

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Microsoft Research show off 'simple' examples of Collaborative Augmented Reality - Demo Video

Here in Redmond this morning, Microsoft Research is marking its 20th anniversary as the company’s basic research unit. In addition to looking back at its work over the years, the research unit showed a series of demos that provided a glimpse of the future direction of technology.
In the video above, researchers showed a project that combines a tablet PC with distributed computing in the cloud and, at the end, the Kinect motion sensor.

More at http://www.geekwire.com/2011/microsoft-research-demo-augmented-reality-kinect-tablet-cloud...

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How to reach children with your transmedia project | Nuno Bernardo: MIPBlog

How to reach children with your transmedia project | Nuno Bernardo: MIPBlog | Pervasive Entertainment Times | Scoop.it

So when developing a transmedia concept for children you may need to consider TV at the centre of the roll-out strategy. TV is still a key media, because it creates exposure and establishes credibility for your brand, but combining TV with online and mobile experiences allows producers to extend the exposure of their brand. It’s true that StarDoll, Club Penguin and Moshi Monsters were able to create an entertainment brand for young audiences without the need of a TV show, but bear in mind that hundreds of others have failed.
The reason for this is that the majority of children don’t go on the internet to search and find content like adults do. They go to places they already know, most of the time their favourite broadcaster’s websites. This can make it very difficult to promote and to connect with them on the internet if you are not an established brand. Building the brand awareness of your transmedia property is much more difficult for this target audience than it is for building a fan-base of teenagers or young adults.

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$500 Billion TV Market New Battlefield For Internet Companies - Forbes

$500 Billion TV Market New Battlefield For Internet Companies - Forbes | Pervasive Entertainment Times | Scoop.it

Digital means distribution becomes diffused. You can get a drink of True Blood on your computer, through a game box, on your tablet, through a satellite, from the phone company (they just won’t die), and of course from the cable guys. Cable guys had a lock but their choke hold is breaking. (The fact that the cable and telco guys are also now your ISP might extend the choke hold through the rest of the decade via control of data.) This diffusion of distribution gives players like Google and Netflix a shot at the market and the customer relationship.

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Steve Fuller: it's time for Humanity 2.0 - Guardian UK

Steve Fuller: it's time for Humanity 2.0 - Guardian UK | Pervasive Entertainment Times | Scoop.it

More recently, and more mundanely, people are voting with their feet to enter Humanity 2.0 with the time they spend in front of computers, as opposed to having direct contact with physical human beings. In all this, it's not so much that we've been losing our humanity but that it's becoming projected or distributed across things that lack a human body. In any case, Humanity 2.0 is less about the power of new technologies than a state of mind in which we see our lives fulfilled in such things.

Steve Fuller tells Ian Tucker why we are moving away from seeing ourselves as 'normal' humans as we increasingly embrace technological and medical advances – if we can afford them...

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New Manifesto for Locative Pervasive Media Art - Situationist Media from Rhizome

New Manifesto for Locative Pervasive Media Art - Situationist Media from Rhizome | Pervasive Entertainment Times | Scoop.it

"Beyond the fetishisation of the local" I think what we could postulate is rather that there are two domains-the “digital tame” of social media, online consumer culture and even radical digital arts and the “wild” of critical conditions in the world where poverty and disempowerment have yet to find a political voice in pervasive digital art.

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Troubled Training Times Ahead - Young Australian academics plan to flee the sector

Troubled Training Times Ahead -  Young Australian academics plan to flee the sector | Pervasive Entertainment Times | Scoop.it

And for those aged between 30 and 40, the figure is one in three. Dissatisfaction and insecurity are so rife among casual and sessional staff that a new report for the Department of Education, Employment and Workplace Relations estimates that close to half the academic workforce will retire, move to an overseas university or leave higher education altogether within the next decade.

Last August the researchers from the Centre for the Study of Higher Education at the University of Melbourne interviewed 5,525 academics in 20 universities with a brief of providing a new understanding into the motivations, priorities and attitudes of academics.

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Why Most Games (& Transmedia Games) are not investable - The Company-or-Product Paradox - What Games Are

Why Most Games (& Transmedia Games) are not investable - The Company-or-Product Paradox - What Games Are | Pervasive Entertainment Times | Scoop.it

Many traditional game developers are not investable. While the software industry has leapt forwards in terms of building sustainable companies by using measurement in place of intuition and niche marketing in place of PR blitzing, the games industry by and large doesn’t. It behaves like an entertainment industry for the most part, and that means game developers are usually only looking for production money. They have an awesome idea for a game, want to make it, sell it and hope for the best.

Game developers are like novelists looking for advances or film directors looking for funding, and just like the publishing and film industries, they are struggling to find people who’ll fund their likely failure. It’s old-economy thinking that wants to externalise the business part and just get paid to make stuff. These are just the sorts of companies that investors don’t want to deal with. They want new-economy companies instead.

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Transhumanist Avatars Storm Second Life

Transhumanist Avatars Storm Second Life | Pervasive Entertainment Times | Scoop.it

In answering the first question from the audience, Natasha said: “I think what we expect to do to to get more mainstream coverage is to try to turn some of our strategies back to the 1990s, where there was a tremendous amount of press coverage for those of us looking at the future.”

“Give a vision and people will self-organize, and yes, back to the 60s and the 90s and to OPTIMISM,” said The Lucifer Principle‘s author Howard Bloom, “The spirit of the 60s and of the 90s is the spirit of taking over and using will to take the future in the direction that we want, rather than laying down and letting destiny do it for us, which is the spirit of 9/11.”

As I noted in my talk, we should forget the pessimism of the last decade, whose tone was set by 9/11, and go back to the solar and positive optimism of transhumanism in the 90s, occasionally naive, often politically incorrect, but always vibrant, full with energy and inspiring visions. Also, back to space, and why not back to the sixties (a truly magic decade.)

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The Most Dangerous Game - Neal Stephenson's vision of 'real' world being run inside an MMORPG - WSJ

The Most Dangerous Game - Neal Stephenson's vision of 'real' world being run inside an MMORPG - WSJ | Pervasive Entertainment Times | Scoop.it

Only one nagging thought remains: Is this really science fiction/fantasy? Or are we just about there already? See "The Mongoliad," coming soon from Mr. Stephenson and friends, a multi-author and possibly reader-interactive novel, published serially through a dedicated app. Wow. Scary stuff for traditionalists.

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When Thinking about your movie, BECOMES the movie. Scientists brain visualisation breakthroughs - Geekologie

When Thinking about your movie, BECOMES the movie. Scientists brain visualisation breakthroughs - Geekologie | Pervasive Entertainment Times | Scoop.it

Researchers at UC Berkeley used functional magnetic resonance imaging (fMRI) and some seriously complex computational models to figure out what images our minds create when presented with movie and TV clips. So far, the process is only able to reconstruct the neural equivalents of things people have already seen, but eventually it might be possible to construct the images people see in dreams and memories.

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Sony's new Hand Console Vita's Wide Area Augmented Reality "create believable pseudo story realities"

Sony's new Hand Console Vita's Wide Area Augmented Reality "create believable pseudo story realities" | Pervasive Entertainment Times | Scoop.it
but Sony plans to change all that with the PlayStation Vita.

While the 3DS offers enjoyable augmented mini-games using single AR cards, the Vita will support multiple cards simultaneously (Wide-Area Augmented Reality), allowing the device to have a greater understanding of depth and perspective. As you can see in the video below, the extra cards make the Vita incredibly aware of its surroundings - With the Vita’s impressive specs, the augmented characters look startlingly good, so we really hope that this feature is used by developers.

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Quite clunky Augmented Reality - random narratives placed on random passers-by "Storylines' experiment

Quite clunky Augmented Reality - random narratives placed on random passers-by "Storylines' experiment | Pervasive Entertainment Times | Scoop.it

"Storylines" turns a citycentre into a 3D surround film-set of a 'movie' happening in augmented reality. Using the smartphone app "Layar" a world of scenes and storylines can be explored. Dialogues are still hanging in the air, as the geo-located textual remains of movie scenes which occured throughout the city.

- Current Storylines are in Dutch language.

- Stories are available on and around Neude square, Utrecht NL

- The title sequence can be viewed anywhere around the world. Works best on Galaxy TAB.

- The scene categorized 'Storyspot' doesnt' require walking, and it can be viewed anywhere in The Netherlands.

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Augmented-reality print ads: Are they worth it?

Augmented-reality print ads: Are they worth it? | Pervasive Entertainment Times | Scoop.it

...it appears augmented-reality print ads have good potential, and with careful design and execution should improve the performance of print ads.

It is expected that the primary mechanism would be via broader appeal, as more than one appeal can be combined within one advert. In particular, the traditional print ad can be used for emotional appeals while the augmented aspect can be used to target more involved consumers - with either emotional or rational feature oriented appeals.

Of course, the targeting mechanism depends on the ability of the advert to get attention and depends on an inherent division in the target audience in terms of category involvement. Therefore, it stands to reason that such adverts are more difficult to design and execute and so would benefit from the additional guidance provided by advert pre-testing surveys.

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Neighbours fighting back! New Social Network "My Virtual Neighbor" Reduces Neighborhood Crime By 80%!

Neighbours fighting back! New Social Network "My Virtual Neighbor" Reduces Neighborhood Crime By 80%! | Pervasive Entertainment Times | Scoop.it

My Virtual Neighbor is the first social network site proven to reduce crime in communities live on it by 80% as neighbors interact, claims founder Amit Mehta.

"As the first social network service focusing on forming ties and encouraging interactions based on common interest, it helps people to get to know each other and keeps everyone well informed on what was going on in and around their neighborhood in real time," says Mehta, who is also behind Moblize.com.

According to Mehta, My Virtual Neighbor concept is the cornerstone of the highly publicized "National Night Out" program which lets criminals know that neighbors are organized and fighting back. Something policing experts have known and encouraged for a long time – increasing communication between neighbors (people who live nearby you) is a great crime deterrent.

Read more: http://www.sacbee.com/2011/09/28/3945100/new-social-media-my-virtual-neighbor.html#ixzz1ZIMhaLZ2

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Local classrooms to get dose of augmented reality - Australian IT

Local classrooms to get dose of augmented reality - Australian IT | Pervasive Entertainment Times | Scoop.it

The ARstudio project has recently been awarded funding from the Australian Learning and Teaching Council to research uses for augmented reality in educational settings.

The two-year project was developed by a team from the University of Canberra, the Australian National University and Macquarie University.

The concept of augmented reality has already been embraced in marketing, the visual arts and in the museum sector.

"You will find it on every box of Lego that you pick up," UC Teaching and Learning Centre senior lecturer Danny Munnerley said.

"If you look at the back of the boxes there is a little logo, and if you view that through a mobile phone with the right app it will expand into a whole world of three-dimensional information."

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Is the 'Social TV' Effect on 'Two and a Half Men' Sustainable? | Advertising Age ht @LKramer

Is the 'Social TV' Effect on 'Two and a Half Men' Sustainable? | Advertising Age ht @LKramer | Pervasive Entertainment Times | Scoop.it

But given that Ashton Kutcher is deeply associated with social media -- he was famously the first Twitter user to rack up 1 million followers -- it seemed likely that his addition to the show dramatically amplified its "social TV" footprint: the extent to which people talk about it on social media. As it happens, the team at Ad Age's editorial partner Bluefin Labs, a Cambridge-Mass.-based social-media analysis company that specializes in social TV, told me that they'd collected social-media responses to last year's "Two and a Half Men" season premiere (when Charlie Sheen was still on the show) and this year's, as well as all the airings in between. You know what that means: charticle time!

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Tom George's comment, September 26, 2011 10:24 AM
Nice one Gary we shared this on Internet Billboards.
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US Marine Corp may bring down Second Life over copyright issue? - sort of

US Marine Corp may bring down Second Life over copyright issue? - sort of | Pervasive Entertainment Times | Scoop.it

What prompted this DMCA action at such a sensitive time in our history is unknown. Most DMCA complaints are originated by people who feel they have been wronged in some way. That the United States Marine Corps would take the time to issue this action for what amounts to small change by real life standards is puzzling, but certainly within their rights to do so.

Hoorah indicated he will continue to make military clothing, just without any identifiable trademark logos. Hopefully his customer base will continue to be loyal to him, and not feel that a Corvette without the flags logo is 'just a car.'

Continue reading on Examiner.com **BREAKING NEWS** USMC files DMCA against content creators in Second Life - National Second Life | Examiner.com http://www.examiner.com/second-life-in-national/breaking-news-usmc-files-dmca-against-content-creators-second-life#ixzz1Z2sE5nWf

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Around the Transmedia World feat: SIMON PULMAN of Starlight Runners

Around the Transmedia World feat: SIMON PULMAN of Starlight Runners | Pervasive Entertainment Times | Scoop.it

So I asked Jeff «how do you become involved in transmedia?» and the advice that he gave me was «Go out there because it's still fairly new and read all the articles, follow people on Twitter and try to get involved in the community, and then if you have the time and you're still interested, start writing a blog, try to participate in the discussion». So I did that, I started a blog it's called «Transmythology» and I've tried to explore transmedia from a lot of different angles.

Starlight Runners has worked on properties such as "Avatar", "Hot Wheels", "Tron" and «Pirates the Caribbeann» or Coca Cola’s «Happiness Factory». I can’t talk about ongoing projects, we are under NDA, which is for good reason because we are often intimately involved in the creative DNA of a property.

We are represented by a talent agency in Hollywood.

In terms of how we find clients, some people go to Jeff directly, obviously he's been speaking all around the world...

We also have some small coproduction deals and we are working with some smaller parties doing things like television series, documentaries, as well as some kind of more digitally native projects that will be distributed through more progressive transmedia means.

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Ken Burns Documentary ‘Prohibition’ Makes Its Debut On iPhone & iPad Today - SocialTimes.com

Ken Burns Documentary ‘Prohibition’ Makes Its Debut On iPhone & iPad Today - SocialTimes.com | Pervasive Entertainment Times | Scoop.it

Darrell Etherington of GigaOM reports that, “Part of the reason behind the launching on iPhone, iPod touch and iPad first has to do with timing.” It turns out that HBO’s Boardwalk Empire, which takes place during the prohibition era, returns for a second season on September 25 and in a press release from PBS, Ken Burns said that he and others that worked on Prohibition “are huge fans of Boardwalk Empire,” and that he believes the first episode of the documentary will provide a nice background for fans of the show, just in time for the second season to debut.

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Cutting Edge Interfaces for New Decade Conference, gathering of the most innovative developers. Nov 15 San Jose

Cutting Edge Interfaces for New Decade Conference, gathering of the most innovative developers. Nov 15 San Jose | Pervasive Entertainment Times | Scoop.it

Join us on Tuesday, November 15, 2011 for a gathering of the most innovative developers of new interactive technologies at The Tech Museum's Test Zone 2011.
This event will bring together interactive technology researchers, developers, and users for a conference and opening of The Tech Museum's newest gallery.
Connect with entrepreneurs, developers, and researchers working on cutting-edge interfaces such as:
Augmented Reality, Context Aware, Deformable Surfaces, Eye Tracking, Feedback, Gestural Interfaces, Gigapixel Images, Motion Sensing, Multi-touch, Natural User Interfaces, RFID, Smart Museum Systems, Tablet Computers, Ubiquitous Media

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Archive Insights: A Week on Foursquare in New York, World, Gender, Venues

Archive Insights: A Week on Foursquare in New York, World, Gender, Venues | Pervasive Entertainment Times | Scoop.it

We collected every check-in on location-sharing service Foursquare for a week starting at noon Eastern on Friday, Jan. 21 until noon on Friday Jan. 28. Foursquare, which provided the data, removed all material that could identify an individual user.

How does New York compare to San Francisco?

New York City and San Francisco were among the first cities where people started using Foursquare, and the company's founders say it's because the service spread first among their own friends.

Now, Foursquare provides an interesting look at how the cities are alike and different — at least when it comes to this young, tech-friendly population.

In many ways, the cities are the same. A category that is popular in New York is likely to be popular in the Bay Area; check-in categories in the two areas have about an 92% correlation.

The categories where the two cities were most similar? Gyms, parks, American food, trains, movie theaters and dessert places.

The biggest differences: New Yorkers go for bars, train stations and corporate offices, while Bay Area residents prefer coffee shops, grocery stores, gas stations and light rail.

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Seeing with Sound, vOICe Mobile Augmented Reality for the Blind on Android

Seeing with Sound, vOICe Mobile Augmented Reality for the Blind on Android | Pervasive Entertainment Times | Scoop.it

The vOICe for Android turns any Android camera device into a smart camera companion, a stand-alone computer vision system where all real-time image processing and audio synthesis is done by the device. Analogous to the fovea of the human retina, The vOICe for Android applies a foveal mapping to offer blind users a higher resolution central view and a lower resolution peripheral view. For best augmented reality experience, The vOICe for Android should be applied with low-power camera glasses and stereo headphones, much like the video visor in "Big data: The next Google" (Nature, 2008). Camera glasses for Android are not yet on the market, but ZionEyez LLC (zioneyez.com) has announced their "Eyez" camera glasses supporting USB and Bluetooth, and compatibility with The vOICe will be investigated at a later stage. The Looxcie wearable camera cannot work with The vOICe for Android for lack of an API or SDK

Vision Technology for the Blind with Talking Color Identifier, Talking Compass & Talking Locator...

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Everyone's Life becomes a Social Magazine with Facebook's Timeline

Everyone's Life becomes a Social Magazine with Facebook's Timeline | Pervasive Entertainment Times | Scoop.it
Tell your life story with a new kind of profile.

Fill this wide, open space with a unique image that represents you best. It's the first thing people see when they visit your timeline.

Share and highlight your most memorable posts, photos and life events on your timeline. This is where you can tell your story from beginning, to middle, to now.

The movies you quote. The songs you have on repeat. The activities you love. Now there's a new class of social apps that let you express who you are through all the things you do.

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Another 'randomiser'? (trans-)media making alternate reality game for cinema students | 21st Century Scholar

Another 'randomiser'? (trans-)media making alternate reality game for cinema students | 21st Century Scholar | Pervasive Entertainment Times | Scoop.it

The game is driven by a card-based “procedural prompting system”: by sharing, trading, and combining cards, players create challenges within the constraints of a connectivity play mechanic.

As designers, we knew from the start that it was important that the challenges in our game come from the players, not us. We knew that a set of challenges curated “from on high” would take away many crucial aspects of agency and authorship from our players—and since those things are at the heart of the kind of creative and performative impulses that underly engagement with our game, we knew we needed to protect them. We also believe that players should author the challenges themselves because in our experience, doing so is an integral part of what’s fun and engaging about these kinds of games. In this sense, Reality Ends Here has a lot in common with other open-ended collaborative production games such as SF0 or Super Going.

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