Here’s why the TV apps economy will be a $14 billion business [Wolf]

Here’s why the TV apps economy will be a $14 billion business — from forbes.com by Michael Wolf

 

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Excerpt:

According to new research published this week, the TV apps economy is forecasted to reach $14 billion by 2017.

Take for example today’s news that Apple will begin selling video advertisements served by iAd through iTunes Radio loaded on Apple TVs. This is only the first move for Apple in this space, and others like Samsung and Google  are already investing heavily in connected TV app advertising.

 

From DSC:
Why post this? Because:

  • It lays out future directions/careers related to Programming, Computer Science, Data Mining, Analytics, Marketing, Telecommunications, User Experience Design, Digital and Transmedia Storytelling, and more
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  • It leads to “Learning from the Living [Class] Room”

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The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

From DSC:
And if this does take off,
$14 billion won’t begin to capture the profits from this new industry.

It will be far larger than that.

 

Relevant addendum on 6/27/13:

  • The future of cinema is on demand — from bitrebels.com by Ben Warner (From DSC: Having just paid $32 for 4 people — 3 of whom were kids — to see Monsters U, I believe it!)
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future-of-cinema-on-demand

Via: [The Verge] Image Credits: [Venture Beat] [Home Theater]

 

 

Part 3: Transmedia is a mindset, not a science — from by Matt Doherty — thanks to the Scoop from siobhan-o-flynn  at Tracking Transmedia
The end of TV as we know it & the rise of transmedia

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Also see:

The end of TV as we know it & the birth of transmedia — slideshare by Ogilvy & Mather

Doug Scott, President, OgilvyEntertainment and Matt Doherty, Transmedia Architect, Ogilvy & Mather Worldwide presented The End of TV as We Know It & The Birth of Transmedia at the 21st Century Storytelling Conference: Content, Context and Conversations sponsored by Microsoft, Ogilvy & BrainJuicer on July 31, 2012 in Chicago.

Throughout history, we have told stories. Stories are what connect us across geographies, cultures and experiences; stories demonstrate that we share the same hope, dreams, fears, challenges and desires. Today’s complex, digtally connected consumer universe makes brand storytelling more challenging, but also creates opportunities for brands to tell their stories in new ways.

Doug Scott and Matt Doherty discussed how the idea of TV might be a thing of the past, but the stories that drive our content will always be our constant. Our variable? Telling. Telling has evolved due to the primary role of digital in our lives and disruptive innovation which has given us the ability to craft transmedia experiences. Transmedia has brought about a new set of creative tools and narratives that are rooted in content, formed by context and crossed by all things culture. Are you a story? Or are you a teller?

 

The folks needed to create the next generation of learning: Computers can’t touch this. [Christian]

From DSC:
What we need is a major hackathon — or an organization with deep pockets — that can bring together folks from a variety of disciplines including:

  • Subject Matter Experts
  • Instructional Designers
  • Cognitive Psychologists
  • Computer Scientists and/or those exerienced with learning analytics/data mining, Artificial Intelligence (AI)
  • Those gifted in film/media/videography/photography
  • Great storytellers/writers (including writing for transmedia-based learning experiences)
  • Folks who can create engaging, educational games
  • Designers
    • Web
    • Graphic
    • Interface
    • User experience
    • User interaction
    • Those gifted in creating multimedia-based content
  • Musicians
  • Human Computer Interaction (HCI) experts
  • Mobile learning experts
  • Those knowledgeable with second screens/M2M communications
  • Animators
  • Illustrators
  • Social media experts
  • Accessibility experts
  • Researchers
  • Those gifted in creating augmented reality-based apps
  • Legal/copyright experts
  • & others

We need for these specialists to collaborate in order to create the next generation of learning.  Anyone who can bring these skillsets together and experiment with creating materials will have significantly contributed something to the current generations and to future generations! 

And, in the words of M.C. Hammer,  computers “can’t touch this!”  Why? Because “learning is messy!”

What fields did I miss?
Please leave your thoughts and
feedback in the comments section.

 

 

 

 

BII REPORT: Here’s why the “second screen” industry is set to explode — BusinessInsider.com

BII REPORT: Here’s why the “second screen” industry is set to explode — BusinessInsider.com

Excerpt:

Here’s why the second screen industry will ultimately succeed:

  • Usage is growing rapidly
  • And mass acceptance isn’t even necessary
  • Second screen isn’t really a new activity
  • Second screen apps and sites are bridges

 

From DSC:
As this article alludes to, I wouldn’t rule the living room out in terms of where interactive, multimedia-based, educationally-related, second screen-based applications will turn up (apps backed up by data mining, AI, and opportunities for social learning). This area is poised for some serious growth. 

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

My reflections on “MOOCs of Hazard” – a well-thought out, balanced article by Andrew Delbanco


From DSC: Below are my reflections on MOOCs of Hazard — from newrepublic.com by Andrew Delbanco — who asks:  Will online education dampen the college experience? Yes. Will it be worth it? Well…


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While I’m not sure that I agree with the idea that online education will dampen the college experience — and while I could point to some amazing capabilities that online education brings to the table in terms of true global exchanges — I’ll instead focus my comments on the following items:

 

1) Massively Open Online Courses (MOOCs) are recent experiments — ones that will continue to change/morph into something else.
They are half-baked at best, but they should not be taken lightly. Christensen, Horn, Johnson are spot on with their theories of disruption here, especially as they relate to innovations occurring within the virtual/digital realm.  For example, the technologies behind IBM’s Watson could be mixed into the list of ingredients that will be used to develop MOOCs in the future.  It would be a very powerful, effective MOOC indeed if you could get the following parties/functionalities to the table:

  • IBM — to provide Watson like auto-curation/filtering capabilities, artificial intelligence (AI) capabilities, as well as data mining/learning analytics expertise, joined by
  • Several highly-creative firms from the film/media/novel/storytelling industry, who would be further joined by
  • Experts from Human Computer Interaction (HCI)/user interface/user experience design teams, who would be further joined by
  • Programmers and interaction specialists from educational gaming endeavors (and from those who can design simulations), joined by
  • Instructional designers, joined by
  • The appropriate Subject Matter Experts who can be reached by the students as necessary, joined by
  • Those skilled in research and library services, joined by
  • Legal experts to assist with copyright issues, joined by
  • Other specialists in mobile learning,  3D, web development, database administration, animation, graphic design, musicians, etc.

It won’t be long before this type of powerful team gets pulled together — from some organizations(s) with deep pockets — and the content is interacted with and presented to us within our living rooms via connected/Smart TVs and via second screen devices/applications.

2) The benefits of MOOCs
  • For colleges/universities:
    • MOOCs offer some serious marketing horsepower (rather than sound pedagogical tools, at this point in time at least)
    • They are forcing higher ed to become much more innovative
    • They provide great opportunities to build one’s personalized learning networks, as they bring forth those colleagues who are interested in topic A, B, or C
    • They move us closer to team-based content creation and delivery
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  • For students:
    • They offer a much less expensive option to go exploring disciplines for themselves…to see if they enjoy (and/or are gifted in) topic A, B or C
    • They provide great opportunities to build one’s personalized learning networks, as they bring forth those colleagues who are interested in topic A, B, or C
    • They provide a chance to see what it’s like to learn about something in a digital/virtual manner

3)  The drawbacks of MOOCs:
  • MOOCs are not nearly the same thing as what has come to be known as “online learning” — at least in the higher ed industry. MOOCs do not yet offer what more “traditional” (can I say that?) online learning provides: Far more support and pedagogical/instructional design, instructor presence and dialog, student academic support services, advising, more student-to-student and student-to-faculty interaction, etc.
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  • MOOCs are like drinking from a firehose — there are too many blogs/RSS feeds, twitter feeds, websites, and other resources to review.

4) It would be wise for all of us to be involved with such experiments and have at least a subset of one’s college or university become much more nimble/responsive.

 

Also see:

Clever animation re: additive light

RGB, an animated short that explores how colored light mixes– from laughingsquid.com by Justin Page

 

 

Also see:

dailytimelapse-elfanddiary-jan2013

 

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A list of all the best iPad apps teachers need ~ Educational Technology and Mobile Learning / educatorstechnology.com

Excerpt:

We have been doing a lot of  reviews of educational  mobile apps. We particularly focused on the ones that work on iPad and we tried to cover almost all the fields from digital story telling to apps to teach creativity. Our purpose is to provide teachers with a repository of apps to choose from  when trying them with their students in the classroom. Check out the categories below and click on any title to access the correspondent apps it contains. Enjoy!

10 great apps for a teacher’s new iPad — from ipadapps4school.com by Richard Byrne

iPad resources, sources & tools — from GettingSmart.com by Tom Vander Ark

edapps.ca

The iPad: A useful resource to help students with learning disabilities — from utorbright.com

Excerpt:

Story Builder
Math Bingo
Proloquo2Go
Super Duper: What Are They Thinking
Conversation Builder

To better understand how the iPad can positively impact a child’s learning experience, here is a video of a nine year-old boy named Leo who is using an iPad app called First Words. Leo has autism but he is doing exceptionally well with spelling and pairing pictures with words.

Further references mentioned:
http://www.squidoo.com/ipad-for-autism

http://www.cnn.com/2012/05/14/tech/gaming-gadgets/ipad-autism/index.html

 

Also see:

 

3d4medical.com

 

3d4medical-dot-com-apps-dec2012

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3d4medical-dot-com-images-animations-dec2012

 

Top 100 Schools for Animation, Gaming, and Design - May 2012

 

Excerpt:

The animation education industy has never been so competitive, with schools competing for students and students competing for a small number of available industry jobs. The job rate and student employability has dropped to the lowest in years, so a top-notch animation education has never been so critical.

All this has made choosing the right animation school extremely difficult. To help students navigate through the world of animation schools, we’ve put together the Top 100 most highly-regarded and sought after animation schools on the planet. This list of the Top 100 Schools in Animation, Gaming and Design was compiled via a mixture of school reviews, industry-reviewed lists like the Princeton Review, and via a survey of the animation industry professionals and recruiters from companies like Pixar, J.J. Sedelmaier and DreamWorks who were featured in our Interview Series. And without further ado, here are your Top 100 Schools in Animation, Gaming and Design:

 

Adobe announces Creative Suite 6 and Adobe Creative Cloud on 4-23-12

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Adobe announces Creative Suite 6 and Adobe Creative Cloud on 4-23-12

 

.Also see:

From DSC:

  • This last piece from David Nagel addresses my fears and concerns with our current emphasis on standardized tests, common core standards, etc.  The emphasis is on STEM and can lead to a one-size-fits-all type of education that doesn’t allow each student to identify and pursue their own passions enough.

 

Addendum on 5/2/12:

 

 

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Animator creates incredible musical painting with $5 iPad app [VIDEO] — from Mashable by Christine Erickson

Excerpt:

“I really recommend it to anyone who does storyboards, concept art and animators, filmmakers, producers, whatever — this is the future,” says the video’s lead animator and director, Whitney Alexander. (You can see the full making-of here.)

Also see:

Discover Living Actor™ Presenter Version 2 -- announced Feb 22, 2012

Per Benoît Morel:

We just launched a new release of Living Actor™ Presenter, a 100% online tool that generates video animations from an audio or text file, automatically animating a high quality 3D full body avatar. This new version is more powerful, offers more multimedia, and is faster to use.

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What is motion design and how can you use it? Video 101 — from onlinevideo.net and Vimeo Video School

Excerpt:

Motion design is everywhere! You can see it in TV shows, movie credits, and of course right here on Vimeo. But what is motion design? How do you define motion design? Well read on my friends, as we jump into this new world…

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