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From DSC:
My interest in this? All of this ultimately relates to:
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Addendum on 9/12/12:
- Transmedia storytelling for content creators — by Jason Konopinski
iTunes U Course Manager hands on — from UCL – London’s Global University by Matt Jenner
Excerpt:
iTunes U is known as a wonderful platform for finding recorded lectures and podcasts from academics and institutions across the world. But recently it’s also become a location for entire courses, with students, multiple resources and some interaction all happening on devices such as the iPad. It’s all very Apple-based, which means anyone without this hardware can’t access it and thus it remains a little elitist. BUT there’s still some good reasons to look into it – and I hope this begins to explain why.
From DSC:
Thanks Matt for the helpful screenshots and overview of what iTunes U is offering these days!
If Apple were to devote more resources to create a fully-stocked CMS/LMS, they could add a significant piece to the overall ecosystem they continue to build. But this time, it would have significant benefits to those who want to learn and to reinvent themselves over time.
For example, what if:
Could be a potent learning setup as such cloud-based materials are available to everyone throughout the globe — at very attractive prices.
Designing for context: The multiscreen ecosystem — from uxmag.com by Avi Itzkovitch
Excerpt:
To create applications and systems that are easy to use, it is crucial to understand the user and the context in which the app will be used. Understanding the context helps design systems that anticipate use cases at a relevant time of use. The more unobtrusive and transparent the experience is at the time of use, the better the design. This means the user does not have to think about the device he is using, changes in the environment, or changes in context, and can rely on great functionality and ease of use independent of his situation.
In traditional systems, the context of use did not change much. Whether the use was in the office or at a personal computer at home, the surroundings were similar and there was no need to adapt to different environments. In today’s world, smartphones, tablets, laptops, and smart TVs provide different services in different contexts. These services are consumed by a variety of users and require different interaction models, use cases, and planning. For this reason, UX professionals should first design for the context of use in order to provide better experiences and ultimately enhance the intended purpose of the product.
AT&T brings more second-screen features, content to U-verse customers on iPhone, iPad & iPod touch, and online — from prnewswire.com
Excerpt:
DALLAS, July 9, 2012 /PRNewswire/ — The remote control is no longer the main device sitting next to you on the couch. Your iPhone or iPad is quickly becoming an integral part of TV watching, and AT&T* U-verse® TV customers now have access to several new features and content that bring their TV and wireless experiences together, including:
From DSC:
Another illustration of convergence as well as another vendor taking one more step towards enabling a “Learning from the Living [Class] Room” piece of our future learning ecosystems.
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Addendum:
From DSC:
I wonder:
Plasma First: Apple TV, SmartGlass and the New World of Multi-Screen Cloud Content –– from forbes.com by Anthony Wing Kosner
Excerpt:
The future for web developers is big. 50 inch plasma screen big. After an intensive cycle of trying to figure out how to take desktop websites and make them look and work great on mobile devices (often by starting from scratch) the pendulum is swinging to the other end of the multi-screen spectrum—the family TV, the conference room monitor, the classroom SmartBoard.
Also see:
YouTube Video of Marc Whitten, VP Xbox LIVE
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Microsoft Unveils ‘SmartGlass’ to Connect Xbox and Windows — from the Wall Street Journal
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Xbox Marc Whitten, corporate vice president of Xbox LIVE, announces
Xbox SmartGlass onstage at the Xbox 360 E3 media briefing Monday.
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Also see:
Addendum 6/6/12:
From DSC:
As the massive convergence of the computer, the telephone, and the television continues, other trends are also taking place that may eventually impact how we interact with educationally-related content. That is, the main screen of our living rooms might be delivering a 5-10 minute “lecture”, but our tablets and smart phones may be in our laps as we interact around this content with others.
Along these lines, as transmedia storytelling develops, the use of multiple devices and methods to consume and contribute to content may be setting the stages for how things can get done with more educationally-related applications.
Consider this excerpt from Complex TV: Transmedia Storytelling — by Jason Mittell, Associate Professor of American Studies and Film & Media Culture at Middlebury College:
As television series have become more complex in their narrative strategies, television itself has expanded its scope across a number of screens and platforms, complicating notions of medium-specificity at the very same time that television seems to have a clearer sense of distinct narrative form. This chapter explores how television narratives are expanded and complicated through transmedia extensions, including video games, novelizations, websites, online video, and alternate reality games. With specific analyses of transmedia strategies for Lost and Breaking Bad, I consider how television’s transmedia storytelling is grappling with issues of canonicity and audience segmentation, how transmedia reframes viewer expectations for the core television serial, and what transmedia possibilities might look like going forward.
Also relevant/see:
Addendum on 6/2/12
Spatially-aware devices — by Ishac Bertran
Also see: