Mesmerizing fairy tale on the power of transmedia storytelling — from frametales.com by DRAFTFCB Madrid and posted by Filip Coertjens; with thanks to the Scoop on this from Laura Fleming (@NMHS_lms)

Cinderella2Dot0-Jan2014

 

BBC iWonder: Introducing Interactive Guides — from bbc.co.uk by Andrew Pipes

See this piece as an example of what they’ve come up with.

 

interactive guides_3_screens.jpg

Interactive guides on three screens

The BBC article also pointed to a bit older,
but very creative piece from the NYT entitled:
Snow Fall

 

Transmedia Story Stream: Don’t just read a book–play it! — from bleedingcool.com by Dan Wickline; with thanks to Digital Rocking Chair for the Scoop on this

Excerpt:

Instead of downloading a static book, Transmedia Story Stream allows readers to log into story worlds filled with fans, activities, and extended narrative that can include video, audio, casual video games or live gatherings. And just like in a video game, the book will award fans for participating in the story. Fans can earn points and badges, collect digital goodies to share, earn money for spreading word of mouth, participate in a live chat with an author or illustrator right in the book or win a phone call with a character in a story.

 

TSS_assured_destruction

 

Transmedia Story Stream

 

TransmediaStoryStream-Jan2014

 

Also see:

 

CleverWayToReopenRennovatedSpace-Amsterdam-April2013

 

HarperCollins, Google’s Niantic Labs, 20th Century Fox collaborate w/ bestselling author on next gen cross-media project, Endgame — from corporate.harpercollins.com, w/ thanks to @myweb2learn for the resource

Excerpt of Press Release (emphasis DSC):

ENDGAME is a fully integrated, multimedia experience that will combine a trilogy of young adult novels, fifteen original e-book novellas, YouTube videos, search and image results, mapping coordinates, social media, and interactive gaming in one revolutionary creative project. Each book in the ENDGAME trilogy will feature an interactive puzzle comprised of clues and riddles throughout the text.

“We are excited to work with James Frey and Full Fathom Five on this groundbreaking series,” said Brian Murray, President and CEO, HarperCollins Publishers. “This is a spectacular story that embodies the future of publishing—great content, interactivity and a multimedia experience.”  

Google’s Niantic Labs is developing a location-based augmented reality game that will bring ENDGAME to life in the real world.  The game builds on the success of “Ingress,” which defined a new category of entertainment that marries video games with the physical world.  The mobile experience will allow players around the world to join in the battle to unlock the mysteries and secrets of ENDGAME.  Google Niantic will also be publishing six ENDGAME novellas exclusively at the Google Play store.  The game is expected to launch on Android and iOS devices in late 2014.

“James has a great vision for telling stories in an integrated way across books, film, social media, and mobile games,” John Hanke, VP of Product, Niantic Labs at Google, said. “We are delighted to bring our technology and expertise to bear on a project that is helping to define the future of entertainment.”

 

From DSC:
If successful, I’d love to see some applications of this sort of experiment applied towards education/learning — i.e. towards K-12, higher ed, and the corporate training/L&D departments.  The experiment emphasizes where I think successful learning is also going — towards the use of TEAM-based content creation and delivery.

 

 

 
 
 

Rapt Media: 9 Predictions for Online Video in 2014 — from adotas.com

  1. There will be a push to replicate the “TV experience” on the web.
  2. Interactive video is going to redefine traditional broadcasting.
  3. Video will be the GIF of 2014.
  4. Web video series will use PWYW pricing model.
  5. Online content producers will create more original series.
  6. We’ll see at least one high-profile crowd-funded season of television.
  7. Videos will become the primary shopping vehicles for tablet users around the world.
  8. A few innovative companies will start leveraging Interactive Video to replace costly in-person training. Higher education and corporate training will see a huge disruption as animated avatars and Interactive Video pair up to present personalized online training to hundreds of thousands of users without anyone ever leaving the comfort of their home or office.
  9. Video with choice is going to revolutionize customer service.
 

From DSC:
First some recent/relevant postings:



IFTTT’s ingenious new feature: Controlling apps with your location
— from wired.com by Kyle VanHemert

 

An update to the IFTTT app lets you use your location in recipes. Image: IFTTT

 

Excerpt:

IFTTT stands athwart history. At a point where the software world is obsessed with finding ever more specialized apps for increasingly specific problems, the San Francisco-based company is gleefully doing just the opposite. It simply wants to give people a bunch of tools and let them figure it out. It all happens with simple conditional statements the company calls “recipes.” So, you can use the service to execute the following command: If I take a screenshot, then upload it to Dropbox. If this RSS feed is updated, then send me a text message. It’s great for kluging together quick, automated solutions for the little workflows that slip into the cracks between apps and services.

 

If This, Then That (IFTTT)

IFTTT-Dec2013

 

4 reasons why Apple’s iBeacon is about to disrupt interaction design — from wired.com by Kyle VanHemert

Excerpt:

You step inside Walmart and your shopping list is transformed into a personalized map, showing you the deals that’ll appeal to you most. You pause in front of a concert poster on the street, pull out your phone, and you’re greeted with an option to buy tickets with a single tap. You go to your local watering hole, have a round of drinks, and just leave, having paid—and tipped!—with Uber-like ease. Welcome to the world of iBeacon.

It sounds absurd, but it’s true: Here we are in 2013, and one of the most exciting things going on in consumer technology is Bluetooth. Indeed, times have changed. This isn’t the maddening, battery-leeching, why-won’t-it-stay-paired protocol of yore. Today we have Bluetooth Low Energy which solves many of the technology’s perennial problems with new protocols for ambient, continuous, low-power connectivity. It’s quickly becoming big deal.

 

The Internet of iThings: Apple’s iBeacon is already in almost 200 million iPhones and iPads — from forbes.com by Anthony Kosner

Excerpt (emphasis DSC):

Because of iBeacons’ limited range, they are well-suited for transmitting content that is relevant in the immediate proximity.

 

 


 

From DSC:
Along the lines of the above postings…I recently had a meeting whereby the topic of iBeacons came up. It was mentioned that museums will be using this sort of thing; i.e. approaching a piece of art will initiate an explanation of that piece on the museum’s self-guided tour application. 

That idea made me wonder whether such technology could be used in a classroom…and I quickly thought, “Yes!” 

For example, if a student goes to the SW corner of the room, they approach a table. That table has an iBeacon like device on it, which triggers a presentation within a mobile application on the student’s device.  The students reviews the presentation and moves onto the SE corner of the room whereby they approach a different table with another/different iBeacon on it.  That beacon triggers a quiz on the material they just reviewed, and then proceeds to build upon that information.  Etc. Etc.   Physically-based scaffolding along with some serious blended/hybrid learning. It’s like taking the concept of QR codes to the next level. 

Some iBeacon vendors out there include:

Data mining, interaction design, user interface design, and user experience design may never be the same again.

 

Pharrell Williams debuts 24-hour, interactive music video for ‘Happy’ — from theverge.com by Amar Toor; with thanks to Mr. Colton Credelle for this item

 

pharrell

Excerpt:

On Thursday, at the stroke of midnight, pop impresario Pharrell Williams debuted the video for his new single, “Happy.” It’s 24 hours long.

The video, available for streaming on 24hoursofhappy.com, features various dancers lip-synching to Williams’ single throughout the course of a day in Los Angeles. The four-minute, upbeat song is played on loop, with each cycle introducing a new dancer (or dancers) at a different location. Viewers can fast-forward or move backward using a clock interface that hovers over the display, and share specific moments on Twitter or Facebook. The dancers, meanwhile, include both anonymous extras and celebrities like Magic Johnson, Steve Carrell, and of course, Williams himself.

 

Also see:

MusicVideoGoesInteractive-Dec2013

 

 

From DSC:
How might this relate to educationally-related videos?

And for those of you in marketing and retail out there, could be some sharp/beneficial applications for you all here.

 

 

Learning from the Living (Class) Room [Grush & Christian]

CampusTechnology-12-5-13-DSCLivingClassRoom

 

Learning in ‘the Living [Class] Room’
From campustechnology.com by Mary Grush and Daniel Christian
Convergent technologies have the ability to support streams of low-cost, personalized content, both at home and in college.

 

A proposal for Apple, Google, IBM, Microsoft, and any other company who wants to own the future living room [Christian]

DanielChristian-A-proposal-to-Apple-MS-Google-IBM-Nov182013

 

 

 

“The main obstacle to an Apple television set has been content. It has mostly failed to convince cable companies to make their programming available through an Apple device. And cable companies have sought to prevent individual networks from signing distribution deals with Apple.”

Apple, closer to its vision for a TV set, wants
ESPN, HBO, Viacom, and others to come along

qz.com by Seward, Chon, & Delaney, 8/22/13

 

From DSC:
I wonder if this is because of the type of content that Apple is asking for. Instead of entertainment-oriented content, what if the content were more focused on engaging, interactive, learning materials? More on educational streams of content (whether we — as individuals — create and contribute that content or whether businesses do)?

Also see:

 

internet of things

 

Excerpt (emphasis DSC):

The communications landscape has historically taken the form of a tumultuous ocean of opportunities. Like rolling waves on a shore, these opportunities are often strong and powerful – yet ebb and flow with time.

Get ready, because the next great wave is upon us. And, like a tropical storm, it is likely to change the landscape around us.

As detailed by analyst Chetan Sharma, this particular wave is the one created by the popularity of over-the-top (OTT) solutions – apps that allow access to entertainment, communication and collaboration over the Internet from smartphones, tablets and laptops, rather than traditional telecommunications methods. Sharma has coined this the mobile “fourth wave” – the first three being voice, messaging (SMS) and data access, respectively – and it is rapidly washing over us.

 

Addendum on 11/25:

 

SmartTVFeatures

 

 

 

 

Xbox, watch TV: inside Microsoft’s audacious plan to take over the living room — from by Nilay Patel
Can the Xbox One finally kickstart the TV revolution?

 

msft lede

 

Excerpt (emphasis DSC):

Taking over your cable box also means the Xbox can overlay your TV signal with interesting information: a voice-activated channel guide, pop-up notifications when you get a Skype call and Xbox Live invites, a new NFL app that shows you real-time fantasy stats. You can even snap the TV window to the side of the screen while you play games. Your nasty cable interface is still there, but it allows the Xbox One to replace the cable box as the primary living-room entertainment device and go from gaming console to major new computing platform.

So the entire Xbox One is designed around what you might call a bold compromise: instead of directly integrating TV, the system hijacks it. Rather than plugging your cable box and Xbox into the TV separately, you first plug the cable box into the Xbox, and then the Xbox into the TV. Your cable box is still there, and still doing all the heavy lifting of providing TV, but now it’s doing it in service of the overall Xbox One experience. Smith describes it as “augmenting” the cable box experience in an effort to eliminate the friction of switching between games, apps, and TV.

 

From DSC:
The battle for the living room continues.  I hope that we can eventually leverage these developments not just for entertainment, but for creating, contributing, sharing, absorbing, and discussing streams of content. The creative possibilities involving transmedia-based storytelling are exciting in this type of environment as well.

 

 

 

 

“Learning in the Living [Class] Room” — as explained by Daniel Christian [Campus Technology]

Learning from the Living [Class] Room  — from Campus Technology by Daniel Christian and Mary Grush; with a huge thanks also going out to Mr. Steven Niedzielski (@Marketing4pt0) and to Mr. Sam Beckett (@SamJohnBeck) for their assistance and some of the graphics used in making these videos.

From DSC:
These 4 short videos explain what I’m trying to relay with a vision I’m entitling, Learning from the Living [Class] Room.  I’ve been pulse checking a variety of areas for years now, and the pieces of this vision continue to come into fruition.  This is what I see Massive Open Online Courses (MOOCs) morphing into (though there may be other directions/offshoots that they go in as well).

After watching these videos, I think you will see why I think we must move to a teambased approach.

(It looks like the production folks for Campus Technology had to scale things way back in terms of video quality to insure an overall better performance for the digitally-based magazine.) 


To watch these videos in a higher resolution, please use these links:


  1. What do you mean by “the living [class] room”?
  2. Why consider this now?
  3. What are some examples of apps and tech for “the living [class] room”?
  4. What skill sets will be needed to make “the living [class] room” a reality?

 

 


Alternatively, these videos can be found at:


 

DanielSChristianLearningFromTheLivingClassRoom-CampusTechnologyNovember2013

.

 

 

Citrix-Mobile-Education-10-31-13

 

 

Citrix-Mobile-Education-TOC-10-31-13

 

Description:

Education is at a tipping point. From the rising cost of a college education and the financial pressures upon local districts and state agencies to fund K-12 schools and programs, to the questions of how to employ mobile technologies and leverage social platforms to support the growing trend toward mobile, collaborative learning models, educators face an almost overwhelming set of challenges. While there are no easy answers to these and other issues, Citrix believes strongly that online learning technologies can help enhance and extend the teaching and learning process and provide greater, more wide-spread access to education to students. We are committed to developing and delivering learning solutions that will meet the evolving needs of teachers and students in this changing landscape. We hope that our sponsorship of this ebook and other projects will help you, the reader, gain a better understanding of the opportunities that online learning technologies provide, increase your mastery of these solutions, and enable you to put them to productive use. We look forward to working with you as we explore new and effective ways to help teachers teach and learners learn.

CaIlin Pitcher
Product Line Director, Collaboration, Citrix

 

Comments/disclosure from DSC:
I do not work for Citrix — I have been at Calvin College since
March 2007.  I was not paid to develop/contribute this piece.

I’d like to thank David Rogelberg for his work on this project.

 

 

 

Recent trends in storytelling and new business models for publishers — from smashingmagazine.com by Jose Martinez Salmeron; with thanks to Gary Hayes for the Scoop on this

Excerpts (emphasis DSC):

It is clear that the ongoing dramatic transformation of the media industry in all its formats (audio, video and text) leaves the door open for a complete reinvention of the publishing business. This transition has opened up opportunities for experimentation, and many players are trying to define the future of media in general, and journalism in particular.

In this article, we will discuss several recent such experiments, with special focus on new forms of storytelling, as well as new business models for publishers — a fascinating recent trend called “subcompact publishing” will be our main reference.

The Media Industry As We Knew It Is Gone

“The publishing ecosystem is now primed for complete disruption.” – Craig Mod

 

HolodeckClassroomWithLeapMotion-October2013

From DSC:
I’d like to thank Mr. Cal Keen, an incredible technologist
and a great person from Calvin College, for this resource.

.

Also relevant/see this item from educationdive.com:

 

FROM THE CAMPFIRE TO THE HOLODECK
Author: David Thornburg
Release Date: Available now
Price: $21.64 (Hardcover)

With “From the Campfire to the Holodeck: Creating Engaging and Powerful 21st Century Learning Environments,” award-winning futurist and educational consultant David Thornburg sets out to provide schools with a guidebook for transitioning from traditional classrooms and lecture halls to the immersive, student-centered, technologically driven learning experience of tomorrow. That’s where the title comes in, if you haven’t picked up on it yet, as it takes teachers from being the “sage on the stage” dictating everything to students to being the “guide at the side,” facilitating the experience.

 

 

 

 Addendum:

DigitalTrendsFor2014-from-WijsDigitalAgency-Oct2013

 

The science behind transmedia storytelling & why you need to be across it now — infographic from marketingmag.com.au

Excerpt/description of infographic:

Transmedia storytelling is a marketing buzzword that will be around for a while – and for good reason. Brand storytellers are being forced to create new transmedia experiences by integrating dynamic content, often co-created through audience participation.

Getty Images has released a new infographic explaining the effective transmedia storytelling can offer the consumer if done correctly.

The infographic details how a transmedia story can lead to stronger emotional connections to brands and the ability for businesses to engage with new or jaded audiences to send brand loyalty soaring via this new media experience.

For this reason, Getty’s infographic explains why becoming effective storytellers in the transmedia marketplace is something that should be top of mind for marketers, advertisers and business decision makers.

.

From DSC:
After reviewing the infographic, I wondered…how might some of this relate to education? Engaging students? Fostering creativity in a variety of areas/disciplines?

 

 
© 2024 | Daniel Christian