Microsoft unveils Xbox One: the ultimate all-in-one home entertainment system — from microsoft.com

Excerpt:

REDMOND, Wash. — May 21, 2013 — A new vision for the future comes to life today as Microsoft Corp. unveils Xbox One , the all-in-one gaming and entertainment system created for today and the next generation. At Microsoft headquarters in Redmond, Wash., the company showcased how Xbox One puts you at the center of all your games, TV, movies, music, sports and Skype.

“Xbox One is designed to deliver a whole new generation of blockbuster games, television and entertainment in a powerful, all-in-one device,” said Don Mattrick, president, Interactive Entertainment Business at Microsoft. “Our unique, modern architecture brings simplicity to the living room and, for the first time ever, the ability to instantly switch across your games and entertainment.”

With Xbox One, games push the boundaries of realism, and TV obeys your commands. Say “Xbox On” to launch your personalized Xbox One Home screen, discover what is popular on TV or see friends’ latest gaming achievements all using the most natural interface — your voice. The more you interact with Xbox One, the more it gets to know you and learns what you like.

 

From DSC:
Here’s the item I find particularly interesting (emphasis DSC):

  • Skype for Xbox One.
    Specially designed for Xbox One, talk with friends on your TV in stunning HD, or for the first time ever, hold group Skype calls on your TV.

 

Mezzanine-from-Oblong-May2013

 

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Mezzanine2-from-Oblong-May2013

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From the Oblong.com website:

Mezzanine™ is a collaborative conference room solution that introduces multi-user, multi-screen, multi-device collaboration. This is next-generation communication: share any content from any device with anyone, anywhere.

Mezzanine transforms creative teamwork, executive meetings, and sales presentations into real-time, collaborative work sessions. Mezzanine expands on existing telepresence technology by providing what we call InfoPresence™—the incorporation of multiple users, multiple devices, and multiple streams of information in the collaboration environment. The future of conference room collaboration is here.

A Mezzanine workspace lets any person on a network bring their own device and share content and applications with any colleague, anywhere in the world, interactively. Mezzanine is a collaborative conference room solution combining presentation design and delivery, application sharing, whiteboard capture, and video conferencing, all within a framework of multi-participant control.

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Also see:

  • Oblong Technovates with LA High School
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  • Oblong at OME
    Oblong Industries recently participated at OME, a summit hosted by UC San Francisco.  The two-day summit focused on charting the future of precision medicine—an emerging field combining big data with clinical research and patient care to deliver insights and advances in treatment that is more targeted and enables improved patient outcomes.

 

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?

 

DSC’s comments on “Four Reasons Why Kids Should Learn Programming” — from tynker.com by Jolie O’Dell

.I like this blog posting and others have discussed this topic before…but I respectively disagree with one of the assertions: Programming is not easy — at least it wasn’t for me.  I think that’s true for others, as why else is it so hard to find good programmers and why are they paid so well?  Most people I know do not think like programmers do — it’s a different way of thinking. I’ve tried a couple different languages (albeit at a beginning level!), and while I greatly appreciate what programmers do, I am the first to tell you that I am not a programmer.   At least within web design and development types of tasks/careers, people tend to either gravitate towards the front end OR the back end — though there are exceptions to this rule of thumb who can do both types of tasks well.

So while I agree that students should learn some type of coding, we need more tools/services like this that aim to make programming fun, enjoyable, understandable, and relevant.

 

Tynker-April2013

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About
Tynker is a new computing platform designed specifically to teach children computational learning and programming skills in a fun and imaginative way. Tynker is inspired by Scratch from MIT. It is a completely browser-based implementation written using Open Web standards such as Javascript, HTML5, CSS3 and does not use Flash.
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Also see:

Dual screen: The evolution of the second screen — from blog.brightcove.com by Albert Lai

Excerpt (emphasis DSC):

Educational Gamification
In a previous post, we asked readers to suggest their ideas for dual screen applications. One of the more intriguing responses was the suggestion to create companion educational games to accompany associated video content.

In a dual screen experience, as video content is displayed on the television, the application can engage the viewer with relevant and education activities, from content reinforcement to spelling to trivia to memory “games.” One can imagine an interactive amalgamation of Dora the Explorer, Where in the World Is Carmen Sandiego?, and Schoolhouse Rock!

 

 

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

 

 

Addendum on 4/8/13:

Games grow up: Colleges recognize the power of gamification — from edtechmagazine.com by Jacquelyn Bengfort
Universities enliven education through the power of play.

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Game over – try again – level up (#GBL) — from classroom-aid.com
Creating effective classroom experiences through game-based mechanics and community, it works for children as well as adults.

How I turned my classroom into a ‘living video game’—and saw achievement soar
Teacher : Joli Barker
Students : second graders
School : Earl H. Slaughter Elementary School in McKinney, Texas

Understanding Quest-Based Learning from Boise State University
QBL-Whitepaper_Haskell-final (pdf file)
Teacher : Chris Haskell, ED.D.
Students : Pre-­?service teachers
School : Boise State University

 

 

Tagged with:  

Defiance-FirstVideoGameTVShow-Feb2013

 

Excerpt:

It’s not unusual for a science fiction television show to spin off a video game. What is unusual is linking the show and the game together on an ongoing basis, with plot elements and characters from each crossing over to the other. In April, gaming company Trion Worlds and the Syfy cable television channel will unveil Defiance, the first such crossover massively multiplayer online game (MMO) and TV show.

 

From DSC:

Transmedia.

Multimedia.

Interactivity.

Participation.

Gamification.

Sounds like there must be something here for the next gen of learners — and learning from the living room.

 

 

Also see:

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