Useful Post from Martin Percy: Internet Native Film – An Annotated List -

Perrier by Dita
www.perrierbydita.com
Youtube preview: 
Director: Anders Hallberg - Production Company Creative Director:Ben Tricklebank - Production Company: B-Reel
Agency: Ogilvy & Mather, Paris – Executive Creative Directors: Chris Garbutt/Fabio Costa - Creative Team: Baptiste Cliner/Nicolas Lautir 

 

Useful post form Martin Percy & I like his categories - workable:

[Martin] "Hello, this is a list of a few great Internet Native Films in the following categories:

1) Interactive film:
You interact with it DURING the experience
2) Personalised film:
You personalise it BEFORE the experience
3) Enhanced film:
Traditional linear films, but with enhancements

Wondering what an Internet Native Film is?
Please click here to read The Internet Native Filmmaker's Manifesto.

Something great left out? (Of course!) Credits wrong? Comments?
Please comment below or email me at martin[at]martinpercy[dot]com

For the less committed visitor, I've tried to find Youtube previews for all of these sites. Some of them suck. None of the previews are anywhere near as good as the real thing...."

See the full post for specific examples - some I don't know - thanks Martin!

http://internetnativefilm.com/#

The Present as a Future Past & How the Facebook Eye is Changing Our Lives - Nathan Jurgenson - Technology - The Atlantic

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Excerpt from a very interesting article by Nathan Jurgenson in The Atlantic. I'll admit this phenomenon happened to me after becoming active on Twitter. I was thinking in tweets. I stopped that for the most part!:

"...The photographer knows well that after taking many pictures one develops "the camera eye": vision becomes like the viewfinder, always perceiving the world through the logic of the camera mechanism via framing, lighting, depth of field, focus, movement and so on. Even without the camera in hand the world becomes transformed into the status of the potential-photograph.

Today, we are in danger of developing a "Facebook Eye": our brains always looking for moments where the ephemeral blur of lived experience might best be translated into a Facebook post; one that will draw the most comments and "likes."

Facebook fixates the present as always a future past. By this I mean that social media users have become always aware of the present as something we can post online that will be consumed by others. Are we becoming so concerned about posting our lives on Facebook that we forget to live our lives in the here-and-now? Think of a time when you took a trip holding a camera in your hand and then think of when you did the same without the camera. The experience is slightly different. We have a different attachment to our present when we are not concerned with documenting.

Today, social media means we are always traveling with the camera in our hands (metaphorically and often literally); we always can document. When going to see live music I notice more and more people distracted from the performance in order to take photos and videos to post to Facebook and YouTube. When the breakfast I made the other week looked especially delicious, I posted a photo of it before even taking a bite. The Facebook Eye in action...."

Read the full article here:

http://www.theatlantic.com/technology/archive/2012/01/the-facebook-eye/251377/

Good Post from Christine Weitbrecht: Are Participation and Corporate Interests Compatible? « Thoughts on the T

Are Participation and Corporate Interests Compatible?

Written By: Christine Weitbrecht

- Jan• 15•12

"I have to admit that I’ve been avoiding the topic of participation in transmedia (or any media, really). The reason for this is simple; because I’m approaching transmedia from a business perspective in this blog, I mostly see problems of participation at the moment, and very few solutions. Even after thinking about the compatibility of participation and corporate interests for a long while now, I haven’t reached a conclusion on what the best way forward is. Consequently, I’d like to put this question out there to all of you, in the hopes that some of you might offer me perspectives or experiences that I haven’t thought of before. To start off, then, here’s what I’ve been mulling over:

 

The Concept of Participation

First of all, I’d like to go into more detail what I mean by “participation.” As I’ve mentioned before in this blog, I really like Henry Jenkins’ distinction between “interactivity” and “participation,” where “interactivity” refers to “preprogramed entertainment experiences” and “participation” to “tak[ing] the resources offered by a text and push[ing] it in a range of directions which are neither preprogrammed nor authorized by the producers.” So, to put it simple, interactivity gives the users a pre-set choice (ending a, b, or c; should the character do this or that next) while participation has users ‘do their own thing’ with the existing content – expanding it, altering it, continuing it, etc. In this blog post, I am solely talking about participation in this sense then – cases where users are having an actual, not-pre-programmed impact on how the story or the story universe develops.

Because interactivity is pre-programmed, it is usually the safer option to engage users – from a corporate perspective. The content creators retain absolute control over how the story develops, and they can divide all revenues from the users’ interaction amongst those involved in the production (the biggest share remaining with the content owners). Interactivity also offers great instant feedback for content creators, and can prove invaluable for causing audiences to emotionally invest  in a story. So right now, we already see many different forms of interactivity, and they become increasingly sophisticated.

The real crux of the matter remains participation, however, where things are a bit different...."

Read the full post here:

http://christineweitbrecht.com/?p=318

Qualcomm launches medical tricorder competition at CES. Prize? $10 million - Computeractive - News

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Original post on computer active.co.uk

"No technology show would be complete without some reference to Star Trek and this year at CES there is a competition to develop a medical ‘tricorder'.

Launched by Qualcomm, the top prize is $10m it will tax the greatest minds. Announcing the competition Dr Peter H. Diamandis, chief executive of the X PRIZE Foundation, said there is a "dire need for improvements in health and healthcare .... But a viable solution has yet evaded one of the most technologically advanced, educated and prosperous nations on the globe.

"Integrated diagnostic technology, once available on a consumer mobile device that is easy to use, will allow individuals to incorporate health knowledge and decision-making into their daily lives."...

Read more: http://www.computeractive.co.uk/ca/news/2137264/qualcomm-launches-tricorder-c...
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Vuzix augmented reality HD Smart Glasses prototype hands-on - YouTube

Description:

"Hiding out at Vuzix's CES booth we found a functional prototype for its Smart Glasses industrial class monocular display -- a special lens attached to a proprietary display driver that produces a bright, 1.4mm holographic picture for one of your peepers. Vuzix told us the lenses were the fruit of a DARPA project, and could allow soldiers involved in air-to-surface operations to track jets, check their ordinance and mark targets for destruction. The military / industrial monocle will go on sale in Q3 of 2012 for somewhere between $2500-3000."

Love Love Love: Moonbot's 'The Numberlys' app for the iPad: Storytelling of the future - latimes.com

IPad owners, get psyched: The creative people over at Moonbot Studios have just released "The Numberlys," a new iPad and iPhone app that is not quite a movie, not quite a book and not quite a game -- although it includes elements of all three.

One might describe it as one of the few storytelling apps that takes into account the iPad's unique functionality.

"The Numberlys " is set in a black-and-white world inspired in part by Fritz Lang's "Metropolis," where only numbers exist until five little guys decide to create the alphabet by transforming numbers into letters. To do this they jump on them, spin them, smash them and pull them apart using various tools.