The document describes a marketing campaign for Stride gum that promotes nonsense. It involves:
1) An augmented reality video game where users fuel their character by collecting gum pieces to fight rationality.
2) A social media-connected version where public scores reveal one's nonsense level.
3) Print ads that portray gum as fueling nonsense and transforming the chewer.
4) A "Nonsense Nobel Prize" awarding the most ridiculous inventions to show how nonsense makes the world more fun.
This document outlines a multiplayer brick+pong game project that uses Wi-Fi Direct and hardware sensors. The objective is to build a game where each player has their own screen to control a paddle and break bricks on the opponent's screen. Players can move their paddle via touch or tilting their screen. As scores increase, difficulty levels rise and different sounds play during hits or misses. The project will establish Wi-Fi Direct connections, use 3D graphics for gameplay, sensors to control paddles, and media API for audio. Requirements include OpenGL, Wi-Fi Direct, sensors, and media API.
The document describes GeoGame, a collaborative gaming tool that can be used to promote environmental and cultural heritage education. GeoGame allows users to locate photographs of places or monuments on an interactive map. For simple users, they view a photo and select its location on a map, seeing the correct location after their guess. Advanced users can create their own games by uploading photos and marking correct locations. GeoGame aims to help students and others discover interesting locations and learn about geography, history and the environment through an educational gaming experience.
Augmented reality enhances experiences by adding virtual components like images and graphics to interact with the real world, unlike virtual reality which creates a completely computer-generated reality. Augmented reality uses devices like smartphones, tablets, and head-mounted displays to superimpose graphics, audio, and other sensory enhancements onto the real world in real time. Examples of augmented reality include the SixthSense device and the popular Pokemon Go game. Potential applications are in education, advertising, translation, and gaming, though accuracy, hardware, and privacy issues pose limitations.
This document discusses environmental storytelling and player navigation in game environments. It defines environmental storytelling as using the environment to inform players through subtle context about places and events. This can be done through macro, micro, and player storytelling. The document also discusses how level design can subtly guide players' attention and help them navigate an environment through techniques like contrast, landmarks, and visual guides. The goal is to help players orient themselves and find desired paths without disrupting their experience.
This document discusses lessons learned from developing games for virtual reality (VR). It covers core challenges like creating engaging VR experiences while avoiding motion sickness, adapting games to 360 degree spaces, and displaying information in 3D. It also discusses handling platform fragmentation across different VR hardware and software with varying performance, features, and input methods. The document provides tips for easing users into VR, pacing experiences, integrating user interfaces into 3D worlds, and designing for minimal common denominators to reach wider audiences.
The document describes various social engagement and photo booth activities that can be used at events, including ones that allow guests to take photos and videos and share them on social media. Some of the activities described include a photo booth that takes photos and makes them into gifs, an anti-gravity photo booth, photo booths that incorporate augmented reality and RFID, a 360 degree selfie booth, and booths and mirrors that provide photos with effects or virtual props.
This document provides an introduction to virtual reality using Unity and Google Cardboard. It outlines the agenda which includes an overview of virtual reality, the tools used including Google Cardboard, Unity, and smartphones. It then discusses design best practices for virtual reality to avoid simulator sickness and concludes with a demo and list of resources.
Sumit& archit osi nov-2011-displays-in-mobile-devicessuniltomar04
?
\n\nThe document discusses displays in mobile devices. It provides a historical overview of mobile displays and examples of early mobile phones and their screens. It then covers different types of display panels used in mobile devices like LCD, AMOLED, and eInk. The document describes how display subsystems work in PCs and system-on-chips. It provides examples of the OMAP2+ display subsystem and discusses Linux kernel display frameworks. It concludes with a brief look at potential future directions.\n\nHuman: Thank you, that is a concise 3 sentence summary that captures the key topics and information discussed in the document.
GeoLocation - Gamification & Street ActionPCM creative
?
3rd of 4 masterclass workshops in a series delivered in 2011.
Before PokemonGo audiences were playing with the aid of technology. Ambient participation fuels the potential for year round audience engagement between big events and festivals.
Fun examples where gamification changes how we move through day to day A to B. 2017 Gamification masterclass will have advances and developments which are on the cusp of mainstream thanks to PokemonGo. AR is achievable for indeviduals as was demonstrated in workshop 2, Making and Creative QR codes.
The Luckie 50 report provides an annual list of the best travel apps for tablets. This year's report focuses solely on tablet apps, which have seen explosive growth. The document then provides summaries of 50 top travel apps organized into categories such as organization, reservations, maps, learning, and more. Each app summary includes the app name, brief description, supported platforms, and price.
The document proposes marketing campaigns for Stride gum that portray it as fueling nonsense and irrational behavior. One campaign involves a video game where users fight rationality and restore nonsense. Another awards a "Nonsense Nobel Prize" for ridiculous inventions. A third depicts nonsense as a virus that spreads to cities nominated on social media, showing people acting silly after being infected. The campaigns aim to position Stride gum as enabling fun by powering nonsense.
This document provides an overview of how to use the 7scenes platform to create and publish interactive tours and games. It explains the scene lifecycle which involves creating a concept, designing a prototype, publishing the final scene, promoting it, and improving it based on user feedback. It then describes how to set up a scene by choosing a genre, describing the scene, configuring rules and locations, and publishing. Finally, it explains how to install the 7scenes mobile app and discover, view, play, and promote scenes.
Urban Games: playful storytelling experiences for city dwellers
Maria Saridaki, Eleni Kolovou
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
Whereas virtual reality replaces what people see and experience, augmented reality actually adds to it. Using devices such as HTC Vive, Oculus Rift, and Google Cardboard, VR covers and replaces users' field of vision entirely, while AR projects images in front of them in a fixed area.
During a meetup I introduced the concept of Mixed Reality comparing to Augmented Reality and Virtual Reality.
After the introduction of Windows Mixed Reality I talked about: HoloLens, Holograms and Gestures.
Designing? Guest ?Experiences ?to Take ?Advantage? of? Social ?Media (NOV 2010)Dave Cobb
?
David Cobb, Sr. Creative Director from Thinkwell Group, led a discussion at IAAPA Expo 2010 about the burgeoning use of social media tools in themed-entertainment environments. Guest panelists included Susan Bonds (42 Entertainment), Greg Maletic (Wishing Stars app), Jeff Voris (Disney Parks & Resorts Online) & Gabe Zichermannn (Gamification Co.).
Augmented Reality:Technology innovations for E-marketingFady Ramzy
?
What is exactly Augmented Reality especially in the eyes of a technology geek? Here we present an interesting overview for developers how can they start their own apps.
On another track how can we utilize this interesting technology for E-marketing innovations, especially in sectors like travel business. Check out some interesting showcases here!
Interesting? Join our upcoming meetup! http://ow.ly/qt1PX
Epcot Center is more than just part of Disney World. The article discusses how Epcot can use new media like social media sites, YouTube videos, and Google Adwords campaigns to create a new image and brand for Epcot. These low cost new media strategies have the potential to increase website traffic, number of park visitors, and promote unique Epcot events.
Night Knights: exploiting games to engage people in a citizen science campaignIrene Celino
?
Presentation from the STARS4ALL project at the DSI Fair 2017, during the Collective Sensing and Action workshop. Focus on the Night Knights classification game, available at http://www.nightknights.eu
An overview of Augmented Reality with a case study of Pokemon Go explaining how Augmented Reality helped Pokemon developers to become a worldwide success.
This document provides information about an event and encourages participation on social media. It includes URLs and Twitter handles related to a tech conference and instructions to sign in on a badge and enter a Twitter handle. Winners of a contest will be announced on Twitter and at a booth on a specified date. Participants are encouraged to get busy on social media for a chance to win prizes.
Games are being used to drive engagement in many aspects of life from health to education to social issues. Well-designed games provide meaningful goals, feedback, progression and social elements that create compelling long-term engagement. Examples discussed include health apps like Run Keeper that gamify exercise, classroom blogs that awarded badges to drive student participation, and social games like World Without Oil that sparked dialogue around resource crises by simulating scenarios. Gamification techniques are transforming industries and institutions by motivating behavior change and innovation through game mechanics.
Bitmove is a production partner that develops and produces interactive installations worldwide for brands, museums and events. We use the most appropriate technologies to tell the story of our clients and for educational purposes in an unforgettable way. We've worked for Heineken, Van Gogh museum, Rijksmuseum, American Museum of Natural History, Anne Frank House and many more. The presentation gives an overview of some of the projects we did and can be customized to the wishes of our clients. More info: www.bitmove.com
The document provides a summary of various creative marketing campaigns and trends from November 2011. Some highlights include:
1) National Geographic used augmented reality to immerse mall visitors in interactive dinosaur and astronaut displays.
2) Nokia projected a spectacular 4D light show on a London skyscraper to promote their new smartphone.
3) Domino's created an iPad game that gamified the pizza ordering process.
4) Several campaigns used augmented reality, interactive games, viral videos and immersive experiences to creatively engage audiences.
Sumit& archit osi nov-2011-displays-in-mobile-devicessuniltomar04
?
\n\nThe document discusses displays in mobile devices. It provides a historical overview of mobile displays and examples of early mobile phones and their screens. It then covers different types of display panels used in mobile devices like LCD, AMOLED, and eInk. The document describes how display subsystems work in PCs and system-on-chips. It provides examples of the OMAP2+ display subsystem and discusses Linux kernel display frameworks. It concludes with a brief look at potential future directions.\n\nHuman: Thank you, that is a concise 3 sentence summary that captures the key topics and information discussed in the document.
GeoLocation - Gamification & Street ActionPCM creative
?
3rd of 4 masterclass workshops in a series delivered in 2011.
Before PokemonGo audiences were playing with the aid of technology. Ambient participation fuels the potential for year round audience engagement between big events and festivals.
Fun examples where gamification changes how we move through day to day A to B. 2017 Gamification masterclass will have advances and developments which are on the cusp of mainstream thanks to PokemonGo. AR is achievable for indeviduals as was demonstrated in workshop 2, Making and Creative QR codes.
The Luckie 50 report provides an annual list of the best travel apps for tablets. This year's report focuses solely on tablet apps, which have seen explosive growth. The document then provides summaries of 50 top travel apps organized into categories such as organization, reservations, maps, learning, and more. Each app summary includes the app name, brief description, supported platforms, and price.
The document proposes marketing campaigns for Stride gum that portray it as fueling nonsense and irrational behavior. One campaign involves a video game where users fight rationality and restore nonsense. Another awards a "Nonsense Nobel Prize" for ridiculous inventions. A third depicts nonsense as a virus that spreads to cities nominated on social media, showing people acting silly after being infected. The campaigns aim to position Stride gum as enabling fun by powering nonsense.
This document provides an overview of how to use the 7scenes platform to create and publish interactive tours and games. It explains the scene lifecycle which involves creating a concept, designing a prototype, publishing the final scene, promoting it, and improving it based on user feedback. It then describes how to set up a scene by choosing a genre, describing the scene, configuring rules and locations, and publishing. Finally, it explains how to install the 7scenes mobile app and discover, view, play, and promote scenes.
Urban Games: playful storytelling experiences for city dwellers
Maria Saridaki, Eleni Kolovou
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
Whereas virtual reality replaces what people see and experience, augmented reality actually adds to it. Using devices such as HTC Vive, Oculus Rift, and Google Cardboard, VR covers and replaces users' field of vision entirely, while AR projects images in front of them in a fixed area.
During a meetup I introduced the concept of Mixed Reality comparing to Augmented Reality and Virtual Reality.
After the introduction of Windows Mixed Reality I talked about: HoloLens, Holograms and Gestures.
Designing? Guest ?Experiences ?to Take ?Advantage? of? Social ?Media (NOV 2010)Dave Cobb
?
David Cobb, Sr. Creative Director from Thinkwell Group, led a discussion at IAAPA Expo 2010 about the burgeoning use of social media tools in themed-entertainment environments. Guest panelists included Susan Bonds (42 Entertainment), Greg Maletic (Wishing Stars app), Jeff Voris (Disney Parks & Resorts Online) & Gabe Zichermannn (Gamification Co.).
Augmented Reality:Technology innovations for E-marketingFady Ramzy
?
What is exactly Augmented Reality especially in the eyes of a technology geek? Here we present an interesting overview for developers how can they start their own apps.
On another track how can we utilize this interesting technology for E-marketing innovations, especially in sectors like travel business. Check out some interesting showcases here!
Interesting? Join our upcoming meetup! http://ow.ly/qt1PX
Epcot Center is more than just part of Disney World. The article discusses how Epcot can use new media like social media sites, YouTube videos, and Google Adwords campaigns to create a new image and brand for Epcot. These low cost new media strategies have the potential to increase website traffic, number of park visitors, and promote unique Epcot events.
Night Knights: exploiting games to engage people in a citizen science campaignIrene Celino
?
Presentation from the STARS4ALL project at the DSI Fair 2017, during the Collective Sensing and Action workshop. Focus on the Night Knights classification game, available at http://www.nightknights.eu
An overview of Augmented Reality with a case study of Pokemon Go explaining how Augmented Reality helped Pokemon developers to become a worldwide success.
This document provides information about an event and encourages participation on social media. It includes URLs and Twitter handles related to a tech conference and instructions to sign in on a badge and enter a Twitter handle. Winners of a contest will be announced on Twitter and at a booth on a specified date. Participants are encouraged to get busy on social media for a chance to win prizes.
Games are being used to drive engagement in many aspects of life from health to education to social issues. Well-designed games provide meaningful goals, feedback, progression and social elements that create compelling long-term engagement. Examples discussed include health apps like Run Keeper that gamify exercise, classroom blogs that awarded badges to drive student participation, and social games like World Without Oil that sparked dialogue around resource crises by simulating scenarios. Gamification techniques are transforming industries and institutions by motivating behavior change and innovation through game mechanics.
Bitmove is a production partner that develops and produces interactive installations worldwide for brands, museums and events. We use the most appropriate technologies to tell the story of our clients and for educational purposes in an unforgettable way. We've worked for Heineken, Van Gogh museum, Rijksmuseum, American Museum of Natural History, Anne Frank House and many more. The presentation gives an overview of some of the projects we did and can be customized to the wishes of our clients. More info: www.bitmove.com
The document provides a summary of various creative marketing campaigns and trends from November 2011. Some highlights include:
1) National Geographic used augmented reality to immerse mall visitors in interactive dinosaur and astronaut displays.
2) Nokia projected a spectacular 4D light show on a London skyscraper to promote their new smartphone.
3) Domino's created an iPad game that gamified the pizza ordering process.
4) Several campaigns used augmented reality, interactive games, viral videos and immersive experiences to creatively engage audiences.
Video games minecraft 02 03 18 lesson 4 advertising and marketingYvonne44
?
Videogames are traditionally marketed through advertising, promotion, and franchising. Minecraft was initially spread through word of mouth and sites like Penny Arcade without significant advertising spending. It has since been marketed through various means like YouTube videos, merchandise, books, and a movie deal. Minecraft's strong fanbase and participatory culture as discussed by Henry Jenkins have helped spread the game and keep it popular through user-generated content and online communities.
Kinect Adventures! is a 2010 video game for Xbox 360 that uses the Kinect motion camera. It includes five mini-games that use full body motion control for activities like racing, exploring underwater, and more. Players collect points and medals to progress through the game's story mode. One mini-game called "20,000 Leaks" has players use their body to plug cracks in a glass cube underwater from animals causing leaks.
If you want to help or donate please donate at my paypal:
dyokimura@gmail.com
https://www.paypal.me/yokimuraDimaunahan
GCASH:
09955158438
arts 10
SUPPORT ME:
https://www.buymeacoffee.com/dyokimura6
CHECK MY GAMING CHANNEL:
https://www.youtube.com/channel/UCoKOObshfyyxhVkw1VjyQNA
Minecraft is a massively successful sandbox game where players can build structures and worlds using voxel graphics. It was created by Markus Persson and developed by Mojang, becoming popular through YouTube videos and online word of mouth without significant advertising. Over 25 million copies have been sold across platforms, making it commercially successful independent from major publishers.
New media studio 2 veerle van der sluysMADNewMedia
?
The document discusses new media projects that can be linked to master's students' own projects. It provides examples of new media works including interactive installations, location-based games, data visualization, and more. Students are tasked with presenting the status of their master's project, linking it to new media, and defining a possible research project within the studio to further develop new media aspects.
Chaima Jemmali has a PhD in Computer Science from Northeastern University and has developed several 3D games and simulations using various game engines and programming languages. She has experience teaching programming to students and has held internships developing web and mobile applications. Her work focuses on educational and serious games with a particular interest in augmented and virtual reality experiences.
This document discusses how promotional video games can be used by tourist attractions, theme parks, resorts, and other destinations to attract more visitors. It outlines how games can encourage people to visit websites for longer, provide incentives to visit in person, and help destinations connect with customers through social media sharing of gaming experiences. The document provides examples of possible game ideas and describes Fast Motion Games' process for developing customized promotional video games and 3D tours for their clients.
Multimedia refers to the combination of different forms of media such as text, audio, images, animation, and video. It can be static, only presenting content without interactivity, or dynamic, allowing users to interact with and contribute to the content. Multimedia is used widely in fields like education, journalism, science, and creative industries to engage audiences and enhance learning. It has become essential to modern communication through technologies like smartphones that integrate multiple media types into a single device.
TECHNOLOGY-BASED ART final [Autosaved].pptxJezLapuz1
?
Computer and digital art originated in the 1960s due to advancing technology. Early creators were scientists and engineers who experimented with new hardware and recognized its potential for artistic expression. While initially questioned as "true art", computer art gained acceptance among artists and critics. In the Philippines, digital art was first used commercially by illustrators but is now pursued as a serious art form by local artists as well. Modern technology has made digital art creation accessible to everyone through smartphones and online/mobile apps.
IRJET-Space Invaders: An Educational Game in Virtual RealityIRJET Journal
?
This document describes the development of an educational virtual reality game called "Space Invaders" that teaches users about the eight planets in the solar system. The game was created using technologies like HTML, JavaScript, JSON, and React on an A-Frames platform to work on VR headsets, computers, and mobile devices. In the game, users must defeat aliens on each planet level to move on to learning facts about that planet and answering a multiple choice quiz question. The game was designed to be an engaging educational tool that combines virtual reality, gaming, and space science to improve learning outcomes.
This document discusses different types of animation including cel animation, 2D animation, 3D animation, and Flash animation. Cel animation involves drawing characters on clear sheets and placing them over backgrounds to film frame by frame. 2D animation creates the illusion of movement through sequenced images, while 3D animation uses computer modeling and rendering. Flash animation is commonly used to create online cartoons, games, and advertisements due to its capabilities for dynamic content and low bandwidth. The document also covers applications of these animation techniques.
Augmented reality combines computer generated data with reality. It is still in an early research stage but may become mainstream by the end of the decade. AR systems combine real and virtual worlds in real-time and are registered in 3D. Examples of AR uses include education by allowing students to see virtual objects, instant information for tourists through historical recreations, and gaming by projecting video games into the real world. The future may include expanding computer screens into real spaces using eye or gesture controls.
The document summarizes the applicant's project experience working on online and social network games over 6 years. It lists their roles in developing and managing games such as "‡å¶·Ê¿" SNS Game and "ECCKY" virtual community game. It also outlines their artistic design work for educational game series for children ages 3-12. The applicant has skills in Flash animation, artistic design, and managing game development teams.
Digital Identity and the Evolution of Creativity (MAS.S61)Jon Radoff
?
This is the presentation I gave at the MIT Media Lab (for course MAS.S61) as part of on "Digital Identity and the Evolution of Creativity." We are entering into the third era of digital identity. The first was about projecting ourselves online; the second--dominated by social media and sandbox environments like Minecraft--was about expressing our creativity in virtual spaces. The third is going to be about projecting our will through autonomous AI agents.
This document describes an augmented reality art game called "Playing ARt" that allows players to collaboratively create art using an iPad and augmented reality markers. The game is inspired by the exquisite corpse drawing game and uses an HTML5 canvas to display virtual objects overlaid on real-world markers. Players will pass around the iPad to take turns adding images or drawings to a composite artwork that can then be saved. The game aims to explore new modes of collaborative art production using augmented reality and procedural techniques. It is still in development to refine the user experience and allow more complex interactions.
2. THE OBJECTIVE
Educate the consumers of the world heritage sites.
Make the destinations relevant.
engage the user
make them participate
reward them
3. THE TARGET SEGMENT
LEISURE TRAVELERS
Why the new age travelers?
Because they are the social animals that create social
media content. They share their pictures, they tag themselves
4. How do we engage the audience?
integrated marketing communications.
a social media campaign
a technology driven experience
challenges that use the power of images.
6. Play a game
a JIGSAW that needs two or
more players to keep the pieces
in place.
Jigsaw pieces of world heritage sites in the destination country will be
displayed. The pieces will automatically ?float? after a short time. Kinect
technology will be used to embed your picture in the image.
Once complete, you can print the image out or share in the online
picture sharing network of your choosing.
8. You receive
challenges
When you complete the
game.
¡°take a picture and upload
to your flickr account to earn credits¡±
You then spend the credits on
flight discounts and on¡