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	<title>MUVEDesign &#187; Social Media</title>
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		<title>Conference Presenting: Social TV, Augmented Reality Event and GameTech</title>
		<link>http://www.muvedesign.com/conference-presenting-social-tv-augmented-reality-event-and-gametech/</link>
		<comments>http://www.muvedesign.com/conference-presenting-social-tv-augmented-reality-event-and-gametech/#comments</comments>
		<pubDate>Thu, 21 Apr 2011 04:04:03 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Augmented Reality]]></category>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=457</guid>
		<description><![CDATA[Gary is representing MUVEDesign at three conferences coming up that reflect the nature of the three keys areas of the business. At the TV Show Australia next week he is presenting about Social Television now and in the near future and how Inspiring the stories of tomorrow with social mediawill make TV truly and finally <a href='http://www.muvedesign.com/conference-presenting-social-tv-augmented-reality-event-and-gametech/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Gary is representing MUVEDesign at three conferences coming up that reflect the nature of the three keys areas of the business.</p>
<ol>
<li>At the TV Show Australia next week he is presenting about Social Television now and in the near future and how <strong>Inspiring the stories of tomorrow with social media</strong>will make TV truly and finally interactive
<p><div id="attachment_465" class="wp-caption alignright" style="width: 348px"><img class="size-full wp-image-465" style="margin: 10px;" title="Augmented Reality Event" src="http://www.muvedesign.com/wp-content/uploads/2011/04/Screen-shot-2011-04-21-at-1.57.02-PM.png" alt="" width="338" height="186" /><p class="wp-caption-text">Santa Clara Convention Center</p></div></li>
<li>In Santa Clara, CA he is opening the business track by presenting <strong>New Augmented Reality Business Models</strong> at the worlds biggest Augmented Reality Conference known as the <strong><em>Event</em></strong></li>
<li>And in June Gary is presenting at GameTech on <strong>Pervasive Entertainment</strong> and the excitingÂ merging of Games, Film/TV, Geo-Caching and Social Media</li>
</ol>
<p>Gary is also presenting at various adhoc conferences such as Creative Sydney here where he is <a title="Creative Sydney" href="http://www.creativesydney.com.au/events/panel-discussions/are-you-experimental" target="_blank">MC&#8217;ing &amp; presenting on various Transmedia &amp; Multi-Platform Content sessions</a>.</p>
<p>More details on each of these below and if you want to speak to us about how MUVEDesign can help you realise your projects in these areas look at our <a href="http://www.muvedesign.com/services/">service</a> area and <a href="http://www.muvedesign.com/about/">contact</a> us here.</p>
<hr />
<p>&nbsp;</p>
<h2><a title="The TV Show Australia 2011" href="http://www.terrapinn.com/2011/tvshow/index.stm" target="_blank">&#8216;Multi-Platform&#8217; TV Show </a></h2>
<p><strong>Australia 2011 27-29 Apr Sydney</strong></p>
<div>
<p><a href="http://www.muvedesign.com/wp-content/uploads/2011/04/tvshow_oz.jpg"><img class="aligncenter size-full wp-image-463" title="tvshow_oz" src="http://www.muvedesign.com/wp-content/uploads/2011/04/tvshow_oz.jpg" alt="" width="550" height="97" /></a></p>
<p><strong>The TV Show </strong>is Australia&#8217;s only multiplatform TV conference. It is the first forum bringing together the value chain for multiplatform TV, with an emphasis on finding innovative ways of bringing services to the market. Content will enable decision-makers to evaluate technology, the costs involved and gain knowledge of roll outs and implementation.</p>
<ul>
<li>How to be a successful new entrant in the multi-platform TV market by harnessing innovation</li>
<li>How to better understand and engage with customers across multiple devices</li>
<li>How to develop new, interesting formats that will attract viewers and advertisers</li>
<li>How to use Apps to extend the TV experience across multiple screens</li>
<li>How to launch new services and build new revenue streams through Social TV</li>
<li>How to integrate Social TV apps within the EPG</li>
<li>How to create hype and build communities around branded entertainment</li>
</ul>
</div>
<div>Gary&#8217;s audience centric, social TV element followed by an interesting panel looking at community building around TV content.</div>
<p><span style="text-decoration: underline;"><strong>Day 2 Â 2.10pmÂ Inspiring the stories of tomorrow with social media</strong></span></p>
<div>
<div>
<div>
<ul>
<li>Including audiences in the creation of your stories</li>
<li>Differentiating your content with social features</li>
<li>Listening to the audience to produce more compelling stories</li>
</ul>
</div>
<div><a title="view further info on Mr Gary Hayes" href="http://www.terrapinn.com/2011/tvshow/SPK-mr-gary-HAYES.stm">Mr Gary Hayes</a>,Â Director &amp; Founder,Â <strong>MUVEdesign.com &amp; Storylabs.us</strong></div>
<div><strong><br />
</strong></div>
</div>
</div>
<div>
<p><span style="text-decoration: underline;"><strong>2.40pmÂ Panel discussion: How to distribute and market content on social networks</strong></span></p>
<div>
<div>
<ul>
<li>Getting the best from the social nature of TV</li>
<li>Virally distributing programming</li>
<li>Influencing conversations about your programme</li>
<li>Marketing your programme more successfully and cost effectivelyÂ with social media</li>
</ul>
</div>
<div>
<div>
<div><a title="view further info on  Laurel Papworth" href="http://www.terrapinn.com/2011/tvshow/SPK-laurel-PAPWORTH.stm">Laurel Papworth</a>,Â CEO,Â <strong><a title="The Community Crew" href="http://communitycrew.com" target="_blank">The Community Crew</a></strong></div>
<div><strong> </strong>Mr Iain McDonald,Â Founder &amp; Executive Creative Director,Â <strong>Amnesia Razorfish</strong></div>
<div><strong> </strong><a title="view further info on Ms Vanessa Stoykov" href="http://www.terrapinn.com/2011/tvshow/SPK-ms-vanessa-STOYKOV.stm">Ms Vanessa Stoykov</a>,Â Chief Executive Officer,Â <strong>Evolution Media Group</strong></div>
</div>
</div>
</div>
</div>
<p>&nbsp;</p>
<hr />
<p>&nbsp;</p>
<h2><a title="Augmented Reality Event 2011" href="http://augmentedrealityevent.com/schedule/" target="_blank">The Augmented Reality Event 2011 </a></h2>
<p><em><strong>May 17-18 Santa Clara, CA, USA</strong></em></p>
<p><a href="http://www.muvedesign.com/wp-content/uploads/2011/04/augmented_reality_event.jpg"><img class="aligncenter size-full wp-image-462" title="augmented_reality_event" src="http://www.muvedesign.com/wp-content/uploads/2011/04/augmented_reality_event.jpg" alt="" width="550" height="80" /></a></p>
<p>The Augmented Reality Event 2011 will feature industry luminaries: Bruce Sterling, Vernor Vinge, Will Wright, and Blaise Aguera y Arcas.Â ARE 2011 will include more than 100(!) speakers in 30 sessions organized into 3 tracks: business, technology &amp; programming, and production &amp; design.</p>
<p>The 2 day event will feature more thanÂ <strong>33 hours of talks</strong> running the gamut of AR essentials in 3 tracks: Business, Technology and Production:</p>
<ol>
<li><strong>Business â€“ For executives</strong> of established and start-up AR companies, as well as mobile hardware companies â€“ in search of business models and promising verticals for AR; Â a venue to form partnerships, learn about latest innovations, and most importantly speak with clients.</li>
<li><strong>Technology â€“ For Developers, programmers and technologists</strong> seeking the latest and greatest engines and tools for AR; learn from case studies and post mortems delivered by experienced developers from the leading companies in the space.</li>
<li><strong>Production â€“ For Producers, designers, project managers</strong> (in gaming companies, agencies, marketers, brands, and artists) hungry for proven techniques to leverage augmented reality to advance your brand, attract and keep your customers, and build successful campaigns and products that will delight users.</li>
</ol>
<p><strong>Day One â€“ Tuesday 17-May-2011</strong></p>
<ul>
<li>8:15-9:00 amÂ <strong>ARE 2011 Press Conference Â Moderated by Ryan Wagner </strong><em>Great America XK â€“ First Floor. </em>Opportunity for AR companies to announce new products with major tech media</li>
<li>9:00-9:45 amÂ <strong>Keynote: Bruce Sterling Wired </strong><em>Main Theater</em></li>
<li><span style="text-decoration: underline;">10:00-11:00 amÂ <strong>AR Market: Today and Tomorrow </strong><em>Business TrackÂ  (Great America J â€“ First Floor)</em></span>
<ul>
<li><strong>Gary Hayes</strong> (MUVEDesign)- New AR Business Models</li>
<li><strong>Laurel Papworth</strong> (<a title="Community Crew" href="http://communitycrew.com" target="_blank">Community Crew</a>) â€“ Building Mobile AR Social Communities for Business</li>
</ul>
</li>
</ul>
<p>&nbsp;</p>
<hr />
<p>&nbsp;</p>
<h2><a title="GameTech Sydney June 2011" href="http://www.game-tech.com.au/sessions.html" target="_blank">GameTech</a></h2>
<p><em><strong>21-22 June 2011 Sydney</strong></em></p>
<p><a href="http://www.muvedesign.com/wp-content/uploads/2011/04/gametech.jpg"><img class="aligncenter size-full wp-image-464" title="gametech" src="http://www.muvedesign.com/wp-content/uploads/2011/04/gametech.jpg" alt="" width="550" height="102" /></a></p>
<p>Video games and interactive entertainment has come of age, and it&#8217;s serious business.Â Games have emerged as the pinnacle of consumer entertainment. The interactive entertainment industry is now faced with unprecedented popularity, unparalleled growth and significant opportunity.</p>
<p><em><strong> â€œThe global video gaming market is expected to grow at a CAG Rate of 8.9% to reach $76.1bn in 2013â€*</strong></em></p>
<p>The benefits of this are not just restricted to the video game developers and publishers- all areas of the value chain and the wider industry are<strong>reaping the rewards of this growth opportunity. </strong>As users are shifting towards new platforms developers and publishers are changing their business models to wrestle for market share.</p>
<ul>
<li><strong>Gametech</strong> is a 2-day conference blitz of learning, inspiration, solutions, and networking. It is the most comprehensive event on games and interactive entertainment in the region, and will provide an unparalleled event experience.</li>
<li><strong>Gametech</strong> is for those who wish to benefit from the explosive growth in video gaming. Whether you are part of the industry value chain or whether you are considering interactive entertainment as a tool for your business.</li>
<li><strong>Gametech</strong> features visionary presentations, insightful case studies, lively debate and expert information on timely cutting-edge business topics of interactive entertainment and gaining from video gaming technology.</li>
</ul>
<p>Gary&#8217;s is presenting on key areas of Merged Media and how <strong><em>Gamification</em></strong> is acritical component of all multi-platform content forms</p>
<p><strong>1355 &#8211; Pervasive Entertainment &#8211; Games, Film, Music, Print &amp; TV merging with audience networks</strong></p>
<ul>
<li>Assessing the concept of Pervasive Entertainment and how it is affecting the games industry</li>
<li>How are brands extending to transmedia?</li>
<li>Reviewing the business models behind geo-social / augmented reality games</li>
<li>Learning form relevant case studies</li>
<li>What models of media production, distribution, and consumption are implied by these future</li>
<li>visions of entertainment?</li>
</ul>
<p><strong>Gary Hayes</strong>,Â Director <strong>MUVEDesign</strong> &amp; FounderÂ StoryLabs</p>
<p><strong>ROUNDTABLE 15.10 -Â Unleash the Power of Interactive Entertainment â€“ Diversifying Your Product Offering with Video Games</strong></p>
<ul>
<li>How has the appeal of video games widened to new audiences?</li>
<li>Underlying the process of developing games to compliment existing products</li>
<li>Is there a limit as to the nature of business capable of benefiting from games</li>
<li>Finding the right monetization model to support a standalone games product</li>
<li>Key ingredients for successful games for social media platforms</li>
<li>How can games and interactive entertainment incorporate features such as user-generated content, sharing, rewards and referral programs?</li>
<li>Key steps to monetize new social gaming environments?</li>
</ul>
<p><strong>Sam Doust </strong> Creative Director, Strategic Developmentâ€¨ <strong>ABC</strong></p>
<p><strong>David Peattie</strong> Managing Directorâ€¨ <strong>Hasbro</strong></p>
<p><strong>Hugh Baldwin</strong> Director of Television and Content Acquisitions â€¨<strong>Nickelodeon, MTV</strong></p>
<p><strong> Gary Hayes</strong> Director <strong>MUVEDesign</strong> &amp; Founder â€¨StoryLabs</p>
<p><strong><br />
</strong>
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		<title>Tokyo Ad:Tech and &#8220;Time Treasure&#8221; Android AR Game Progress</title>
		<link>http://www.muvedesign.com/tokyo-adtech-and-time-treasure-android-ar-game-progress/</link>
		<comments>http://www.muvedesign.com/tokyo-adtech-and-time-treasure-android-ar-game-progress/#comments</comments>
		<pubDate>Tue, 26 Oct 2010 02:35:58 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=447</guid>
		<description><![CDATA[Gary is presenting on an Ad:Tech Augmented Reality panel later this week in Tokyo going beyond simple AR business models (see this post from over a year ago) and current delivery, real world possibilities, and talking about a near term futures and opportunities, especially in the area of branded location based augmented reality games and <a href='http://www.muvedesign.com/tokyo-adtech-and-time-treasure-android-ar-game-progress/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Gary is presenting on an <a href="http://www.adtech-tokyo.com/en/conference/session_detail/October_28th_25.html" target="_blank">Ad:Tech Augmented Reality panel</a> later this week in <a href="http://www.adtech-tokyo.com/en/" target="_blank">Tokyo</a> going beyond simple AR business models (<a href="http://www.muvedesign.com/16-key-augmented-reality-business-models-2/" target="_blank">see this post from over a year ago</a>) and current delivery, real world possibilities, and talking about a near term futures and opportunities, especially in the area of branded location based augmented reality games and services. There will also be discussions related to barriers to adoption and how to open up the market &#8211; similar to topics Gary addressed in this <a href="http://www.slideshare.net/hayesg31/augmented-reality-barriers-drivers-for-widespread-adoption" target="_blank">recent presentation</a> to the <a href="http://www.aimia.com.au/" target="_blank">Australian Interactive Media Industry Association</a> Mobile board&#8230;but here is the Ad:Tech Tokyo panel (sadly <a href="http://www.zugara.com/" target="_blank">Zugara</a> had to pull out of the panel but Gary will show some of their work)</p>
<p style="padding-left: 30px;"><strong>Augmented Reality &#8211; A Showcase What The Marketers Need To Know</strong> &#8211; October 28th 5:40pm &#8211; 6:30pm</p>
<p style="padding-left: 30px;">&#8220;Is AR just like a lift-the-flap book?&#8221;<br />
What value can AR offer for people and enterprises?<br />
The session outlines various definitions of AR such as location based platform or image recognition platform and how the technology provides valuable insight for marketing. Exploring various case studies, we will discuss the current situations and issues for AR as well as its future.</p>
<div style="padding-left: 30px;">
<p style="padding-left: 30px;"><img src="http://www.adtech-tokyo.com/images/speakers/Gary_Hayes.jpg" alt="" width="48" height="48" /></p>
<p><a href="http://www.adtech-tokyo.com/en/conference/detail/Gary_Hayes.html">Gary Hayes</a> CCO, MUVEDesign &amp; StoryLabs</p>
</div>
<div style="padding-left: 30px;">
<p style="padding-left: 30px;"><img src="http://www.adtech-tokyo.com/images/speakers/Akihiko_Tokuhisa.jpg" alt="" width="48" height="48" /></p>
<p><a href="http://www.adtech-tokyo.com/en/conference/detail/Akihiko_Tokuhisa.html">Akihiko Tokuhisa</a> CTO, Digital Advertising Consortium Inc. Moderator</p>
</div>
<div style="padding-left: 30px;">
<p style="padding-left: 30px;"><img src="http://www.adtech-tokyo.com/images/speakers/sp_Masataka_Hosogane.jpg" alt="" width="48" height="48" /></p>
<p><a href="http://www.adtech-tokyo.com/en/conference/detail/Masataka_Hosogane.html">Masataka Hosogane</a> Executive Creative Director, Mobile Communication Development Department, Communication Design Center, DENTSU Inc.</p>
</div>
<p>Gary will be showing several of his Augmented Reality branding overview videos such as the recent <a href="http://www.youtube.com/watch?v=A19Te3kCmVE" target="_blank">Recognition &#8211; Business Opportunities</a> but also one of three Location Based Augmented Reality Story developments in this space Â called &#8216;Time Treasure&#8221; &#8211; a rudimentary, story rich LBARG (location based AR game?!) that MUVEDesign are currently story designing &amp; coding for Android tablets. A hort 2 minute taster video embedded below&#8230;</p>
<p style="padding-left: 30px;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="330" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/NMQ5DFkU794?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="330" src="http://www.youtube.com/v/NMQ5DFkU794?fs=1&amp;hl=en_US" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="padding-left: 60px;">Without giving the plot away, the structure of this game is quite straightforward. There are ten layers of time from 2050 back to 5000BC that you slowly penetrate following stories, clues and trails all based at POIs (points of interest, precise locations) around your city. The traditional MMOG talking-head quest and story givers are a unique part of this as well as a range of capture &amp; loot quests that require you in some cases to do a little &#8216;real world&#8217; grinding&#8230; ok not too much <img src='http://www.muvedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  For me the challenge as always is about creating strong &#8216;call to actions&#8217; and constructing a narrative backbone to make it worth your while walking and in some cases running around town! I will do a post when this reaches a full working pilot.</p>
<p style="padding-left: 30px;">We will keep you updated in the next months of progress on this and the branded client games also in progress.</p>
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		<title>Social Media Counts &#8211; iPad App</title>
		<link>http://www.muvedesign.com/social-media-counts/</link>
		<comments>http://www.muvedesign.com/social-media-counts/#comments</comments>
		<pubDate>Sun, 10 Oct 2010 07:03:46 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=436</guid>
		<description><![CDATA[This is a brief description and support page for the October 2010 released iPad app Social Media Counts one of several non-client commissioned MUVEDesign smartphone apps. Get it via the iTunes App store now or go to the Apple App preview page 1.0 RELEASE VERSION 1.0 &#8211; Description and screen shot Social Media Counts is <a href='http://www.muvedesign.com/social-media-counts/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://bit.ly/Socmedcounts"><img class="alignleft size-full wp-image-439" title="app-store" src="http://www.muvedesign.com/wp-content/uploads/2010/10/app-store.jpg" alt="" width="250" height="89" /></a><br />
This is a brief description and support page for the October 2010 released iPad app Social Media Counts one of several non-client commissioned MUVEDesign smartphone apps.</p>
<p>Get it via the<a href="http://bit.ly/Socmedcounts " target="_blank"> iTunes App store now</a> or go to the <a href="http://bit.ly/b2dMeb" target="_blank">Apple App preview page</a></p>
<p><strong>1.0 RELEASE VERSION 1.0 &#8211; Description and screen shot</strong></p>
<p>Social Media Counts is an amazing and hypnotic real time display of eighty four user, content and business metrics across social media, games, mobile and traditional or heritage media. The data is based on actual reported numbers which are listed in the embedded info panel and this rolling &#8216;count-up counter&#8217; is a projection forward in time based on these real numbers. With over 40 million impressions already of the embeddable flash version across the web this counter gives real insight into the tsunami of content, proliferation of devices and the money being made from a range of entertainment and services.</p>
<p><strong>Features </strong></p>
<p><img class="alignright size-full wp-image-438" title="made_for_ipad" src="http://www.muvedesign.com/wp-content/uploads/2010/10/made_for_ipad.jpg" alt="" width="300" height="163" /></p>
<p>include the ability to switch in real time between the social. mobile, games and heritage lists as well as step forward in increments of day, week, month and a fixed view of a year ahead. You can also reset the counter at any point using the &#8216;begin&#8217; button. An info screen contains a list of most of the data sources used in the counter and a web link takes you to a web page with these listed and links to the sources pages also.</p>
<p>Please Note: The application is intentionally not highly interactive as it is meant to be used as a display in portrait mode only, making it readable at presentations and demonstrations to others in small meeting environments as it allows easy visibility of the amazingly large growing numbers.</p>
<p>The app will be updated regularly &#8211; approx once a month with updated statistics where available and suggestions are always welcomed for new, remarkable figures (make sure you have a reliable per day, month or year figure though!)</p>
<p>For reference here are the current list of real time counter metrics being displayed:</p>
<p><strong>Social Media Tab</strong></p>
<p><img class="size-full wp-image-437 alignleft" style="margin: 5px;" title="socmedcounts" src="http://www.muvedesign.com/wp-content/uploads/2010/10/socmedcounts.jpg" alt="" width="360" height="480" /></p>
<p><strong> </strong>new blog posts, members added on Facebook, US dollars spent on virtual goods globally, tweets sent on Twitter, videos watched on YouTube, iPhone apps downloaded, US dollars spent on Facebook gifts, hours uploaded onto YouTube, new Twitter accounts, text messages inside Second Life, US dollars made from global messaging &amp; data, iPads sold, new members on LinkedIn, pieces of music bought on iTunes, searches made on Google, emails sent globally, US dollars made in ad revenue on Facebook, sms&#8217;s sent worldwide, photos uploaded to Facebook, images uploaded to Flickr, new internet users globally</p>
<p><strong>Mobile Media Tab</strong></p>
<p><strong> </strong>new mobile phones shipped, US dollars generated from mobile games, sms&#8217; sent worldwide, new phones GPS enabled, US dollars made by global mobile data, WiFi and 3G iPads sold globally, iPhones sold, GBs sent across all mobile devices, hours of mobile video watched in USA, US dollars made from all mobile services globally, new users of mobile social networks, US dollars spent on mobile advertising worldwide, new mobile subscribers globally, new portable pcs / laptops shipped, mms messages in the US, iPhones unlocked, US dollars made from mobile music, people using location mobile services logged onto the web using mobile, made from mobile video, new mobile 3G subscribers globally</p>
<p><strong>Games</strong><br />
join a &#8216;social&#8217; game from Zynga, US dollars made from MMOG players China, quests completed by WoW players, US dollars revenue from games sold in US, user2user tranactions Second Life, transactions in Eve Online, game units sold worldwide, US dollars spent on virtual goods globally, new global MMORPG subscribers, US dollars generated from Virtual World ads, logged into Fantasy Westward Journey, virtual goods created in Second Life, US dollars invested in Virtual World companies, new US kids (3-11) subscribing to VWs, messages between Second Life users, players transactions in Eve Online, US dollars net revenue made World of Warcraft, portable game units sold, user hours by Chinese online gamers, messages posted on Gaia forums, user hours by Second Life users</p>
<p><strong>Heritage Media</strong><br />
US dollars made at the US box office, US dollars lost to US economy due to movie piracy, read a newspaper in the US, Dollars TV revenue generated globally, single music tracks downloaded, attend a US orchestral concert, US dollars made from global print ads, US dollarsÂ total spend making Australian films, US dollarsÂ total spend on making UK films, US dollarsÂ wages for jobs in US movie industry, US dollarshardcover books sold worldwide,Â kindle books sold just by Amazon,Â people in US tuning into radio, US dollarsÂ made from music concerts worldwide, US dollarsÂ made from DVD &amp; Blu-ray in US, US dollarsÂ lost by pirated music &amp; movies Spain, US dollarsÂ made from all music worldwide,Â hours of TV watched by all UK viewers,Â movie tickets sold US EU China Japan,US dollarsÂ spent on new TV sets in the US,Â printed press page views
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		<title>iPad 4.0 &amp; Near Future Augmented Reality Recognition 4 Biz</title>
		<link>http://www.muvedesign.com/ipad-4-0-near-future-augmented-reality-recognition-4-biz/</link>
		<comments>http://www.muvedesign.com/ipad-4-0-near-future-augmented-reality-recognition-4-biz/#comments</comments>
		<pubDate>Wed, 30 Jun 2010 04:49:53 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Augmented Reality]]></category>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=410</guid>
		<description><![CDATA[Personalizemedia.com just posted a detailed look at a video entitled Augmented Worlds Video Part One &#8211; Recognition. The focus is looking specifically at the business model implications of the widespread use of a large tablet AR device and super fast, always on tagged/recognisable content. There are other videos in the series covering education, games &#38; <a href='http://www.muvedesign.com/ipad-4-0-near-future-augmented-reality-recognition-4-biz/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Personalizemedia.com just posted a detailed look at a video entitled <a href="http://www.personalizemedia.com/augmented-worlds-video-part-1-recognition/" target="_blank">Augmented Worlds Video Part One &#8211; Recognition</a>. The focus is looking specifically at the business model implications of the widespread use of a large tablet AR device and super fast, always on tagged/recognisable content. There are other videos in the series covering education, games &amp; stories as well as utility near futures &#8211; but though it would be cool to cross post the video here too! Enjoy and read more about the video on the link above</p>
<p><strong>AUGMENTED WORLDS Pt.1 -Â Business Opportunities: RECOGNITION.</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/dkYC1kBPR6o&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/dkYC1kBPR6o&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>An &#8216;iPad 4.0 &#8211; like prototype&#8217;Â stroll around an augmented Sydney. Video, music devised &amp; created byÂ GARY HAYES of <a href="http://muvedesign.com" target="_blank">MUVEDesign.com</a> &#8211; there are some key assumptions with this video detailed here -</p>
<p style="padding-left: 30px;"><strong>ASSUMPTIONS WITH THIS CONCEPT</strong></p>
<p style="padding-left: 30px;">OK this tablet device with camera is running on a very fast connection, instant video and image so we are assuming city wide wifi or 4G type service connection. Also some elements pop up immediately so we can assume the user in the video (me) has setup some preferences or it has learned what type of service I like so it gives instant fulfilment vs dropping into endless menus (more on the interface next). Also the device is extremely aware of its location to a few inches, so we can assume that some of the â€˜recognitionâ€™ elements are speeded up, being tied into precisely where the user is stood/orientated â€˜combinedâ€™ with recognition â€“ this will speed up the overall process vs using onlyÂ <a href="http://http://www.kooaba.com/" target="_blank">Kooaba</a> like Smart Visuals Recognition which puts a lot of pressure on server-side processing.</p>
<p style="padding-left: 30px;">Notice on theÂ <a title="Posts tagged with bottom" rel="tag" href="http://www.personalizemedia.com/tag/bottom/">bottom</a> of the interface I have put the words â€œCONNECTED TO: Sydney CBD People and Places cached dataâ€ which is basically pointing out that the speed of recognition to data display is super accelerated when all information is pre-cached, and the way intelligent caching works means the more popular the â€˜targetâ€™ the faster the response. Privacy â€“ there are a few sequences here and in the longer video that show people being â€˜recognisedâ€™. Obviously a real concern at the moment, so the concept video assumes the users being targeted have given their consent to outdoor recognitionâ€¦I know this is a post in itself (<a href="http://www.personalizemedia.com/descending-clouds-society-and-augmented-reality-101/">see one of mine recently</a>) but lets assume like TagWhat and FourSquare like services, users are allowing their â€˜trustedâ€™ friends and companies (for benefits) assess to being recognised â€“ at least for the purposes of this concept!</p>
<p><a href="http://www.muvedesign.com/wp-content/uploads/2010/06/muvedesign_arbiz_interface.jpg"><img class="alignright size-full wp-image-411" title="muvedesign_arbiz_interface" src="http://www.muvedesign.com/wp-content/uploads/2010/06/muvedesign_arbiz_interface.jpg" alt="" width="700" height="410" /></a>
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		<title>16 Key Augmented Reality Business Models</title>
		<link>http://www.muvedesign.com/16-key-augmented-reality-business-models-2/</link>
		<comments>http://www.muvedesign.com/16-key-augmented-reality-business-models-2/#comments</comments>
		<pubDate>Fri, 23 Oct 2009 14:08:15 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=372</guid>
		<description><![CDATA[A cross-post from Gary Hayes&#8217;s Personalizemedia Site (with permission!) &#8230; As promised a more specific &#8216;commercial&#8217; follow up to my previous post on this topic which was more &#8216;story&#8217; centric. I am developing and producing a range of Augmented Reality (or if you prefer AR, â€˜blended or layered mediaâ€™) applications at the moment. I have <a href='http://www.muvedesign.com/16-key-augmented-reality-business-models-2/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><strong>A cross-post from Gary Hayes&#8217;s </strong><a href="http://www.personalizemedia.com/" target="_blank"><strong>Personalizemedia</strong></a><strong> Site (with permission!) &#8230;</strong> As promised a more specific &#8216;commercial&#8217; follow up to my <a href="http://www.personalizemedia.com/new-playgrounds-augmented-reality-story-worlds/" target="_blank">previous post</a> on this topic which was more &#8216;story&#8217; centric. I am <a href="http://muvedesign.com" target="_blank">developing and producing</a> a range of Augmented Reality (or if you prefer AR, â€˜blended or layered mediaâ€™) applications at the moment. I have also been asked to present at a few conferences and create a detailed white paper on the implications of AR for government &amp; business looking at privacy, legal, copyright &amp; crime issues.  As readers of this blog will know I also <a href="http://lamp.edu.au" target="_blank">lecture, run workshops</a> and work with creative teams to come up with future â€˜social entertainmentâ€™ based around virtual worlds and augmented reality.</p>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">But the purpose of this short post is to simply list and try to categorise the many types of business Augmented Reality apps appearing in the market. The first manifestations of AR appeared in the late 60s, became real in the 70s and by the 90s were already being used by major companies. Now portable computing is finally powerful enough to deliver AR to anyone who has a smart phone or latest generation PC or console. But first my simple definition of Augmented Reality.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Information, 3D models or live action blended with or overlaid onto the physical world in real time. A camera &amp; attached screen is used to view the combination of reality &amp; real time virtuality. Devices or systems commonly used for AR include</div>
<p>But the purpose of this pretty detailed post is to simply list and try to categorise the many types of business Augmented Reality apps appearing in the market and to try to identify opportunities.</p>
<div id="attachment_1619" class="wp-caption aligncenter" style="width: 570px"><img class="size-full wp-image-1619 " style="margin: 5px;" title="Augmented Dollar" src="http://www.personalizemedia.com/wp-content/uploads/2009/09/money_ar_comp.jpg" alt="Augmented Dollar" width="560" height="329" /><p class="wp-caption-text">Augmented Reality Business by Gary Hayes</p></div>
<p style="text-align: center;">
<p><span id="more-372"></span>According to <a href="http://en.wikipedia.org/wiki/Augmented_reality" target="_blank">wikipedia</a>, the first manifestations of AR appeared in the late 60s, became real in the 70s and by the 90s were already being used by major companies. Now portable computing is finally powerful enough to deliver AR to anyone who has a smart phone or latest generation PC or console. For those unfamiliar here is my simple definition of Augmented Reality.</p>
<blockquote><p>Information, 3D models or live action blended with or overlaid onto the physical world around us, in real time. A camera &amp; attached screen is used to view the combination of real world and metadata or rich media. Devices or systems commonly used for AR include:</p>
<ul>
<li>Mobile devices with inbuilt cameras such as iPhone, DS Lite, PSP or Android</li>
<li>A head mounted display HMDs (eg: glasses or futuristic contact lenses) attached to a wearable networked computer</li>
<li>A PC or Mac with webcam</li>
<li>A games console with camera accessory</li>
<li>A large TV screen with advanced Set Top box and Web cam</li>
<li>Others in development</li>
</ul>
</blockquote>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="453" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/GQRLhc-6FVc" /><embed type="application/x-shockwave-flash" width="550" height="453" src="http://www.youtube.com/v/GQRLhc-6FVc"></embed></object></p>
<p>There will be hundreds of business, marketing and educational applications alongside the many 1st generation entertainment examples currently emerging. As usual the video game and porn industries are pioneering the research and development of the technology but we are about to see a plethora of more mundane utility &amp; life enhancing applications about to swamp the market. Combine this with hundreds of space cadet â€˜toysâ€™ and viral fluff and we start to see the beginnings of a large industry. Of course the usual caveats apply but unlike say virtual worlds which suffered from too much early hype, these apps are much more accessible to anyone with a decent smart phone, up to date games console or computer with webcam &#8211; there is a big difference.</p>
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<p>But before going onto my list (which is of course non-exhaustive) here are my basic types of Augmented Reality from a slightly technical perspective but which we can apply to commercial and marketing applications. My presentations and paper have much more detail with specific case studies of each.</p>
<blockquote><p><strong>GARY&#8217;S FIVE TECHNICAL TYPES OF AUGMENTED REALITY</strong></p>
<ol>
<li><strong>Surface</strong> â€“ The most understandable form of â€˜reality that is augmentedâ€™ would be screens, floors, walls etc that respond to the touch of people in them providing them with virtual real time information or collaboration</li>
<li><strong>Pattern</strong> â€“ The AR system performs simple pattern recognition on a shape, marker (usually on a framed card in the real world scene) or face and replaces it with a static or moving element e.g: a 3D model, info, audio, video stream or loop etc: You view the â€˜itemsâ€™ in the scene with you</li>
<li><strong>Outline</strong> â€“ This is where your hand, eye or body outline is picked up and seamlessly â€˜mergedâ€™ with the virtual elements. Simple example where you can pick up a 3D object that doesnâ€™t exist because the system is tracking your hand outline.</li>
<li><strong>Location</strong> â€“ Based on detailed GPS or triangulation location &amp; position/view of the camera/device the AR system can overlay information precisely over buildings or people as you move through real space.</li>
<li><strong>Hologram</strong> â€“ Using â€˜smoke &amp; spinning mirrorsâ€™ literally in some cases, virtual or real items are â€˜projectedâ€™ into the physical space you are in and can be interactive with based on cameras tracking real world impulses e.g: hand gestures or audio signals</li>
</ol>
</blockquote>
<p>Before the more detailed list I embed my summary flickr chart whose purpose is to try to categorise types of business orientated augmented reality apps so to identify opportunities. The graph places 16 on axes of commercial value (likely revenue or marketing potential) vs adoption (scale of popularity vs a niche, client user base). It is a starting document to aid classification of this emerging commercial sector that I hope you find useful. The AR types, color key linked to each model is suggestive only. (Click on image for enlargement over at my flickr pages)</p>
<p><a title="16 Augmented Reality Business Models by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3917382293/"><img style="margin: 5px; border: 1px solid black;" src="http://farm4.static.flickr.com/3033/3917382293_d5a6928db3.jpg" alt="16 Augmented Reality Business Models" width="500" height="359" /></a></p>
<p><a title="16 Augmented Reality Business Models by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3917382293/"></a>Below are longer descriptions of my top 16 Business Applications/Models for Augmented Reality and I suspect I will develop twenty more before the day is out! I have tried to break up some of the big AR areas such as &#8216;locative AR&#8217; and separated them into several opportunities. This is an exercise looking at the marketing or commercial &#8216;intention&#8217; vs a traditional pure business model, broad approach. It is a starting document to aid classification of an emerging commercial sector that I hope you find useful.</p>
<blockquote>
<ol>
<li><strong>IN SITU</strong>: Aiding sale by seeing projects &amp; products placed in the environment before completion. The benefit of a customer or client seeing a finished project, before it is complete. For example 1) real estate agents can scan and show an empty house full of stylish furniture or 2) an architect who can show the billion dollar client the skyscraper as a model perfectly aligned with the other buildings on the empty site and 3) Customers who want to see what the clothes look like on â€˜themâ€™ (as in the Zugara video above and Cisco below). The list of applications goes on.</li>
<li><strong>UTILITY</strong>: Selling life enhancing AR applications perceived as useful. Development and commercial sale of applications such as underground train orientation, bus stops &amp; times, traffic alerts, airport gates &amp; plane arrivals etc: all overlaid in real space. Sometimes called AR browsers as they cross reference what or who you are looking at with anything or everything off the web or like this <a href="https://www.prioritymail.com/simulator.asp" target="_blank">UPS example</a> allows you to see if your &#8216;stuff&#8217; will fit the &#8216;virtual&#8217; postal boxes.</li>
<li><strong>TRAINING</strong>: Hands-on with complex equipment and work scenarios. Using &#8216;outline&#8217; recognition this allows us to be virtually â€˜hands-onâ€™ with complex equipment in difficult-to-practise work scenarios. Bomb disposal, surgery, flight simulation. . Indeed according to wikipedia the actual phrase Augmented Reality was coined by Tom Caudell in 1992 while at Boeing where workers trained to wire aircraft on AR systems. A massive industry for the developer community charging b2b rates.</li>
<li><strong>SOCIAL GAMING:</strong> Both connotations of the word, pay-per-play mixed reality games in physical space. The potential to run pay per play (e.g: virtual paintball style) games in physical location and also live connected betting on sports or other competitive play â€“ e.g: You point your iPhone at the horse and wirelessly place a bet â€“ mid race! (odds adjusted of course) or using basic surface AR you play with others in a new kind of â€˜gamesâ€™ room!</li>
<li><strong>LOCATION LAYERS:</strong> Blended guides to new places, tourism, enhanced travelling or themed space. For travellers just arrived at your city, theme park or other experience you can provide them with pay for tools that will help them take the most â€˜mutually beneficialâ€™ route after they arrive. Free data from wikipedia, local bloggers or more commercial entities add depth.</li>
<li><strong>VIRTUAL DEMO</strong>: Display to promote sale, of product in pre-release or remotely via catalogue etc: To promote advance sales before the consumer gismo hits the stores, an AR display or the device/s so potential customers can manipulate it, see it from all sides, even customise the order. We may see future stores displaying the majority of items on the shop floor as AR while the item is shipped to your house before you get home! The reverse of this, an AR catalogue (as in the Ikea video below) that pops up models to help you build or see the product in 3D.</li>
<li><strong>EXPERIENTIAL EDUCATION</strong>: Pay-per-visit educational services to museums, ancient sites etc: Pay-per-visit (ppv) to visit highly experiential museums, theme parks, zoos, ancient sites or exhibitions but with a higher purpose of providing deeper levels of information &amp; visual sense than a simple plague or hard to follow guide book ever will. The sleepy animals in the zoo come to life, the ancient fossil is animated into an overlaid Google Earth, the Battle is enacted â€˜on the original battlefield.</li>
<li><strong>ENHANCED CLASSIFIEDS</strong>: An AR directory that promotes local 3rd parties product &amp; services overlaid at the location. One of the obvious apps where someone in a city or town looking for a specific item could be â€˜guidedâ€™ to it. A very affiliate model where the company that owns the Augmented Reality listing mechanism will take a slice of any fulfilled sales. A lot more to this of course.</li>
<li><strong>3D VIRALS:</strong> Branded company or personal promotion &amp; ads using &#8216;cool&#8217; 3D toys. Pattern based 3D model that entertains and is spread virally. The YouTube moment as a million links to cool â€˜3D stuffâ€™ that takes place next to you. Already we see some AR apps that allow you to record scenes of you interacting with said â€˜3D viralâ€™ and pass those around too, titillation, quirky giveawaysâ€“ JibJab-type, put â€˜youâ€™ in the cartoon but revered, they are with you in 3D space.</li>
<li><strong>PERSONALIZED SHOPPING:</strong> Walking around stores made relevant, opt in personalization and targeting. The oft mentioned Minority Report example. But in the pulled model, here you can deliver information to potential customers scanning stores, streets or shelves for discounted or personally relevant products.</li>
<li><strong>COOPERATION: </strong>Service industry for augmented virtual meetings.<strong> </strong>We are all familiar with video conferencing, a few have dabbled in 3D virtual world get togethers but AR meetings are a game changer. The potential here using â€˜discreteâ€™ personal screens is to have the inevitable remote meeting with live feeds of your colleagues, blended into your room &#8211; pay-per-ARmeet</li>
<li><strong>BLENDED BRANDING</strong>: The equivalent of hoardings, virtual poster ads. Once given a reason to be scanning outdoor areas with their AR devices the potential to deliver topical, timely and relevant ads or branding into the scene. Again care must be taken as AR spam (like social network spam) will quickly irritate, but like free to air TV, using various sponsored or freemium biz models will mean a certain amount of branding will be acceptable.</li>
<li><strong>AUGMENTED EVENTS:</strong> Pay-per-use of enhanced sport or pop concerts. At live events spectators can pay and then scan their view of the â€˜matchâ€™ for the latest information on sporting achievement or pop star gossip and of course tracking trails or watching replays in situ, merged over say a static real sporting scene.</li>
<li><strong>INTERTAINMENT:</strong> New form experiential TV and films. Following on from my â€˜AR storyâ€™ post,  we know people will pay a premium for a new kind of â€˜filmâ€™ experience where you &#8216;live the experience&#8217;. How about one that plays out at â€˜yourâ€™ place. Semi customised marker or location AR apps will layer Brad or Angie into your lounge, onto the coffee table or your â€˜compositedâ€™ in real time into the latest Mixed Reality TV show. Combined with 3D viewing technology will make Blu-Ray seem so 18th century.</li>
<li><strong>UNDERSTANDING SYSTEMS:</strong> Creating AR for internal or exploded views of complex objects. Primarily useful in training or helping sell something where physically taking it apart is not possible a view of a car or other complex object can be enhanced. Labels or even an exploded view in real time can help get the message across.</li>
<li><strong>RECOGNITION &amp; TARGETING:</strong> Pushing &#8216;relevance&#8217; to outdoor consumers &#8211; facial recognition linked to online data. To be used with care! It will be interesting to see how privacy laws affect this but in a pushed model you could â€˜scanâ€™ visitors to your store, identify their faces, do background links to their â€˜social networksâ€™ followed by personal targeting while they are shopping. We all know this is going to happen!</li>
</ol>
</blockquote>
<p>Some examples:</p>
<p><strong>CISCO&#8217;s future of shopping</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/jDi0FNcaock&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/jDi0FNcaock&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong>BMW Future of Car repairs</strong></p>
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<p><strong>Augmented Reality in Marketing and Sales</strong></p>
<p><strong><span style="font-weight: normal;"><object style="background-repeat: no-repeat; background-color: #ffffcc; background-image: url(http://www.personalizemedia.com/wp-includes/js/tinymce/plugins/media/img/flash.gif); width: 550px; height: 453px; background-position: 50% 50%; border: 1px dotted #cc0000;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="453" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/pgett5Od3G4" /><embed style="background-repeat: no-repeat; background-color: #ffffcc; background-image: url(http://www.personalizemedia.com/wp-includes/js/tinymce/plugins/media/img/flash.gif); width: 550px; height: 453px; background-position: 50% 50%; border: 1px dotted #cc0000;" type="application/x-shockwave-flash" width="550" height="453" src="http://www.youtube.com/v/pgett5Od3G4"></embed></object></span></strong></p>
<p><strong>James Cameron&#8217;s Avatar &#8211; Augmented Reality Entertainment</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="453" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/7JWk_JIE3Ow" /><embed type="application/x-shockwave-flash" width="550" height="453" src="http://www.youtube.com/v/7JWk_JIE3Ow"></embed></object></p>
<p><strong>IKEA&#8217;s Future Augmented Reality Catalogues</strong></p>
<p><object style="background-repeat: no-repeat; background-color: #ffffcc; background-image: url(http://www.personalizemedia.com/wp-includes/js/tinymce/plugins/media/img/flash.gif); width: 550px; height: 453px; background-position: 50% 50%; border: 1px dotted #cc0000;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="453" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/V4b4ArHZupM" /><embed style="background-repeat: no-repeat; background-color: #ffffcc; background-image: url(http://www.personalizemedia.com/wp-includes/js/tinymce/plugins/media/img/flash.gif); width: 550px; height: 453px; background-position: 50% 50%; border: 1px dotted #cc0000;" type="application/x-shockwave-flash" width="550" height="453" src="http://www.youtube.com/v/V4b4ArHZupM"></embed></object></p>
<p>To finish a few lines that describe one of my presentations coming up that acts as a nice conclusion&#8230;</p>
<blockquote><p>It has been called the future of social mobile networking, experiential marketing and entertainment, Augmented Reality is about to snowball. With hundreds of apps launching onto iPhones, Games Consoles, Advanced TV and your PC this new technology allows us to view our world in exciting new ways. Once the domain of science fiction or super computers this new technology, blending the real with virtual, is now literally in the hands of everyday consumers and business. Augmented Reality is simply using a camera with screen to layer rich media and information over &#8216;our&#8217; real world, in real time so we can now scan and layer web info over products and people in the store or street and provide virtual, &#8216;in situ&#8217; hands-on demonstrations and deliver the ultimate &#8216;guide&#8217; to our complex physical world. Is AR the new 3D viral experiential marketing or another temporary fad?</p></blockquote>
<p>Finally, finally for those interested here is my Augmented and Mixed Reality YouTube playlist if you have an hour or so to spare to view the current collection of 60 +</p>
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		<title>Why we create Multi Platform services</title>
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		<pubDate>Mon, 19 Oct 2009 03:24:17 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<description><![CDATA[Because who used to be our audience are now co-creators and spending time across a sea of media and devices. This counter from MUVEDesign&#8217;s Gary Hayes gives a brief insight into the torrent of social and anti-social content that only the best professional transmedia properties will be heard above the noise. Contact MUVEDesign for a <a href='http://www.muvedesign.com/why-we-create-multi-platform-services/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Because who used to be our audience are now co-creators and spending time across a sea of media and devices. This counter from MUVEDesign&#8217;s Gary Hayes gives a brief insight into the torrent of social and anti-social content that only the best professional transmedia properties will be heard above the noise. Contact MUVEDesign for a consultation!</p>
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		<title>MUVEDesign develop Augmented &amp; Mixed Reality Apps</title>
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		<pubDate>Wed, 05 Aug 2009 15:17:38 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<description><![CDATA[MUVEDesign are now developing a range of augmented reality apps, particularly aimed at the new iPhone 3Gs and are happy to accept enquiries from interested parties. For those unfamiliar with AR there are some videos below that give a sense of the area. Simply put AR is the physical, real world seen through a live <a href='http://www.muvedesign.com/muvedesign-develop-augmented-mixed-reality-apps/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>MUVEDesign are now developing a range of augmented reality apps, particularly aimed at the new iPhone 3Gs and are happy to accept enquiries from interested parties. For those unfamiliar with AR there are some videos below that give a sense of the area. Simply put AR is the physical, real world seen through a live often mobile &#8216;camera&#8217; (web cam, iPhone etc) then in real time, digital content is layered over the top &#8211; locked &amp; linked to locations, people and other visible real world elements.</p>
<p>We have come a long way since cardboard cutout VRML back in the 90s. It is interesting to watch a revolution take place at the moment in Mixed &amp; Augmented Reality and one particular subset, augmented reality. Gary produced a compilation in 2008 of various AR and MR area in this short video (at the bottom of this post you will find a transcript)</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/6TF9HOBTIYg" /><embed type="application/x-shockwave-flash" width="425" height="350" src="http://www.youtube.com/v/6TF9HOBTIYg"></embed></object></p>
<p>Another exciting area of AR is emergent game play. This example from a Japanese company called <a onclick="javascript:pageTracker._trackPageview('/outgoing/www.geishatokyo.com/');" href="http://www.geishatokyo.com/">Geisha Tokyo Entertainment</a> is your very own augmented reality Geisha Girl. It is interesting watching a story develop so imagine the potential now for story tellers or performers who can give their â€˜participantâ€™ audience the tools to bring the storyworld out into their personal space. I think in advance of the oft mentioned â€™surround-o-filmâ€™ (yes holograms of Bond jumping around you in your front room, god help us!) this is a simple and elegant solution â€“ given we all have webcams built into laptops, games consoles, mobiles etc etc: With this particular package you get two cubes and two sticks but imagine a cube for a range of characters or sets for your latest film or kids TV show, perhaps available as a premium.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/yCCx7zANsGE" /><embed type="application/x-shockwave-flash" width="425" height="350" src="http://www.youtube.com/v/yCCx7zANsGE"></embed></object></p>
<p>Finally the combination of Augmented Reality and Social Media is probably the most obvious and compelling near term offering. Being able to layer the rich social web over the top of the real world adds real value. This video speaks for itself.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/tb0pMeg1UN0" /><embed type="application/x-shockwave-flash" width="425" height="350" src="http://www.youtube.com/v/tb0pMeg1UN0"></embed></object></p>
<p>Below is the slightly futuristic transcript from my video compilation above, for those who canâ€™t hear the narration. <img src="http://www.lamp.edu.au/watercooler/wp-includes/images/smilies/icon_smile.gif" alt=":)" /> (BTW a better audio version available as a 50MB download <a href="http://www.personalizemedia.com/DawnMixedReality.mp4" target="_blank">here</a>). Attribution for most clips appear in this <a href="http://www.personalizemedia.com/the-dawn-of-mixed-reality-and-its-participatory-audience/" target="_blank">post</a>.</p>
<p><span id="more-515"> </span></p>
<p style="padding-left: 30px;">Is this reality? Is this fantasy? In 2008 the great transition truly began. Whereas a decade earlier we used to â€˜log inâ€™ to cyberspace, now we began to semi-permanently inhabit virtual space and the digital world started to leak out into everyday life. It began to infiltrate our shopping malls and became integrated with our everyday lives. Humanity started the relentless journey towards the natural future where virtuality became a greater reality,Â  and where digital fantasy and organic reality were inextricably intertwined.</p>
<p style="padding-left: 30px;">Through the early 2000s pervasive wearable computing started to break down the walls that used to separate our virtual existence from our physical one. This same technology also allowed us to embed ourselves seamlessly into virtual worlds which is where we could truly experiment with future forms of entertainment, art, education and business.</p>
<p style="padding-left: 30px;"><a href="http://www.muvedesign.com/wp-content/uploads/2009/08/augmented_reality.jpg"><img class="alignright size-full wp-image-359" title="augmented_reality" src="http://www.muvedesign.com/wp-content/uploads/2009/08/augmented_reality.jpg" alt="augmented_reality" width="375" height="280" /></a>In these new places we became the real time, living celebrity. Many of us became avatar stars, pixel gods â€“ exalted as those linear film and TV icons. This became the only place for many. By 2007 hardcore gamers were already spending fifty five hours per week â€˜insideâ€™ these shared worlds and learned to forgot about the real world. This became the place where their most meaningful hours were spent. Everyone began to blend the two domains, combining them in new ways, driven by an invisible urge. Thus started the global meshing, of todayâ€™s mixed reality.</p>
<p style="padding-left: 30px;">But in 2009 questions were asked. As in the many films that hinted at our transhumanist future, would the physical embodied self ever become redundant? Would we truly evolve as self contained, digital entities? May we as well be slumped in a chair with a cable plugged into our heads? Regardless, as the real world became inhospitable we all started to crave for the immersion and began moving our physical selves into these spaces. Even more than that we wanted our peers our un-virtual audiences to be able to share our experiences there. It became a contagious as the most poignant moments and memories were the ones in virtual space.</p>
<p style="padding-left: 30px;">But we needed to look beyond these screens and into our own souls. Find the truth written along the â€˜thin white lineâ€™ that separates analog from digital, person from avatar. This was the beginning. It always was. As far as the meshing or blending of reality and virtuality, in 2009 they were the equivalent of grainy black and white movies seventy years earlier. Our experiences were simultaneously part real, part virtual but it didnâ€™t matter which was which anymore. Both were valid and they depended on each other. Those early parallel existences of twenty years ago started to move humanity forward, released our imaginations and we coexisted with our precious and ultimately fragile, physical selves. The great crossing had begun.</p>
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		<title>Virtual Worlds &amp; Business: What&#8217;s The ROI?</title>
		<link>http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/</link>
		<comments>http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/#comments</comments>
		<pubDate>Thu, 12 Mar 2009 03:57:21 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<description><![CDATA[Below are my introduction slides from ad:tech 2009 earlier this week. It is such a short time (each panel is given 50 minutes) to cover such a vast area and myself, Jeff (habbo.com.au) and Mitch (SmallWorlds.com) were all struggling to impart tons of great info/examples and have enough time to get interactive. I hogged the <a href='http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Below are my introduction slides from <a href="http://www.ad-tech.com/sydney/adtech_sydney_schedule.asp#session611" target="_blank">ad:tech 2009</a> earlier this week. It is such a short time (each panel is given 50 minutes) to cover such a vast area and myself, Jeff (<a href="http://habbo.com.au/" target="_blank">habbo.com.au</a>) and Mitch (<a href="http://smallworlds.com/" target="_blank">SmallWorlds.com</a>) were all struggling to impart tons of great info/examples and have enough time to get interactive. I hogged the first 15 minutes by giving a broad overview and some examples I have been involved in that fitted the brief of the talk.</p>
<p>Below are my slides,  a little descriptive text below that and at the bottom of this post some deeper insight into SmallWorlds (given most of my readers probably know Habbo already? &#8211; If not, Why Not!? ). I included one slide from Jeff Brookes set looking at Hitwise&#8217;s stats on browser worlds and other sites in terms of session length which will no doubt raise a few eyebrows!</p>
<blockquote><p><strong>Virtual Worlds &amp; Business: What&#8217;s The ROI? </strong></p>
<p>Virtual worlds are maturing at a rapid rate and brands are realising there are valuable business opportunities within them. Whether the objective is engagement, research or brand presence, virtual worlds are proving to be a legitimate marketing channel. In this session our panel will look to provide insights into the business benefits of working within a virtual world.</p>
<p><strong>Presenters</strong></p>
<ul>
<li>Gary Hayes, Director, Laboratory for Advanced Media Production, AFTRS &amp; CEO <a href="http://muvedesign.com" target="_blank">MUVEDesign</a> (Australia&#8217;s leading SL developer!)</li>
<li>Jeff Brookes, Regional Director &#8211; Asia Pacific, Sulake Corporation <a href="http://habbo.com.au/" target="_blank">(habbo.com.au</a>)</li>
<li>Mitch Olson, Co-Founder, <a href="http://smallworlds.com/" target="_blank">SmallWorlds.com</a></li>
</ul>
</blockquote>
<div id="__ss_1130988" style="width: 425px; text-align: left;"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" title="What's The ROI? Virtual Worlds Introduction" href="http://www.slideshare.net/hayesg31/whats-the-roi-virtual-worlds-introduction?type=presentation">What&#8217;s The ROI? Virtual Worlds Introduction</a><object width="425" height="355" data="http://static.slideshare.net/swf/ssplayer2.swf?doc=whatstheroivirtualworlds-090311155610-phpapp01&amp;stripped_title=whats-the-roi-virtual-worlds-introduction" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slideshare.net/swf/ssplayer2.swf?doc=whatstheroivirtualworlds-090311155610-phpapp01&amp;stripped_title=whats-the-roi-virtual-worlds-introduction" /><param name="allowfullscreen" value="true" /></object></p>
<div style="font-size: 11px; font-family: tahoma,arial; height: 26px; padding-top: 2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/hayesg31">Gary Hayes</a>.</div>
</div>
<p>There were several important messages in my introduction. Firstly making sure we all understand the different platforms social virtual worlds are operating on so I briefly described</p>
<ol>
<li>Layered or Parallel worlds &#8211; cute 2D type avatars that move over the top of 2D web</li>
<li>Browser Worlds &#8211; walled garden that run inside web browsers, often as isometric views as flash or shockwave</li>
<li>Client Worlds &#8211; anything from 20MB to 3GB downloads of data and the world is obviously much richer than browser worlds but do need higher spec computers</li>
<li>Console Worlds &#8211; a relatively new kid on the block, social spaces that exist on games consoles. All the rendering grunt is there and the avatars are often linked to the PS3, Wii or XBox360 real life account. PS3 Home is the easiest way to match to worlds like Habbo or There.com</li>
<li>Note there are hybrids of the above and  I would put ExitReality down as a hybrid of 1 and 3 as it turns a web page into a client style world</li>
</ol>
<p>Here are the images of the above part of the presentation</p>
<p style="text-align: center;"><a href="http://www.personalizemedia.com/wp-content/uploads/2009/03/worlds_platforms.jpg"></a><a href="http://www.muvedesign.com/wp-content/uploads/2009/03/worlds_platforms.jpg"><img class="aligncenter size-full wp-image-342" style="border: 2px solid black;" title="worlds_platforms" src="http://www.muvedesign.com/wp-content/uploads/2009/03/worlds_platforms.jpg" alt="worlds_platforms" width="600" height="429" /></a></p>
<p>I decided that a good &#8216;spine&#8217; to hang the introduction on was the sort of negative questions floating around from those who don&#8217;t really understand what&#8217;s happening with web 3.0, the live virtual world space. This includes the paranoid printed press, a few out-of-touch businesses, and digital media companies/consultants more interested in iPhone/mobile games or Facebook widgets which is something they can truly explain (read: make money off).</p>
<p><strong>Press hyperbole or myths?</strong></p>
<ul>
<li>Virtual Worlds are on the decline?</li>
<li>Thereâ€™s no one in them?</li>
<li>&amp; people donâ€™t spend long there?</li>
<li>They are for kids or social â€˜gamesâ€™ not business?</li>
<li>There are no marketing models?</li>
</ul>
<p>But I then addressed each question in turn showing real world stats and examples. Obviously in recession investment in new tech/services are going to be hit and recent reports do suggest a consolidation of investment into kids worlds, hinting at a lowering of VC in the ones I highlighted in my presentation, but this whole area is still something education &amp; business are advised to R&amp;D and understand fully &#8211; as a minimum. As we know it will be new ways of doing business, more immersive and efficient ways to collaborate and alternate forms of entertainment that will be partly what will bring us out of recession.</p>
<p>I finished the talk with a quick overview of the main models that virtual worlds (and most online games) can be monetized. Items 1, 3 and 4 were picked up in a talk on the 2nd day of ad:tech looking at how Nike engaged with console ingame campaign experts Massive across a few platforms.</p>
<ol>
<li>Static Advertising</li>
<li>Promotions &amp; Sponsored events</li>
<li>Virtual Goods &amp; Product Placement</li>
<li>Dynamic InWorld Advertising</li>
<li>Branded Spaces</li>
<li>AdverWorlds &amp; AdverGames</li>
</ol>
<p>After my talk some great examples from Jeff Brookes from Habbo followed by Mitch from Smallworlds. I am always fascinated by the methods Habbo engages with its loyal and large community and was equally fascinated by Small worlds thinking too and how they are &#8216;integrating&#8217; themselves with the existing 2D social networked web. This video by the infamous <a href="http://scobleizer.com/" target="_blank">Robert Scoble</a> features Mitch Olsen and Ted of <a href="http://www.smallworlds.com/" target="_blank">SmallWorlds</a></p>
<p>They talk about the main traditional world features but then go onto the interesting areas of embeddable worlds (the Google Lively Killer app &#8211; not exploited), API integration with almost anything (twitter feeds, YouTube vids, FB updates on walls anyone) and the most interesting &#8216;missions&#8217;. You are encouraged to explore, meet folk, shop and basically get involved &#8211; Mitch says this is like the LinkedIn profile thinking, until your profile is 100% filled in you feel like you are missing out. I likened it much more like World of Warcraft, set players tasks, set them group tasks, give them rewards. This to me could be SmallWorlds real killer applet. At the moment they have around 400 000 users and that looks set to take off in the next months.</p>
<p><object width="480" height="285" data="http://twistage.fastcompany.tv/plugins/player.swf?v=4b1665ff10b49&amp;p=fctv_social_480x270" type="application/x-shockwave-flash"><param name="id" value="embedded_player" /><param name="wmode" value="opaque" /><param name="base" value="http://twistage.fastcompany.tv" /><param name="bgcolor" value="#131313" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://twistage.fastcompany.tv/plugins/player.swf?v=4b1665ff10b49&amp;p=fctv_social_480x270" /></object></p>
<p><a href="http://www.munkiihouse.com/?p=307" target="_blank">Tony Fendall blogged</a> about a particularly cute feature that allows (his words) -</p>
<blockquote><p>One important thing which was missed is that they didnâ€™t have time to talk about all the cool micropayment features (which Ted alludes near the end) such as Gambit, OfferPal and Zong.  Gambit and OfferPal are both services which allow users to earn SmallWorlds currency by completing tasks.  These tasks include things such as answering surveys and give amounts of currency proportional to the amount of effort put in.  This is a great way for players (who may not have a credit card) to still be able to earn a premium SmallWorlds experience. Zong is a simple cell phone payment service, where by users can pay for a premium SmallWorlds experience using their mobile phone.  For an excellent look at how we have integrated Zong into SmallWorlds, check out this YouTube video created by the developers at Zong:</p></blockquote>
<p><object width="480" height="295" data="http://www.youtube.com/v/Y6CEw3tSgBc&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/Y6CEw3tSgBc&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /></object></p>
<p>Note a cross post from Gary&#8217;s other main blog <a href="http://www.personalizemedia.com" target="_blank">personalizemedia</a>
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		<title>Can Virtual Worlds Save TV ?</title>
		<link>http://www.muvedesign.com/can-virtual-worlds-save-tv/</link>
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		<pubDate>Mon, 23 Feb 2009 13:38:41 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<description><![CDATA[What may save TV may also truly grow Social Virtual Worlds. As online audiences continue to ignore TV and vanilla/social virtual worlds suffer from a lack of direction, perhaps the marriage of the two will save both from irrelevancy? A report by Gary Hazlitt in various TV branded virtual world spaces. (original post on personalizemedia) <a href='http://www.muvedesign.com/can-virtual-worlds-save-tv/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p><strong><em>What may save TV may also truly grow Social Virtual Worlds. As online audiences continue to ignore TV and vanilla/social virtual worlds suffer from a lack of direction, perhaps the marriage of the two will save both from irrelevancy? A report by Gary Hazlitt in various TV branded virtual world spaces. (original post on <a href="http://www.personalizemedia.com" target="_blank">personalizemedia</a>)<br />
</em></strong></p>
<p><a href="http://www.personalizemedia.com/wp-content/uploads/2009/02/twinityspirit.jpg"><img class="size-full wp-image-1165 alignright" title="twinityspirit" src="http://www.personalizemedia.com/wp-content/uploads/2009/02/twinityspirit.jpg" alt="twinityspirit" width="401" height="225" /></a>There have been several forays by TV properties (gradually losing their audience and <a href="http://www.bandt.com.au/news/38/0C05CE38.asp" target="_blank">associated ad revenues</a>) into social virtual worlds over the past two years. I don&#8217;t just mean branded one-off events but actually setting up shop, building a familiar and representive space for the &#8216;users&#8217; to play in. These forays range from at one end, simple branded spaces pushing episodes on screens through to actually running variants of the TV format to be played out by participant avatars in a detailed build -with many points in-between. But before the meat of the post (a couple of new entrants) here is a quick list to give you an idea of some of the shows and channels that have tried, had some success or failed. As I have been involved in a few of them and visited all, I have listed ones I think have had most impact (engagement) through to those who didn&#8217;t quite get it (reversioning).</p>
<ol>
<li>NBC&#8217;s <a href="http://www.cwtv.com/thecw/gossipgirl-uppereastside" target="_blank">Gossip Girl</a></li>
<li>MTV&#8217;s &#8211; <a href="http://www.wired.com/wired/archive/15.02/mtv.html" target="_blank">Laguna Beach</a> on There.com (also Hills, PimpMyRide etc)</li>
<li>Big Brother &#8211; <a href="http://www.personalizemedia.com/witnessing-the-birth-of-an-entertainment-form/" target="_blank">PersonalizeMedia</a> detailed report &amp; <a href="http://www.3pointd.com/20061106/tv-show-big-brother-coming-to-second-life/" target="_blank">at launch</a></li>
<li>Showtimes <a href="http://www.throng.co.nz/the-l-word/first-cable-tv-original-series-to-go-virtual" target="_blank">The L Word</a></li>
<li>CBS &#8211;  <a href="http://www.nytimes.com/2007/10/04/arts/television/04CSI.html?_r=1&amp;ref=television" target="_blank">CSI:New York</a> and from <a href="http://www.techcrunch.com/2007/10/20/csiny-comes-to-second-life-wednesday/" target="_blank">TechCrunch</a></li>
<li><a href="http://www.mediaweek.com/mw/news/interactive/article_display.jsp?vnu_content_id=1003556561" target="_blank">Weather Channel</a> &#8211; Info, simulations and Extreme Sports area</li>
<li>Australia&#8217;s <a href="http://www.abc.net.au/services/secondlife/" target="_blank">ABC TV Island</a> &#8211; Channel &amp; some programmes (eg: <a href="http://www.flickr.com/photos/garyhayes/sets/72157602821410642/" target="_blank">Librarians</a>)</li>
<li><a href="http://www.secondlifeinsider.com/2006/11/29/nbc-universal-in-second-life/" target="_blank">NBC Universal Media Island</a> &#8211; Channel &amp; concerts &amp; events</li>
<li><a href="http://www.nowpublic.com/cash_convergence_tv_shows_second_life" target="_blank">London Live</a> &#8211; the first music show to appear on the cyberchannel: Virtual Life.TV</li>
<li><a href="http://news.sky.com/skynews/Home/Sky-News-Archive/Article/20080641276113" target="_blank">SkyNews</a> Island &#8211; News Set role play</li>
<li><a href="http://www.journalism.co.uk/2/articles/53329.php" target="_blank">The Money Programme</a> BBC screening</li>
<li> Channel 4 &#8211; <a href="http://www.marketingpilgrim.com/2007/05/channel-4-radio-station-for-second-life.html" target="_blank">Radio Station</a></li>
<li><a href="http://www.sundancechannel.com/secondlife/" target="_blank">Sundance Channel</a> &#8211; Virtual screening room</li>
<li><a href="http://www.crg.cs.nott.ac.uk/research/applications/itv/" target="_blank">Inhabited TV</a> 1997! &#8211; BBC, BT, Illuminations and others</li>
<li>many more&#8230;0ver to you and comments!</li>
</ol>
<p><a href="http://www.personalizemedia.com/wp-content/uploads/2009/01/twinityspirit01.jpg"><img class="alignleft size-full wp-image-1006" style="margin: 5px;" title="twinityspirit01" src="http://www.personalizemedia.com/wp-content/uploads/2009/01/twinityspirit01.jpg" alt="twinityspirit01" width="316" height="172" /></a>There is a rule of thumb regarding TV execs and virtual worlds or serious games initiatives &#8211; do not let the TV folk take control as they have too much ingrained baggage around non-participatory media and the resultant compromise is often of no use to anyone &#8211; get people who understand game play (and be aware that often excludes traditional game developers) and social media involved or face the consequences. The ones above that really worked allowed the participant audience to really &#8216;live&#8217; in the shoes of the characters either by having activities similar to the protagonists, meeting the &#8216;fictional characters&#8217;, a social space that resonated with the shows aesthetic or a great set with game-like elements. I have talked a lot about Mixed Reality Entertainment in the past and how one of the most innovative uses of virtual space is to extend the TV or Film property into a 24/7, participatory environment.  The main reason for doing this is to drive traffic to the TV but also to keep existing followers loyal to the branded property. As an example there is more detail about the reasoning on my post on Big Brother (good and bad) in Second Life (<a href="http://www.personalizemedia.com/witnessing-the-birth-of-an-entertainment-form/" target="_blank">Witnessing the Birth of an Entertainment Form</a>) as well as posts nearby on <a href="http://www.personalizemedia.com/significant-steps-to-mixed-media-cross-reality/" target="_blank">CSI in Second Life</a> and many of MTVs properties in There.com (<a href="http://www.personalizemedia.com/tv-property-branded-virtual-worlds-the-beginning/" target="_blank">TV Property Branded Virtual Worlds &#8211; The Beginning</a>). There are moves around the world including BBC and many European broadcasters who are creating worlds alongside and in some cases in front of the TV episodics and this is the important point. Promoting films with games or virtual world spaces has a very limited life span, forging a strong link between virtual world events and TV episodics is to me a virtuous circle &#8211; especially considering the <a href="http://www.virtualworldsnews.com/2009/01/virtual-worlds-management-today-released-its-updated-youth-worlds-analysis-based-on-comprehensive-research-available-through.html" target="_blank">200 plus worlds populated by the youth audience </a>who are typically turning off TV &#8211; teens and tweens. Earlier there were many experiments of TV/World hybrids and I was involved, as mentioned before, in the Mirror. Here is <a href="http://www.chart.ac.uk/chart2000/papers/noframes/wyver.html" target="_blank">John Wyver (then Illuminations)</a> talking about that (remember this is circa 1997!).</p>
<blockquote><p>The other key element that contributed to the success of The Mirror, much as in real life, was the provision of regular &#8220;hosts&#8221; for the space. These needed to be frequent visitors who spent a significant amount of their time in the world, and whom users could have some reasonable expectation of encountering when they logged on. These hosts would greet new entrants, introduce people to each other, point out activities and generally help people around. More than this, however, over time they became the core of the community of the world, encouraging people to return and beginning to develop the particular language and culture of The Mirror. Needless to say, they were the saddest to see it turned off after seven weeks &#8211; although a number of relationships begun virtually have continued in the real world &#8211; including at least one marriage and one recently born child.</p></blockquote>
<p>Recent company start-ups or collaborations also suggest that there are moves afoot. <a href="http://www.icarusstudios.com/" target="_blank">Icarus studios</a> are squarely aiming at the TV/VirtualWorld hybrid and about 18 months ago Endemol &amp; EA teamed up to create Virtual World TV formats (<a href="http://virtual-economy.org/blog/virtual_property_in_television" target="_blank">VirtualMe) based on Deal or No Deal</a> and Big Brother. Also there have been a plethora of immersive film launches (play-in-the-set-type builds) across the metaverse and I Legend, Digital Hollywood, Iron Man, Quantum of Solace and Transformers spring to mind as I write &#8211; but as I said this post is more to do with a continuous, what happens on TV resonantes into the virtual world and what happens there is reflected into the TV episodics. (I regularly consult on this specific area so won&#8217;t go into any more detail!)&#8230;</p>
<p><a href="http://www.personalizemedia.com/wp-content/uploads/2009/02/habbo_heroes_image2.jpg"><img class="aligncenter size-full wp-image-1016" title="habbo_heroes_image2" src="http://www.personalizemedia.com/wp-content/uploads/2009/02/habbo_heroes_image2.jpg" alt="habbo_heroes_image2" width="498" height="251" /></a></p>
<p>So, it is interesting to see this trend continuing as new world Twinity starts to do more experiential &#8216;film&#8217; property marketing and even more &#8216;demographically focussed&#8217; the current series of <a href="http://www.sulake.com/press/releases/2009-01-27-Heroes_in_Habbo.html" target="_blank">Heroes being extended into Habbo</a></p>
<blockquote><p>The agreement was brokered by the William Morris Agency and marks the first time &#8216;Heroes&#8217; has partnered with a virtual world.</p></blockquote>
<p>..but not in the usual way. As reported by LA Times &#8220;&#8216;<a href="http://latimesblogs.latimes.com/technology/2009/01/heroes-habbo-vi.html" target="_blank">Heroes&#8217; hops on to Habbo&#8217;s virtual world</a>&#8221; they will be introducing a virtual-only character Syn Anders who will act as a bridge or guide to the TV series. <a href="http://www.nbc.com/news/nbccom-brings-heroes-to-habbos-virtual-world/" target="_blank">NBC themselves give more detail here</a>.</p>
<blockquote><p>While following directions from a mysterious virtual messenger, the new character will take the audience on an adventure as she discovers the history of &#8216;Heroes&#8217; through a journey that travels back and forth between Habbo.com and the &#8216;Heroes&#8217; Evolutions site.  &#8220;We&#8217;re excited to work with Habbo to introduce a new character that will extend the enormously popular and EmmyÂ® Award winning &#8216;Heroes&#8217; interactive story beyond the official Web site on NBC.com,&#8221; said Stephen Andrade, senior vice president, Digital Development and General Manager, NBC.com.  On Habbo.com, fans of the show will be able to interact with the new virtual hero through a variety of in-game activities. Habbos participating in a weeklong quest will discover their own special powers and will be recruited as new heroes. Those who successfully complete the mission will be awarded various virtual prizes.  On the &#8216;Heroes&#8217; Evolutions site, the new virtual hero will be woven into several of the in-universe, interactive extensions of the on-air show, including a character profile, the Primatech Paper Assignment Tracker and new chapters of the &#8216;Heroes&#8217; graphic novels.</p></blockquote>
<p>This is a great use of virtual worlds and it also shows that you don&#8217;t need richly rendered environments to be able to engage with participants in these spaces. Also in terms of the &#8216;linking&#8217; paradigm,  it is close to &#8216;my&#8217; level 3 <a href="http://en.wikipedia.org/wiki/Crossmedia" target="_blank">wikipedia cross-media definition</a></p>
<blockquote><p>Excerpt &#8220;Cross-media 3.0 â€“ Bridges. &#8211; The truest form of cross-media where the story or service structure is specifically authored to drive the audience using strong Call-To-Actions, across media devices to continue the journey. The content placed on the other platform is critical to staying in touch with the experience and the narrative bridges tease you towards investigating or moving to another media form/platform. Obvious examples include a TV show that ends suddenly and gives you a URL to explore more. It may be an SMS that teases and points you towards a live concert in a city square which then leads you to a TV show, then to a podcast then to subscription emails. The trigger, or bridge, is the critical component of this in motivating the cross-media action.&#8221;</p></blockquote>
<p><a href="http://www.personalizemedia.com/wp-content/uploads/2009/01/twinityspirit02.jpg"><img class="alignright size-full wp-image-1007" title="twinityspirit02" src="http://www.personalizemedia.com/wp-content/uploads/2009/01/twinityspirit02.jpg" alt="twinityspirit02" width="351" height="283" /></a>Onto Twinity and the images here and above are me playing around in the pre-build set of the recently released and not universally praised film <a href="http://en.wikipedia.org/wiki/The_Spirit_(film)" target="_blank">The Spirit</a>. Although it grossed $10 million in the first 4 days it was pulled up for being unemotional and 2D. Well part of the problem generally with many big features now is that audiences have changed and want something more experiential &#8211; especially with &#8216;comic-noir&#8217; films &#8211; why not let them &#8216;live&#8217; in the story environment (<a href="http://en.wikipedia.org/wiki/Story_environment" target="_blank">my wikipedia item</a>)? Twinity though have teamed up with Will Eisner studios to do this event (not in any way my ideal episodic but potentially a way for the Twinity user base to &#8216;create episodic, comic-noir&#8217; machinima on-going?</p>
<blockquote><p><strong>CineStar Spirits you Away to Another World</strong> &#8211; CineStarâ€™s CUBIX cinema in virtual Berlin is the premiere address for all movie-related events in Twinity. The cinema is currently showing the trailer and other exciting movie material from the upcoming premiere of The Spirit, a movie based on Will Eisner&#8217;s cult 1940s comic book series, which will be coming to a cinema screen near you from 5 February.  Fans of the movie can get their hands on exclusive Spirit merchandising: including posters, standees, and an incredible Spirit mask that lets you see special visual effects inworld. Find more information here. Save the date and come to the opening party!<br />
Date: Monday, 2 February<br />
Time: 17:00 Berlin, 11am NYC, 00:00 Singapore<br />
Where: CineStar CUBIX</p></blockquote>
<p><a href="http://www.personalizemedia.com/wp-content/uploads/2009/01/twinityspirit03.jpg"><img class="size-full wp-image-1005 alignleft" style="margin: 5px;" title="twinityspirit03" src="http://www.personalizemedia.com/wp-content/uploads/2009/01/twinityspirit03.jpg" alt="twinityspirit03" width="342" height="270" /></a>Twinity (by Metaversum, the German created virtual world) are a long ways from a mature stable platform, hence being in beta for the past 12 months or so, but are already exhibiting the best &#8216;world-led&#8217; event-based, user activation. This in my mind is high on the list of reasons for likely success over many of the areas that over-hyped Second Life suffered from in the early days. OK the world is quite big and empty and many &#8216;social&#8217; tools are not yet available inworld but the kind of activity quoted below (calling for videos, images, stories etc: attached to some well know brands) is great first step community building and more importantly getting a growing community to market for you. Even I had a go at one a few months ago &#8211; video embedded below <img src='http://www.muvedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  BTW Metaversum you really need to improve the video tools (detached camera please!).</p>
<blockquote><p><strong>Submit Your Artwork and Win!</strong> &#8211; Take part in The Spirit Screenshot and Machinima Contest and win an exclusive film poster signed by cult film director Frank Miller or The Spirit action figures.<br />
Things Are Looking A Little Different Around Hereâ€¦<br />
<strong>Wear the mask and see Twinity through the eyes of the Spirit!</strong> &#8211; Use Twinityâ€™s screenshot and recording tools to create incredible Spirit- inspired images! To be eligible to win the contest, screenshots must be created while wearing the Spirit Mask and its â€˜visual effectsâ€™ must be demonstrated in your machinima. Screenshots may be submitted in jpg, png or gif formats.<br />
<strong>Sensational Prizes </strong>- You have the chance to win sensational The Spirit prizes! Three prizes will be given out to the lucky winners of the Screenshot and Machinima Contest:<br />
* 1st prize: The Spirit action figure and film poster signed by Frank Miller<br />
* 2nd prize: The Spirit film poster signed by Frank Miller<br />
* 3rd prize: The Spirit action figure<br />
<strong>To take part in the contest</strong>, all you have to do is:</p>
<ul>
<li>Submit your screenshots together with your Twinity name to quest@twinity.com or</li>
<li>Upload your movie to a video sharing website, for example &#8220;YouTube&#8221;, then submit the link to your uploaded video together with your Twinity name to quest@twinity.com</li>
<li>Competition deadline: 28 February 2009</li>
</ul>
<p>Weâ€™ll celebrate the winning entries with a Winnerâ€™s Gallery party in the CineStar Event Hall! Artwork will be displayed in the CUBIX cinema during The Spirit promotion. Keep an eye on Twinityâ€™s Event Calendar for further details!</p></blockquote>
<p><object width="425" height="344" data="http://www.youtube.com/v/6_HHTyF0UIM&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/6_HHTyF0UIM&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /></object></p>
<p>Of course I would encourage all TV producers to think about their current audience and whether they want to reach them this way. More importantly you need to think of the appropriateness of creating inworld characters or environments for them to exist in &#8211; serious games (from documentaries) and childrens episodics are hot ones at the moment . The real effort is more about having great characters that are persistant in the space but beware of bots or NPC&#8217;s (non player characters) pretending to be real, this can have a strong counter productive effect. More later.
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		<title>Extending Entertainment Into Virtual Worlds</title>
		<link>http://www.muvedesign.com/extending-entertainment-into-virtual-worlds/</link>
		<comments>http://www.muvedesign.com/extending-entertainment-into-virtual-worlds/#comments</comments>
		<pubDate>Thu, 29 Jan 2009 11:23:55 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<description><![CDATA[I have talked a lot about Mixed Reality Entertainment on my media blog personalizemedia and how one of the most innovative uses of virtual space is to extend the TV or Film property into a 24/7, participatory environment.Â  The reason for doing this is to drive traffic to the TV or Film but also to <a href='http://www.muvedesign.com/extending-entertainment-into-virtual-worlds/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>I have talked a lot about Mixed Reality Entertainment on my media blog <a href="http://www.personalizemedia.com" target="_blank">personalizemedia</a> and how one of the most innovative uses of virtual space is to extend the TV or Film property into a 24/7, participatory environment.Â  The reason for doing this is to drive traffic to the TV or Film but also to keep existing followers loyal to the branded property. There is more detail about the reasoning on my posts on Big Brother in Second Life (<a href="http://www.personalizemedia.com/witnessing-the-birth-of-an-entertainment-form/" target="_blank">Witnessing the Birth of an Entertainment Form</a>) as well as posts nearby on CSI in Second Life and many of MTVs properties in There.com. There are moves around the world including BBC and many European broadcasters who are creating worlds alongside and in some cases in front of the TV episodics. So it is great to see this trend continuing as the current series of Heroes being extended into Habbo</p>
<p style="padding-left: 30px;">The agreement was brokered by the William Morris Agency and marks the first time &#8216;Heroes&#8217; has partnered with a virtual world.</p>
<p>..but not in the usual way. As reported by LA Times &#8220;&#8216;<a href="http://latimesblogs.latimes.com/technology/2009/01/heroes-habbo-vi.html" target="_blank">Heroes&#8217; hops on to Habbo&#8217;s virtual world</a>&#8221; they will be introducing a virtual-only character Syn Anders who will act as a bridge or guide to the TV series. <a href="http://www.nbc.com/news/nbccom-brings-heroes-to-habbos-virtual-world/" target="_blank">NBC themselves give more detail here</a>.</p>
<p style="padding-left: 30px;">While following directions from a mysterious virtual messenger, the new character will take the audience on an adventure as she discovers the history of &#8216;Heroes&#8217; through a journey that travels back and forth between Habbo.com and the &#8216;Heroes&#8217; Evolutions site.Â  &#8220;We&#8217;re excited to work with Habbo to introduce a new character that will extend the enormously popular and EmmyÂ® Award winning &#8216;Heroes&#8217; interactive story beyond the official Web site on NBC.com,&#8221; said Stephen Andrade, senior vice president, Digital Development and General Manager, NBC.com.Â  On Habbo.com, fans of the show will be able to interact with the new virtual hero through a variety of in-game activities. Habbos participating in a weeklong quest will discover their own special powers and will be recruited as new heroes. Those who successfully complete the mission will be awarded various virtual prizes.Â  On the &#8216;Heroes&#8217; Evolutions site, the new virtual hero will be woven into several of the in-universe, interactive extensions of the on-air show, including a character profile, the Primatech Paper Assignment Tracker and new chapters of the &#8216;Heroes&#8217; graphic novels.</p>
<p>This is a great use of virtual worlds and it also shows that you don&#8217;t need richly rendered environments to be able to engage with participants in these spaces. Also in terms of the &#8216;linking&#8217; paradigm,Â  it is close to my level 3 <a href="http://en.wikipedia.org/wiki/Crossmedia" target="_blank">wikipedia cross-media definition</a></p>
<p style="padding-left: 30px;">Excerpt &#8220;Cross-media 3.0 â€“ Bridges. &#8211; The truest form of cross-media where the story or service structure is specifically authored to drive the audience using strong Call-To-Actions, across media devices to continue the journey. The content placed on the other platform is critical to staying in touch with the experience and the narrative bridges tease you towards investigating or moving to another media form/platform. Obvious examples include a TV show that ends suddenly and gives you a URL to explore more. It may be an SMS that teases and points you towards a live concert in a city square which then leads you to a TV show, then to a podcast then to subscription emails. The trigger, or bridge, is the critical component of this in motivating the cross-media action.&#8221;</p>
<p>Of course I would encourage all TV producers to think about their current audience and whether they want to reach them this way. More importantly you need to think of the appropriateness of creating inworld characters or environments for them to exist in &#8211; serious games (from documentaries) and childrens episodics are hot ones at the moment . The real effort is more about having great characters that are persistant in the space but beware of bots or NPC&#8217;s (non player characters) pretending to be real, this can have a strong counter productive effect. More later.
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