Apr 202011
 

Gary is representing MUVEDesign at three conferences coming up that reflect the nature of the three keys areas of the business.

  1. 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 interactive

    Santa Clara Convention Center

  2. In Santa Clara, CA he is opening the business track by presenting New Augmented Reality Business Models at the worlds biggest Augmented Reality Conference known as the Event
  3. And in June Gary is presenting at GameTech on Pervasive Entertainment and the exciting merging of Games, Film/TV, Geo-Caching and Social Media

Gary is also presenting at various adhoc conferences such as Creative Sydney here where he is MC’ing & presenting on various Transmedia & Multi-Platform Content sessions.

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 service area and contact us here.


 

‘Multi-Platform’ TV Show

Australia 2011 27-29 Apr Sydney

The TV Show is Australia’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.

  • How to be a successful new entrant in the multi-platform TV market by harnessing innovation
  • How to better understand and engage with customers across multiple devices
  • How to develop new, interesting formats that will attract viewers and advertisers
  • How to use Apps to extend the TV experience across multiple screens
  • How to launch new services and build new revenue streams through Social TV
  • How to integrate Social TV apps within the EPG
  • How to create hype and build communities around branded entertainment
Gary’s audience centric, social TV element followed by an interesting panel looking at community building around TV content.

Day 2  2.10pm Inspiring the stories of tomorrow with social media

  • Including audiences in the creation of your stories
  • Differentiating your content with social features
  • Listening to the audience to produce more compelling stories
Mr Gary Hayes, Director & Founder, MUVEdesign.com & Storylabs.us

2.40pm Panel discussion: How to distribute and market content on social networks

  • Getting the best from the social nature of TV
  • Virally distributing programming
  • Influencing conversations about your programme
  • Marketing your programme more successfully and cost effectively with social media
Mr Iain McDonald, Founder & Executive Creative Director, Amnesia Razorfish
Ms Vanessa Stoykov, Chief Executive Officer, Evolution Media Group

 


 

The Augmented Reality Event 2011

May 17-18 Santa Clara, CA, USA

The Augmented Reality Event 2011 will feature industry luminaries: Bruce Sterling, Vernor Vinge, Will Wright, and Blaise Aguera y Arcas. ARE 2011 will include more than 100(!) speakers in 30 sessions organized into 3 tracks: business, technology & programming, and production & design.

The 2 day event will feature more than 33 hours of talks running the gamut of AR essentials in 3 tracks: Business, Technology and Production:

  1. Business – For executives of established and start-up AR companies, as well as mobile hardware companies – in search of business models and promising verticals for AR;  a venue to form partnerships, learn about latest innovations, and most importantly speak with clients.
  2. Technology – For Developers, programmers and technologists 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.
  3. Production – For Producers, designers, project managers (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.

Day One – Tuesday 17-May-2011

  • 8:15-9:00 am ARE 2011 Press Conference  Moderated by Ryan Wagner Great America XK – First Floor. Opportunity for AR companies to announce new products with major tech media
  • 9:00-9:45 am Keynote: Bruce Sterling Wired Main Theater
  • 10:00-11:00 am AR Market: Today and Tomorrow Business Track  (Great America J – First Floor)
    • Gary Hayes (MUVEDesign)- New AR Business Models
    • Laurel Papworth (Community Crew) – Building Mobile AR Social Communities for Business

 


 

GameTech

21-22 June 2011 Sydney

Video games and interactive entertainment has come of age, and it’s serious business. Games have emerged as the pinnacle of consumer entertainment. The interactive entertainment industry is now faced with unprecedented popularity, unparalleled growth and significant opportunity.

“The global video gaming market is expected to grow at a CAG Rate of 8.9% to reach $76.1bn in 2013”*

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 arereaping the rewards of this growth opportunity. As users are shifting towards new platforms developers and publishers are changing their business models to wrestle for market share.

  • Gametech 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.
  • Gametech 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.
  • Gametech 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.

Gary’s is presenting on key areas of Merged Media and how Gamification is acritical component of all multi-platform content forms

1355 – Pervasive Entertainment – Games, Film, Music, Print & TV merging with audience networks

  • Assessing the concept of Pervasive Entertainment and how it is affecting the games industry
  • How are brands extending to transmedia?
  • Reviewing the business models behind geo-social / augmented reality games
  • Learning form relevant case studies
  • What models of media production, distribution, and consumption are implied by these future
  • visions of entertainment?

Gary Hayes, Director MUVEDesign & Founder StoryLabs

ROUNDTABLE 15.10 - Unleash the Power of Interactive Entertainment – Diversifying Your Product Offering with Video Games

  • How has the appeal of video games widened to new audiences?
  • Underlying the process of developing games to compliment existing products
  • Is there a limit as to the nature of business capable of benefiting from games
  • Finding the right monetization model to support a standalone games product
  • Key ingredients for successful games for social media platforms
  • How can games and interactive entertainment incorporate features such as user-generated content, sharing, rewards and referral programs?
  • Key steps to monetize new social gaming environments?

Sam Doust Creative Director, Strategic Development
 ABC

David Peattie Managing Director
 Hasbro

Hugh Baldwin Director of Television and Content Acquisitions 
Nickelodeon, MTV

Gary Hayes Director MUVEDesign & Founder 
StoryLabs


Oct 052010
 

MUVEDesign can help you deliver a range of cutting edge projects. As well as editorial consultants and service designers (we are currently developing two in-house Augmented Reality Games plus several iPhone and Android apps) we can build and develop for clients across the following platforms:

APPLE SDK

We are registered iOS 4.1 developers with several apps coming out via the App store soon. We can also place paid apps through onto the store for clients

ANDROID SDK

We are part of the Android development community and can develop applications for android tablets and mobile devices and distribute into the Android market for clients

GEO LOCATION DEVELOPMENT

MUVEDesign are registered developers on both the Layar and Junaio location based browsers that work on Android and iPhad platforms. We can also develop Junaio Glue, marker or pattern based recognition

MARKER & IMAGE RECOGNITION AUGMENTED REALITY

We can develop simple AR marker webcam services using the industry standard Flash AR toolkit or utilise some of the latest technology such as Qualcomm’s Augmented Reality SDK which we are beta registered for

GAMES AND VIRTUAL WORLDS AND SOCIAL MEDIA

MUVEDesign can naturally build a range of social media sites such as WordPress/BuddyPress networks, Drupal or Joomla installs and is well known already as a key Second Life developer but also can create standalone games using software such as Unity – for iPhone, Web, Standalone Mac & PC and even Wii games.

Mar 112009
 

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 first 15 minutes by giving a broad overview and some examples I have been involved in that fitted the brief of the talk.

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? – If not, Why Not!? ). I included one slide from Jeff Brookes set looking at Hitwise’s stats on browser worlds and other sites in terms of session length which will no doubt raise a few eyebrows!

Virtual Worlds & Business: What’s The ROI?

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.

Presenters

  • Gary Hayes, Director, Laboratory for Advanced Media Production, AFTRS & CEO MUVEDesign (Australia’s leading SL developer!)
  • Jeff Brookes, Regional Director – Asia Pacific, Sulake Corporation (habbo.com.au)
  • Mitch Olson, Co-Founder, SmallWorlds.com

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

  1. Layered or Parallel worlds – cute 2D type avatars that move over the top of 2D web
  2. Browser Worlds – walled garden that run inside web browsers, often as isometric views as flash or shockwave
  3. Client Worlds – anything from 20MB to 3GB downloads of data and the world is obviously much richer than browser worlds but do need higher spec computers
  4. Console Worlds – 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
  5. 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

Here are the images of the above part of the presentation

worlds_platforms

I decided that a good ‘spine’ to hang the introduction on was the sort of negative questions floating around from those who don’t really understand what’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).

Press hyperbole or myths?

  • Virtual Worlds are on the decline?
  • There’s no one in them?
  • & people don’t spend long there?
  • They are for kids or social ‘games’ not business?
  • There are no marketing models?

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 & business are advised to R&D and understand fully – 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.

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.

  1. Static Advertising
  2. Promotions & Sponsored events
  3. Virtual Goods & Product Placement
  4. Dynamic InWorld Advertising
  5. Branded Spaces
  6. AdverWorlds & AdverGames

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 ‘integrating’ themselves with the existing 2D social networked web. This video by the infamous Robert Scoble features Mitch Olsen and Ted of SmallWorlds

They talk about the main traditional world features but then go onto the interesting areas of embeddable worlds (the Google Lively Killer app – not exploited), API integration with almost anything (twitter feeds, YouTube vids, FB updates on walls anyone) and the most interesting ‘missions’. You are encouraged to explore, meet folk, shop and basically get involved – 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.

Tony Fendall blogged about a particularly cute feature that allows (his words) –

One important thing which was missed is that they didn’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:

Note a cross post from Gary’s other main blog personalizemedia

Oct 122008
 

OK you may have spotted quite a few characters living on this post 🙂 Originally there were ‘video-real’ talking, salesy character centered on the page courtesy of CLIVEvideo but I still talk about them more below.

A few months ago I blogged over in personalizemedia about the new kid on the intranet block, those ‘layered’ social virtual worlds. Quite simply they are communities of pseudo 3D avatars layered over the 2D web (browsers). I noted that these services are a transition to a ‘live’ collaborative web 3.0 world as this is more of a “let them dip their toes in” before committing to a higher bandwidth, more fully rendered 3D world such as many of those on my sticky video of the 08 metaverse.

rocketon-q5 Continue reading »

Jul 082008
 

A video insight into the build process of the new Deakin Arts Education Centre Island built and designed by MUVEDesign’s Gary Hayes completed early 2008.

Jenny Grenfell, Arts Lecturer at Deakin said:

“This Deakin University Arts Education community in Second Life aims to stir the imagination. It is a world we create and create within. It is at once a work of art and a place to inspire, make, share and present art. Our presence in SL is both for performance and is in itself a performance.

Our Second Life existence is an extension of our involvement in the real world where we are passionately immersed in the practices of teaching and learning in our art forms of visual art, drama, music, dance, and media.”

Medium rez 105MB MP4 available here. Music composed and performed by Gary Hayes. These images with comments can be seen here.

Video, music & 447 Images © Gary Hayes and Deakin University

Below is the flickr slideshow embedded as an alternative