Oct 252010
 

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 services. There will also be discussions related to barriers to adoption and how to open up the market – similar to topics Gary addressed in this recent presentation to the Australian Interactive Media Industry Association Mobile board…but here is the Ad:Tech Tokyo panel (sadly Zugara had to pull out of the panel but Gary will show some of their work)

Augmented Reality – A Showcase What The Marketers Need To Know – October 28th 5:40pm – 6:30pm

“Is AR just like a lift-the-flap book?”
What value can AR offer for people and enterprises?
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.

Gary Hayes CCO, MUVEDesign & StoryLabs

Akihiko Tokuhisa CTO, Digital Advertising Consortium Inc. Moderator

Masataka Hosogane Executive Creative Director, Mobile Communication Development Department, Communication Design Center, DENTSU Inc.

Gary will be showing several of his Augmented Reality branding overview videos such as the recent Recognition – Business Opportunities but also one of three Location Based Augmented Reality Story developments in this space  called ‘Time Treasure” – a rudimentary, story rich LBARG (location based AR game?!) that MUVEDesign are currently story designing & coding for Android tablets. A hort 2 minute taster video embedded below…

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 & loot quests that require you in some cases to do a little ‘real world’ grinding… ok not too much 🙂 For me the challenge as always is about creating strong ‘call to actions’ 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.

We will keep you updated in the next months of progress on this and the branded client games also in progress.

May 262009
 

A cross-post from Gary’s main media site Personalizemedia

Tran-social-media-play [tran-soc-shuh-mee-dee-uh-pley] noun, verb

1 noun – a new form, a means of collaborative communication through play in constructed shared ‘media-rich’ environments

2 verb – taking part in game-like activity across and within online and offline social networks and media portals.

Can we truly create meaningful immersive media ‘experiences’ for others? Ones that last, are memorable, have impact & emotion and keeps the ‘experience players’ coming back for more? I am currently building services, working on papers and delivering courses on Experience Design and this post is a quick summation of some of the background thinking and good case studies.

Life is filled with so many exciting twists and turns. Hop off the straight and narrow whenever you can and take the winding paths. Experience the exhilaration of the view from the edge. Because the moments spent there, that take your breath away, are what make you feel truly alive. © 2000 Stacey Charter

Filmmakers and marketeers are clearly moving into #TranSocialMedia Play in a big way with a triple whammy at the moment of Star Trek, Terminator & Lost (fan) ARG’s and a raft of social media campaigns across other film and TV properties (some much better than others!). I have written about worlds immersion and cross-media design many times in the past but this post looks at the addition of social play into the mix – a permanent fixture.

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Jan 212009
 

We are well into 2009 and there is a lot of news popping about the likely growth of social virtual worlds and their adoption. As a tangent game based virtual worlds are also still in relative growth as covered in SMH’s post Video games thrash movies and DVD, referring to the shift in Australia and reflected in the rest of the world, of more money spent on interactive vs passive entertainment ” video games industry is now double the size of the box office and more than 40 per cent larger than the movie disc industry in Australia”.

But back to social virtual worlds and I have quickly mapped some dates and SVW events (most are recent) onto a slightly modified Gartner ‘hype cycle’ curve. For the uninitiated here is a brief wikipedia definition.

Since 1995, Gartner has used hype cycles to characterize the over-enthusiasm or “hype” and subsequent disappointment that typically happens with the introduction of new technologies. Hype cycles also show how and when technologies move beyond the hype, offer practical benefits and become widely accepted.

Gartner Hype Cycle SVW

Of course in reality we have really been through a sine wave quite a few times since 1987 through 2005 but since the relative maturity of services like Second Life, There and others true and robust applications are emerging, beyond the traditional ‘gamer/entertainment’ use. MUVED created a post a few weeks ago showing widespread investment in a range of niche virtual worlds and this trend is seemingly continuuing apace. Raymond de Villiers, CEO of Wisdom Games is very bullish about the use of these worlds for business communication in a post entitled Growth of Virtual Environment Expected in 2009…

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Jan 162009
 

The Metaverse… the Final Frontier. These are the voyages of  Search Engine, Meta-mole. Its five-year mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly google where no search engine has gone before.

metamole

OK the folks at University of Teeside will probably not be calling to get me to write their taglines yet what they are doing with Meta-Mole is pretty adventurous and most importantly critical at the moment to glue the discontinuous metaverse. The Meta-Mole in simple terms from their press release is:

The Meta-Mole, created by the Centre for Design in the Digital Economy (D-LAB) based within the University’s Institute of Digital Innovation, will ultimately be a dedicated searchable online resource for the 350 plus virtual worlds currently existing on the Internet.
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