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robertogreco : immersive   32

Christine Jones on the notion of the gift, reciprocity, and how being a parent influences her work — Odyssey Works
"OW: WHY CREATE EXPERIENCES?

CJ: As a parent I am aware of creating a world where Santa Claus and the Tooth Fairy exist for my kids. When they die it's our job to make other kinds of magic. I love what Charlie Todd of Improv Everywhere says. He said he wanted to live in a world where anything can happen at any moment. His work makes our world just such a world...I think everyone has a desire to be surprised, delighted, moved, and transported. If we don't do this for each other, no one else will. Our parents will make magic for us when we are young, when we are older, we have to make it for ourselves and each other."

OW: WHAT ARE YOU TRYING TO DO WITH YOUR WORK?

CJ: This probably sounds horribly pretentious, but lately I have been thinking of myself as an artist who uses Intimacy the way a painter uses paint. My intention with all of my work is to enhance a feeling of connection and presence that makes people feel seen, and sometimes, especially with Theatre for One, loved. It is always amazing to me how simple acts of kindness and generosity are so deeply appreciated. We very rarely slow down enough to feel truly with other people. I am trying to create fruitful circumstances for a gift exchange between audience and performer. Whether it be a big Broadway show, or an immersive dinner theatre experience, or Theatre for One, I am hoping to create a space and relationships within the space that allow the audience to feel that they are receiving a beautiful experience and in return they are giving the performers or creators the gift of their full presence and attention."
audiencesofone  2015  christinejones  art  performance  theater  reciprocity  presence  care  parenting  interactivity  immersivity  immersive  experiencedesign  magic  intimacy  audience  setdesign  wonder  discovery  visibility  gifts  interviews  odysseyworks  wanderlust  sextantworks  relationships  davidwheeler  generosity  theatreforone 
september 2015 by robertogreco
Burn the Seats: Audience Immersion in Interactive Theater on Vimeo
"“It’s about a heightened state of awareness,” says Felix Barrett about groundbreaking productions like Sleep No More and The Drowned Man. Punchdrunk productions transform existing architectural spaces into interactive theater pieces in order to disrupt the traditional, formulaic, and passive theater model. They demand the attention of all five senses."
theater  storytelling  2013  sleepnomore  felixbarrett  thedrownedman  architecture  immersive  senses  punchdrunk  interactive 
september 2014 by robertogreco
STET | Attention, rhythm & weight
"For better or worse, we live in a world of media invention. Instead of reusing a stable of forms over and over, it’s not much harder for us to create new ones. Our inventions make it possible to explore the secret shape of our subject material, to coax it into saying more.

These new forms won’t follow the rules of the scroll, the codex, or anything else that came before, but we can certainly learn from them. We can ask questions from a wide range of influences — film, animation, video games, and more. We can harvest what’s still ripe today, and break new ground when necessary.

Let’s begin."

[See also: http://publishingperspectives.com/2013/10/books-in-browsers-iv-why-we-should-not-imitate-snowfall/ and video of Allen's talk at Books in Browsers 2013 (Day 2 Session 1) http://www.ustream.tv/recorded/40164570 ]
allentan  publishing  writing  internet  web  timcarmody  2013  papermodernism  literacy  fluency  intuitiveness  legibility  metaphor  interaction  howweread  howwewrite  communication  multiliteracies  skills  touch  scrolling  snowfall  immersive  focus  distraction  attention  cinema  cinematic  film  flickr  usability  information  historiasextraordinarias  narrative  storytelling  jose-luismoctezuma  text  reading  multimedia  rhythm  pacing  purpose  weight  animation  gamedesign  design  games  gaming  mediainvention  media 
december 2013 by robertogreco
On Sleep No More, magic and immersive storytelling | Fresh & New(er)
"Towards the close of their talk Pete Higgin had a nice line – “explanation is the killer of wonderment”.

It reminded me of a recent article from Salon on the effect of YouTube on the traditions & social practices of magicians.

“The biggest problem with DVD and YouTube exposure is that it has damaged the skill of learning through asking…

What if we designed exhibitions to have the same ‘dense, cinematic detail’ that Punch Drunk’s productions have? (And trusted visitors to respect and engage with them appropriately through scaffolding the entry experience?)

What if we designed our exhibitions to hold things back from some visitors? And to purposefully make some elements of an exhibition ‘in-accessible’ to all? (The Studio Ghibli Museum in Tokyo is wonderfully designed with some spaces and passages that are only accessible by small children that lead to experiences that only children can have separate from their parents.)

What if we made ‘wonderment’ our Key Performance Indicator?"
theatricality  magic  explanation  parallelism  mitmedialab  colinnightingale  petehiggin  transmedia  storytelling  punchdrunk  via:tealtan  storycode  immersive  exploration  museums  themeparks  theater  exhibitions  inaccessibility  accessibility  nyc  lcproject  experiencedesign  experience  studioghiblimuseum  studioghibli  details  wonder  wonderment  sebchan  2012  sleepnomore  design  medialab 
july 2012 by robertogreco
Imaginary Friend Books
"…a unique interactive platform that allows kids & parents to read & play together. We don't want to just add interactive elements to books. We want to build from the ground up a new type of book. Kids are going to experience books not just on the pages in front of them but all around them. They're gonna be able to interact with the characters & become a character in the story. The videos that they watch online, the messages that they're gonna get in their inbox, the games that they play are all going to relate to the story as it's happening and they are going to be a part of it. We are talking about a collaboration. It's going to be the author who wrote the story, the parent who controls and customizes the story and then the child who experiences the story. These books are gonna be immersive, not disruptive."

[Quote is caption to this video: http://www.youtube.com/watch?v=T2ZMhLh7aME ]
imaginary  cowriting  immersive  imaginaryfriendsbooks  video  ebooks  interactive  social  reading  children  childrenliterature  interactivefiction  books  if  cyoa 
may 2012 by robertogreco
Punchdrunk
"Since 2000, Punchdrunk has pioneered a game changing form of immersive theatre in which roaming audiences experience epic storytelling inside sensory theatrical worlds. Blending classic texts, physical performance, award-winning design installation and unexpected sites, the company's infectious format rejects the passive obedience usually expected of audiences. Lines between space, performer and spectator are constantly shifting. Audiences are invited to rediscover the childlike excitement and anticipation of exploring the unknown and experience a real sense of adventure. Free to encounter the installed environment in an individual imaginative journey, the choice of what to watch and where to go is theirs alone."
art  culture  alternative  interactive  storytelling  london  theater  immersive  sleepnomore  classideas  sensory  experiencedesign  space  performance  audience 
july 2011 by robertogreco
Sci-Fi Hi-Fi • Hecate had just sat down and was about to start...
"…experienced “Sleep No More,” a sprawling interactive theatrical production…in a renovated former warehouse…it was one of the most amazing “designed” experiences I’ve ever had. The entire place is essentially a giant interactive set featuring a cabaret, hotel lobby, a graveyard, a mental hospital, a hedge maze, a detective agency, and numerous other locations you’re allowed to move around freely—following the action (loosely based on “Macbeth”) if you like, or simply exploring. There are secret passages, doors that are locked & unlocked throughout the performance, & dark areas that take a fair amount of courage to explore at first. I found I was exercising parts of my brain I hadn’t used since building a mental map of “Legend of Zelda” dungeons. As the story illustrates, there’s always a possibility you, as an observer, will be pulled into the play’s action, which keeps you constantly a bit on edge. It’s very hard not to get swept up by it all…the immersion is near total"
buzzandersen  sleepnomore  performance  experience  experiencedesign  immersive  theater  nyc  classideas  zelda  legendofzelda  space  place  2011  emursive  punchdrunk 
july 2011 by robertogreco
Sleep No More
"Completed in 1939, the McKittrick Hotel was intended to be New York City's finest and most decadent luxury hotel of its time. Six weeks before opening, and two days after the outbreak of World War II, the legendary hotel was condemned and left locked, permanently sealed from the public. Until now... Seventy-two years later, EMURSIVE has brought the Grande Dame back to life. Collaborating with London's award-winning PUNCHDRUNK, the legendary space is reinvented with SLEEP NO MORE, presenting Shakespeare’s classic Scottish tragedy through the lens of suspenseful film noir. Audiences move freely through a transporting world at their own pace, choosing their own path through the story, immersed in the most unique theatrical experience in the history of New York."

[via: http://log.scifihifi.com/post/7773478290/hecate-had-just-sat-down-and-was-about-to-start ]
experience  nyc  design  art  performance  experiencedesign  theater  classideas  immersive  emursive  sleepnomore  punchdrunk 
july 2011 by robertogreco
Nokia’s designs on Apple | Tech Blog | FT.com
"“I still think the whole industry is missing a trick,” said Mr Ahtisaari during a meet-the-press session in London yesterday. “All the touchscreen interfaces are very immersive. You have to put your head down. What Nokia is very good at is designing for mobile use: one-handed, in the pocket. Giving people the ability to have their head up again is critical to how we evolve user interfaces.”
markoahtisaari  nokia  iphone  ipad  mobile  mobility  smartphones  immersive  hardware  future  design  apple  phones  screens  2010  socialmedia  ux  interface  interfacedesign  glowingrectangles 
may 2010 by robertogreco
Tale of Tales» Blog » Immersion on the iPhone impossible?
"Maybe the device is just not suitable for this kind of thing. Or maybe I’m looking in the wrong places. So this is a call for tips: can anyone recommend any immersive experiences on the iPhone? They don’t need to be games, they don’t need to be big. Just something that makes me feel something. That I can step into." [responses in comments]
games  gaming  iphone  applications  videogames  immersive  ios 
december 2009 by robertogreco
We run videogames in our heads - Preoccupations
"At the heart of both talks, besides his zest for life, learning and a passionate engagement with his subject, is the critically important idea of situated meanings and their role in learning: ‘Comprehension is grounded in perceptual simulations [of experience] that prepare agents for situated action’ — Barsalou (1999). ... summarise here James’s six headline slides from his Handheld Learning talk about what characterises videogames: an experience of being simultaneously inside and outside a system; situated meanings; action orientated tasks; lucidly functional language; modding; passionate affinity groups ... Good games makes you feel smarter than you are. Play first, learn later (situated meanings). Where school fails is when it’s like a bunch of manuals without the games — and that’s also a very good way to make the poor look stupid."
davidsmith  jamespaulgee  games  gaming  videogames  schools  teaching  learning  simulations  education  stevenjohnson  perception  immersive  systems  affinitygroups  situatedmeanings 
october 2009 by robertogreco
Spotlight on DML | Promising Evidence for Using Immersive Games in Classrooms
"SMALLab is a mixed-reality platform for learning. It is grounded in the belief that learning is effective when it is embodied (that is, engaging the body and mind in learning), multimodal (visual, sonic, kinesthetic), and collaborative.

Like the Wii, SMALLab moves students beyond the desktop and into a hybrid physical-digital environment. Students and teachers interact with digital elements via full body movements and gestures in real 3D space." [Includes video depicting the system]
smalllab  learning  collaboration  engagement  embodiment  immersive  play  education  visual  movement  immersivegames  kinesthetic  motion  math  chemistry  physics  science  languagearts  poetry 
june 2009 by robertogreco
What do we expect from our games? | Technology | guardian.co.uk
"Which got me thinking about what it is that we want from a game, and how it's different to what we want from a story. Superficially, games have a lot in common with other screen-based media: movies and TV shows. They have the same glossy production values, the same multiple franchises, the same all-action blockbusters. But games aren't movies; the interactivity that makes it possible for me to email a character in Routes and receive an in-game response pulls against traditional storytelling. I write both novels and games, and the crucial difference is this: in a novel I'm telling a story to the reader, but in a game I'm allowing the player to construct the story with me. There's a constant tension between allowing players to feel they can do what they want, and guiding them through a satisfying-feeling experience."
games  videogames  gaming  gamedesign  narrative  storytelling  interactivity  immersive  programming  engagement  play 
march 2009 by robertogreco
Mixed Reality Lab, Singapore
"The Mixed Reality Lab, at the National University of Singapore, is aiming to push the boundaries of research into interactive new media technologies through the combination of technology, art, and creativity"
research  lab  reality  interactive  mixedreality  immersive  pervasive  arg  games  gamedesign  gaming  haptics  interaction  interactivity  interface  technology  singapore  science  future  design  ubicomp  virtual 
june 2008 by robertogreco
42 ENTERTAINMENT
"We are the storytellers who pioneer new forms of cross-platform narratives and build powerful online communities, to create highly participatory experiences for our audiences."
arg  games  agency  marketing  interactive  design  gamedesign  gamedev  experiencedesign  entertainment  ilovebees  immersive  gaming  pervasive  play  multimedia  interactivity  studio  42entertainment  agencies  branding  media 
june 2008 by robertogreco
Christy Dena :: ARG Stats
"The following list provides information about the uptake, impact and awards garnered from ‘alternate reality games’ (ARGs). I have gathered this information from published sources, preferencing of course information provided by the producers of the p
arg  statistics  data  gamedesign  gamedev  ilovebees  gaming  games  play  pervasive  immersive  research  information  videogames 
june 2008 by robertogreco
Minds on Fire: Open Education, the Long Tail, and Learning 2.0 (EDUCAUSE Review) | EDUCAUSE CONNECT
"need a new approach to learning-one characterized by demand-pull rather than traditional supply-push mode of building up an inventory of knowledge in students’ heads...pick up new knowledge and skills as the world shifts beneath them."
learning  education  johnseelybrown  future  open  pedagogy  knowledge  self-directed  social  schools  contentcreation  immersive  remix 
january 2008 by robertogreco
Putting people first » How immersive technology can revitalize the shopping experience
"Immersive technology solutions—which stimulate people’s visual, auditory, olfactory and tactile senses to connect with shoppers on an emotional level to create unforgettable shopping experiences—can open up a whole new world of energizing shopping
trends  ux  ixd  interaction  interactiondesign  marketing  advertising  technology  immersive  shopping  senses  experience  design 
january 2008 by robertogreco
Secret Websites, Coded Messages: The New World of Immersive Games
""future of advertising isn't writing better slogans, using cool photography/video. It's creating interactive stories people can explore over phones, on web, maybe even through flash drive hidden in bathroom. It's new art form. Just ask Nine Inch Nails' T
advertising  future  interactive  play  games  gaming  storytelling  marketing  mobile  music  sms  webdesign  viral  videogames  arg  culture  immersive  ads  webdev 
december 2007 by robertogreco
SF0 [SFZero is a Collaborative Production Game]
"Players build characters by completing tasks for their groups and increasing their Score. The goals of play include meeting new people, exploring the city, and participating in non-consumer leisure activities."
games  play  gaming  psychogeography  location  locative  experience  gamechanging  immersive  urban  urbanism  sanfrancisco  seattle  society  elsewhere  collaboration  collaborative  community  gamedesign  participatory  virtual  technology  arg  classideas  sf0  streetgames  janemcgonigal  edutainment  multiplayer  california  interactive 
november 2007 by robertogreco
Geeks without borders. - By Steven Johnson - Slate Magazine
"Go colonizes an entire city for its playing field; L3 colonizes the entire Web. These are games without frontiers."
immersive  mmorpg  mobile  smartmobs  arg  howardrheingold  pervasive  play  phones  games  collaborative  community  wireless  urban  technology  stevenjohnson 
october 2007 by robertogreco
IN-duce: DE-duce
"This is a repository for all those mobile phone games using GPS or cell towers signals. I combined and reworked other lists to add most location based (or augmented reality) mobile games I could find info on."
location-based  arg  mososo  locative  mapping  mobile  gps  mobility  participatory  videogames  urban  urbanism  ubiquitous  everyware  games  gaming  phones  interactive  immersive  pervasive  gamedesign  geolocation  location 
october 2007 by robertogreco
Near Future Laboratory » Play at Picnic2007
"presentation “New Interaction Rituals” describes...prehistory of interactions between humans and keyboards...evolved into the canonical desktop interactive computer setup of keyboard+mouse+display..."what next?" "what else?"
future  interactive  interaction  ux  design  human  interface  play  games  location-based  locative  location  ubicomp  awareness  everyware  immersive  pervasive  julianbleecker  lifeasgame 
october 2007 by robertogreco
Picnic2007.png on Flickr - Photo Sharing!
"Make the real world into a playground that is linked to digital worlds"
play  games  location-based  locative  location  ubicomp  awareness  everyware  immersive  pervasive 
october 2007 by robertogreco
Flux » Articles » Immersive 3d VR games for deaf children.
"The Smile project developing an immersive virtual learning environment in which deaf and hearing children (age 5-10) interact with fantasy 3D avatars and objects to learn maths and science concepts, and relative American Sign Language (ASL) terminology."
3d  deaf  science  math  learning  children  education  immersive  asl 
september 2007 by robertogreco
Walk this way - web - Technology - smh.com.au
"Location-based technology is putting indie tourism on the map. Katie Cincotta reports."
australia  gps  mobile  phones  locative  location-based  location  travel  tourism  maps  mapping  geography  annotation  immersive  contextual 
september 2007 by robertogreco
Tale of Tales -- 8 --
"“8” is a poetic entertainment title that offers peaceful and playful non-linear interaction with a continuously evolving immersive environment and a mysterious and charming autonomous character."
games  videogames  taleoftales  nonlinear  immersive  non-linear  alinear  linearity 
june 2007 by robertogreco
MSCAPERS
"HP Labs are moving beyond personal navigation: we are expanding the world around us with a simple tool that builds compelling interactive experiences that you control as you move from place to place."

[see also: http://www.hp.com/idealab/us/en/mediascapes.html ]
arg  mobile  location-based  locative  location  aware  gps  phones  games  maps  glvo  socialsoftware  annotation  awareness  mapping  digitalstorytelling  interaction  qrcodes  googlemaps  ubicomp  ubiquitous  geography  geotagging  gaming  computing  storytelling  newmedia  performance  geolocation  tracking  multimedia  immersive  pervasive  education  guides  hp  portable  play  local  learning  experience  windows  wireless  technology  classideas  community  mscape  augmented  mediascape 
may 2007 by robertogreco
cityofsound: Why Lost is genuinely new media
"I've been as impressed with the way that the creators of Lost have enabled interaction around the show as with the show itself. Perhaps 'enabled' could be replaced with 'coordinated' or even 'manipulated', but strategically, the call-and-response relatio
media  tv  lost  creative  culture  future  interactive  internet  television  marketing  wikipedia  art  visualization  web  connectivity  stevenjohnson  social  interaction  newmedia  transmedia  arg  cityofsound  storytelling  gamedesign  games  immersive  danhill 
march 2006 by robertogreco

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