Friday, June 25, 2010

Major Project

I have decided to collaborate with Dan Byrne a another fellow advertising student in the Honors Stream at Massey University. Below is a link to his blog
http://vcddesignresearch.blogspot.com/

Wednesday, June 23, 2010

Existing Interactive Narratives

Reservoir Hill



New Zealand company Run The Red has provided TVNZ On Demand with the SMS functionality to drive the new format interactive web drama Reservoir Hill.

This first of its kind in New Zealand was a story that users of the TVNZ website could actively take part to determine the ending of the current episode.

Simon Elder, Online Editor of TV & Entertainment for TVNZ Digital Media was pleased with this New Zealand first initiative.

“Reservoir Hill folds the audience into the storytelling process like no other New Zealand drama before it. The ability to influence events in Reservoir Hill by texting Beth, the central character and giving her advice, has resonated brilliantly with TVNZ On Demand users. We’re delighted with the show’s performance,” says Elder.

The drama follows Beth Connolly, a teen who moves to a new suburb after her parents separate. The show explores issues faced by teens, and the tech-savvy ‘Twilight generation’ are able to communicate with Beth. Cleverly combining several types of media - TV drama, SMS and the Internet, it effectively creates a modern day “Pick-a-Path”.

The first episode had a fantastic response. Thousands watched the drama in the first few hours, resulting in several hundred viewers communicating with the show via text messaging. TVNZ On Demand screens a new episode of the dark and edgy drama every Monday afternoon, which is viewed exclusively through the web.

Run The Red is a digital mobile marketing company active in New Zealand, Australia, Brazil and the USA. Since 1999, Run The Red has been developing award-wining campaigns, successfully executing campaigns for leading brands including BP, Vodafone, Disney, SKY, Telecom, Kiwibank, Lion Nathan, MySpace, Facebook and Optus.

Ben Northrop, Run The Red CEO, says the Run The Red team are thrilled to be involved with the innovative new drama.

“It’s a fantastic project that we’re really excited about. We’ve wanted to involve mobile with TV for years now, and the KHF Media guys have come up with a great concept. Allowing viewers to interact with a character at the end of each episode is completely new, and an exciting preview into how mobile and TV can work together.”

With Reservoir Hill, each text from a viewer could actually help determine the direction for the next episode. Viewers have from Monday to Wednesday each week to watch the latest episode and text their message at the end of the show. Amazingly the text from the viewer appears in a bonus scene and the viewer can see Beth read their message on her phone. The production team then analyse the audience feedback, before going into production of the new episode each week.

http://www.stuff.co.nz/entertainment/3575299/Kiwi-show-Reservoir-Hill-wins-Emmy


SAIZEN MEDIA STUDIOS
launches "Start The Change" teaser website


The teaser site, equipped with fully integrated social network features, is the pivot around which the entire digital campaign rotates, encompassing viral videos, Facebook and Twitter profiles though which the users will be able to follow the cryptic clues and signs disseminated online during the teaser phase, and ultimately unlock the portal and jump to the "other-side".
At the end of the countdown sequence, corresponding to the total length of the teaser phase (forty five days), users will be able to jump through an intra-dimensional door and unveil the full features and capability of omniFEEDBACK.





http://www.start-the-change.org


Crash & Burn: Autopsy


Autotopsy.ca is an innovative digital experience that challenges visitors to play the part of forensic crash investigator Jimmy Burn in order to unpick the story behind a multi-vehicle pile up. Part game, part narrative experiment, the visually stunning site offers a host of interactive video content alongside character case studies that provide hints and red herrings alike.

The idea behind the project was to build something strictly for online consumption that was completely different than your typical trailer site. We wanted to create a piece of interactive content that would give viewers total control over the way they experience the story and explore the supplemental plot strands.


Crash & Burn: Autotopsy Interactive Case Study from Jam3 on Vimeo.



http://www.Autotopsy.ca/

Last Call

13th Street in Germany, the action and suspense channel, has been running movie trailers with a difference in cinemas and international film festivals, encouraging audiences to turn their phones on. In “Last Call”, the first interactive movie trailer in the world, members of the audience are able to interact with the protagonist. The experience is set up with a flyer inviting viewers to send their phone numbers to a speed dial code when they buy their ticket. The moment the female protagonist takes out her phone to call someone who might be able to help her, the film’s controlling software contacts one of the submitted mobile phone numbers. Once the viewer picks up, he or she hears the actress tell him/her she would be lost without him/her. He/she has to help her escape by choosing a path through the old, rundown sanatorium, helping her decide whether or not she should help other victims to flee the scene.



The software selects a member of the audience and calls his or her number to begin a dialogue between the viewer and the film. Answers are converted into commands, prompting the software to choose the matching scene. The audience sees the protagonist on the phone but can also hear the answers of the chosen respondent. Powerflasher’s video player manages all the individual videos in a non-binary tree. Each video represents a node in the tree and in turn, has more child elements that may follow after this video.

Iberostar Hotels & Resorts interactive campaign







http://www.envacacionestodossomosestrellas.com/?idioma=2

Choose Your Own Nightmare

A fundamental influence of mine whilst i beginning my major project is the children's series Goosebumps. These horror novellas were created and authored by R.L. Stine and were very popular as i grew up as a kid, mainly for there unique story twists but also for the Choose Your Own Nightmare/ Give Yourself Goosebumps series.



Choose Your Own Nightmare Plotline

For the most part, play is rather simple, as the books are merely novels with branching plots. The books are written in the second person and enlivened by puzzles or choices. Rather than being simply from beginning to end, the reader is told to turn to a certain page at the bottom of the current page, at certain pages the reader will be given at least two choices of which page to turn to, depending on what they want the main character to do. If readers make poor choices, the book may come to a "bad" ending that will feature a horrid fate for the main character but the readers are always able to go back and choose a new choice.

There are normally two "main stories" which have their own set of choices, and a certain decision - usually at the first two choices that will determine which of the two "stories" the reader will be a part of, the other story will usually not be mentioned again. Also, there is sometimes a group of choices, which contain one choice which is blatantly wrong (such as eating the blue eggs in "Escape from Camp Run For Your Life" or failing to acknowledge the situation in "Welcome to the Wicked Wax Museum" as an emergency) if the Reader makes one of these choices the book will break the fourth wall and demand that he/she turns back and choose a better option. It is also worth noting that the main character is never named and is always of ambiguous gender; therefore the reader can easily imagine him or herself as the main character regardless of what sex he or she is. There is however a "friend character" who is named and given a gender, these characters are normally present through out the story line but there are times when they are not.



Endings

Because of the choices and page connections, there are many ways the story can end. The ways vary depending on which book is being read, but largely the endings involve the reader's character dying, being permanently turned into something other than human, getting trapped somewhere inescapable (implying that one will die eventually), being put in a state of immobility such as becoming a statue, or if the correct choices are met, surviving the story. The ending pages are the only ones which don't have any choices, and simply have the words "The End" where the choices would usually be.

There are also endings that combine the above options, such as being transformed, and then being killed because of whatever it is they are now or an almost "good" ending in which - despite the reader's transformation the ending is still relatively satisfying, in one of the books the reader can become a dog if the wrong choice is chosen, but still gets home in one ending, albeit stuck in dog form. There are sometimes choices that are bad, but will not lead to an ending immediately, but instead will take the reader to another page which will have its own choices, but all of them will lead to a bad ending - this is because a previous choice has put the reader in an inescapable situation, where there is no chance of making it out alive, and despite not dying immediately from that choice, the reader has been ultimately "killed" by making that decision.

In addition, some books involve at least one page where the reader is asked a question relating to one of the actual Goosebumps books, where the reader is given the choice of turning to one of two pages - one where they give the correct answer and one where they give the wrong answer (which usually has some subtle similarities to the correct one). Answering correctly will allow the story to continue, but answering incorrectly will normally result in death. There is at least one good ending in each book, as opposed to the 20+ scary endings.


Full motion video based game

Full motion video (FMV) based games are video games that rely upon pre-recorded TV-quality movie or animation rather than sprites, vectors or 3D models to display action in the game. In the early '90s a diverse set of games utilized this format. Most games' mechanics resemble those of modern music/dance games, where the player timely presses buttons according to a screen instruction.

FMV-based games were popular during the early 1990s as CD-ROMs and Laserdiscs made their way into the living rooms, providing an alternative to the low-capacity cartridges of most consoles. Although most games did manage to look better than most sprite-based games, they were a niche market—a vast majority of FMV games were panned at the time of their release, and most gamers dislike the lack of interaction inherent of these games. This format became a well-known failure in video gaming. The popularity of FMV games declined after around 1995, as more advanced consoles were released.

As the first CD-based consoles capable of displaying smooth and textured 3D graphics appeared, the full-FMV game fad vanished from the mainstream circles around 1995, although it remained an option for PC adventure games for a couple more years. One of the last titles released was the 1998 PC and PlayStation adventure The X-Files: The Game, packed in 7 CDs.

Philosophy
This genre came about with the invention of laserdiscs and laserdisc players, the first nonlinear or random access video play devices. The fact that a laserdisc player could jump to and play any chapter instantaneously (rather than proceed in a linear path from start to finish like videotape) meant that games with branching plotlines could be constructed from out of order video chapters in much the same way as Choose Your Own Adventure books could be constructed from out of order pages, or the way an interactive film is constructed by choosing from a web of linked narratives.

Thus, interactive movies were animated or filmed with real actors like movies (or in some later cases, rendered with 3D models), and followed a main storyline. Alternative scenes were filmed to be triggered after wrong (or alternate allowable) actions of the player (such as 'Game Over' scenes).

The X-Files Game






Game play
The game uses a point-and-click interface, uses full motion video technology called Virtual Cinema, and includes a large number of cut scenes. Included in the gameplay are numerous occasions in which the player can alter other character's attitudes and reactions depending upon responses and actions (or inactions). Dubbed "UberVariables", certain decisions made by the player can set them along one of three tracks: Paranoia (Willmore will start seeing things like twitching corpses and shadowy figures), Loss (messages from his ex-wife are kinder), and "The X-Track" (more details are revealed about mytharc-related conspiracies). The player can also affect Willmore's relationship with Astadourian positively and negatively based upon how he responds to her suggestions and ideas.

X-Flies Game Interaction Includes:
-Slight direction of movement through environment (Hand Cursor)

-Items can be picked up and used (Hand Cursor). Some items include a cell phone (numbers can be found and called), a lock picking device and a GPS (This is used to transport you to other locations).

-Communication to characters ( A list of options are provided as well as the mood of your response)

-Viewing specific items within your environment (Zoom-in icon)


Casebook episode 1 - Kidnapped


The scroll able video was quite effective, a comment left on youtube suggested that the designers useed a single wide angle camera to film everything, and then narrowed the field of view to display on your monitor only maybe 40% of the original screen, then allow the player to adjust that smaller window around within the original 100% sized window. But in fact Casebooks environment is produced using Areograph, which creates 3D digital spaces entirely out of photographs.

FMV on DVDs and Video Games
From the time of its original introduction, the DVD format specification has included the ability to use an ordinary DVD player to play interactive games, such as Dragon's Lair (which was reissued on DVD), the Scene It? and other series of DVD TV games, or games that are included as bonus material on movie DVDs.


There have been some recent video games that have used this approach using fully-animated computer generated scenes, including Fahrenheit and Heavy Rain (both created by Quantic Dream). Heavy Rain is dramatic thriller that uses minimal player input. During many scenes, the player has limited control of the character and chooses certain actions to progress the story. Other scenes are action sequences, requiring the player to hit appropriate buttons at the right time to succeed. Heavy Rain has numerous branching storylines that result from what actions the player takes or fails to complete properly, which can include the death of major characters or failure to solve the mystery.

Heavy Rain

Tuesday, June 22, 2010

Immunisation rates

http://www.stuff.co.nz/national/health/3323349/Low-immunisation-rates-cause-concern

Initial Topic/Issue Ideas

Social Issues

-Domestic Violence
-Drink Driving
-Immunization
-Smoking
-Teen Pregnancy/Abortion
-Self Abuse/Suicide
-Cult of Celebrity
-T.V Violence
-Animal Rights
-Homelessness
-Immigration
-Racism
-Fair Trade
-Nuclear Free
-Bullying
-Poverty
-Disease/Mental Illness
-Drug Use
-Climate Change

Services/Facilities

The Salvation Army
St Johns Ambulances
Princes Trust
NZ Army
Bernardos
What's Up (Kids Helpline)
The Quit Group

Online

Anti-Knife Crime Campaign: Choose A Different Ending

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Advertising Agency: Abbott Mead Vickers BBDO, London, United Kingdom

Describe the brief from the client: The Metropolitan Police wanted to demonstrate the consequences of carrying knives. More and more young people were carrying knives in the mistaken belief that this would protect them.

Creative Execution: ‘Choose a Different Ending’ appeared on Youtube, unbranded, as an interactive film. The campaign drew an immediate response. Unprompted, forum members compared the choices they’d made and the consequences that followed
Describe the creative solution to the brief/objective. Our idea was to create a campaign that involved our teenage audience, enabling them to make choices and in doing so, directly experience the consequences. A film campaign was created for Youtube, putting the viewer in the position of a teenage boy on a London estate. Each film ends with an invitation to choose what happens next. Once a viewer has concluded the path they have chosen, they’re invited to ‘Choose a Different Ending.’ An ending both for the film, and for their life. 21 films, ten different endings.




Volvo FMX





This is a website by Volvo to launch a brand new truck the Volvo FMX to the market. However they have focused on creating a different experience for the viewer by directing the narrative at the user in a first person view and also by incorporation interactive elements and mini games.

http://stagezone.valentin.se/submit/volvofmx/

The Coney Island Experience




A very stylized web experience created for the official Love Never Dies site. The Coney Island Experience is an interactive playground of various fun fair games, which transports the user to the Phantom's new home of Coney Island.

http://www.loveneverdies.com/coney-island-experience

222.454 Major Research

Introduction

VCD Research Project is the largest, most significant, and usually the final paper in the Bachelor of Design with Honours degree. Reflecting 12 weeks of study, the final project is expected to embody research objectives, be conceptually strong, demonstrate an advanced level of problem solving skills, and be completed to a professional standard.

Aim

The aim of the VCD Research Project is to produce a final design solution to the research initiated at the beginning of the year. The solution will resolve key research questions, and demonstrate a considered design process. You will refine your articulation and presentation skills, and complete a substantial body of high quality work.

Schedule

You will meet weekly with your supervisor, either individually or as part of a group.

Week 1
Presentation and discussion with supervisor of project developed in first semester’s VCD Research and
Development paper, 222.453. The project’s design brief is finalised and posted onto Stream.

Week 5 – Interim presentation, 9 – 13 Aug 30%
Presentation of progress to a small audience. This is an important moment as it gives you the opportunity to demonstrate your work and receive valuable feedback. You will have 10 mins to present plus 5 mins for questions and discussion.

Week 13 – Final Handin Monday 18 Oct, 9am – 11am.
All work is to be handed in Monday October 18, between 9am and 11am. The only exceptions to this deadline are illness, accident or other serious circumstances. Hand in locations will be announced.

Week 13–15 – Final presentation, Report and Exhibition – 70%
18 – 22 Oct: The FInal Presentation is to a panel of supervisors plus at least one guest assessor from relevant industry. You will have 15 minutes to present plus 10 minutes for discussion. Project report or Poster, and Workbook A written report of approximately 800 words, or, an A1 info-graphic poster is handed in at the presentation. This report/poster will describe the process you went through to achieve your final result, and reflect on accomplishments of the design objectives.
Workbook may be physical or digital.

Exhibition
1 - 4 Nov: As part of the 70% final assessment, the work is finally viewed in-situ in the exhibition space. This will acknowledge the extra effort for projects which include the display as an integrated component. Though you will be allocated a space and basic panels, you are encouraged to add to the display as appropriate for your project.



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222.453
Alternative Narrative
Dan Byrne & Matt Jacobs
Research Brief


ONLINE GAMING FOR SOCIAL CHANGE.

INTRODUCTION/ BACKGROUND

With the recent success of social networking and user driven content, a new online phenomenon has emerged known as the Participatory Culture. There has been a transition of power from the producer to the consumer within online environments, which allows the consumer to communicate ideas and contribute as a shared community to determine design outcomes.

Online gaming uses principles of Participatory Culture where users can supply producers with feedback on how to improve game design while retaining its core values and the authenticity of the community.
Gaming has a strong online and offline following, where storylines and visual graphics can build an emotive connection
between the user and the game. This medium has the potential to be used in a persuasive manner to further educate and inform the user about a social issue.

ASSIGNMENT BRIEF

Using the medium of gaming, an interactive narrative will be developed to inform and persuade users to facilitate actions of social change.

SPECIFICS/ TARGET AUDIENCE

To be addressed when a social issue has been selected.

STYLE / TONE

Sympathetic to the social issue and it’s target audience. An intimate/personalized tone will be created where the user will be immersed within the storyline.

MANDATORIES

- Create an interactive narrative that has multiple plot outcomes.
- An advertising campaign that builds awareness and creates an initiative to play the interactive narrative.

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Here are some links to my blogs from last semesters papers
http://mattmajorproject.blogspot.com/
http://mattdigitalmedia.blogspot.com/