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Game Changer & Make Some Noise

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Proposal - VR Booths
Virtual Reality (VR) is able to provide people an engrossing environment and that breaks up the geographical limitation. From this view, a specification of the brief is that I will use VR technology as a promotional tool for tourism industry in hotel chains and I believe this will bring huge positive impact in Australia tourism industry.
Image resource: David Kaufman Photography
Image resource: Brisbane City Directory
The initial idea is a combination of telephone booths and VR equipment.
Advantages: wide stronghold, near downtown and the appearance of traditional phone booth is exotic which can attract tourists. Possible Sponsors: government and telecommunications companies Disadvantages: tourists still need to go out to visit, perhaps not so convenient and strong promotion for them.
Further improvements the original idea, the VR booths can be placed directly in the hotel lobby.
Image resource: Wuxi Hotels
The reason for doing so is that it can exactly improve the convenience, directly towards tourists. Furthermore, international-type hotel chains will be able to extend and promote the VR content to over the world. Therefore, possible sponsors may be linked to high-level hotel.
Image resource: Business Insider
I also think there should set up a sensory experience. For example, if a tourist chooses to experience the snow skiing, they can feel cold air inside the VR booth or they can feel hot, if choosing outback adventure.
HUB Studio
Today we went to HUB studio to experience the Oculus Rift and their 3D Audio integration (FMOD).
The VR artist of Hub Studio, Wesley Heard, introduced his work for us and explain how he constructs 3D assets in 3D Max
Then, the Sound Designer, Nathan Corporal, introduced us about his recording sound works.
Finally, we took turns to equip these advanced devices with different VR game demo, such as Showdown, Colosse, Dread Halls and Nighttime Terror, we all enjoy seeing these projects and had a great time.
Google Cardboard is a virtual reality (VR) glasses which was developed by Google. It is low-cost fold-out cardboard mount for a mobile phone. Cheap and easy accesses are intended to encourage interest and development in VR applications. Today, in the class we were received a QUT Google Cardboard and were required to use it to play a VR game.
Google Cardboard is wonderfully cheap and fun to play with, we all had fun when we tried it today. This may be basic virtual reality "tech" and that nearly everyone can enjoy, if you want to try virtual reality but don't want to spend money, I think Google Cardboard definitely is a good choice.
Recently, 3D printing is becoming increasingly popular. This is a great opportunity that we were able to visit the Biofabrication laboratory of QUT. Through Demonstration of Associate Professor Mia Woodruff and her team, we have better understanding about the use of 3D printing of current situation and future prospects.
The use of 3D printing technology in the medical industry, it can outputs scaffolding which are placed human cells and able to be decomposed by human body. It also can build permanent metallic materials for prosthetics and implants. Currently, this technique has been widely used in the medical field, such as, medical devices (bones, teeth, electronic ear, prosthetics and plaster cast), healing wounds and the replacement animal experiments.
The interesting idea was pointed out in the end of Lab Visit that is "future hospital", Professor Mia Woodruff predicted that the 3D printing technique will become more common and popular and in the nearly future, every hospital will have their own 3D printer which will benefit patient to get healing immediately and recovery faster.

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· Leap motion, Virtual Reef
Through 3D glasses, the virtual reef comes alive on the screen. At the same time, through a small sensor of leap motion, the user can move the hands to control the screen's swing.
When we wear 3D glasses, Adam swinging his hand above on the sensor that allowed us immersed the underwater and just like snorkeling.
This is a great visit for us to have a reflection. I think that games are interaction design which are directly, effectively and closest people. However, many people have a negative stereotype of games, such as addicted, lazy, resulting in performance decline and so on. However, if games can be designed as full of social significance, like several games in The Cube have environmental awareness that I believe these games may have better effects in raising awareness of environmental protection than traditional education.
Multi-touchable, The Cube
The Cube, which consists of 48 multi-touch screens, is the largest digital interactive learning space. It provides an opportunity to allow public to discover, explore and discuss the global issues.
The current interactive games on the Cube screen are about chemical elements, classical mechanics, fluid motion and the mathematics, these game-like environment games are expected to draw people of all ages to engage and establish a fun and appealing simulations.
Half the Sky Movement is inspired by Nicholas Kristof and Sheryl WuDunn's best-selling book Half the Sky: Turning Oppression into Opportunity for Women Worldwide. The movement seeks to put an end to the oppression of women and girls worldwide through a transmedia project that uses video, websites, games, blogs and other educational tools both to raise awareness of women's issues and also to provide concrete steps to fight these problems and empower women.
Link
https://en.wikipedia.org/wiki/Half_the_Sky_movement
ZED.TO was an 8-month narrative told in real-time through an integrated combination of interactive theatrical events and online content. It told the story of the beginning of the end of the world, from a viral pandemic created by ByoLogyc, a fictional Toronto-based biotech company.
Link
http://zed.to/
In May 2007, 42 Entertainment launched Why So Serious, an ARG to promote the feature film The Dark Knight. Hailed as being the single most impressive viral marketing campaign of all-time,[64] it played out over 15 months, concluding in July 2008. Millions of players in 177 countries participated both online and taking part in live events, and it reached hundreds of millions through Internet buzz and exposure.[65] Notably, Why So Serious prompted a great deal of collaborative organizing and action; players went to the streets campaigning for Harvey Dent and gathered in New York City as a part of gameplay.[66]
Link
https://en.wikipedia.org/wiki/Alternate_reality_game

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me to Pine Point was meant to be a book… it is now becoming a cross-platform project… and an interactive documentary produced by the NFB of Canada.
This interactive documentary tells the story of a city that has been totally destroyed in the last ten years. Although the documentary is fundamentally linear (you can only press the next/previous tab and click on some photos) the quality of the narrative, and of the combination between graphics and video, is outstanding! A real piece of craft work… and maybe a good example of Lev Manovich’s “deep remixability” applied to the new media documentary world.
Here is how the project is described in its Press Release:
Toronto, January 26, 2011 – Imagine your hometown never changed. That no one ever grew old or moved on. Part book, part film, part family photo album, Welcome to Pine Point unearths a place frozen in time and discovers what happens when an entire community is erased from the map.
Link
http://www.interactivedocumentary.net/2011/03/01/welcome-to-pine-point-2/
Canal+在西班牙舉辦的《Game of Thrones》遊戲活動名叫《19 Reinos》,結合了網站地圖遊戲及實體環境,是一個進行達兩個多月的大型真人角色扮演遊戲(Live Action Role Playing),整個遊戲的標語就是「Si Lo Vives, Es Verdad」(if you live it then it’s true)。在遊戲中,玩家可以單獨行動,或透過官方推特及臉書粉絲頁結合夥伴一起去攻擊其他王國,透過社群指令號招你的行動,這些指令包括#atacar 攻擊、#seducir勾引、#traicionar背叛、#darmoneda給予貨幣等。遊戲的目標是累積積分和領地,在整個虛擬真實的《Game of Thrones》世界中成為領導者,獲勝者將被命名為叫做Andals的國王,Canal+並將為贏家在6月16日舉辦一場加冕典禮。《19 Reinos》替每個登入的玩家定義了屬性,包括生命、耐力、力量、財富及經驗值,並隨時在官網上更新排行,這些屬性的特色在於與真實世界結合,尤其是與當地零售通路Fnac的結合,有些遊戲交付的任務寶物必須實際到被設定為中繼站的Fnac購買,才可增加玩家在遊戲中的各項屬性。《19 Reinos》並製作了五集Edwyck網路影集跟設計良好的策略指南,讓玩家體驗真正的《Game of Thrones》角色世界。
Link
http://mediaproplus.blogspot.com.au/2014/06/19-reinos-canal.html
About:Kate – new case study for ARTE’s transmedia project
On April 27, 2013, ARTE broadcast the first of 14 weekly episodes of the new transmedia series “About:Kate”. The project incorporates various social platforms, user-generated content and a dedicated second-screen app. The series follows the life of the former art student Kate who just turned 30. Kate lost herself in the digital world and feels unable to cope with her own life now. Therefore she institutionalize herself into a psychiatric hospital. During her stay in this mental institution, she keeps posting and commenting on Facebook.
Link
http://vast-media.com/new-case-study-for-artes-transmedia-project-aboutkate/
http://kate.arte.tv/
“Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story.”
I’ve been eagerly studying, creating, curating and producing in the transmedia vein for the past few years, ever since the cross-media me saw the light of transmedia storytelling in a conference ro...

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Narrative will be a big player as some writers’ plans of attack bring interactivity to a whole new level
Analysis of issues affecting the global game development industry
Storytelling is becoming increasingly important in the world of games as the medium continues to evolve. Craig Chapple talks with the industry's leading writers on where strong narratives can take games in future