Oct 302007
 

Screen Council New Zealand logoWe are now accepting applications for the eighth LAMP Residential Lab being held in collaboration with sponsors New Zealand Screen Council. We welcome project submissions from project teams in all areas of the media industry and the final selection will a mix of teams from New Zealand and Australia.

Presented by AFTRS, The eighth LAMP Residential Lab is a unique opportunity to evolve your project for broadband, mobile devices, advanced television, games consoles, multi-user virtual environments and beyond.

It is an intensive lab where teams and mentors work together for 5 days to produce a proof of concept for a new media service and present it to industry VIP visitors on the final day. The lab will take place in late February 2008 and the location in Victoria will be confirmed in the coming weeks.

Please click on the ‘How to Apply‘ link above for full details and the application form and we are happy to receive submissions to attend the next lab in the following areas (or hybrids of).

  • Advanced Interactive TV – Projects that are targeted to local ‘OpenTV-like’ interactive TV over satellite and cable TV (Foxtel and Sky New Zealand) with a mobile phone component. These can include synchronous enhanced TV alongside the programming, simple casual games or multi stream formats
  • Social Virtual Worlds – Rich story based virtual worlds that can be built in existing large 3D social multi user environments like Second Life, Multiverse or There.com. These must have a strong community aspect and include co-creative elements.
  • 360 Entertainment – Cross-media, collaborative play services. Often called Extended Entertainment or Alternate Reality Games these will be strong narratives played out across many websites, mobile, physical locations, TV and print. Themes are usually investigative and draw audiences into complex scavenger hunts that blur the line between fact or fiction.
  • Serious Games – Specifically interested in rich gameplay on consoles, pc or mobile that delivers real learning. The range can be short form flash/sms type games that require brief periods of play spread over many weeks or continuous online games that involve collaboration with others in Massively Multiplayer Online Game (MMOG) environments.
  • Sharing Web 2.0 – Applications and services that draw together communities on web and mobile with the purpose of sharing and growing around a niche interest. This could be mash-ups of iconic web 2.0 services such as flickr, YouTube, Facebook or something completely new and original that will activate key interest groups.

We hope, if selected, that you will find the process illuminating and informative and that the real-world focus for your ideas will be transformed.

Sep 252006
 

Thankyou to the almost forty extremely high quality entries for the next LAMP lab. The selected eight teams will be informed on Monday next week.

PREVIOUS DETAILS

The next LAMP residential lab will be held from Sunday 29 Oct to Friday 3 Nov 2006 in the beautiful resort of Freycinet in Tasmania. The Lab is sponsored by Screen Tasmania & Innovation, Science and Technology and subsidised by AFTRS. Chris Gallagher (Industry Development Officer, Screen Tasmania) said:

“This is a fantastic opportuntity for the Tasmanian Screen Industry and we look forward to the concepts and projects that will be created through the innovative LAMP development process.”

We are now accepting applications and welcome project submissions from all areas of the media industry. Please read the detail below and download the application here which must be returned by Sept 25th. Eight project teams will be selected by the end of Sept.

Costs, dates and location

Freycinet

The lab will be held on Sun 29 October – Fri 3 November 2006 at Freycinet Lodge in Tasmania. The participating teams need only pay transport to and from the residential venue and a $100 admin fee per member. Accommodation, food, mentoring (10 mentors/presenters), technical equipment, build developers, invited speakers and special events are all paid as part of your attendance.

Projects will be assessed on:

  • Level of innovation
  • Market focus & audience reach
  • Potential to benefit from LAMP process
  • Narrative depth
  • Suitability of project for cross-platform deployment: We are particularly keen on TV 2.0 (participatory TV formats), new global broadband cross-media services, services based on virtual worlds, 3G mobile and multi-user, online games. All projects should incorporate social networking and user-generated content elements.
  • Audience interaction and level of involvement
  • Mix and experience of the project teams

Requirements

Screen Tas Logo

We will require teams to be made up of 3 people maximum in the following categories:
1 – Creator – exec prod, producer, director, writer etc
2 – Designer – broadcast, brand, visual identity (It is obligatory to come with a visual designer for the build phase)
3 – Other craft – editor, writer, talent, sound, DOP etc:

The participating teams need only pay transport to and from the residential venue and a $100 admin fee per member. Accommodation, food, mentoring, technical equipment, build developers and special events are all paid as part of your attendance.
There will be range of Industry heads invited onto the final day presentations of prototypes & proof of concepts. Teams can designate stakeholders who can be invited to this.

Technology

Each team will have a G5 20″intel iMac (with extra monitors) complete with full Adobe, Macromedia & Apple production suites. Wireless internet access will be provided.

There will also be two high spec PC laptops for applications including Modelstream for OpenTV and MHP builds. A range of mobile devices, gaming and presentation equipment.

Aug 172006
 
The next LAMP residential lab will be held from Sunday 29 Oct to Friday 3 Nov 2006 in the beautiful resort of Freycinet in Tasmania. The Lab is sponsored by Screen Tasmania & Innovation, Science and Technology and subsidised by AFTRS. Chris Gallagher (Industry Development Officer, Screen Tasmania) said:

“This is a fantastic opportuntity for the Tasmanian Screen Industry and we look forward to the concepts and projects that will be created through the innovative LAMP development process.”

We are now accepting applications and welcome project submissions from all areas of the media industry. Please read the detail below and download the application here which must be returned by Sept 25th. Eight project teams will be selected by the end of Sept.

Costs, dates and location

Freycinet

The lab will be held on Sun 29 October – Fri 3 November 2006 at Freycinet Lodge in Tasmania. The participating teams need only pay transport to and from the residential venue and a $100 admin fee per member. Accommodation, food, mentoring (10 mentors/presenters), technical equipment, build developers, invited speakers and special events are all paid as part of your attendance.

Projects will be assessed on:

  • Level of innovation
  • Market focus & audience reach
  • Potential to benefit from LAMP process
  • Narrative depth
  • Suitability of project for cross-platform deployment: We are particularly keen on TV 2.0 (participatory TV formats), new global broadband cross-media services, services based on virtual worlds, 3G mobile and multi-user, online games. All projects should incorporate social networking and user-generated content elements.
  • Audience interaction and level of involvement
  • Mix and experience of the project teams

Requirements

Screen Tas Logo

We will require teams to be made up of 3 people maximum in the following categories:
1 – Creator – exec prod, producer, director, writer etc
2 – Designer – broadcast, brand, visual identity (It is obligatory to come with a visual designer for the build phase)
3 – Other craft – editor, writer, talent, sound, DOP etc:

The participating teams need only pay transport to and from the residential venue and a $100 admin fee per member. Accommodation, food, mentoring, technical equipment, build developers and special events are all paid as part of your attendance.
There will be range of Industry heads invited onto the final day presentations of prototypes & proof of concepts. Teams can designate stakeholders who can be invited to this.

Technology

Each team will have a G5 20″intel iMac (with extra monitors) complete with full Adobe, Macromedia & Apple production suites. Wireless internet access will be provided.

There will also be two high spec PC laptops for applications including Modelstream for OpenTV and MHP builds. A range of mobile devices, gaming and presentation equipment.

Don’t forget submission deadline is 25 SEPT 2006

Aug 072006
 

Immersion: Designing Experience © Gary Hayes 2006.

The fourth of 8 podcasts recorded live during the LAMP lab on Milson Island, Sydney in July 2006 – in front of the eight teams and ten mentors developing emerging media projects.

gary hayes“think of the experience, not just the service, the differentiators between professionals, thats you, versus users is that you should be very adept at creating user experiences versus creating individual pieces of content. I don’t think users in the future will be creating rich interconnected narratives across platforms and time”

Gary gives an informal and demo rich (hence a few breaks) talk about how to design pervasive entertainment, user experiences. By briefly looking at the eight areas below, using it as a rough framework, he attempts to dissect the interactive experience. He uses a range of examples from interactive services he helped create or produce such as X-Creatures, Top of the Pops, The L Word and virtual environments in Second Life through to games such as Indigo Prophecy and cross-media services including Da Vinci Code. He refers to the importance of flow and making sure the scale of the experience doesn’t feel limited by allowing viewers to take part in the creation process itself.

1 SCALE:
…of the experience. The size of the screen and the amount of story world to explore has enormous impacts on immersion – as well as the detail of individual objects within the ‘world’.
Ask: How big is my story world?

2. ESCAPISM (play)
In terms of building ‘play’ – it should be as fun making it as doing it.Today the experience author has to create tools for play, rather than fixed media and fixed routes through it. Randomness can go someway there – but for true immersion through play, give people tools to create their own variants of your property.
Ask: Can users really play in my creation?

3. SENSES
…the amount of senses that are engaged by an experience gives it the most potential for immersion. Make sure as well as intellectual and emotional engagement you consider sounds and the aesthetics of visual grammar and simm (simultaneous media usage). On a social network level – be aware that humans are extremely aware of
machine vs human interaction.
Ask: Are the visuals and audio truly rich and compelling?

4. PERSPECTIVE
…does the story or narrative engage? This is obvious, if there is nothing for you to be drawn along by (even your own story in some cases) then you will switch off. Put your audience inside the protagonist’s head.
Ask: How can I get the user to ‘empathise’ and BE a story world character

5. SERENDIPITY
…how the world or show you are watching has elements of surprise. The more scripted and formulaic the less immersive. An unspoilt new film at the cinema can surprise, social networks are and should be as unpredictable as life, sadly ‘most’ TV and pop-music are at the other end of the scale.
Ask: Do I really have anything that will surprise?

6. TEMPORALITY

How real time does the experience feel? Are you swept along by real time events, that are part of a social network and also are your choices taking place when you want them to. Sometimes on-demand is far less compelling than real time, online game and social network.
Ask: How ‘live’ does the service feel?

7. PERSONALIZATION

How much can you minutely affect the world and yourself in it? How much will the world reflect you for being there? Most importantly, how much of your real world personality can you bring with you into the experience. It is all about making the world feel like you belong – and TOOLS, TOOLS, TOOLS
Ask: Is each user given an individual user journey, can they roll their own?

8. RESONANCE AND CHOICE

How much control or agency do you have over the experience? Are your actions permanent and seen by all? Can you really do and say what you want – freedom of choice. True resonance is like a virtuous circle, you do something and there is a response that forever changes the environment. Like real life.
Ask: Can my service change based on user input?

He also mentions that having embedded social networks inside you experience is as important as any content you may think of including in your user experience project –
“think of your service as a tool, think of it as a place to play”.

For more background on this presentation check out Gary’s blog Immersion: Ambient TV, Addictive MMORPG

and to download the 2.2MB PDF of the presentation click here

PODCAST SUBSCRIPTION
All LAMP podcasts are also published through the iTunes store.

GARY HAYES – Interaction Producer & Director LAMP@AFTRS

Gary Hayes has been at the forefront of worldwide emerging media development and production since 1993. After joining the BBC in London as an editor he quickly moved on to lead the BBC’s development of the internet, interactive TV and emerging platforms from 95-04 as Senior Producer and Development Manager. The BBC grew from a linear broadcaster to world leader in cross-platform services during this period.

Gary devised & produced many of the BBC’s ‘firsts’ – Digital Text, the first broadcast interactive TV service – ‘Nomad’ the first live internet documentary – ‘X-Creatures’ the first broadband TV service and in ‘96 introduced the first video and audio onto the BBC’s internet sites. He also produced and devised over 20 other eTV and broadband TV services including Top of the Pops, Travel Show, State Apart and several future BBC cross-platform navigators. Gary created numerous courses and seminars on Interactive thinking for linear producers, was active in the Imagineering and R&D depts and was a leading part of BBC strategy teams from 2001 in preparing for on-demand, cross-platform services. He also chaired the Business Models Group from 99-03 for TV-Anytime (the lead media-on-demand standards body).

Living & consulting in the US during 2004 he line produced Showtime’s PVR enhanced L-Word, as part of AFI digital labs and devised a range of new on-demand program formats for two national TV networks. Gary also produced & chaired conferences around LA including Hollywood industry panel seminars and Digital Days both looking at emerging media super-distribution models. He has presented at over fifty major international conferences and written several consultancy papers including US Interactive TV Advertising and more recently a report for the DTI on Personal Video Enablers for the UK media industry. He runs a blog on Media Personalisation, Digital Business and Creativity at www.personalizemedia.com

Gary is also currently exploring the potential of shared social online virtual spaces for collaborative production, creativity and education. A specialist in personalised digital TV over broadcast and broadband networks Gary evangelises on the empowerment potential of non-passive media. As a published music producer, composer and performer he has had over 200 works performed live and on TV and Radio.

Sydney 3 July 2006 – Time 27:26. Click to listen

Mar 032006
 

The next LAMP residential lab will be on May 7-12 near Perth, WA. We are still accepting applications and we welcome project submissions from all parts of the media industry.

Those who have pre-registered need to complete the fuller application form and will be given priority when it comes to the selection process. Other interested teams (and pre-registereds) have now until 31st March to send in completed forms.

Please download the application form by clicking here. We look forward to hearing from you.

Jan 312006
 

The LAMP site now has a Wiki (which we are calling a MediaPedia) where you will find terms, statistics, quotations and opinion which are taken from our Labs, mentor research and general industry news. This is a general resource on and for the emerging media industry where in one place you can monitor the changing landscape.

Please feel free to contribute, update or correct entries. You can link to it via the resources section on the right or by clicking here

Current sections include: Digital Distribution, Service Usage Statistics, Media Quotations, Emerging Media Terminology and Device Penetration Statistics.

Jan 182006
 

The application for the next residential is now fully open and we welcome project submissions from all parts of the media industry. The residential will be from 7-12 May 2006 and will be held near Perth in Western Australia.

Those who have pre-registered need to complete the fuller application form and will be given priority when it comes to the selection process. Other interested teams (and pre-registereds) have now until 31st March to send in completed forms (this has been extended due to the potential date being in early April).

Please download the application form by clicking here. We look forward to hearing from you.

Oct 162005
 

Residential mentors October 2005 Lab

Below are the mentors that took part in the Victor Harbour residential LAMP Lab from 9-14 October 2005

Catherine Gleeson- Interaction Designer

Catherine GleesonCatherine has been working as a Creative Director in print and new media since 1988. She has extensive experience in information design and visual communication. Her projects include: creative direction of visitor multimedia for the National Gallery of Victoria’s (NGV), Centre for Australian Art at Federation Square.

Past work includes consultation, creative direction and design on local and international projects for clients such as: the National Geographic (Washington); the Smithsonian Institute (Washington); the American Museum of Natural History (New York); Foster’s Brewing Group; Lonely Planet and ANZ.

Through her company Platform09, Catherine also maintains a separate creative practice. Past projects have included: collaborative, installation work for Experimental; motion graphics, animation and multimedia design for theatre, film and video.

Christy Dena – Transmedia Storyteller

Christy DenaChristy is a world wide, leading practitioner and researcher in cross-media narrative, new media types and their creative application in emerging media. In this area she has contributed numerous articles and reviews to publications such as Australian Book Review, ABC Arts Online and RealTime.

Christy’s work has been referred to in The Age, Encore and in a recent report delivered at the European Commission DG Information Society. Her published articles have covered game-play, artificial intelligence and new narrative forms and she has written creative works for TV, theatre and multi-platform. Christy’s latest visionary work ‘The Villager Girl and the Teenbot’ bridges the gap between print and online chatbot technology.

In 1993 she was nominated for ‘Young Business Person of the Year’ and shortly after worked as a digital effects/TVC producer, business director and web developer. In 2002 she gained a postgraduate diploma in Creative Writing and is currently a Ph.D.candidate in New Media at the School of Creative Arts, Uni of Melbourne. She also teaches new media arts theory at Melbourne and Swinburne Universities, is on the Editorial Committee of New Antigone (a fully refereed international journal), co-edits a renowned site on new media arts, www.WriterResponseTheory.org, and runs a popular research blog, www.crossmediastorytelling.com.

Gary Hayes, Director LAMP@AFTRS

Gary HayesGary Hayes has been at the forefront of worldwide emerging media development and production since 1993. After joining the BBC in London as an editor he quickly moved on to lead the BBC’s development of the internet, interactive TV and emerging platforms from 95-04 as Senior Producer and Development Manager. The BBC grew from a linear broadcaster to world leader in cross-platform services during this period.

Gary devised & produced many of the BBC’s ‘firsts’ – Digital Text, the first broadcast interactive TV service – ‘Nomad’ the first live internet documentary – ‘X-Creatures’ the first broadband TV service and in ’96 introduced the first video and audio onto the BBC’s internet sites. He also produced and devised over 20 other eTV and broadband TV services including Top of the Pops, Travel Show, State Apart and several future BBC cross-platform navigators. Gary created numerous courses and seminars on Interactive thinking for linear producers and was a leading part of BBC strategy teams from 2001 in preparing for on-demand, cross-platform services. He also chaired the Business Models Group from 99-03 for TV-Anytime (the lead media-on-demand standards body).

Living & consulting in the US during 2004 he line produced Showtime’s PVR enhanced L-Word, as part of AFI digital labs and devised a range of new on-demand program formats for two national TV networks. Gary also produced & chaired conferences around LA including Hollywood industry panel seminars and Digital Days both looking at emerging media super-distribution models. He has presented at over fifty major international conferences and written several consultancy papers including US Interactive TV Advertising and more recently a report for the DTI on Personal Video Enablers for the UK media industry. He runs a blog on Media Personalisation at www.personalizemedia.com and an Interactive producers site at www.garyhayes.tv.

A specialist in personalised digital TV over broadcast and broadband networks Gary evangelises on the empowerment potential of non-passive media. As a published music producer, composer and performer he has had over 200 works performed live and on TV and Radio. Gary ran his own music production business from 1984-89 and is currently working on several film scores.

Jackie Turnure, Non-linear storyteller

Jackie TurnureWith script editing and writing experience in both traditional and new media, Jackie Turnure brings a unique perspective to the role of narrative in cross media production. For the last 15 years she has been working across film, television, games and online production, with a particular focus on animation and children

Sep 022005
 

Multi-Platform Content Delivery- David Gurney
David delivers an insightful look across the whole new media industry and in his inimitable way paints a picture of confusion, blind alleyways but with some real opportunities. Using his popular animation series ‘Hooter and Snoz’ as a case study he points out the serious market potential for a variety of new media content.
Accompanying presentation – Multi Platform Content Delivery 192k PDF

PODCAST SUBSCRIPTION
All LAMP podcasts are also published through the iTunes store. You can subscribe automatically to these if you have iTunes installed by clicking here.

David Gurney is the executive producer of Blue Rocket Productions. Launched in 1999 they develop and produce cutting edge 3D animated cartoons for film, television, broadband and mobile.

Sydney 7 Sep 2005
Click to listen
Audio preparation by James Christopher Murty