highly interactive multimedia space
dream of a city that favors the increase in the types of interactive multimedia areas. I wish
that the public is beginning to express preference for forms of entertainment
-intensive content. Needless to say, encourage a good level of interactivity is reflected in the enrichment of many aspects that characterize the intensity of the new communication media.
architectures for use in public places and Web 2.0.
points of sociality expand the 'resonance' of the flow of data through the web 2.0. The potential of social media is to become the soul of
ongoing flow of information transmitted predestined places more or less stable.
Do you know when the soccer game was watched in the bar? Today
Sport is regarded at home, perhaps on a giant screen high-definition. But there are those who still goes to the bar to enjoy the event with a group of friends and acquaintances. The socializing element of entertainment and enjoyment in the group is still an important factor, especially when in the case of specific types of use where the rules and procedures vary depending on the content.
I mean
to buy and trade on eBay is not as simple as watching videos on YouTube.
Submit your own piece of video self-register on Seesmic requires a level of confidence and determination to address the public, other than that necessary to leave text comments on a blog or a forum.
The size
live to 'close quarters', encourages the sharing of immediate
levels of digital culture. The user is no longer just in front of his computer, but interacts with the advice and suggestions received from the location of its neighbors. Or it can simply watch the flow of the show data and information on screens of various sizes, in a context where the only constant element is a continuous unrepeatable event.
The cinema is what I imagine a room of multimedia enjoyment, able to adapt to fluctuations in the taste of this: by using different types of screen for the multimedia contents can distribute content according to the level of attention they receive from the public or targeted manner (training, public awareness, information). Imagine
3 types of screens for use with different size:
- single user
screen - screen average size (which allow the detection of the attention of large groups).
- the big screen (main screen, where the nature or manner of use can be preset: sequences of schedule alternating sequences selected according to the kind of attention they receive from the audience).
- ability to overlay the audio from other stations, a station that broadcasts other visual material: the sequences texts / images / video can then be re-proposed with background audio is also random, with selections by words tag preference.
- possibility of interaction: from a single station can be transmitted over an average screen or on the central screen.
The room is given importance to adaptability of the elements of use: furniture chairs, screens can be rotated, sliding wall panels and furniture moved.
content comes from the following categories:
- directly from the network in real time
- from a central local
- from a central location outside
streaming technology allows accessing data, audio / video on demand (on request) with the right to comment in real time via chat.
Clearly, the proposed content in a multimedia room, the ones that come directly from the network include user-generated content and content present in the network. We are in the era of crowd-sourcing and the surprising popularity of certain video content continues to surprise in terms of success and attention from the general public across the network.
remember the case of Brooke Brodack that teenagers who post videos very amateur in 2006 and became a YouTube star with millions of fans, or courted the example of Sarah Austin (Alias \u200b\u200bPOP17), which 'alternative media producer ' has become 'online lifecaster ' ; a 'lifecaster' would be the one who transmits continuously tracks of life through technology live streaming (live video online ) and other digital technologies including wearable technology (wearable digital media).
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