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alexkozh

Future scenarios for the TV and video industry (strategic foresight by Deloitte) - 1 views

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    Four possible scenarios of video industry: 1) Universal supermarket (few digital platforms with 100% content, AI based special selections for users), 2) Content endgame (content owners withdraw content from plarforms, develop D2C approach), 3) Revenge of the broadcasters (media holdings win their shares by partnerships with telecpms and offering local content, global content exist on digital platforms), 4) Lost in diversity (multiple content creators, multiple content distributors
Maria Gurova

Facebook will give video makers a cut - 0 views

  • "There's a certain class of content which is only going to come onto Facebook if there's a good way to compensate content owners for that,"
  • "We've recently rolled out the business model for this. We'll give a revenue share on a portion of the views to content owners
  • To grasp the scope of change unraveling in content creation, which is increasingly fragmented, consider all the mobile apps on your smartphone.
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  • Studies consistently show users thumb through only a handful of apps on a regular basis
  • This is why tech bellwethers — from social media platforms such as Facebook to traditional hardware companies like Apple — are churning out news products, designed to court and engage audiences to their brand-ecosystems.
  • Facebook plans to announce the launch of Notify, a standalone news app, the Financial Times reports. Featured content will come from media partners including Vogue, The Washington Post and CBS.
  • Professional content already is splintered across content creators and technology platforms
  • Apple News, for iOS 9. The mobile app aggregates news from a wide range of sources into a mobile-friendly format,
  • Twitter Moments is a feature on Twitter that links tweets in a traditional story format, from beginning to end.
  • Snapchat has been partnering with publishers for Snapchat Discover. The app, widely popular with millennials, includes a "Discover" feature that showcases stories from publishers including Vice, People, CNN and National Geographic
  • For example, with instant articles Facebook directly hosts outside publishers' articles on its social network — and Facebook pockets the traffic
  • Facebook on Wednesday also said its daily video views have reached 8 billion, though some tech analsyts including Pfeiffer wonder if a single view is measured by only a few seconds on an autoplay setting.
  • Facebook in fact is testing its own, site-specific video hub, as Re/code has reported.
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    social media is rapidly moving towards serving as a one-stop destination for all consumer media needs 
Maria Gurova

YouTube's Grand Plan to Make VR Accessible to Everybody | WIRED - 0 views

  • Today, YouTube is unveiling 360-degree virtual reality videos and a virtual movie theater for all YouTube videos, available to anyone with a Google Cardboard headset. The goal is to “democratize virtual reality” and “bring VR to everybody
  • social network is now seeing 8 billion daily video views. Facebook itself recently debuted 360 video. And the social networking giant owns Oculus,
  • But Facebook, its biggest competitor, is rapidly encroaching on YouTube’s turf.
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  • expects that library of content to grow “very rapidly,” especially as the company works with YouTube creators to get more VR content up on the platform
  • According to Variety, these YouTube stars are even more influential among US teens than Hollywood celebrities.
  • The one stumbling block is that not that many people have the equipment to experience VR. Google says some 1 million folks already own the Cardboard viewer
  • it’s convenient that the company is launching these virtual reality features right before The New York Times ships 1.3 million Google Cardboard sets this weekend, as it debuts its new VR documentary, “The Displaced.”
Maria Gurova

In The Future, The Whole World Will Be A Classroom | Co.Exist: World changing ideas and... - 1 views

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    please watch the video conversation, but here are my brief takeaways: - There is a shift form institutional structures (corporations, centralized governments, educational establishments) to social structuring - Social Structuring - creating value by aggregating micro contributors by large networks using social tools and technology Key patterns in future of learning are 1. Content comments 2. New Foundations 3. Global Learning arbitrage 4. Embedded and embodied learning 5. Human-software symbiosis 6. Socialstructured work Major shifts in learning: - from episodic to continuous learning - from content conveyors to content curators - from working at one scale to working at up&down the scale - from degrees to reputation metrics - from grades to continuous feedback
anna_nelidova

Amazon challenges YouTube by offering uploaders a cut of the ads | The Verge - 1 views

  • Amazon is launching its new Amazon Video Direct service today to let video creators share any content and receive a cut of the revenue.
  • Amazon is offering a variety of ways for creators to earn money, including royalties through streaming by Prime members, and revenue sharing through rentals, purchases, subscriptions, and ad impressions.
  • Amazon has a variety of launch partners, including How Stuff Works, Mattel, The Guardian, and independent titles from Samuel Goldwyn Films.
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  • Amazon Video is still limited by its availability worldwide and how exactly it expands partners in the future.
  • Amazon Video is still only available in the US, Germany, Austria, UK, and Japan.
alexbelov

Reality Substitution Project is a Unique Approach to Virtual Reality | Virtual Reality ... - 0 views

  • Reality Substitution Project is a Unique Approach to Virtual Reality
  • The tech project, named RealiSM, has developed a user-friendly virtual world capture system that effectively shoots actual videos of real-world situations, and these videos are to be generated as virtual content on a supported head-mounted display (HMD).
  • Initially developed for the medical field, RealiSM aims to be utilized in the laboratory to facilitate research of the human memory and the peri-personal space (perceived space available to a person within his reach).
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  • This is how things get interesting for the RealiSM project: the prototype works as an integrated video recording, editing, and playback system – all working hand in hand to generate what they call reality substitution. A custom-built camera rig, consisting of 18 high-definition cameras which are pointed in all directions, seamlessly shoots a 360-degree spherical imagery that is stitched together in all three dimensions of space. These 18 high-def cameras are paired with 4 omnidirectional microphones, able to pick up sound from all directions relative to the prototype. The 3D spherical video capture is then processed and is rendered by a custom-built HMD that also features a front camera to orient the user’s presence in both the virtual and outside environments.
  • Aside from the usage focus of the prototype in the medical field, it is also seen as a potential tool for bringing immersive, real-time teleconferencing – bridging the gap caused by time zone issues between the two ends of the communication medium; and also to enhance entertainment experiences – particularly in games – by introducing extremely immersive and true-to-life visuals and audio experiences.
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    Reality substitution is a new approach to VR experience. The system  aptures videos of real world situations and generates VR content. The technology can be applied in medical research, therapy, gaming and teleconferencing.
Maria Gurova

ZelnickMedia to Acquire Video Content-Business, CEO Says - Bloomberg - 0 views

  • We can tell a story in 3 minutes. We can tell a story in 6 minutes. But that doesn’t rule out longer-form content -- Netflix is living proof of that
anna_nelidova

MediaCom clients could benefit from emotion tracking tech | The Drum - 0 views

  • Realeyes last year received a near £3m grant from the The European Commission help develop its technology, which claims to track the ‘likability’ of brand’s marketing efforts by measuring people’s emotions via standard webcams as they watch video content.
  • Tools such as Realeyes allow us to get behavioural information upfront, so we can optimise and measure content before launch.
  • This enables us to deliver more effective video and more efficient distribution, making the message more impactful and delivering increased business advantage for our clients
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  • MediaCom will integrate the Realeyes platform into it’s central content hub and apply it across its client roster including brands such as P&G, Coca Cola, GSK, Shell, Sony Mobile and Volkswagen
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    Incorporation of emotion measurement technology into content testing and media planning.
Anton Vorykhalov

Amazon Wants Live-Streaming Sports Rights for Prime Video, But What Will It Really Be A... - 0 views

  • Amazon Wants Live-Streaming Sports Rights for Prime Video, But What Will It Really Be Able to Secure?
  • Despite the high prices and paucity of available rights, Amazon has been making the rounds recently at a number of leagues and rights-holders about potential deals. According to a Wall Street Journal report citing anonymous sources, Amazon has met with the NBA, NFL and Major League Baseball, as well as Major League Soccer, the ACC, and other smaller players to discuss licensing their content.
Ilya Vorobiev

Microsoft's 'RoomAlive' Turns Entire Room Into A Video Game - 5 views

    • Ilya Vorobiev
       
      Despite technology advances such as Oculus and Kinect, the game is still separated from real world and augmented reality associated with bulky heads. This project addresses this problem by projecting objects on real world using depth cameras and projectors, turning your room into interactive video game. 3 minute video from Microsoft - https://www.youtube.com/watch?v=ILb5ExBzHqw Actual News review video - https://www.youtube.com/watch?v=-aZWUw8CzAo
  • RoomAlive is a proof-of-concept prototype that transforms any room into an immersive, augmented entertainment experience
  • Users can touch, shoot, stomp, dodge and steer projected content that seamlessly co-exists with their existing physical environment
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  • showcase four experience prototypes that demonstrate the novel interactive experiences that are possible with RoomAlive and discuss the design challenges of adapting any game to any room
alexbelov

Молодежь снимает стресс и засыпает под онлайн-видео | Реклама Маркетинг PR - ... - 1 views

  • Большинство представителей поколений Y и Z использует онлайн-видео как эффективное средство для снятия стресса или отличное снотворное.
  • Digital видео служит для большинства 13–24 летних молодых людей не развлечением или средством познания, как предполагают маркетологи, а антидепрессантом и средством побыстрее уснуть. Отличным способом для снятия стресса онлайн-видео назвали 61% представителей молодого поколения. Еще 44% молодых людей воспринимает видео как эффективное снотворное средство.
  • Defy Media также обнаружили, что подростки не возражают против рекламы. Более того, 63% молодых людей выразили готовность приобрести продукт, рекомендованный звездой на YouTube. А вот доверия к ТВ-звездам меньше – на нее откликнулись бы только 48% представителей поколения Z.
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  • Отметим, что 87% молодых людей одобряют продакт-плейсмент в видео, а 89%- спонсорскую рекламу.
Maria Gurova

YouTube Kids App Blasted as 'Deceptive' by Consumer Groups | Variety - 0 views

  • Google’s YouTube Kids app, which offers a walled garden of content aimed at the 5-and-under set, is the target of a coalition of consumer groups urging the Federal Trade Commission to investigate the service as a potential violation of rules about advertising to children
  • “Many of the video segments endorsing toys, candy and other products that appear to be ‘user-generated’ have undisclosed relationships with product manufacturers in v
  • iolation of the FTC’s guidelines concerning the use of endorsements and testimonials in advertising,
Maria Gurova

Research Says Screen Time Can Be Good For Your Kids - Forbes - 0 views

  • Still, most parenting wisdom continues to portray television as an evil mind-rotting demon. The fear of ‘screen time’ is so deeply ingrained in our collective imagination that an irrational opposition between outdoor play and media consumption is taken for granted. Many parents believe the choice is either/or: indoors or out.
  • most storytelling is interactive. We consume most of our media through internet connected devices. And technology is so adept at providing ‘adaptive feedback’ that it proves to be an exceptionally effective teaching tool. In fact, a recent SRI study shows that game based learning can boost cognitive learning for students sitting on the median by 12%.
  • Joint media engagement refers to spontaneous and designed experiences of people using media together, and can happen anywhere and at any time when there are multiple people interacting together with digital and traditional media.
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  • describes the rules and restrictions we put on screen time. Some of these restrictions limit time, other restrictions filter content.
  • Restrictive Mediation
  • Unlimited access to media becomes one of the markers of adulthood.
  • Instructive Mediation describes what happens when we talk to our kids while watching a movie or playing a video game with them. Make it a teaching opportunity
  • Instructive mediation is key for raising kids that are critical thinkers and intelligent adults in a media saturated world–kids who know how to THINK about the media they consume.
  • Social Coviewing is when you watch something with your kids but don’t necessarily talk about it. This is what happens in a movie theater.
  • This is what happens when I watch Phineas and Ferb with my kids.
  • Parallel play is kind of like multitasking. I can be typing on my Chromebook next to my son while he’s playing minecraft. We engage in peripheral conversations, some tangential, and some directly related to the game he is playing.
  • Asymmetrical joint media engagement
  • While interacting with me online, I hope they learn good web etiquette. I’m teaching them lessons about propriety and social media. They see the kinds of things I write in emails and chats.
Maria Gurova

These are the top-earning YouTube stars of 2015 according to Forbes | The Verge - 1 views

  • The financial magazine has published its first ever list of top earners on the video platform, with the irrepressible Felix Kjellberg (better known as PewDiePie) heading the charts with pretax earnings of $12 million,
  • most of these individuals’ income comes from advertising such as sponsored videos and previews, although four of those on the list also have book deals, while a few even offer their own product lines.
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    The fact that Forbes made an official ranking of income of the YouTube celebrities is an indication that this is an actual economic driver. The numbers might not be accurate at this point of time, as there's no infrastructure to track income individuals' receive through this type of monetisation, but this is only a matter of time  
alexbelov

Bkstg directly connects musicians with their fans | TechCrunch - 1 views

  • the connection between fan and celebrity is minimal
  • Bkstg is looking to change all that, not only for fans but for artists.
  • Bkstg is its own platform, created by Ran Harnevo, that lets artists own the entire experience of connecting with their fans, from posting videos and photos, selling tickets, and selling merchandise.
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  • Bkstg gives artists a full dashboard to show interaction on the consumer side. They can see who is buying tickets, who is engaging with content, and who is watching exclusive videos and listening to exclusive tracks.
  • But Bkstg isn’t just about targeting those top revenue fans, but for creating new ones. For example, an artists on tour can send a geo-fenced message out on Bkstg to offer discounted tickets that haven’t sold yet.
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    Bkstg offers artists a direct way to manage and grow their audiences, including interaction with fans, selling tickets, and making limited offers. This can potentially reduce the need for intermediaries and give creative people more independency.
Maria Gurova

From Netflix to full immersion: how the future of cinema lies in our handhelds | Film |... - 2 views

  • Unlike films made for the silver screen, an internet film doesn’t need to contain something for everyone
  • But the internet is different. As viewers are watching alone, films can be made exclusively for certain fanbases and still be confident of finding an audience.
  • in the eyes of a conservative family, the company should stand for wholesome entertainment, but to a 20-year-old city-dwelling college graduate, it should be more edgy. It’s unlikely these two demographics would go to the cinema together, while they almost certainly won’t be streaming the same content.
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  • Cinemas probably aren’t going to die out any time soon, but they may well host different kinds of films than laptops and phones in the near future.
  • Netflix’s chief content officer is open about this, saying that watching a movie online is like seeing a sports game broadcast on TV rather than being at the stadium
  • When you watch it, you realise that this software blurs the boundary between films and games: although, strictly speaking, you are not playing anything; you are participating in the experience.
  • A distinctive form of film is also emerging on phones: 360-degree movies were developed by Google
  • The technology gets really interesting when it comes to documentaries. Director Chris Milk has used virtual reality to make films about a refugee camp in Jordan and a mass protest in New York.
  • Fundamentally, this is taking out the middle man in that process, and making you feel as if you were actually there.
  • Call it fly-off-the-wall film-making
  • traditionally it is the director’s job to tell the audience what to look at, in this approach directors don’t exist, only “creators”
Maria Gurova

Academic conference on 'Love and Sex with Robots' abruptly cancelled after being declar... - 0 views

  • Humanoid robots are now being introduced into nursing homes, and as therapists, for example. The new Hello Barbie toy will be a "friend" to children, holding conversations with young boys and girls. Robots are even getting married in Japan.
  • A perfect example of the backlash against human-like machines happened last Friday, when Adrian David Cheok and David Levy were forced to cancel their second annual Congress on Love and Sex with Robots, set to be held in Malaysia next month.
  • The case of the cancelled conference is just the beginning of the kind of obstacles intellectuals and researchers may encounter in the pursuit of academic study of humanoid robotics—an increasingly controversial field as the line between fantasy and reality gets blurred
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    Two academics decided to hold a conference for a controversial matter of human robot interactions, the conference with a provocative name and a highly scientific content was banned in a very conservative and religious country of Malaysia 
Maria Gurova

Future of Film: Even Bigger Screens and, Yep, Cinema Selfies - Hollywood Reporter - 0 views

  • a new generation of even more ambitious theaters — possibly even including cinema's first holodeck — is waiting in the wings.
  • The first Escape theaters — which will include the Cinemark 18 & XD at the Promenade at the Howard Hughes Center in Los Angeles — will open Sept. 19, showing a special edition of Fox's new young adult thriller The Maze Runner
  • Escape theaters showing The Maze Runner will project the live-action movie on to the center screen, and the side screens will feature additional visual effects
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  • "We believe entertainment needs to continue to evolve with a more immersive experience,"
  • Movie screens will continue to morph into ever-wider configurations
  • That footage will be shown in a special 360-degree OmniCam theater installation planned for the FIFA World Football Museum in Zurich. Meanwhile, startup Jaunt is developing a 360-degree camera for use in virtual reality
  • High-tech interactivity also may play a role in the next generation of theaters.
  • They would include a theater where a 3D movie is projected onto a 360-degree dome-shaped screen and real-time facial replacement would be used to project audience members into the action
  • "You'd have a wristband that identifies who you are, and if you elect to, your body and face can be scanned, allowing the attractions to include you in them and allow you to interact with them
al_semenchenko

Visual Perceptive Media - BBC R&D - 1 views

  • Imagine a world where the narrative, background music, colour grading and general feel of a drama is shaped in real time to suit your personality.
  • Visual Perceptive Media is a film which changes based on the person who is watching the video. Rather than drawing on sensor data to profile the environment, it focuses on the user themselves. It uses profiled data from a phone application to build a profile of the user and their preferences via their music collection and some personality questions.
alexbelov

Experiencing the News: Immersive Journalism | Virtual Reality Times - 2 views

  • Immersive journalism is an emerging genre in which sound, video, and reporting are melded together and presented with virtual reality technology to put the consumer in the scene, usually experiencing it from the point of view of the participants.
  • The larger concept is the cultivation of empathy, using the information—sight, sounds—point-of-view—to cause the user to see things he or she wouldn’t have seen otherwise.
  • It isn’t unreasonable to suggest that the way stories are told and received may fundamentally change in the next twenty to thirty years.  There are many ways to tell stories and to engage an audience.  Immersive journalism places emphasis on engagement through perspective, placing the user inside of the experience.
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    Immersive journalism revolutionises documentary storytelling via use of VR. Placing the user inside of the experience IJ provokes deep emotions, empathy and engagement.
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