scholarly journals Up All Night: The Shifting Roles of Home Media Formats as Transmedia Storytelling

2017 ◽  
pp. 159-176
Author(s):  
Matthew Freeman ◽  
William Proctor
MedienJournal ◽  
2017 ◽  
Vol 36 (4) ◽  
pp. 51
Author(s):  
Renira Rampazzo Gambarato ◽  
Geane Carvalho Alzamora

This paper is presented in order to understand the evolution of media dynamics in Brazil and investigate its perspectives for the future. Brazil, among the BRICS states (Brazil, Russia, India, China and South Africa), will be our focus. From a mono-mediatic paradigm to a convergent one, Brazil is developing new practices in fictional and non-fictional media. Our hypothesis is that the transmedia storytelling strategy is both the reality – although still timid – and the most probable future scenario for media development in Brazil. We can assert that transmedia storytelling is a tendency. Therefore, we will explore examples of transmedia storytelling initiatives in Brazilian media mainly related to journalism, entertainment, branding and advertisement.


2021 ◽  
Vol 10 (7) ◽  
pp. 460
Author(s):  
Mario Matthys ◽  
Laure De Cock ◽  
John Vermaut ◽  
Nico Van de Weghe ◽  
Philippe De Maeyer

More and more digital 3D city models might evolve into spatiotemporal instruments with time as the 4th dimension. For digitizing the current situation, 3D scanning and photography are suitable tools. The spatial future could be integrated using 3D drawings by public space designers and architects. The digital spatial reconstruction of lost historical environments is more complex, expensive and rarely done. Three-dimensional co-creative digital drawing with citizens’ collaboration could be a solution. In 2016, the City of Ghent (Belgium) launched the “3D city game Ghent” project with time as one of the topics, focusing on the reconstruction of disappeared environments. Ghent inhabitants modelled in open-source 3D software and added animated 3D gamification and Transmedia Storytelling, resulting in a 4D web environment and VR/AR/XR applications. This study analyses this low-cost interdisciplinary 3D co-creative process and offers a framework to enable other cities and municipalities to realise a parallel virtual universe (an animated digital twin bringing the past to life). The result of this co-creation is the start of an “Animated Spatial Time Machine” (AniSTMa), a term that was, to the best of our knowledge, never used before. This research ultimately introduces a conceptual 4D space–time diagram with a relation between the current physical situation and a growing number of 3D animated models over time.


2021 ◽  
Vol 11 (2) ◽  
pp. 503
Author(s):  
Yuriy Reznik ◽  
Jordi Cenzano ◽  
Bo Zhang

We analyze the differences between on-premise broadcast and cloud-based online video delivery workflows and identify technologies needed for bridging the gaps between them. Specifically, we note differences in ingest protocols, media formats, signal-processing chains, codec constraints, metadata, transport formats, delays, and means for implementing operations such as ad-splicing, redundancy and synchronization. To bridge the gaps, we suggest specific improvements in cloud ingest, signal processing, and transcoding stacks. Cloud playout is also identified as critically needed technology for convergence. Finally, based on all such considerations, we offer sketches of several possible hybrid architectures, with different degrees of offloading of processing in cloud, that are likely to emerge in the future.


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