1 / 39

EXTREME: The Adjective

EXTREME: The Adjective. Outermost or farthest from a center Final: last Being in the highest degree Extending far beyond the norm Of the greatest severity. EXTREME: THE NOUN. The greatest or utmost degree or point Either of the two things situated at opposite ends of a range

sawyer
Download Presentation

EXTREME: The Adjective

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. EXTREME: The Adjective Outermost or farthest from a center Final: last Being in the highest degree Extending far beyond the norm Of the greatest severity

  2. EXTREME:THE NOUN • The greatest or utmost degree or point • Either of the two things situated at opposite ends of a range • An extreme condition • A drastic or immoderate expedient

  3. Excitement Excitation Exploration Exuberance Exhibition Extrovert Exhilaration Excommunicated Expose Extricate Expend Exaltation Exanthema Exceed Excellent Exception Excess Exegesis Exemplary Extrude Ex – words:

  4. It’s not about the technology “For some reason, [Walt] had a distrust of engineers as men who designed primarily for themselves without regard for the intended use of the product and he refused to have anyone on the staff with the title, ‘Engineer.’” - The Illusion of Life (by Frank Thomas & Ollie Johnson)

  5. Emotion drives usage of technology: SETI (3 million users) setiathome.ssl.berkeley.edu

  6. CMU’s new Entertainment Technology Center • CMU = fine arts + technology (a rare combo) • 2 year Masters in Entertainment Technology

  7. Vision (prose) Leadership in education and research that combines technology and fine arts to create new processes, new tools, and new vision for storytelling, education, and entertainment.

  8. Those who distinguish between education and entertainment don't know much about either. -- Marshall McLuhan

  9. ETC Co-Directors:Don Marinelli (Drama) on Guitar; Randy Pausch (CS) on Keyboards

  10. Other Faculty

  11. The Impact of Interactivity • It is the entertainment hallmark of America’s young • Interactivity may be a bigger change than going from novels to film; it is a paradigm shift of major proportions • Intellectual challenge of interactivity is sharing control between the creator/author and the audience/user/guest/player

  12. Hallmarks of Interactive Entertainment • Multi-sensorial stimulation • Immersive Environments • Inhabiting Virtual Worlds (shared or not) • Non-linearity • Unlimited Imagination • Multi-societal roles and habitations • Extremism (tempting fate)

  13. What is Evolutionary Within the Revolutionary? • Generational Change. • Altered Perception of Time. • Altered Perception of the Planetary Space. • Multi-Sensorial State of Being • Acceptance of Diversity and Multi-Ethnicity. • Altered Parameters of the Mundane. • Pictures as Portals; the Incongruity of the Static Image • Heightened Expectations Regarding the Future. • Immortality in a Hard Drive

  14. Creativity is inside us all... • An American, Ilan Chabay, was asked by Japanese scientists, "How do you teach creativity?” • He replied, "I think we are less efficient at stamping it out."

  15. The World is getting Weird And Yet Strangely Familiar

  16. Furby Four times as much code as the Apollo lunar lander!

  17. Furby meeting

  18. Marketing Gets Really Bizarre Encyclopedia comes free when you buy 24 slices of cheese!

  19. Acceptance of the Internet • It took 38 years before the telephone had reached the 10 million-customer mark… • 25 years for cable television to chalk up 10 million customers. • -22 years for the FAX machine • -9 years for the VCR • -7 years for the personal computer • -6 years for CD-ROMS and Wireless Data Services (cell phones) • The Internet reached 10 million customers in 6 months • DVDs reached 10 million customers in 6 weeks

  20. Virtual Evil Empire! George Lucas’ LucasArts Entertainment is in the final stages of developing a massive “multi-player” online computer game (MMOG) that will allow thousands of players to enter a simulated Star Wars universe over the Internet. Launch date is early 2003.

  21. Location-Based Entertainment (LBE)

  22. MYST, the largest selling interactive computer game. An Example of Non-linear Storytelling.

  23. SAVING PRIVATE RYAN – The Experience of “Being There”

  24. The Matrix

  25. SPIDERMAN RIDE at Universal Studios, Orlando

  26. SONY PLAYSTATION 2 CONSOLE GAME

  27. Synthetic Characters Become Integral to Film

  28. Kyoko Date

  29. Synthetic Interviews for Workplace Training

  30. Interactive Animatronics

  31. Mystical Eldersor “Immortality in a Hard Drive”

More Related