Evening of Innovation Program
Transcription
Evening of Innovation Program
3D printing. Google Glass. Virtual reality. Augmented reality. Allmobile environments. Crowdfunding. Discoverability. Curation Cognitive computing. Data science. Sentiment analysis. Tangible toy and transmedia storytelling. Recommendation engines. Socia storytelling. Location-based entertainment. The Internet of Things. Th Imagination Economy. Emotional wearables. Dynamic book Personalized news. Rumor analysis and tracking. 360-degree stories Evening of Innovation Wednesday, April 23, 2014 Contents Foreword: Welcome to an Evening of Innovation 3 CRUNCH Student Design Challenge4 College Knowledge Los Angeles (CKLA) 4 RePlantLA5 SNAPbasket6 SphereTEC7 Trail8 XCLU9 The Edison Project: The New Screens 10 360-Degree Storytelling10 Tangible Storytelling10 Augmented Storytelling11 Augmenting Accessibility11 DSAIL: Black Twitter12 Sports Media & Entertainment Fan Engagement Strategy 12 Athena News13 PulsePin13 Situated Engagement14 Sankofa RED14 Learn It!14 Bench Beats14 About USC’s Annenberg Innovation Lab 2 15 Annenberg Innovation Lab foreword Welcome to an Evening of Innovation. Here at USC’s Annenberg Innovation Lab, we like to say that our work can be sorted into three main categories: Participatory Learning Experiences, Prototypes and Publications. This is a lie. The truth is, we gleefully blur these three “categories” every day. Participatory Learning Experiences are what we call our on-campus workshops like our hackathons and Annual Student Design Challenge, our big events like our biannual Think & Do ideations, and our lecture series such as Geek Speaks or our weekly Lunch & Learn. Those events serve as the wellspring for our Prototypes, which are what tonight’s Evening of Innovation is all about. We believe deeply in a philosophy of critical making, that the best creations come out of deep research, reflection and conversation, and that the best way to truly understand something is to roll up your sleeves and start building. Tonight we’re excited to share the culmination of the 2013-14 CRUNCH Student Design Challenge. You will impact who becomes our 2014 Startup in Residence by voting for one of six prototypes built by the student teams in AIL Creative Director + Research Fellow Erin Reilly and AIL Research Assistant Andrew Schrock’s Digital Design and Innovation 12-week Incubator. Over three years, this program has seen two of our CRUNCH winners go on to participate in accelerators, raise additional funds and launch their startups. The Blackstone Foundation has recognized these past successes by including the Annenberg Innovation Lab in a Southern California regional multi-year grant, which will enable AIL to become the go-to hub for all USC students looking for help with their entrepreneurial ideas. Going forward, this grant will transform our annual CRUNCH Student Design Challenge into the Blackstone LaunchPad @USC, and we’re excited to support more students across campus. Our research fellows have also been hard at work throughout the year. You’ll have first look at a number of prototypes from AIL Research Council member François Bar’s Situated Engagement class, which was held this semester in conjunction with the USC Cinema School. We’re also showing off the prototypes currently being built out from last fall’s Edison Project Think & Do on The New Screens by AIL Technical Director + Research Fellow Geoffrey Long, Lead Developer Aninoy Mahapatra, and Research Associate Francesca Marie Smith, and from the Re-Envisioning the Evening News Think & Do with exciting projects from AIL Research Council member Gabriel Kahn. Rounding out the exhibition are a number of other prototypes being built by other AIL Research Fellows and Assistants, all based on the Innovation Lab’s research into the future of media, entertainment, communications, journalism, and society. Oh, and Publications? What you hold in your hands is itself a prototype, as much of the contents of the following pages represent the first drafts of our findings from these works on display tonight. For the majority of these works, tonight is the first time they’re being unveiled – but please feel free to share them around! Tweet them. Post about them on Facebook. Take pictures and toss them up on Pinterest. However you want to spread the word, please go to town – because we do this work to help push everything forward, and the only way to do that is to inspire as many people as possible. And if you are so inspired, please reach out, come join us, and most of all, come play! Jonathan Taplin Erin Reilly Geoffrey Long AIL Director AIL Creative Director AIL Technical Director + Research Fellow+ Research Fellow Evening of Innovation 2014 3 crunch College Knowledge Los Angeles (CKLA) Sharla Berry, Vanessa Monterosa, Christopher Perez College Knowledge LA connects Los Angeles students to local resources and events. Many college access mobile apps aim to simplify the process and pack as much information as possible into one app, but let’s keep it real. There is nothing simple about getting into college, especially as a first-generation college student. We are not looking to replace counselors, college advisors, or educators. We are an online resource that aims to connect students to offline resources. We aim to provide real access to real people who are committed to helping students get into and through college. For more information, please view our concept video at www.vimeo.com/91694888, visit www.collegeknowledgeLA.org or email [email protected]. 4 Annenberg Innovation Lab crunch RePlantLA Althea Capra, Sonia Guggenheim, Luna White, Alex Zelenty RePlantLA is a transmedia experience for 8-12 year olds to encourage pro-environmental attitudes and behaviors. As a part of the Crunch Hackathon for Transmedia Branding for Environmentalism, ReplantLA is a story and game that takes place through various mediums including an online site, an episodic series, playing cards, and the use of physical plants in order to foster or strengthen a relationship young people might have with plants. The unique part of RePlant is that children have direct responsibility of the life of a plant that corresponds with the life of a fictional character which is represented online and through custom playing cards. For more information, please view our concept video at http://tinyurl.com/replantla or email [email protected]. Evening of Innovation 2014 5 crunch SNAPbasket Bessie Chu, Catherine Peiper, Gabriel Shapiro In Los Angeles alone over 1 million low income individuals are enrolled in the Supplemental Nutritional Assistance Program (SNAP). Often these individuals are shopping for families, work two or more jobs and do not have the resources to comparison shop and find the best deals. SNAPbasket will provide an easy-to-use SMS and mobile-accessible web-based application that provides low income individuals with up-to-theminute, location-based grocery pricing information. For more information, visit www.snapbasket.co, watch our concept video at https://vimeo.com/91756864 or email [email protected]. 6 Annenberg Innovation Lab crunch SphereTEC Charlie Benson, James Lynch, Douglas Rose, Carolyn Wee The traditional exchange of contact details is a cumbersome, inefficient and often awkward process. This leads to countless lost connections, particularly at networking events like conferences and trade shows where attendees are meeting a high frequency of people. Through designing a ubiquitous, disposable electronic wristband that records who you meet simply through a handshake, SphereTEC hopes to facilitate an effortless exchange of contact details. At the end of the event, users will be able to review the contacts they made during the day, along with indepth, enriched contact details. For more information, please email [email protected]. Evening of Innovation 2014 7 crunch Trail Conrad Kurth, Andrew Poksay, Sam Sagartz, Brian White Trail connects you to the currently inaccessible event maven network, redefining what it means to be an event app. Being that the most effective means of communication is word of mouth, we combine this community of event mavens with our AI recommendation algorithm to ensure that users take advantage of enriching opportunities. Given the depth of data we secure from our users throughout their use of Trail, we are able to induce serendipitous moments, providing people with an invaluable experience. For more information, please visit trail.mobi or email [email protected]. 8 Annenberg Innovation Lab crunch XCLU Chelsea Foster, Brittany Jenkins, Josh Lev, James Lin, Joel Suarez XCLU is a mobile app that empowers independent creatives to produce multimedia content using live-streaming. Currently creatives want to independently monetize the traction to their content, but existing online platforms lack affordable products and feasible revenue streams for them to do so. Our solution is to provide creatives with a cost-effective product platform that streamlines their ability to create and monetize their content independently. Our vision is to inspire innovative independence through building a creative space for opportunity. XCLU is a space where creatives can reimagine their vision. For more information, please visit xcluapp.com or email [email protected]. Evening of Innovation 2014 9 the edison project 360-Degree Storytelling Geoffrey Long and Erin Reilly, in collaboration with FOX and DirecTV One team at the New Screens Think & Do was thrilled by what 360-degree viewing experiences could provide for horror productions such as FX’s American Horror Story. Such tools could allow audiences to experience the element of surprise and suspense first-hand. This concept of “360-degree storytelling” resonates with multiple areas of the Edison Project, beginning with virtual reality and moving into the Connected Home/City. Geoffrey Long’s The Lighthouse in the Woods is an immersive ghost story. Donning an Oculus Rift, the user finds herself locked in a windowless study as a disembodied voice tells how, one by one, the narrator’s family fell victim to a mysterious curse. Portraits on the walls illuminate as each family member is introduced, dim as each one falls, and re-illuminate as they come back. The audience member can move around the room, but cannot leave it, and has no control over how the story progresses – replicating the narrator’s experience of impending doom and helplessness. The Lighthouse in the Woods leverages the Rift’s unique sense of 360-degree immersion, but by removing nearly all of the audience’s agency, it subverts the assumption that the Rift is a gaming device and delivers a storytelling experience more akin to film, TV or theater.This project also explores how storytelling could evolve for a connected home. The Lighthouse in the Woods uses portraits to tell its story because connected digital picture frames are one possible additional “screen” to use in a living room. the edison project Tangible Storytelling Geoffrey Long and Erin Reilly, in collaboration with BC “Heavy” Biermann and FOX How might 3D printers be used as a component of a transmedia storytelling campaign? Audiences could experience a show and receive a ‘token’ or some tangible printable artifact upon watching content. These physical pieces could be collector’s items reserved only for fans who actually watched the show, and fans could be further incentivized to print tokens by using webcams, Kinect or other forms of machine vision to visually recognize the printed token and unlock additional content In this prototype, audiences begin their experience by watching an episode of a TV show like FOX’s Sleepy Hollow, and are prompted to download and 3D-print one or more pieces of a puzzle. In a social viewing context, each member of a group might be provided a code for a different piece. When all of these pieces have been printed, correctly assembled and shown to a camera via a mobile app, a new piece of video content is displayed via augmented reality. 10 Annenberg Innovation Lab the edison project Augmented Storytelling Geoffrey Long and Aninoy Mahapatra This project explores the concept of asymmetric synchronous TV experiences - in other words, how two people might watch the same show on the same couch at the same time, but have two different experiences if one of them is wearing an augmenting device like Google Glass. In this prototype, by feeding the director’s commentary assets (audio, video, text and/or image) to Glass, the Glass-wearer can experience the movie augmented by the director’s commentary while the other person experiences only the movie. The lab’s next exploration imagines two viewers, both wearing Glass, being fed different content from two “commentator” type characters via Glass. For example, in a mystery one viewer’s commentator may whisper in their ear, “Character A is lying, because of X”, and the second viewer’s commentator may whisper, “Character B is lying, because of Y”. At the end, the viewers work together to piece together what their commentators told them to crack the case. the edison project Augmenting Accessibility Francesca Marie Smith and Aninoy Mahapatra, in collaboration with the Global Event and Media Accessibility Initiative and Marc Bovee’s SliverWindow In partnership with the Global Event and Media Accessibility Initiative, the Annenberg Innovation Lab is exploring new ways of enhancing access to media content using ocular wearable devices like Google Glass. Our goal is to allow audiences, regardless of their physical needs or preferred communication methods, to watch a film or television show on a main screen (ideally at any cinema or in their own home) and immediately, seamlessly select from a range of supplementary content streams on their wearable device. These content streams might include subtitles in a variety of languages or audio description for the visually impaired, as have been introduced in some theatres already using various proprietary devices. However, wearables like Glass also make possible new sorts of individualized, multi-layered viewing experiences, including the SliverWindowASL prototype premiering here. Recognizing the 90 million people worldwide who communicate primarily through visual means, including children who cannot or prefer not to read written words, Marc Bovee has designed his SliverWindowASL technology to provide American Sign Language video components that can be played alongside media content. This demonstration features English subtitles, audio description, and SliverWindowASL experiences, accessed via Google Glass, accompanying Cameron Covell’s short film “Run With Me.” Evening of Innovation 2014 11 dsail Black Twitter Francois Bar, Dayna Chatman, Kevin Driscoll, Alex Leavitt, and Vinodh Sankaravadivel in collaboration with BET and IBM DSAIL is currently exploring the mobilization, cultural practices, and fan and civic participation of a highly active sub-community of Twitter users often self-identified as “Black Twitter.” We are compiling data that will allow us to investigate and map specific user connections, explore how information is spread and by whom, and identify the types of communication practices that are unique to Black Twitter. As part of this research, we are engaged in highlighting and evaluating both the immediate and longterm social implications of these online interactions. Sports Media & Fan Entertainment Engagement Strategy Erin Reilly, Jake DeGrazia, Rhea Vichot, Cynthia Wang, Bessie Chu, and Vinodh Sankaravadivel in collaboration with Havas Sports & Entertainment, BET and IBM Fans of both sports and entertainment media engage with the fan objects they follow (shows, books, characters, players, teams, tournaments) in different and discernible ways. Some fans, for example, engage to make friends or strengthen relationships with other fans. Some engage to learn more about a game they love. Others engage because they identify with the people they’re watching. Still others engage in all those ways at once. Our goal with this research is to explore eight different logics of fan engagement and how they cluster together to offer varied experiences within both a sports media event, such as the World Cup or an entertainment franchise, such as Being Mary Jane. 12 Annenberg Innovation Lab Athena News Gabriel Kahn and Fenni Huang, in collaboration with ICT and Cisco The TV news viewing model is broken. Athena News is attempting to fix it. Athena News creates a specialized feed of video news stories tailored to each individual user. It also gives users complete control over how, where and when they want to watch the news. The news is anchored by an avatar who can respond to voice commands. Want to skip to the next news story? Tell the Athena news anchor and she queues up the next one. Need more context? Athena can bring up relevant news clips from previous broadcasts that to answer your questions. PulsePin PulsePin Gabriel Kahn, Amir Tahmasebi, Pramodh Aravindan, Arpit Bansal, Puimek Gunatilaka, Zhang Kunpeng, Tony Spore, Samantha Chiu, Jake de Grazia PulsePin is a mobile app that lets ordinary citizens report and share crucial information during a disaster. Users who witness a potentially dangerous situation – a car crash, an explosion, a mudslide – can snap a photo and file a brief report. The information is uploaded onto a map where it can be seen by others. A widespread disaster, such as an earthquake or a wildfire, only amplifies the utility of PulsePin. Imagine, moments after an earthquake, hundreds of citizens upload photos of what they see onto the PulsePin map. The app is designed to provide both small and large communities with a platform to connect and share information. When people first download the app, they sign up for a group. The group could be created by their employer, their church, their school. Each group has an assigned group manager - a person who has access to the PulsePin dashboard. At any moment, the group manager can send out a push notification to all the group members. For example, a regional hospital network could create a group comprised of all of its medical staff. If a major accident were to occur, and one hospital in the network suddenly needs extra help in the emergency room, how can it quickly mobilize its staff? With PulsePin, it can send out a push notification to all its group members, asking: “Can you report to work? Yes/No.” Evening of Innovation 2014 13 s i t u at e d e n g a g e m e n t Sankofa RED So many people were involved… check out http://leimertphonecompany.net/about-us/ Sankofa RED used to be a boring old payphone, stranded in a Santa Ana shopping mall. No longer! We rescued it, transplanted new electronics in its belly, gave him that dashing exterior, added a karaoke microphone and tablet display. Now, Sankofa RED becomes your guide to Leimert Park’s events and history. Pick up the phone and let it tell you what’s going on. Or pick up the mike, plug in your tunes, and rock the plaza. s i t u at e d e n g a g e m e n t Learn It! Francois Bar, Matthew Chen, Kylie Nicholson, Naim Omari, Mark Pitts, and Katee Weimer, in collaboration with the LA Times Learn It! uses art to bridge past, present, and future. We transform underused Los Angeles Times newspaper boxes to showcase Leimert’s art history. Our re-invented NewsBox pays homage to the past by integrating how the previous generation received information with how the youth today process theirs. Learn It! reinforces the vibrant culture of Leimert Park and illustrates the many ways in which we draw influences from our own histories. s i t u at e d e n g a g e m e n t Bench Beats Charmaine Regina, Chris Swiatek, Emily Molina, Robin Giliam, Tim Huang “Bench Beats” is an interactive drum-machine built into a wooden park bench. Sit down to turn it on, play, collaborate and share music in the community. The Bench Beats team brought Leimert Park’s rich musical history into the design, encouraging community interaction. Bench Beats invites collaboration by providing two sets of keys for the drum machine, allowing two users to sit and play simultaneously. Take a seat, make a beat! 14 Annenberg Innovation Lab About USC’s Annenberg Innovation Lab The Annenberg Innovation Lab was established for the purpose of fostering real-world innovation at the dynamic intersection of media and culture. Our impact comes as much from our doing as from our thinking. We have assembled an internal team of leading domain experts from across USC’s campus and our sponsors include some of the world’s most innovative global companies and public sector entities. Together we have pioneered breakthroughs in areas such as big data social sentiment analytics and the use of transmedia techniques in branding, ideation and social curation. The Lab is approaching its fourth anniversary with increasing support from Media, Technology, Telecom and Consumer Products companies around the world. In its short history, the Innovation Lab has attracted support from BET Networks, Cisco Systems, Dreamworks Animation, DirecTV, EPB, Fox Broadcasting, Havas Media, IBM, Intel, Los Angeles Times, Mattel, Orange, Paramount Pictures, Petrobras, Spark 44, Verizon, Viacom, and Warner Bros. Home Entertainment. We have also received funding from the Ahmanson Foundation and the Gates Foundation to work on projects at the intersection of social and technological spheres. For more information, please visit www.annenberglab.com, follow us on Twitter at @annenberglab, friend us on Facebook at facebook.com/annenberglab, watch our videos at vimeo.com/annenberg or email us at [email protected]. Evening of Innovation 2014 15 www.annenberglab.com