Pivot v. Moving Forward

Buzzwords are a double-edged sword.  They demonstrate that the discussion is relevant with some immediacy.  Yet, the buzzwords are often barely defined phrases that have little more than superficial understandings attached to them.

I’m referring to the word “pivot,” in the tech start-up or tech start-up again, then again, world.

It implies that a company is changing course.  It is abandoning it’s original goal and setting it’s sight elsewhere.

As zyntroPICS just launched a new unit, baubleApp.com, we were asked if we were ‘pivoting’ the company?

The answer is a resounding “no.”

We are simply moving forward and adding additional resources to keep moving forward.

But, sometimes, moving forward also accepts that we are moving into an unknown territory.  The World changes.  We don’t “pivot,” we venture into that new territory…but, our underlying goal remains the same.

zyntroPICS can be defined as a company, really, a handful of people, who hang out at the intersection of media and emerging technology, where we produce and tell stories.

Sometimes that means working with beta-level interactive video tools.

Sometimes that means figuring out how to manufacture products with NFC chips in them that lead to mobile applications.

It’s not a pivot.

It’s just another step forward.

It means no two days are ever alike.  It means we have to keep learning new things.  It keeps it all very interesting.

Interactive Video – Again…

zyntroPICS was recently engaged to produce a significant interactive video project for a major U.S. network.

While most of the company’s focus has been on conversational mobile apps; with a keen eye toward applying that technology to 2nd Screen apps (extending television story and character into interactive engagement), for some unknown reason, about every five years, we get deeply entrenched in interactive video technologies directly.

How long as this been going on?

Since laser discs.

Really.

We’ve been around awhile.

The first foray into interactive video was to device creative techniques to expand one of the first live-action video game platforms to incorporate concurrent, multiple on-screen “threats.”  The original platform could only present a single “threat” at a time.  As the platform was being applied to training simulations, it needed to evolve.   This was both technically and creatively challenging.  We did it.

Other interactive video projects have included  a range of experience with full motion 360-degree video (Where the most fascinating projects were were we started to include 3D animated characters and sound design); as well as branching storylines from multiple camera angles, all back when delivery of just a single video stream was a challenge.

Now?

Well, keep an eye out here for updates as we can make public disclosures and show screenshots and Links.

How we also tie this type of development work into our own conversational apps is also on the near-horizon.

Happy 2013 – The Year of 2nd Screen and IoT

contentAI studios and zyntroPICS Inc. wish everyone a wonderful 2013.

From our side, the focus of our ventures have narrow-focused to extending storied content experiences to 2nd Screens and the “internet of things.” (“IoT”)

Initially, we will be extending our own children’s app properties, which have done exceptionally well on mobile, to IoT products. Call them interactive toys, jewelry or companion products, we believe that especially children’s engagement is greatly enhanced when there are real-world objects included with the mobile/digital experience. This can allow for an individual’s imagination to take the object and make it part of their play and their own stories.

We’ll be announcing partnerships with some fascinating technology partners in the coming months. We’ll also be more active on the conference circuit as Exhibitors.

We hope it’s a terrific 2013 for All.

Thinking “2nd Screen” First

We’re spending a fair bit of time over at our contentAI studios venture discussing and exploring technologies to better “extend” story and character from television screens over to so-called 2nd-screen apps (with a preference for mobile web over native; but that’s another story).

While there is a great uptake in interest to develop 2nd Screen apps  – And, the ability to allow the audience to directly “chat” with characters is remarkable – Ultimately, as storytellers, the fly in the ointment is that these are conceived of as “after thoughts,” they are not inherent to the series, the characters or the story arcs.  Doable?  Sure.

But…

Getting back to our roots, we see the need to be developing television content that anticipates concurrent 2nd screen use…First.

Not as a gimmick.  Not as “complementary.”   But, as a tool within the storytelling itself, where the audience only understands the entirety of the first screen through their participation in the second screen.

Risky?

We don’t think so.

What are we working on?

Something special.

contentAI studios – An Interactive Scene Engine

Introducing our contentAI studios platform to an ad agency executive over the weekend, we spent a fair bit of time “defining” the applications that are built as “interactive scenes.”

Interestingly, that phrase is not one we’d used before, but, it helped (let’s call him “Bob”) Bob quickly understand the contentAI platform in relation to his other work.

We often talk about “motivated characters” or “virtual characters,” but, what we really do is create “scenes” that both the virtual character and the End User play-out.

So, are we really a “scene engine?”

Yes, in part.

But, we’re still a “virtual character” engine as well.

There are both simple and complex avenues to apply our platform. We think of “character only” as being akin to chatbots who access a database of deep information via Natural Language Processing.

But, our interactive scenes are 3-dimensional, including depth (same as “character” – deep data and knowledge), coupled with width (alternative paths) and length (all “scenes” have a beginning, middle and end)

I suspect we’ll start using “interactive scene engine” in some of our description phrasing more frequently. It seems easier to grasp than “motivated characters.”

The MPAA Says, “Get Connected.”

The MPAA are traditionally behind-the-curve (let’s say, “historically” on many issues).

So it was interesting to see this statement from their CEO, Chris Dodd:

http://www.homemediamagazine.com/piracy/mpaa-ceo-hollywood-must-get-connected-27074

“Our business has become much more than simply making a great movie and inviting our customers to a theater,” Dodd said. “This new age of the connected consumer is here, and so we must adapt.”

Driving more movie attendance through deeper audience connections with story and character (from their 2nd Screens) is our favorite topic.

Now, the issue for “Hollywood” really focuses on the Unions and their abilities to adapt to incorporate Talent (Writers, Directors, Actors) across multiple screens beyond “marketing” spends, but where it’s inherent to the Production and story itself.

Hollywood studios must embrace younger moviegoers on their turf — through connected devices …— former Sen. Chris Dodd, CEO of the Motion Picture Association of America, told an industry gathering.

OK, sounds good.  Now, let’s start extending story and character to the 2nd Screen in a format that is intuitive and natural.

2nd Screen Apps & A New Mindset

Succinct article from RAI on the need for sychronized 2nd Screen Apps and a “new mindset” from broadcasters…this is a major focus for zyntroPICS and our contentAI platform, where the ability to “extend story” across screens was the raison d’etre for building the platform.

Of course, we see that that “new mindset” needs to begin with writers, directors and producers — both from long-form, short-form and ad-content.

http://www.v-net.tv/broadcasters-need-second-screen-apps-and-a-new-mindset/

Nice wrap up in the article about the obvious questions:

What can third-party apps provide that a broadcaster cannot?; What can programme owners/originators provide that third-parties cannot?; and What is the market for synchronised advertising, and who gets the money?

Our “My Santa Talk” Featured on INTEL’s AppUp Store

Congrats to our contentAI and MySantaTalk team. . .INTEL’s AppUP store has the “My Santa Talk” interactive chat with Santa on it’s featured banner page…you know, up there with Angry Birds…

INTEL’S appUP (Windows 32 & 64)**
http://www.appup.com/applications/applications-My+Santa+Talk

Personalizing Mobile Experiences – GPS and Sensors Need Not Apply

Terrific post over @paidcontent today:

http://paidcontent.org/article/419-mobile-advertising-personalized-ads-coupons-score-with-users/

Highlight:

According to a new survey, it’s not location-relevant advertising that is most valued by mobile consumers; it’s mobile ads that are personalized to a users’ tastes.

So, let’s look at our http://contentAI.com Mobile Retail demo with a virtual clerk.  In a couple of quick messages, the Brand derives market research data and the User is delivered a personalized mobile coupon specific to their needs that day, at that place, at that time.  All without GPS, accelerometers or Ouiji Boards.

Just ask them.

Vagueness and Precision in Interactive Narrative

“Precision oftentimes kills the ability of the learner to discover multiple real-life applications.”

There have been a couple of follow up blog posts to the WIRED article entitled: IN PRAISE OF VAGUENESS.

One notable blog post is here:  VAGUE STORIES HELP LEARNERS DISCOVER.

This is very consistent with the responses we’re receiving from ESL teachers that note how our ESL conversational simulations allow vague and varied responses — they don’t encourage precision and fixed responses — they encourage conversational exploration.  We allow the vague. 

Please stop by our http://ESLai.com unit and try out the simulation/stories developed with the contentAI engine. 

The articles are worth reading, here’s another quote. . .

“Sometimes, precision is dangerous, a closed door keeping us from imagining new possibilities. Vagueness is that door flung wide open, a reminder that we don’t yet know the answer, that we might still get better, that we have yet to fail.”

Does this same “wide open door” deepen user engagement for mobile marketing and entertainment applications?

We’re guessing, “yes.”