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Storming Juno Interactive


Flash™ keeps striking hard in Interactive Documentary

Storming Juno

Storming Juno

Although proprietary formats like Adobe Flash™ might constrain users access to on-line contents and in creative terms holding a tendency to make authors become Action-script® dependents, reason why I prefer to use open source tools when ever it’s possible, the fact is that it gave designers, artists and other creative users the best tool to build most of the best Interaction Design contents of the last 10 years. Even these days under the attack of Apple™ and being defied by new code formats like Html 5 it keeps being the most powerful tool for delivering groundbreaking on-line experiences.

Digital Documentary have been enriched in its expression and form by the easy diversified access that users have to digital cameras and web applications (open-source or not having an expensive maintenance cost) but Flash™ keeps being a reference tool for interactive storytelling either you like it or not.

A mix of game design, web documentary and historical archive Storming Juno it’s just one more of the examples of Flash™ based prime quality contents. It delivers a truly immersive experience of the Canadian D-Day landing experience at JUNO beach, June 5, 1944.

Putting together interactive 3D based with docudrama scenes, archive photographs and contemporary interviews of some of the real participants/characters in the invents accomplishes a cohesive and dynamic narrative. The perception of reality experienced its only possible by the nonlinear relation between the different media. In this case the immersion in the drama is not achieved by a consequent flow of the cinematography but more precisely by the simulation of its climax event: the 3D interactive scene of the beach landing.

Like a classic game play structure it allows the branched narrative being deployed. More important though, it keeps bringing back the user to the immersive feeling of “The Drama Set” while navigating through the other storyline contents that reinforce and feedback the intense reality simulated in the scene.

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Posted by on March 21, 2011 in Interactive_Documentary

 

Korsakow Workshop – Program


MEET THE MASTER OF K KODE –  DAVID REISCH


Media Ground – COLAB / UNL-FCT

July 6.7.8 – 2010

Check the page for details

 
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Posted by on July 7, 2010 in Events

 

Korsakow Workshop – update 10.05.09


Organized by Luís Frias
with the support of UT Austin | Portugal – COLAB

2nd Session

MediaGround/COLAB – FCT/UNL, Caparica | Tuesday 18 May, 11h-12h30

An insider’s guide

to the development of Korsakow 5

with Matt Soar (video conference)

Investigator and Korsakow Dev.TeamIntermedia Artist, Graphic Designer, Writer

CINER-G Concordia Interactive Narrative Experimentation and Research Group

Dr. Matt Soar, Department of Communication Studies, Concordia University, is the Principal Investigator on this program of research/creation and his primary focus from 2008–11 will be to oversee the strategic and administrative development of CINERG. He has a professional background in graphic design and advertising, and holds MA and PhD degrees in Communication. He has been instrumental in Intermedia production in his department, and has an active research/creation agenda in database documentary storytelling. He is the creator of Almost Architecture (2007), an online, Korsakow-based interactive film about highrise signs in Montréal.

and Nuno Correia

Co-Director, Digital Media  UT Austin | Portugal
Professor, Department of Computer Science and coordinator of the Interactive Multimedia Group at Faculdade de Ciências e Tecnologia

{ Session Program }

  • Korsakow and the process of taking the system under research and development at CINER-G;
  • Exploring future ideas for Korsakow: video processing; semantic tagging and interaction platforms;
  • Q&A .

{ Reading Suggestion } Intimate and interactive By Anna Sarkissian

 
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Posted by on April 6, 2010 in Events

 

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