Archive for the ‘Fun stuff’ Category
The Joy of Stats – making data visible (and fun)
Hans Rosling’s BBC program “The Joy of Stats” is a real “mind-opener” for non-fiction storytellers who want to engage audiences in the swirling world of data that surrounds us today.
Two chatbots talking to each other
The state of artificial intelligence has really evolved. This video features too “chatbots” conversing with each other after they each learned responses and conversation patterns from thousands of chats with people (you can try that out by clicking here.) The story was profiled on NPR, but ended abruptly when host Robert Siegel couldn’t produce a suitable response to the robot and was overcome with laughter.
Teaching with Comic Life
As I’ve learned from my 7-year old, graphic novels are tremendously appealing to young minds. Here’s a novel way to engage kids in the classroom by creating their own illustrated stories using digital tools.
A few years ago I put together a really rudimentary teaching guide to using Comic Life in the classroom. It was thrown together as a series of test lessons but I was asked for a copy and thus made it public.
Last December I have it a little refresh to cover Comic Life 2 although it is still patchy around the corners. The unit covers the idea of visual story telling and communicating a narrative with only 6 photos. You can obviously adjust the rules according to age group, for example you might allow some text direction in the comic frames.
Comic Life is a digital story telling application with a difference. The simple graphical user interface and intuitive drag and drop workflow makes it a perfect tool for classrooms both at primary and secondary level. The Comic Life Application is intuitive and fun to use, it simply removes any ICT barrier and allows pupils to focus on creative communication.
Comic Life is particularly affordable but if you are unsure of its benefits in the classroom situation a trial version is available via the www.plasq.com website.
I first devised this short unit for use with the original version of Comic Life and keystage 3 level students.
To build in a slightly deeper ICT dimension I only allowed photos to be taken with a mobile device that offered bluetooth file transfer (sadly not an iPhone). The students would take the photos, bluetooth them across to the Mac, create the comic and bluetooth the final document to their friends.
The workflow from mobile phone photos to Comic Life and then back to the phone demonstrates just how possible a paperless classroom could be and how much students enjoy capturing and processing images from mobile devices. Zero paper, maximum fun.
TASK
In small groups pupils will write and communicate a story using only eight photos and the Comic Life Application. For older students you may want to limit the number of photos to six and if you really want to challenge the students then you could forbid them using any text in their story.
LEARNING OUTCOMES
- On successful completion of this task pupils will be able to use bluetooth to transfer files to and from am computer.
- On successful completion of the task pupils will be able use photos taken with a mobile phone in their own documents / coursework etc.
- On successful completion of the task pupils will be able to manipulate / resize and filter their photographs.
- On successful completion of the task pupils will be able to use suitable software applications to communicate in a range of different ways.
TRANSFERABLE SKILLS
The transferable skills covered in the unit include : Working with others, Organising oneself, Communication, Critical and discriminating skills, Reflection and decision making skills.
The zip file contains a PDF of the document as well an ePub version ready for your favourite ebook reader. The ePub version has been tested in iBooks and works pretty well.
Conditions
Please do not redistribute the ebook or link to the file directly. Do though, feel free to link to this page and spread the word. Any comments? please post them below.
Why is Lance Weiler the “dean” of Transmedia? Read on…
Transmedia: Entertainment reimagined
08 July 10Esther Robinson got off the R train in Astoria, Queens, and started walking to the American Museum of the Moving Image. It was a warm July evening in 2007 and Robinson, then 37 years old and a filmmaker, had come with a friend to see a movie, Head Trauma. As they approached the cinema, she noticed that the payphones were ringing — all four of them. “You forget payphones exist,” recalls Robinson. “That was the first thing I noticed.” She picked one up: all she could hear were fragments of a conversation, “sounds of madness”. Outside the cinema, a preacher in short sleeves and a tie was raving, handing out apocalyptic comic books to passers-by. He pressed one into Robinson’s hand as she hurried past, anxious to get to the film. The opening credits prompted the audience to send in a text to a given number. As the film rolled, they started receiving “weird text messages”; phones were ringing.
The film was about a drifter who inherits his mother’s house and starts to lose his mind. The next day, back in Brooklyn, Robinson found the comic in her handbag. On the back was written: “Do you want to play a game?”, along with an address, headtraumamovie.com. She typed it in to her computer. What she found was an online game that continued the story. “In the middle of it, the phone rang,” she says. She recognised the voice. It was the film’s “hooded villain”. He started asking questions: “Do you feel guilty? Have you ever lost consciousness?” Last, he asked Robinson to tell him her darkest secret. Her answer started playing back on a loop through her computer speakers. Robinson clicked on the exit box. She kept clicking, but nothing happened. Her phone buzzed with a text: “Where are you going? We’re not finished yet…” At that point, Robinson was dumped into a conference call with other cinema goers who had just gone through the same experience. “We were all like, ‘What the fuck was that?’ It was totally nuts.”
Unwittingly, she had just participated in an emerging form of mainstream entertainment. Lance Weiler, the creator of Head Trauma, had programmed software to make all the payphones on the block ring. The preacher was an actor, a lead in the feature. Based on the participants’ responses to the automated phone calls, audio and video launched on the desktop screen. The exit box was a fake. Clicking on it sent that last text. For Weiler, a 41-year-old New Yorker, the experience “demonstrated the fluidity of an audience. After the movie ended, it followed people home.”
Jeb Corliss the flying man
I had seen some brief videos of base jumpers and their wingsuits, but today saw an editor’s reel that featured this “wingnut”.
Corliss is pretty wild – his dream is to land from a free fall without a parachute. He wants to build a giant landing ramp that he would slide down stomach first (at 110 mph or so) to come to an eventual halt.
In the meantime, he keeps practicing ever more extreme flights to refine his control while flying the wingsuit.
In his most recent video he decides to get a close up look at Switzerland’s geology:
Nathan Sawaya: The Art of the Brick
Mad as hell!
How can something created in 1976 still seem as if it were created last night?
Great stuff – Peter Finch as Howard Beale in Network:




