Blogs tagged "technology"
July 2019
CMC 2019: Report – Going Global
Changemaker Finlay Pringle is an Ullapool Shark Ambassador, at only 11 years old. He inspired the audience in the session to “Think like a mountain”. What he suggested using this quotation is that people shouldn’t just think about the top of the mountain, but try to think about the other aspects surrounding it. Session Takeaway: “No beach you’ve ever stood on will be there in 35 years-time”. Keep your eyes on the horizon. Life’s a journey, and what you experience in yourself. You give children the right access to the right tools and they absorb it. Detail: After Finlay Pringle’s inspiring Presentation, Professor Stephen Hepple asked Finlay to join the panel to give a young person's perspective on education. The…
CMC 2019: Report – Research 3 & 4
Two back-to-back presentations providing thought-provoking research considering today’s media landscape, both on and offline. Research 3 looked at attitudes regarding who makes the rules on age ratings as a point of contention and debate. Combining independent research and the BBFC Public Consultation, the panel delved into some of the concerns of how aspects of sexual violence and threat are portrayed on screen. Research 4 focused on the unique streaming service HEIHEI, and the way in which New Zealand has introduced innovative ways of supporting home grown media and local kids’ content. Takeaways: "You don’t need to see sexual violence to feel its impact" – teens already good at talking about this with their peers. Are children becoming interestingly cautious about…
November 2018
Manimation 2018: Report – Roundtable 1: Get Real
Takeaway: Delivery and consumption of storytelling is changing. We are seeing a convergence of animation games and technology emerge. Aardman have ventured into games with 11/11. They are attracting a new kind of gamer who wants to play as a one-off, like how you watch a movie. No skills are needed for playing and tiny choices have an impact on the story and how the narrative unfolds. Detail: This informal roundtable session was produced and hosted by Paul Bason, discussing the future of storytelling using real time engines. Ben Lumsden – Epic Games Using Epic Games technology and expertise, they are creating content from outside the gaming world. Unreal Engine Technology software is initially free to use, then Epic takes 5%…
Manimation 2018: Report – SODA
Takeaway: Manchester Metropolitan University is opening a new school of digital arts, named SODA The school will provide an interdisciplinary approach to media education that will serve the needs of the industry The school aims to close the skills gap and prepare the next generation for careers in a variety of specialisms including UX design, sound, animation, filmmaking and more Detail: In 2021, Manchester Metropolitan University (MMU) will be opening SODA - a new £35 million School of Digital Arts. Paul Bason from the university explained how the new building has been designed to respond to future changes in technology so that it can develop over time. He said that the school will progress and provide an interdisciplinary approach to…
Manimation 2018: Report – Opening Panel: The Future of Animation Business
Takeaway: Storytelling remains at the heart of projects Technology can be used as a tool to build narrative and speed up production Using multiple platforms can boost brands to reach new audiences Detail: Kate O’Connor from Animation UK introduced this session, asking how we can create and secure the future of animation business. The panellists included: Andy Wood from Cubic Motion, Benjamin Donoghue from Blackstaff Games, Olivier Dumont from Entertainment One and Jackie Edwards from BBC Children’s Acquisitions and Independent Animation. Working Together Collaboration is important in securing a strong future for the animation industry. In this session, Andy Wood highlighted the positive impact of harnessing technology to speed up pipelines and Benjamin Donoghue explained that creating interactive products…
July 2018
CMC 2018: Report – Podcasts – The New Big Thing?
Takeaway: Podcasts are on the rise. They can offer entertainment, escapism and learning and can really enrich the lives of young listeners. Technology such as smart speakers and the new Google podcast app offer exciting opportunities in audio content creation. It is important to create and uphold top quality content and high production values. Detail: “Podcasts are becoming a big deal”, opened Bex Lindsay from Fun Kids Live, the host for this session. Why are podcasts so important? Johnny Leagas, Executive Producer from CBeebies Radio, highlighted that podcasts are on the rise and said that this generation are taking content with them on the go. CBeebies Radio podcasts allow the audience to listen, download and take away. He said that…
CMC 2018: Report – If we can’t Measure it, how can we Manage it?
Takeaway: Kids don’t see their viewing as fragmented because they are adept at navigating to get to the programming they want. Visual appeal, ease and the impact of voice as interface are all important factors in the future of children’s programming. Qualitative data is immeasurably important to capture the child’s television experience. Detail: How do you capture children’s cross-platform viewing habits? Moderator Matthew Macaulay of MTM began by asking the panelists what the current data tells. Turner Broadcasting’s John Conlon says a more tablet-like experience provides a gateway to other services and devices. He said investment in good interfaces is important. Emily Keaney of Ofcom challenged the tendency to talk about TV as being replaced by…
CMC 2018: Report – Learning – What’s Next?
This session explored ways in which AR and VR is being harnessed to bring about improvements in children’s learning, what early adopters are doing and also what needs to happen to make this type of learning experience part of children’s everyday lives? Takeaway: AR and VR each have enormous potential at home and in the classroom to enhance existing experiences and be part of new types of learning experiences. Technology issues are important; it is important not to creep into a ‘have and have not’ issue where not all children in the classroom have access to rich learning experiences. AR will change the classroom at a deep level and ties in with the future of learning, including the flipped classroom…
CMC 2018: Report – Research 5 & 6
There is no really safe place where parents feel they can let their children go wild in the current voice world. The industry has not addressed parental fears of the long term impact voice technology will have on their children. Takeaway: The most successful games are built around social mechanics at their heart. Gender differences emerge in games in terms of platform. Both genders start on tablets with boys more likely to push through to consoles and girls more likely to graduate to mobiles. Detail: Alexa, Amazon’s voice technology application, gained notoriety because it beat out “mum” as a child’s first word. Anna Campbell of Sparkler presented her research on the relationship between voice technology, children (aka gen alpha users)…
CMC 2018: Report – Technology – What’s Next?
Takeaway: Consumers can expect to see reliable AR hardware on the market within 2 years. Emerging technology combinations learn and adapt, allowing children forward movement in infinite directions instead of traditional linear paths. This is exciting, terrifying and full of potential. Detail: Moderator Matthew Thomas of MTM began the discussion asking the panel where they saw opportunity for engaging kids with voice assistants. Preloaded’s James Allsopp is most excited about how voice technology can be used to create access for kids with vision and cognitive impairments. What about the tendency to outsource a child’s attention to Alexa and an Ipad? BBC’s Jon Howard placed the responsibility with the industry to create products that generate conversations within families. Lucy Gill of…
CMC 2018: Report – eSports Tournament
Takeaway: eSports are growing in popularity, with fans across all demographics. They allow children to engage and learn through play. This kind of gaming promotes analytical thinking amongst players and improves reasoning skills. Detail: Although both online and offline competitions have been an in-home staple since the domestication of gaming technology, competitions on a professional level did not become commonplace until the late 2000s. Recently, the popularity and spectatorship of eSports has continued on an upward climb with fans across all demographics converging to watch their favourite players compete. eSports ‘shoutcasters’ — an industry term for presenters — Ketchup (Ryan Neal) and Mustard (Jake Neal) hosted a casual, improv introduction to eSports during which delegates and volunteers alike were able…
July 2017
CMC 2017: Report – VR: The Creative Challenge
The session discussed the opportunities Virtual Reality brings to the industry and the potential it has for engaging the audience emotionally through its experiences. There are however still unknowns about the technology especially in regards to children with an age limit in place on certain VR headsets. Takeaway: VR has the potential to engage with the audience emotionally through the user experiences There are a number of possibilities with this technology for home use and commercial promotion There are still unknowns with the technology and its effect on children. Detail: Phil Stuart, the Creative Director of Preloaded, has been making children’s content for 17 years and shared his son’s experience of using VR for the first time. At four years…
CMC 2017: Report – Tuesday Workshop: Open to Virtual?
A hands- and head-sets-on workshop on getting to grips with the world of virtual – and how to use it to create good content. Takeaway: Creative storytelling is in high demand for the VR industry. Small techniques from non-creative sectors are crucial in immersive design. The market for children’s virtual reality is in high demand. Detail: Moderators Ray Maguire and Alison Norrington expressed from the get-go that VR is an ever-growing technology. Brands like Playstation, Oculus and HTC are funding further development of stereoscopic cameras and pinpointing tracking technology. In order to become a successful virtual reality company, Ray explained how a typical business model should base itself around two areas: price of equipment, and the output of content and…
CMC 2017: Report – Playground
and Catherine Trewavas Based at Cantor Gallery, the Playground is open to all. An interactive digital art exhibition featuring cutting edge digital technology – mixing play and interaction for children (and big kids too)! Games, apps, toys and even VR to immerse oneself in. Takeaways Projects focused on enhancing digital skills and encouraging emotional development. Games to promote creative thinking and problem solving. Explore paper craft cityscape through interactive 360 virtual reality headset. With free admission to all, the Playground is a component of the Children’s Media Conference you won’t want to miss. Carefully curated to showcase some of the UK’s leading artists, innovators and developers – this exhibition is interactive digital art that will spark your imagination. With so much…