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3D Fashion

Although technology has now made its appearance in fashion, the way of presenting collections remained unchanged since 1885. Using 3D fashion design software, materials and designs can be simulated realistically. Due to this, designers can present their 3D collection in a virtual environment and produce the garments on demand afterwards. Second Sight is an example of how a fashion show of the future could look like utilizing 3D design software as inspiration.

Second Sight is the first live virtual fashion show!

Download here Second Sight for the Android.

Contact person: Margreet Riphagen

Future of TV

Imagine a friday afternoon in your favourite bar. Suddenly, the crowd lights up in smile and laughter. On their wrists a bracelet glows orange. You realise Team NL has won another Olympic medal! Hereby the introduction of “the Oglow”: a connected bracelet that impacts all sports fans on a national level with real-time glow during important Olympic moments.

As new smartphones, tablets and wearables enter our lives at high speed (providing functionalities that give us all the content we want at any time), the Oglow takes these functionalities to the next level. The Oglow is a smart bracelet that creates a new watching experience by giving information that enhances the feeling of supporting the athletes together. Through a connection with your smartphone the Oglow provides easy and quick access to real time updates as well as live and social content on the Olympic events.

By wearing the Oglow you show your support to the Dutch team in Rio. It will improve the experience of watching the Olympics as it involves you in the big moments you don’t want to miss.

 

Transmedia Analytics

Till now, producers of interactive documentaries made use of the free tool – Google Analytics, to identify the levels of engagement of users with their creations. But this already existing analytics tool is mainly useful for traditional websites. The data that it captures is not fully suitable for the improvement of interactive documentary and does not answer questions about how users navigate through the interface and make use of features like intro-videos, help menus or autopilot narrative options. Or more importantly what story they construct: in other words which narrative paths they choose through the database-structured narrative content.

By recombining existing data with custom captured data, and visualizing this in a readable manner, it becomes possible to extract answers on questions documentary makers would like to know. This is all combined into one analytics tool. Figures will give makers of interactive documentaries the preferred insights into audience behaviors, technical aspects and audience acquisition to improve several aspects of their productions.

Contact person: Loes Bogers