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Photo by Chad Nicholson 1

Constant Transmotion | Patrick Collings 2009

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Transmotion is a term I use to describe the seamless movement between the physical and the digital worlds. In this presentation I look at three components of transmotion, namely: transmedia, virtuality and augmented reality. Transmotion was part of a bigger presentation that argued brands must ensure that their “offline” and “online” offerings complement and not duplicate one another. Like all of my presentation a talking head is required in front of many of the slides. I have tried to minimize the lack of a presenter by adding brief notes to several slides. Hopefully, viewers of the presentation will understand the overall points being raised and arguments made.

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Page 1: Constant Transmotion | Patrick Collings 2009

Photo by Chad Nicholson

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Page 2: Constant Transmotion | Patrick Collings 2009

transmotion is the seamless movement between the physical and

the digital worlds

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Transmedia

Virtuality

Augmented reality

Note: the three main components of transmotion are listed above3

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Transmedia

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Note: entertainment stories told across different movies and other mediums such as games

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Note: Faris Yakob (www.farisyakob.com) was one of the first to apply transmedia to brand communication7

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radioweb

retail

newspaper

directmarketing

television

Note: the old model where a single medium dominated and others followed

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radioweb

retail

newspaper

directmarketing

television

idea

Note: a single idea applied across the different mediums

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several of these channels are struggling and having to redefine their business model

technology allows interaction between all types of media in a way never seen before

each touchpoint still has to reach its audience through communication clutter

the audience is no longer passively receiving but has taken control of frequency & content

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which led to the creation of

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radioweb

retail

newspaper

experience

television

person

person

person

brandcommunity

Note: transmedia model delivers a number of related but differentcommunications via multiple channels and engages with the audience to assemble them into a single message

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the art of the heist video

Note: the launch of the Audi A3 in North America is a prefect example of transmedia in practice

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Virtuality

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we have been preparing for virtuality for some time

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Jean Baudrillard (1929 - 2007)

Note: Baudrillard gave us the concept of hyperreality where the object is effaced by its symbol

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our children brought virtuality home

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video clip of sony home virtual world

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800,000

14,000,000

from september 2006 to june 2008, the number of second life members grew from 800,000 to 14,000,000

they came

Note: various statistics about Second Life

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10,000

80,000

from september 2006 to february 2009, the number of simultaneous second life users grew from 10,000 to 80,000

they played

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in the space of 42 months the average value of transactions per month on second life went from $15m to nearly $35m

they paid

15,000,000

35,000,000

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44,600

64,000

in february 2009 over 64,000 people had a positive linden dollar flow, up from 44,600 in september 2007

they profited

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32 | 45average age % female

Note: demographic of Second Life player

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Note: brands that rushed in

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what went wrong?

Note: many brands found their presence in Second Life devoid of avatars

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limited understanding + flawed strategy + rushed implementation is always going to end in tears

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of 26 million and counting

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unique avatars and within games37

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Note: deals with use of computer generated characters in films

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Ray Winstone

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John Malkovich Anthony Hopkins Angelina Jolie

Note: observation that media started referring to actors as their computer generated characters

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source The Wall Street Journal

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virtual worlds are a nascent technologyand may evolve with our children

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unique US visitors in Sept 07, in millions

0 1.5 3.0 4.5 6.0

6.0

4.7

4.4

3.6

2.4

1.8

1.3

0.6

0.6

0.6

0.5

barbiegirls

webkinz

clubpenguin

zwinky

neopets

imvu

second life

gaia

habbo

redlightcenter

kaneva

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look east...

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340m i l l i o na c c o u n t s

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Augmented reality

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Augmented reality deals with the combination of real-world and computer-generated data,

where computer graphics objects are blended into real footage in real time.

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Augmented reality is the real-time delivery of digital information to enhance or enable a

geographical / physical experience

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video clip of wikitube

Note: video demonstration of a phone application that provides information about what it is pointed at

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geographic reality

marketing information

user content

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Video of augment reality view of Mini Cooper

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Note: augmented reality campaign in South Africa for a bookstore

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two points to consider

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your consumer is increasingly straddling the virtual and real

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the physical and virtual must enhance one another and not simply duplicate

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“One of the things our grandchildren will

find quaintest about us is that we

distinguish the digital from the real, the

virtual from the real. In the future, that will

become literally impossible. The distinction

between cyberspace and that which isn’t

cyberspace is going to be unimaginable”

William Gibson

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Patrick [email protected]+27 (0)83 616 0967

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