Sunday, May 20, 2012

EXP 3 - 3 Articles on Powerplay(Facebook, Coca Cola & Take-Two Interactive)


Facebook
By Emma Barnett

Most people using the social network receive more interactions, such as ‘likes’ or being tagged in photos, than they give out on the site.
A new study entitled: 'Why Most Facebook Users Get More Than They Give’, from Pew Internet, an American not-for-profit research firm, found that people ‘liked’ other Facebook members’ content an average of 14 times, while their own content was on average 'liked' 20 times.
Twelve per cent of Pew’s study participants, over the course of a month, tagged friends in photos, but then 35 per cent were themselves tagged in minimum of one photo. On average they sent nine personal messages and received 12. Forty per cent of them made a 'friend request', while 63 per cent received one in that time.
“First, it turns out there are segments of Facebook power users who contribute much more content than the typical user,” explained Professor Keith Hampton, the lead author of the report.
“Most Facebook users are moderately active over a one month time period, so highly active power users skew the average. Second, these power users constitute about 20 per cent to 30 per cent of Facebook users, but the striking thing is that there are different power users depending on the activity in question. One group of power users dominates ‘friending’ activity. Another dominates ‘liking’ activity. And yet another dominates photo tagging.”

http://www.telegraph.co.uk/technology/facebook/9059576/Facebook-dominated-by-power-users.html
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Coca Cola
By: Bob Zurn

There are few images as recognizable throughout the world as the Coca-Cola brand. Travel to the furthest reaches of the globe and you will probably encounter it on a clock or a sign, if not on the drink itself. Marketers today look to the Coca-Cola brand as a model of marketing power. Its image has transcended national borders and cultural barriers to reach almost everyone on earth. How did the Coca-Cola symbol become such an omnipresent image?
Beginning in 1886, Coca-Cola president John Pemberton began traveling the country introducing pharmacists to the drink. At that time it was considered a medicinal substance that could relieve headaches and other minor woes. Candler distributed clocks, calendars and other items laden with the Coca-Cola logo as he toured the country, spreading the brand and selling his product.
From there the brand continued to penetrate further around the world. The bottling rights to Coca-Cola were sold in 1899 and in 1915 the Root family submitted a standard size bottle for distribution, but it was too fat in the middle. The Coca-Cola Company liked the bottle so much they thinned it down and has been used ever since and is called a Hobbleskirt Bottle. By 1920, with new bottlers springing up all the time, the brand had expanded into Cuba, France, Puerto Rico and other territories. Its world dominance would increase further with World War II, when Coca-Cola promised that "every man in uniform gets a bottle of Coca-Cola for 5 cents, wherever he is, and whatever it costs the company." Suddenly Coca-Cola could be found throughout Europe as American GIs carried it with them, and by 1960 the number of countries with Coke bottling plants had doubled.
Today Coke remains a powerful brand with over a century of history behind it. As a result, items featuring previous incarnations of the Coke image have become classic pieces of Americana. The success of the Coca-Cola brand has made it an icon not just in the world of brand marketing but of American history. It symbolizes the popularity of a soft drink as well as the dominance of American entrepreneurialism in the twentieth century and beyond.

http://www.web-source.net/internet_marketing/22380.html

Take Two Games
Posted in Facebook
Is the Grand Theft Auto
franchise heading to Facebook and other social networks? Probably at some point, along with Take-Two's other high profile franchises, but at this point the company is dipping its toes into the waters. Speaking to IndustryGamers, Take-Two COO Karl Slatoff says that the recent launch of Civilization World on Facebook is the beginning of a larger strategy that will ultimately see social and traditional game spaces converging ever so slightly.
"So to us it’s about building bridges - building bridges to engage and expand our audience base for our existing triple-A franchises," Slatoff said. "I think you’re going to see a little bit more out of that title in terms of converging the two worlds. I do think as the platforms get more sophisticated, there will be some convergence, but as of now, our strategy as it relates to social networks... I’ve said it before and I’ll say it again, we are platform agnostic and we are focused on compelling, engaging triple-A experiences. So [we believe in the experience] where you sort of sit forward and you’re playing for hours and you’re really engaged in it, and we’re going to develop for every platform - even if it’s an online platform - that can support that kind of experience. To date, social networks have not really been able to support that kind of experience. At least we haven’t seen that kind of iteration."
The publisher wants to use the social gaming space to open up its IP to a larger audience.
"So for us, it’s a very interesting space. It’s an ability for us to build an audience for our franchises potentially, and if we can push the edge of those platforms, which we’re known to do - I mean we’re constantly pushing - what can we do on the platform? What more can the platform do? How can we push it using our intellectual property? You’re going to see us doing that. And I think with Civilization World...it does take things to a new level. So to us it’s about building bridges - building bridges to engage and expand our audience base for our existing triple-A franchises. And if we can make a few bucks in the meantime, that’s fantastic," he said.
Mash Up
Facebook, Coca-Cola, Take-Two's get more than they give as they are  recognizable throughout the world as model  of marketing power contribute much more in building bridges to engage and expand our audience .  These are segments of   franchises," converging the two worlds receive more interactions and contribute much more content. Their images has transcended national borders and cultural barriers to reach almost everyone on earth, focused on compelling and engaging experiences .  This point symbolizes the popularity, as well as the dominance of power users and entrepreneurialism in the twentieth century and beyond.

EXP 3 - Landscape Valley

The Straits of Johor Bahru



In Crysis


Sunday, May 6, 2012

ARCH 1101 EXP 2 - Spiritual Lightness in Crysis

Map 
Before entering the CryEngine 3 world, its best to look at the map of Nanashi Island to see possible routes to access the monument. Hummers are provided to cross Watanabe Hill. 


Concepts
The two concepts I chose for my building are based on two architects or architectural styles. Both are Japanese.
Sigeru Ban: " Lightness in Mass"
Sukiya Style: "Spiritual - The Crucial Exprience Beyond Perception"

Electroliquid Aggregation 
 After discussing with James, we decided to select two axonometrics and fuse them together to create one monument.


"The lightness of mass brings the crucial experience beyond perception" - Spiritual Lightness



Textures
Textures could vary in lighting during day and night experiences.


Landscape
The landscape for my building done through trial and error . I had a different landscape before, but the file was damaged so I made a new one.


My landscape was initially bigger, but I decided to submerge it to get the two lakes in the middle. The third was made using the water area tool. I subdivided my landscape into three parts, the rocky wastelands, the forest and the frozen tundra area.



Monument
Here is my monument imported from Sketch Up 7 into Cryengine 3.  I decided to name the building "Spiritual Lightness. The top half "Spiritual"connects with the bottom half "Lightness".



The journey starts at the hill of the monument. "Spiritual" enables tourist to to gaze into the sky, symbolizing the "heavens" with it open roof and the windows that transcend from on side to another. I decided to make the Spiritual building rest on top of the large structure representing "Lightness" on a hill give the tourist a rewarding view of the landscape.


"Transient Light from one plane to another plane by windows". The color texture with the ground on "Spiritual" matches the earth in relation to the environment.




Rooms are provided for clients to sleep and to shop as well as shown in this west side of the facade. The meeting rooms are at the east.


"Lightness" monument  at the bottom is a truly deceptive piece, evident by the light frame structure at the bottom holding an object with a seemly heavy mass or dark color. However, the central darker object could also have a material that has a lighter mass like the bottom frame holding on to it.


Underwater, People are allowed to swim and see "Lightness" in the water. (No Pun intended)


Access
There are couple of routes to access the side, mostly from uphill.


Access on side



There are two travel methods to access is building by the hills. One is by Vehicles, while the other is by foot.

Walking up the hill to the monument is possible, but the fastest and most relaxing way is driving. To enter the vehicle, press F on the "driving side". Shadows of the Spiritual Monument during the afternoon.





Lighting, Shadows & Particles
"Like a moth we are spiritually drawn to the light of interest"

 

"Whether by night" (Top of the Spiritual Lightness)



Light, Shadows and Water mixed in this cauldron of particles.




"Or by day.."(Bottom of the Monument in the water looking up at the interior of "lightness" being illuminated and surrounded by shadows)


Window Light with light at the far end.


Lighting is shown on the lighter texture of the "Spiritual" and the bottom part of "Lightness"



Scale comparison to building with textures 


Perfect place to look at the scenery on top of the "Spiritual Lightness" monument in the morning.



Shadows are more prominent in the tube of the "Lightness" during the day.


Architects, builders and engineers come to this building to marvel at this attraction, debate and exchange their ideas or to feel lightly spiritually at peace with themselves.


In a way, the lightness and spirituality of these two monuments provides a beautiful view of the landscape, "beyond perception" and tranquility to the mind.



Gamefront
The Cryengine file is available here on Gamefront. 







Electroliquid Aggregation(6 Additional Axonometric)

Definition of Electroliquid Aggregation

“Why still speak of the real and the virtual, the material and immaterial? Here these categories are not in opposition, or in some metaphysical disagreement, but more in an electroliquid aggregation, enforcing each other, as in a two part adhesive.”
Lars Spuybroek, [1998] Motor Geometry, Architectural Design, Vol 68 No 5/6, p5

 
Here are 6 Additional Axonometric of the Electroliquid Aggregation. 
"The lightness of mass brings the crucial experience beyond perception"



In the mind: "From the concept of nothingness into framing the views of the landscape"



"Elegance in the idealism of nature"





Crysis

Here are some screenshots of my building in Crydev 3

Friday, May 4, 2012

18 Axonometrics

Here are 12 Axonometric sketches and 6 examples put together,


Sigeru Ban's Lightness





Sukiya - Spiritual

Sigeru Ban - Elegance



Sukiya - Wabi Sabi 





Sigeru Ban - Highly Specified



Sukiya - Concept of Mu - Void


Sigeru Ban Framing the Views



Sigeru Ban - -Repetition of Views

  

 Sukiya - Moderation (Formerly Elegance)