Strategy
AI Ethics
Novelty of technique is often prioritised during algorithm design, prioritise unique building and creating. Utility rules over the system build, it is simple over smart, systems that are easy to maintain and to understand, what you are building can eventually become more complex.
Games influence how people see and experience the world. Moments of relief, joy and satisfaction are experienced in gaming, how can you achieve the same result with your product?
Content, media and entertainment have become part of every business strategy. From entertainment to communication, the power of dynamic or interactive imagery engages people. Video content is the way of the future, as well as live-streaming audiences. Fun, play and humour should all be involved.
Working with checklists to think about the ethical implication of what you are doing, an ethical code for the online world. A checklist is a tool that allows people to make better decisions in their daily work and can be a guideline to review projects.
Brainstorming ideas helps to explore the space for machine learning. What will be useful for building machine learning to address a real problem with the focus on capabilities rather than algorithms.
01 Gamification
02 Content, media, entertainment
03 Ethic guidelines
04 Machine learning
Fun and irony
Comixify
Researchers at the Warsaw University of Technology have developed a system for turning live-action video into a comic. Comixify picks out the best frames from any video and turns it into a comic book. The project uses a neural style algorithm based on Generative Adversarial Networks (GANs). The system has to determine the best, most representative moments from a video to create the comic. Once the algorithm has picked its frames, it then applies the comic style to them. The end result is a pretty reliably solid reimagining of any given video as a page from a comic book.
The Artlens gallery
The Cleveland Museum of Art studied how to best engage visitors in the age of Netflix and created an interactive three-room experience (and app) called the Artlens gallery. The gallery offers the opportunity for visitors to virtually explore artworks up close, create their own digital compositions, and learn about the museum’s collection by taking pictures with their phones.
Checking invoices
Checking invoices is a personal experimental project by a duo consisting of a fashion stylist and a video maker in real life. Within the project, they are an imaginary no gender model wearing the latest catwalk collections and a photographer. The goal of their Instagram account is to create great images and videos that capture the clueless part of the fashion world and to questions the role of fashion in creating our identities.
Giphy
Giphy is the world’s largest library of animated GIFs, an online database and search engine that allows users to search for and share short looping videos with no sound. They have the largest distribution of that six-second content anywhere in the world, across mobile, desktop, anywhere. Giphy has commercials that do not resemble traditional advertising, the idea is to embed advertising in private messages.
Retail
Gamification of the retail environment, thinking in levels, solving puzzles and hidden rewards.
Screens, projections, information, holograms, virtual information layers within physical stores.
Mysterious temporary retail locations that have to be discovered.
Retail as immersive art and entertainment complexes. From the outside resembling a bunker however inside resembling a portal, where you are transported into a world of inherently strange and immersive experiences.
Flexibility within spaces, to have the ability to morph and adjust.