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		<lastBuildDate>Wed, 15 Jul 2009 17:34:48 +1000</lastBuildDate>
		<title>LAMP</title>
		<itunes:author>Australian Film TV and Radio School</itunes:author>
		<link>http://www.lamp.edu.au</link>
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		<description><![CDATA[The Laboratory of Advanced Media Production from the Australian Film TV and Radio School. "Your Media Evolved"]]></description>
		<itunes:subtitle>From AFTRS, Presentations, seminars and papers discussing the future of emerging media.</itunes:subtitle>
		<itunes:summary>The Laboratory of Advanced Media Production from the Australian Film TV and Radio School. &quot;Your Media Evolved&quot;</itunes:summary>
		<language>en</language>
		<copyright>AFTRS 2006</copyright>
		<itunes:owner>
			<itunes:name>GaryHayes</itunes:name>
			<itunes:email>gary.hayes@aftrs.edu.au</itunes:email>
		</itunes:owner>
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			<title>LAMP</title>
			<link>http://www.lamp.edu.au</link>
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		<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		<itunes:explicit>no</itunes:explicit>
		<item>
			<title>VIDEO: The Social Media Campaign &amp; Community - Laurel Papworth</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Laurel Papworth
Laurel is a senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. She features regularly on ABC Radio, Public and Commercial TV, serious newspapers and major global blogs. Laurel consults at executive level and facilitates strategic workshops on the impact of social networks on industry sectors, teaches marketing, blogging and social media courses for companies and runs workshops for small and home business on behalf of the Australian Government. Laurel taught the first Australian public social media courses in 2005 at University of Sydney and in addition, develops and teaches Insights Masterclasses for LAMP at Australian Film Television and Radio School on innovation and cross media. When not consulting with companies building online community strategies, Laurel is a global Power150 Media and Marketing blogger (Advertising Age) placing her as #5 blogger in Australia.

Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users & over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.]]></description>
			<itunes:subtitle>© Laurel Papworth – Australia’s leading Social Network Strategist and communities manager http://laurelpapworth.com. Recorded at the Australian Film TV and Radio School July 2009</itunes:subtitle>
			<itunes:summary>Laurel Papworth
Laurel is a senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. She features regularly on ABC Radio, Public and Commercial TV, serious newspapers and major global blogs. Laurel consults at executive level and facilitates strategic workshops on the impact of social networks on industry sectors, teaches marketing, blogging and social media courses for companies and runs workshops for small and home business on behalf of the Australian Government. Laurel taught the first Australian public social media courses in 2005 at University of Sydney and in addition, develops and teaches Insights Masterclasses for LAMP at Australian Film Television and Radio School on innovation and cross media. When not consulting with companies building online community strategies, Laurel is a global Power150 Media and Marketing blogger (Advertising Age) placing her as #5 blogger in Australia.

Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users &amp; over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_social_laurel.mp4" length="299608782" />
			<guid>http://www.lamp.edu.au/podcast/lssm_social_laurel.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:52:47 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:49:49</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: The Social Media Campaign &amp; Community - Laurel Papworth</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Laurel Papworth
Laurel is a senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. She features regularly on ABC Radio, Public and Commercial TV, serious newspapers and major global blogs. Laurel consults at executive level and facilitates strategic workshops on the impact of social networks on industry sectors, teaches marketing, blogging and social media courses for companies and runs workshops for small and home business on behalf of the Australian Government. Laurel taught the first Australian public social media courses in 2005 at University of Sydney and in addition, develops and teaches Insights Masterclasses for LAMP at Australian Film Television and Radio School on innovation and cross media. When not consulting with companies building online community strategies, Laurel is a global Power150 Media and Marketing blogger (Advertising Age) placing her as #5 blogger in Australia.

Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users & over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.]]></description>
			<itunes:subtitle>© Laurel Papworth – Australia’s leading Social Network Strategist and communities manager http://laurelpapworth.com. Recorded at the Australian Film TV and Radio School July 2009</itunes:subtitle>
			<itunes:summary>Laurel Papworth
Laurel is a senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. She features regularly on ABC Radio, Public and Commercial TV, serious newspapers and major global blogs. Laurel consults at executive level and facilitates strategic workshops on the impact of social networks on industry sectors, teaches marketing, blogging and social media courses for companies and runs workshops for small and home business on behalf of the Australian Government. Laurel taught the first Australian public social media courses in 2005 at University of Sydney and in addition, develops and teaches Insights Masterclasses for LAMP at Australian Film Television and Radio School on innovation and cross media. When not consulting with companies building online community strategies, Laurel is a global Power150 Media and Marketing blogger (Advertising Age) placing her as #5 blogger in Australia.

Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users &amp; over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_social_laurel.mp3" length="35893979" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_social_laurel.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:52:47 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:49:49</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Digital &amp; Social Influence Marketing - Martin Walsh</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[One specific approach to reaching & engaging audiences, understanding the shift in consumer behaviour, the global opportunities including ARG‚Äôs and creative & practical case studies - Martin Walsh is an award winning producer who began his working life as an Actor before moving on to build a successful marketing career spanning more than 21 years in the media, games, technology and entertainment industries. In addition to Martin‚Äôs professional career he is also in the process of developing a number a variety of Australian feature films, ARG‚Äôs and games in addition to a movie version of his critically acclaimed Battle of Long Tan documentary.

Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users & over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.]]></description>
			<itunes:subtitle>© Martin Walsh – Head of Digital Marketing Microsoft &amp; Independent Film Actor &amp; Producer Red Dune Films. Recorded at the Australian Film TV and Radio School July 2009</itunes:subtitle>
			<itunes:summary>One specific approach to reaching &amp; engaging audiences, understanding the shift in consumer behaviour, the global opportunities including ARG‚Äôs and creative &amp; practical case studies - Martin Walsh is an award winning producer who began his working life as an Actor before moving on to build a successful marketing career spanning more than 21 years in the media, games, technology and entertainment industries. In addition to Martin‚Äôs professional career he is also in the process of developing a number a variety of Australian feature films, ARG‚Äôs and games in addition to a movie version of his critically acclaimed Battle of Long Tan documentary.

Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users &amp; over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_social_martin.mp4" length="201691623" />
			<guid>http://www.lamp.edu.au/podcast/lssm_social_martin.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:52:42 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:33:34</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Digital &amp; Social Influence Marketing - Martin Walsh</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[One specific approach to reaching & engaging audiences, understanding the shift in consumer behaviour, the global opportunities including ARG‚Äôs and creative & practical case studies - Martin Walsh is an award winning producer who began his working life as an Actor before moving on to build a successful marketing career spanning more than 21 years in the media, games, technology and entertainment industries. In addition to Martin‚Äôs professional career he is also in the process of developing a number a variety of Australian feature films, ARG‚Äôs and games in addition to a movie version of his critically acclaimed Battle of Long Tan documentary.

Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users & over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.]]></description>
			<itunes:subtitle>© Martin Walsh – Head of Digital Marketing Microsoft &amp; Independent Film Actor &amp; Producer Red Dune Films. Recorded at the Australian Film TV and Radio School July 2009</itunes:subtitle>
			<itunes:summary>One specific approach to reaching &amp; engaging audiences, understanding the shift in consumer behaviour, the global opportunities including ARG‚Äôs and creative &amp; practical case studies - Martin Walsh is an award winning producer who began his working life as an Actor before moving on to build a successful marketing career spanning more than 21 years in the media, games, technology and entertainment industries. In addition to Martin‚Äôs professional career he is also in the process of developing a number a variety of Australian feature films, ARG‚Äôs and games in addition to a movie version of his critically acclaimed Battle of Long Tan documentary.

Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users &amp; over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_social_martin.mp3" length="24194979" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_social_martin.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:52:41 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:33:34</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: University Meet Social Media - Danielle Warby</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users & over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.]]></description>
			<itunes:subtitle>© Danielle Warby. Online Marketing Coordinator for the Faculty of Economics and Business at the University of Sydney. Recorded at the Australian Film TV and Radio School July 2009 NOTE: Music dubbed inadvertently in the first few minutes!!</itunes:subtitle>
			<itunes:summary>Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users &amp; over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_social_danielle.mp4" length="95102764" />
			<guid>http://www.lamp.edu.au/podcast/lssm_social_danielle.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:52:21 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:15:53</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: The anatomy of a blogger outreach campaign - Geoffrey Emerson</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Geoffrey Emerson has been working in the advertising and PR industry in Australia for the past 12 years since moving here from his native California.
During his time in the industry he has worked in senior roles developing offline and online marketing campaigns for global brands such as Pfizer, Coca-Cola, Telstra, Optus and McDonalds. Through his broad experience in implementing web strategies and online solutions Geoffrey has gained practical knowledge of the online landscape and a passion for social media. As the head of digital for Zing, Geoffrey was instrumental in securing the B&T PR agency of the year 2008 award for the company. Now striking out on his own Geoffrey has created a new venture called The Prosperity Principal (P2), whose ethos is to simplify online marketing for SMBs in these tough economic times. P2 will bridge the gap between large agencies and small web development firms, enabling businesses to run effective campaigns in-house.

Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users & over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.]]></description>
			<itunes:subtitle>© Geoffrey Emerson Managing Director The Prosperity Principal - Recorded at the Australian Film TV and Radio School July 2009</itunes:subtitle>
			<itunes:summary>Geoffrey Emerson has been working in the advertising and PR industry in Australia for the past 12 years since moving here from his native California.
During his time in the industry he has worked in senior roles developing offline and online marketing campaigns for global brands such as Pfizer, Coca-Cola, Telstra, Optus and McDonalds. Through his broad experience in implementing web strategies and online solutions Geoffrey has gained practical knowledge of the online landscape and a passion for social media. As the head of digital for Zing, Geoffrey was instrumental in securing the B&amp;T PR agency of the year 2008 award for the company. Now striking out on his own Geoffrey has created a new venture called The Prosperity Principal (P2), whose ethos is to simplify online marketing for SMBs in these tough economic times. P2 will bridge the gap between large agencies and small web development firms, enabling businesses to run effective campaigns in-house.

Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users &amp; over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_social_geoffrey.mp3" length="11286839" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_social_geoffrey.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:57 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:15:38</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: The anatomy of a blogger outreach campaign - Geoffrey Emerson</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Geoffrey Emerson has been working in the advertising and PR industry in Australia for the past 12 years since moving here from his native California.
During his time in the industry he has worked in senior roles developing offline and online marketing campaigns for global brands such as Pfizer, Coca-Cola, Telstra, Optus and McDonalds. Through his broad experience in implementing web strategies and online solutions Geoffrey has gained practical knowledge of the online landscape and a passion for social media. As the head of digital for Zing, Geoffrey was instrumental in securing the B&T PR agency of the year 2008 award for the company. Now striking out on his own Geoffrey has created a new venture called The Prosperity Principal (P2), whose ethos is to simplify online marketing for SMBs in these tough economic times. P2 will bridge the gap between large agencies and small web development firms, enabling businesses to run effective campaigns in-house.

Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users & over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.]]></description>
			<itunes:subtitle>© Geoffrey Emerson Managing Director The Prosperity Principal - Recorded at the Australian Film TV and Radio School July 2009</itunes:subtitle>
			<itunes:summary>Geoffrey Emerson has been working in the advertising and PR industry in Australia for the past 12 years since moving here from his native California.
During his time in the industry he has worked in senior roles developing offline and online marketing campaigns for global brands such as Pfizer, Coca-Cola, Telstra, Optus and McDonalds. Through his broad experience in implementing web strategies and online solutions Geoffrey has gained practical knowledge of the online landscape and a passion for social media. As the head of digital for Zing, Geoffrey was instrumental in securing the B&amp;T PR agency of the year 2008 award for the company. Now striking out on his own Geoffrey has created a new venture called The Prosperity Principal (P2), whose ethos is to simplify online marketing for SMBs in these tough economic times. P2 will bridge the gap between large agencies and small web development firms, enabling businesses to run effective campaigns in-house.

Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users &amp; over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_social_geoffrey.mp4" length="93734162" />
			<guid>http://www.lamp.edu.au/podcast/lssm_social_geoffrey.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:56 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:15:38</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: The Rise and Rise of Social Media - Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users & over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs & Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
]]></description>
			<itunes:subtitle>© Gary Hayes - Director LAMP @ AFTRS and CCO of MUVEDesign. An intro Recorded at the Australian Film TV and Radio School July 2009</itunes:subtitle>
			<itunes:summary>Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users &amp; over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs &amp; Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_social_gary.mp4" length="75892670" />
			<guid>http://www.lamp.edu.au/podcast/lssm_social_gary.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:33 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:12:38</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: The Rise and Rise of Social Media - Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users & over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs & Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
]]></description>
			<itunes:subtitle>© Gary Hayes - Director LAMP @ AFTRS and CCO of MUVEDesign. An intro Recorded at the Australian Film TV and Radio School July 2009</itunes:subtitle>
			<itunes:summary>Social media has exploded over the last 3 years,  the scale of this phenomenon means no one can ignore it anymore. For example mid 2008 there were over 113 million blogs, 200 million active Facebook users &amp; over 1.1 billion twitter messages. Today over 346 million read blogs and another 130 million watch YouTube videos, daily. But it is the time spent using social media that tell a more significant story. Facebook users logged 13.9 billion minutes on their site in April 09, MySpace 5 billion minutes and the new kid in town, Twitter logged 300 million minutes. According to a Nielsen study, total minutes spent on social networking sites has increased 83 percent year-over-year. Learn how to connect and be involved in this social revolution.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs &amp; Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_social_gary.mp3" length="9124649" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_social_gary.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:33 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:12:38</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Where Machinima Meets CG - Panel Interview</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Peter Giles in conversation with Jim Shomos, Mark Strong and Kit Devine (AFTRS CG Animation Lecturer).

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.]]></description>
			<itunes:subtitle>©AFTRS Peter Giles Director Digital Media AFTRS in conversation with Jim Shomos, Mark Strong and Kit Devine (AFTRS CG Animation Lecturer). Recorded at the Theatre of Australian Film TV and Radio School May 2009</itunes:subtitle>
			<itunes:summary>Peter Giles in conversation with Jim Shomos, Mark Strong and Kit Devine (AFTRS CG Animation Lecturer).

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_machy_panel.mp3" length="11720529" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_machy_panel.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:26 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:16:14</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Where Machinima Meets CG - Panel Interview</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Peter Giles in conversation with Jim Shomos, Mark Strong and Kit Devine (AFTRS CG Animation Lecturer).

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.]]></description>
			<itunes:subtitle>©AFTRS Peter Giles Director Digital Media AFTRS in conversation with Jim Shomos, Mark Strong and Kit Devine (AFTRS CG Animation Lecturer). Recorded at the Theatre of Australian Film TV and Radio School May 2009</itunes:subtitle>
			<itunes:summary>Peter Giles in conversation with Jim Shomos, Mark Strong and Kit Devine (AFTRS CG Animation Lecturer).

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_machy_panel.mp4" length="98034005" />
			<guid>http://www.lamp.edu.au/podcast/lssm_machy_panel.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:25 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:16:14</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Wandering Eye Pictures Machinima - Mark Strong</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Mark Strong from Wandering Eye Pictures will also speak about recent machinima projects he has completed for Sony to promote the Ressurrection 2 game for PS3 platform.

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.]]></description>
			<itunes:subtitle>© Mark Strong Head of Wandering Eye Pictures. Recorded at the Theatre of Australian Film TV and Radio School May 2009</itunes:subtitle>
			<itunes:summary>Mark Strong from Wandering Eye Pictures will also speak about recent machinima projects he has completed for Sony to promote the Ressurrection 2 game for PS3 platform.

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_machy_mark.mp4" length="171330520" />
			<guid>http://www.lamp.edu.au/podcast/lssm_machy_mark.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:18 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:39:20</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Wandering Eye Pictures Machinima - Mark Strong</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Mark Strong from Wandering Eye Pictures will also speak about recent machinima projects he has completed for Sony to promote the Ressurrection 2 game for PS3 platform.

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.]]></description>
			<itunes:subtitle>© Mark Strong Head of Wandering Eye Pictures. Recorded at the Theatre of Australian Film TV and Radio School May 2009</itunes:subtitle>
			<itunes:summary>Mark Strong from Wandering Eye Pictures will also speak about recent machinima projects he has completed for Sony to promote the Ressurrection 2 game for PS3 platform.

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_machy_mark.mp3" length="28355129" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_machy_mark.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:18 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:39:21</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Movie Over Games Integrated Entertainment - Jim Shomos</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Jim Shomos who, with Kenny creator Shane Jacobson, have pioneered MOGIE or movie over game integrated entertainment in partnership with Ubisoft. More can be seen at: http://www.mordykoots.com

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.]]></description>
			<itunes:subtitle>© Jim Shomos CEO Forget The Rules. Recorded at the Theatre of Australian Film TV and Radio School May 2009</itunes:subtitle>
			<itunes:summary>Jim Shomos who, with Kenny creator Shane Jacobson, have pioneered MOGIE or movie over game integrated entertainment in partnership with Ubisoft. More can be seen at: http://www.mordykoots.com

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_machy_jim.mp3" length="7167705" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_machy_jim.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:12 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:09:55</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Movie Over Games Integrated Entertainment - Jim Shomos</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Jim Shomos who, with Kenny creator Shane Jacobson, have pioneered MOGIE or movie over game integrated entertainment in partnership with Ubisoft. More can be seen at: http://www.mordykoots.com

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.]]></description>
			<itunes:subtitle>© Jim Shomos CEO Forget The Rules. Recorded at the Theatre of Australian Film TV and Radio School May 2009</itunes:subtitle>
			<itunes:summary>Jim Shomos who, with Kenny creator Shane Jacobson, have pioneered MOGIE or movie over game integrated entertainment in partnership with Ubisoft. More can be seen at: http://www.mordykoots.com

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_machy_jim.mp4" length="35697743" />
			<guid>http://www.lamp.edu.au/podcast/lssm_machy_jim.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:12 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:09:55</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Peter Giles interviews Illclan</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[An exclusive interview with leading machinima producers Ill Clan. Writer/director Kerria Seabrooke, cinematographer Paul Jannicola and producer Frank Dellario have been described by Wired magazine as ‘machinima masters’ and give unique insights to how they create their award winning work.

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.]]></description>
			<itunes:subtitle>© Illclan and AFTRS. Peter Giles Director of Digital Media AFTRS Interviews Ill Clan. Writer/director Kerria Seabrooke, cinematographer Paul Jannicola and producer Frank Dellario Recorded at the Theatre of Australian Film TV and Radio School May 2009</itunes:subtitle>
			<itunes:summary>An exclusive interview with leading machinima producers Ill Clan. Writer/director Kerria Seabrooke, cinematographer Paul Jannicola and producer Frank Dellario have been described by Wired magazine as ‘machinima masters’ and give unique insights to how they create their award winning work.

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_machy_illclan.mp3" length="9592905" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_machy_illclan.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:07 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:13:17</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Peter Giles interviews Illclan</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[An exclusive interview with leading machinima producers Ill Clan. Writer/director Kerria Seabrooke, cinematographer Paul Jannicola and producer Frank Dellario have been described by Wired magazine as ‘machinima masters’ and give unique insights to how they create their award winning work.

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.]]></description>
			<itunes:subtitle>© Illclan and AFTRS. Peter Giles Director of Digital Media AFTRS Interviews Ill Clan. Writer/director Kerria Seabrooke, cinematographer Paul Jannicola and producer Frank Dellario Recorded at the Theatre of Australian Film TV and Radio School May 2009</itunes:subtitle>
			<itunes:summary>An exclusive interview with leading machinima producers Ill Clan. Writer/director Kerria Seabrooke, cinematographer Paul Jannicola and producer Frank Dellario have been described by Wired magazine as ‘machinima masters’ and give unique insights to how they create their award winning work.

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_machy_illclan.mp4" length="30524979" />
			<guid>http://www.lamp.edu.au/podcast/lssm_machy_illclan.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:06 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:13:17</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Virtual TV: Treet &amp; SLCN - Gary Wiesneski </title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Gary Wiesneski, who has pioneered SLCN.tv, the world’s first TV network that broadcasts live from the virtual world reaching over 1 million viewers and from July it will be in high definition on treet.tv.

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.]]></description>
			<itunes:subtitle>© TreetTV &amp; Gary Wiesneski CEO SLCN.TV. Recorded at the Theatre of Australian Film TV and Radio School May 2009</itunes:subtitle>
			<itunes:summary>Gary Wiesneski, who has pioneered SLCN.tv, the world’s first TV network that broadcasts live from the virtual world reaching over 1 million viewers and from July it will be in high definition on treet.tv.

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_machy_garyw.mp4" length="94510154" />
			<guid>http://www.lamp.edu.au/podcast/lssm_machy_garyw.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:01 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:23:21</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Virtual TV: Treet &amp; SLCN - Gary Wiesneski </title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Gary Wiesneski, who has pioneered SLCN.tv, the world’s first TV network that broadcasts live from the virtual world reaching over 1 million viewers and from July it will be in high definition on treet.tv.

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.]]></description>
			<itunes:subtitle>© TreetTV &amp; Gary Wiesneski CEO SLCN.TV. Recorded at the Theatre of Australian Film TV and Radio School May 2009</itunes:subtitle>
			<itunes:summary>Gary Wiesneski, who has pioneered SLCN.tv, the world’s first TV network that broadcasts live from the virtual world reaching over 1 million viewers and from July it will be in high definition on treet.tv.

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_machy_garyw.mp3" length="16835409" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_machy_garyw.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:51:01 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:23:21</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Virtual Story: Art &amp; Craft of Machinima - Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Gary Hayes, leading Virtual World creator,  put this together inspired by the growing audience for his own machinimas which have achieved hundreds of thousands of views online. More at: http://www.youtube.com/user/hayesg01

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs & Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
]]></description>
			<itunes:subtitle>© Gary Hayes - Director LAMP @ AFTRS and CCO of MUVEDesign. An intro Recorded at the Australian Film TV and Radio School May 2009</itunes:subtitle>
			<itunes:summary>Gary Hayes, leading Virtual World creator,  put this together inspired by the growing audience for his own machinimas which have achieved hundreds of thousands of views online. More at: http://www.youtube.com/user/hayesg01

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs &amp; Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_machy_gary.mp3" length="30631781" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_machy_gary.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:50:56 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:42:30</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Virtual Story: Art &amp; Craft of Machinima - Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Gary Hayes, leading Virtual World creator,  put this together inspired by the growing audience for his own machinimas which have achieved hundreds of thousands of views online. More at: http://www.youtube.com/user/hayesg01

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs & Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
]]></description>
			<itunes:subtitle>© Gary Hayes - Director LAMP @ AFTRS and CCO of MUVEDesign. An intro Recorded at the Australian Film TV and Radio School May 2009</itunes:subtitle>
			<itunes:summary>Gary Hayes, leading Virtual World creator,  put this together inspired by the growing audience for his own machinimas which have achieved hundreds of thousands of views online. More at: http://www.youtube.com/user/hayesg01

Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.

Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs &amp; Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_machy_gary.mp4" length="167891444" />
			<guid>http://www.lamp.edu.au/podcast/lssm_machy_gary.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:50:55 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:42:30</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: IPTV Futures - William Cooper &amp; Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV & programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?]]></description>
			<itunes:subtitle>© William Cooper Head of Informitv. A live skype interview Recorded at the Theatre of the Australian Film TV and Radio School March 2009</itunes:subtitle>
			<itunes:summary>TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV &amp; programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_tv2_william.mp4" length="109890703" />
			<guid>http://www.lamp.edu.au/podcast/lssm_tv2_william.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:50:41 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:19:04</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: IPTV Futures - William Cooper &amp; Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV & programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?]]></description>
			<itunes:subtitle>© William Cooper Head of Informitv. A live skype interview Recorded at the Theatre of the Australian Film TV and Radio School March 2009</itunes:subtitle>
			<itunes:summary>TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV &amp; programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_tv2_william.mp3" length="13753953" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_tv2_william.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:50:41 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:19:04</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Multiplatform TV abridged - Arul Baskaran</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Arul Baskaran (Executive Producer ABC TV Multiplatform) 

TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV & programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?]]></description>
			<itunes:subtitle>© ABC TV. Arul Baskaran (Executive Producer ABC TV Multiplatform). Recorded at the Theatre of the Australian Film TV and Radio School March 2009</itunes:subtitle>
			<itunes:summary>Arul Baskaran (Executive Producer ABC TV Multiplatform) 

TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV &amp; programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_tv2_arul.mp4" length="62922510" />
			<guid>http://www.lamp.edu.au/podcast/lssm_tv2_arul.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:50:33 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:12:09</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Multiplatform TV abridged - Arul Baskaran</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Arul Baskaran (Executive Producer ABC TV Multiplatform) 

TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV & programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?]]></description>
			<itunes:subtitle>© ABC TV. Arul Baskaran (Executive Producer ABC TV Multiplatform). Recorded at the Theatre of the Australian Film TV and Radio School March 2009</itunes:subtitle>
			<itunes:summary>Arul Baskaran (Executive Producer ABC TV Multiplatform) 

TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV &amp; programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_tv2_arul.mp3" length="8772559" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_tv2_arul.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:50:33 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:12:09</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: TV Innovation abridge - Chris Winter</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Chris Winter (ABC Innovation)

TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV & programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?]]></description>
			<itunes:subtitle>© ABC TV. Chris Winter (ABC Innovation). Recorded at the Theatre of the Australian Film TV and Radio School March 2009</itunes:subtitle>
			<itunes:summary>Chris Winter (ABC Innovation)

TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV &amp; programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_tv2_chris.mp4" length="88301015" />
			<guid>http://www.lamp.edu.au/podcast/lssm_tv2_chris.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:50:26 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:14:45</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: TV Innovation abridged - Chris Winter</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Chris Winter (ABC Innovation)

TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV & programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?]]></description>
			<itunes:subtitle>© ABC TV. Chris Winter (ABC Innovation). Recorded at the Theatre of the Australian Film TV and Radio School March 2009</itunes:subtitle>
			<itunes:summary>Chris Winter (ABC Innovation)

TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV &amp; programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_tv2_chris.mp3" length="10647863" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_tv2_chris.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:50:26 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:14:45</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Introduction Socialized TV 2.0 - Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV & programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs & Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
]]></description>
			<itunes:subtitle>© Gary Hayes - Director LAMP @ AFTRS and CCO of MUVEDesign. An intro Recorded at the Theatre of Australian Film TV and Radio School March 2009</itunes:subtitle>
			<itunes:summary>TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV &amp; programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs &amp; Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_tv2_gary.mp3" length="11977571" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_tv2_gary.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:50:20 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:16:36</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Introduction Socialized TV 2.0 - Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV & programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs & Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
]]></description>
			<itunes:subtitle>© Gary Hayes - Director LAMP @ AFTRS and CCO of MUVEDesign. An intro Recorded at the Theatre of Australian Film TV and Radio School March 2009</itunes:subtitle>
			<itunes:summary>TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web? Help prepare you for big changes just on the horizon. Innovations across broadband TV and IPTV. New advertising models and latest video web 2.0 mashups. Is IPTV a valid platform for video producers? . The evolving role of public service broadcaster and online video distribution ABC new developments including iView, Google Earth TV &amp; programme related services such as Gruen Transfer How online video will become more personalized Is audience contributed online content sustainable at scale? What does the future hold?

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs &amp; Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_tv2_gary.mp4" length="98164112" />
			<guid>http://www.lamp.edu.au/podcast/lssm_tv2_gary.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:50:19 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:16:36</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: The Innovative Community - Laurel Papworth</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!

Laurel is a senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. She features regularly on ABC Radio, Public and Commercial TV, serious newspapers and major global blogs. Laurel consults at executive level and facilitates strategic workshops on the impact of social networks on industry sectors, teaches marketing, blogging and social media courses for companies and runs workshops for small and home business on behalf of the Australian Government. Laurel taught the first Australian public social media courses in 2005 at University of Sydney and in addition, develops and teaches Insights Masterclasses for LAMP at Australian Film Television and Radio School on innovation and cross media. When not consulting with companies building online community strategies, Laurel is a global Power150 Media and Marketing blogger (Advertising Age) placing her as #5 blogger in Australia.]]></description>
			<itunes:subtitle>© Laurel Papworth senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. Recorded at the Theatre of the Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!

Laurel is a senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. She features regularly on ABC Radio, Public and Commercial TV, serious newspapers and major global blogs. Laurel consults at executive level and facilitates strategic workshops on the impact of social networks on industry sectors, teaches marketing, blogging and social media courses for companies and runs workshops for small and home business on behalf of the Australian Government. Laurel taught the first Australian public social media courses in 2005 at University of Sydney and in addition, develops and teaches Insights Masterclasses for LAMP at Australian Film Television and Radio School on innovation and cross media. When not consulting with companies building online community strategies, Laurel is a global Power150 Media and Marketing blogger (Advertising Age) placing her as #5 blogger in Australia.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_innov_laurel.mp3" length="26871201" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_innov_laurel.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:50:03 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:37:17</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: The Innovative Community - Laurel Papworth</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!

Laurel is a senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. She features regularly on ABC Radio, Public and Commercial TV, serious newspapers and major global blogs. Laurel consults at executive level and facilitates strategic workshops on the impact of social networks on industry sectors, teaches marketing, blogging and social media courses for companies and runs workshops for small and home business on behalf of the Australian Government. Laurel taught the first Australian public social media courses in 2005 at University of Sydney and in addition, develops and teaches Insights Masterclasses for LAMP at Australian Film Television and Radio School on innovation and cross media. When not consulting with companies building online community strategies, Laurel is a global Power150 Media and Marketing blogger (Advertising Age) placing her as #5 blogger in Australia.]]></description>
			<itunes:subtitle>© Laurel Papworth senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. Recorded at the Theatre of the Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!

Laurel is a senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. She features regularly on ABC Radio, Public and Commercial TV, serious newspapers and major global blogs. Laurel consults at executive level and facilitates strategic workshops on the impact of social networks on industry sectors, teaches marketing, blogging and social media courses for companies and runs workshops for small and home business on behalf of the Australian Government. Laurel taught the first Australian public social media courses in 2005 at University of Sydney and in addition, develops and teaches Insights Masterclasses for LAMP at Australian Film Television and Radio School on innovation and cross media. When not consulting with companies building online community strategies, Laurel is a global Power150 Media and Marketing blogger (Advertising Age) placing her as #5 blogger in Australia.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_innov_laurel.mp4" length="139823093" />
			<guid>http://www.lamp.edu.au/podcast/lssm_innov_laurel.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:50:02 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:37:17</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Playing in a Digital World - Jim Shomos</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Jim Shomos – www.mordykoots.com, MOGIE, Movie Over Game Integrated Entertainment

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!]]></description>
			<itunes:subtitle>© Jim Shomos CEO Forget The Rules. Recorded at the Theatre of Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Jim Shomos – www.mordykoots.com, MOGIE, Movie Over Game Integrated Entertainment

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_innov_jim.mp4" length="99162053" />
			<guid>http://www.lamp.edu.au/podcast/lssm_innov_jim.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:49:58 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:31:13</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Playing in a Digital World - Jim Shomos</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Jim Shomos – www.mordykoots.com, MOGIE, Movie Over Game Integrated Entertainment

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!]]></description>
			<itunes:subtitle>© Jim Shomos CEO Forget The Rules. Recorded at the Theatre of Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Jim Shomos – www.mordykoots.com, MOGIE, Movie Over Game Integrated Entertainment

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_innov_jim.mp3" length="22511019" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_innov_jim.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:49:56 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:31:14</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: The Art &amp; Craft of Multiplatform Storytelling - Hoodlum</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Anthony Mullins – Creative Director Hoodlum  & Jackie Turnure, Head of Development and Production Hoodlum

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!]]></description>
			<itunes:subtitle>© Hoodlum Anthony Mullins – Creative Director Hoodlum  &amp; Jackie Turnure, Head of Development and Production Hoodlum. Recorded at the Theatre of Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Anthony Mullins – Creative Director Hoodlum  &amp; Jackie Turnure, Head of Development and Production Hoodlum

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_innov_hoodlum.mp4" length="170007486" />
			<guid>http://www.lamp.edu.au/podcast/lssm_innov_hoodlum.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:49:48 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:37:05</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: The Art &amp; Craft of Multiplatform Storytelling - Hoodlum</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Anthony Mullins – Creative Director Hoodlum  & Jackie Turnure, Head of Development and Production Hoodlum

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!]]></description>
			<itunes:subtitle>© Hoodlum Anthony Mullins – Creative Director Hoodlum  &amp; Jackie Turnure, Head of Development and Production Hoodlum. Recorded at the Theatre of Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Anthony Mullins – Creative Director Hoodlum  &amp; Jackie Turnure, Head of Development and Production Hoodlum

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_innov_hoodlum.mp3" length="26735147" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_innov_hoodlum.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:49:47 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:37:06</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Multiplatform Innovation - Giancarlo A. Mori introduction interview</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Giancarlo A. Mori, Senior Vice President, ANIMALLOGIC Interactive

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!]]></description>
			<itunes:subtitle>© Giancarlo A. Mori, Senior Vice President, ANIMALLOGIC Interactive. Live skype interview with Gary Hayes Recorded at the Theatre of Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Giancarlo A. Mori, Senior Vice President, ANIMALLOGIC Interactive

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_innov_giancarlo.mp4" length="102907387" />
			<guid>http://www.lamp.edu.au/podcast/lssm_innov_giancarlo.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:49:42 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:22:55</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Multiplatform Innovation - Giancarlo A. Mori introduction interview</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Giancarlo A. Mori, Senior Vice President, ANIMALLOGIC Interactive

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!]]></description>
			<itunes:subtitle>© Giancarlo A. Mori, Senior Vice President, ANIMALLOGIC Interactive. Live skype interview with Gary Hayes Recorded at the Theatre of Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Giancarlo A. Mori, Senior Vice President, ANIMALLOGIC Interactive

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_innov_giancarlo.mp3" length="16528307" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_innov_giancarlo.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:49:41 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:22:55</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Mobile Social Technology and Alternate Reality Gaming - Bob Hitching</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Bob Hitching digital technology innovator, leading the tech team at Xumii 

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!]]></description>
			<itunes:subtitle>© Bob Hitching – Xumii. Recorded at the Theatre of Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Bob Hitching digital technology innovator, leading the tech team at Xumii 

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_innov_bob.mp3" length="25395973" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_innov_bob.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:49:37 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:35:14</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Mobile Social Technology and Alternate Reality Gaming - Bob Hitching</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Bob Hitching digital technology innovator, leading the tech team at Xumii 

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!

]]></description>
			<itunes:subtitle>© Bob Hitching – Xumii. Recorded at the Theatre of Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Bob Hitching digital technology innovator, leading the tech team at Xumii 

Innovations in Multi-Platform Content - The way content is consumed has changed. A selection of leading innovators in multi-platform content present recent projects in the areas of social media, cross platform storytelling, extended entertainment, games and online entertainment. This will be an eye opener for those who thought cross-media meant TV show and a website!

</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_innov_bob.mp4" length="128411438" />
			<guid>http://www.lamp.edu.au/podcast/lssm_innov_bob.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:49:36 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:35:14</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Crowdsourcing - Doug Garske</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[With more than 15 years in the "entertainment" industry, Doug has been at the forefront of entertainment marketing and promotion, and its’ transition from traditional roots of Film & TV to the new and exciting world of Digital Media.

Never one to be constrained by traditions and conventions, his passion, imagination, creativity, energy and business flair have provided him the opportunity to work with some of the World’s and Australia’s best companies.

Thriving on challenges, smashing barriers and taking people beyond their comfort zone is what drives Doug’s “nothing’s impossible approach”.

There are a vast range of new free to use tools that enable rich and efficient collaboration for audiences and professionals alike. What are the best tools for online communities, project development, video distribution and marketing. A survey of free to use tools and services including Mogulus, Twitter, Joomla, Ning, Blogger, Ustream, Drupal, Wikis, Social Bookmarking, Virtual World Gatherings, Wordpress and many others.]]></description>
			<itunes:subtitle>© Doug Garske  - Managing Director at Atomic Marketing. Recorded at the Theatre of Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>With more than 15 years in the &quot;entertainment&quot; industry, Doug has been at the forefront of entertainment marketing and promotion, and its’ transition from traditional roots of Film &amp; TV to the new and exciting world of Digital Media.

Never one to be constrained by traditions and conventions, his passion, imagination, creativity, energy and business flair have provided him the opportunity to work with some of the World’s and Australia’s best companies.

Thriving on challenges, smashing barriers and taking people beyond their comfort zone is what drives Doug’s “nothing’s impossible approach”.

There are a vast range of new free to use tools that enable rich and efficient collaboration for audiences and professionals alike. What are the best tools for online communities, project development, video distribution and marketing. A survey of free to use tools and services including Mogulus, Twitter, Joomla, Ning, Blogger, Ustream, Drupal, Wikis, Social Bookmarking, Virtual World Gatherings, Wordpress and many others.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_open_doug.mp4" length="37882116" />
			<guid>http://www.lamp.edu.au/podcast/lssm_open_doug.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:49:08 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:06:21</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Crowdsourcing - Doug Garske</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[With more than 15 years in the "entertainment" industry, Doug has been at the forefront of entertainment marketing and promotion, and its’ transition from traditional roots of Film & TV to the new and exciting world of Digital Media.

Never one to be constrained by traditions and conventions, his passion, imagination, creativity, energy and business flair have provided him the opportunity to work with some of the World’s and Australia’s best companies.

Thriving on challenges, smashing barriers and taking people beyond their comfort zone is what drives Doug’s “nothing’s impossible approach”.

There are a vast range of new free to use tools that enable rich and efficient collaboration for audiences and professionals alike. What are the best tools for online communities, project development, video distribution and marketing. A survey of free to use tools and services including Mogulus, Twitter, Joomla, Ning, Blogger, Ustream, Drupal, Wikis, Social Bookmarking, Virtual World Gatherings, Wordpress and many others.]]></description>
			<itunes:subtitle>© Doug Garske  - Managing Director at Atomic Marketing. Recorded at the Theatre of Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>With more than 15 years in the &quot;entertainment&quot; industry, Doug has been at the forefront of entertainment marketing and promotion, and its’ transition from traditional roots of Film &amp; TV to the new and exciting world of Digital Media.

Never one to be constrained by traditions and conventions, his passion, imagination, creativity, energy and business flair have provided him the opportunity to work with some of the World’s and Australia’s best companies.

Thriving on challenges, smashing barriers and taking people beyond their comfort zone is what drives Doug’s “nothing’s impossible approach”.

There are a vast range of new free to use tools that enable rich and efficient collaboration for audiences and professionals alike. What are the best tools for online communities, project development, video distribution and marketing. A survey of free to use tools and services including Mogulus, Twitter, Joomla, Ning, Blogger, Ustream, Drupal, Wikis, Social Bookmarking, Virtual World Gatherings, Wordpress and many others.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_open_doug.mp3" length="4603731" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_open_doug.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:49:07 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:06:21</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Collaborative Communities - Laurel Papworth</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[There are a vast range of new free to use tools that enable rich and efficient collaboration for audiences and professionals alike. What are the best tools for online communities, project development, video distribution and marketing. A survey of free to use tools and services including Mogulus, Twitter, Joomla, Ning, Blogger, Ustream, Drupal, Wikis, Social Bookmarking, Virtual World Gatherings, Wordpress and many others.

Laurel is a senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. She features regularly on ABC Radio, Public and Commercial TV, serious newspapers and major global blogs. Laurel consults at executive level and facilitates strategic workshops on the impact of social networks on industry sectors, teaches marketing, blogging and social media courses for companies and runs workshops for small and home business on behalf of the Australian Government. Laurel taught the first Australian public social media courses in 2005 at University of Sydney and in addition, develops and teaches Insights Masterclasses for LAMP at Australian Film Television and Radio School on innovation and cross media. When not consulting with companies building online community strategies, Laurel is a global Power150 Media and Marketing blogger (Advertising Age) placing her as #5 blogger in Australia.]]></description>
			<itunes:subtitle>© Laurel Papworth senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. Recorded at the Theatre of the Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>There are a vast range of new free to use tools that enable rich and efficient collaboration for audiences and professionals alike. What are the best tools for online communities, project development, video distribution and marketing. A survey of free to use tools and services including Mogulus, Twitter, Joomla, Ning, Blogger, Ustream, Drupal, Wikis, Social Bookmarking, Virtual World Gatherings, Wordpress and many others.

Laurel is a senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. She features regularly on ABC Radio, Public and Commercial TV, serious newspapers and major global blogs. Laurel consults at executive level and facilitates strategic workshops on the impact of social networks on industry sectors, teaches marketing, blogging and social media courses for companies and runs workshops for small and home business on behalf of the Australian Government. Laurel taught the first Australian public social media courses in 2005 at University of Sydney and in addition, develops and teaches Insights Masterclasses for LAMP at Australian Film Television and Radio School on innovation and cross media. When not consulting with companies building online community strategies, Laurel is a global Power150 Media and Marketing blogger (Advertising Age) placing her as #5 blogger in Australia.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_open_laurel.mp4" length="193590968" />
			<guid>http://www.lamp.edu.au/podcast/lssm_open_laurel.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:49:00 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:32:13</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Collaborative Communities - Laurel Papworth</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[There are a vast range of new free to use tools that enable rich and efficient collaboration for audiences and professionals alike. What are the best tools for online communities, project development, video distribution and marketing. A survey of free to use tools and services including Mogulus, Twitter, Joomla, Ning, Blogger, Ustream, Drupal, Wikis, Social Bookmarking, Virtual World Gatherings, Wordpress and many others.

Laurel is a senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. She features regularly on ABC Radio, Public and Commercial TV, serious newspapers and major global blogs. Laurel consults at executive level and facilitates strategic workshops on the impact of social networks on industry sectors, teaches marketing, blogging and social media courses for companies and runs workshops for small and home business on behalf of the Australian Government. Laurel taught the first Australian public social media courses in 2005 at University of Sydney and in addition, develops and teaches Insights Masterclasses for LAMP at Australian Film Television and Radio School on innovation and cross media. When not consulting with companies building online community strategies, Laurel is a global Power150 Media and Marketing blogger (Advertising Age) placing her as #5 blogger in Australia.]]></description>
			<itunes:subtitle>© Laurel Papworth senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. Recorded at the Theatre of the Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>There are a vast range of new free to use tools that enable rich and efficient collaboration for audiences and professionals alike. What are the best tools for online communities, project development, video distribution and marketing. A survey of free to use tools and services including Mogulus, Twitter, Joomla, Ning, Blogger, Ustream, Drupal, Wikis, Social Bookmarking, Virtual World Gatherings, Wordpress and many others.

Laurel is a senior consultant, strategist, writer and workshop facilitator on online communities and social networks in Australia, Asia and Middle East. She features regularly on ABC Radio, Public and Commercial TV, serious newspapers and major global blogs. Laurel consults at executive level and facilitates strategic workshops on the impact of social networks on industry sectors, teaches marketing, blogging and social media courses for companies and runs workshops for small and home business on behalf of the Australian Government. Laurel taught the first Australian public social media courses in 2005 at University of Sydney and in addition, develops and teaches Insights Masterclasses for LAMP at Australian Film Television and Radio School on innovation and cross media. When not consulting with companies building online community strategies, Laurel is a global Power150 Media and Marketing blogger (Advertising Age) placing her as #5 blogger in Australia.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_open_laurel.mp3" length="23229011" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_open_laurel.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:48:59 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:32:13</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Free &amp; Easy Intro - Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[There are a vast range of new free to use tools that enable rich and efficient collaboration for audiences and professionals alike. What are the best tools for online communities, project development, video distribution and marketing. A survey of free to use tools and services including Mogulus, Twitter, Joomla, Ning, Blogger, Ustream, Drupal, Wikis, Social Bookmarking, Virtual World Gatherings, Wordpress and many others.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs & Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
]]></description>
			<itunes:subtitle>© Gary Hayes - Director LAMP @ AFTRS and CCO of MUVEDesign. An intro Recorded at the Theatre of Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>There are a vast range of new free to use tools that enable rich and efficient collaboration for audiences and professionals alike. What are the best tools for online communities, project development, video distribution and marketing. A survey of free to use tools and services including Mogulus, Twitter, Joomla, Ning, Blogger, Ustream, Drupal, Wikis, Social Bookmarking, Virtual World Gatherings, Wordpress and many others.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs &amp; Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_open_gary.mp4" length="58994931" />
			<guid>http://www.lamp.edu.au/podcast/lssm_open_gary.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:48:53 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:09:52</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Free &amp; Easy Intro - Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[There are a vast range of new free to use tools that enable rich and efficient collaboration for audiences and professionals alike. What are the best tools for online communities, project development, video distribution and marketing. A survey of free to use tools and services including Mogulus, Twitter, Joomla, Ning, Blogger, Ustream, Drupal, Wikis, Social Bookmarking, Virtual World Gatherings, Wordpress and many others.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs & Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
]]></description>
			<itunes:subtitle>© Gary Hayes - Director LAMP @ AFTRS and CCO of MUVEDesign. An intro Recorded at the Theatre of Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>There are a vast range of new free to use tools that enable rich and efficient collaboration for audiences and professionals alike. What are the best tools for online communities, project development, video distribution and marketing. A survey of free to use tools and services including Mogulus, Twitter, Joomla, Ning, Blogger, Ustream, Drupal, Wikis, Social Bookmarking, Virtual World Gatherings, Wordpress and many others.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs &amp; Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_open_gary.mp3" length="7136985" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_open_gary.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:48:53 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:09:52</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Doco 2.0 Panel - First Australians</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Rachel Perkins (Director), Darren Dale (EP) Sohail Dahdal (Online Producer) on SBS’s First Australians will talk about the online experience of the documentary series and explore the future possibilities of documentary games.

Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.]]></description>
			<itunes:subtitle>© AFTRS &amp; First Australians - Peter Giles Director Digital Media &amp; Rachel Perkins (Director), Darren Dale (EP) Sohail Dahdal (Online Producer) Recorded at the Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Rachel Perkins (Director), Darren Dale (EP) Sohail Dahdal (Online Producer) on SBS’s First Australians will talk about the online experience of the documentary series and explore the future possibilities of documentary games.

Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_serious43_panel.mp3" length="17692481" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_serious43_panel.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:48:42 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:24:32</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Doco 2.0 Panel - First Australians</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Rachel Perkins (Director), Darren Dale (EP) Sohail Dahdal (Online Producer) on SBS’s First Australians will talk about the online experience of the documentary series and explore the future possibilities of documentary games.

Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.]]></description>
			<itunes:subtitle>© AFTRS &amp; First Australians - Peter Giles Director Digital Media &amp; Rachel Perkins (Director), Darren Dale (EP) Sohail Dahdal (Online Producer) Recorded at the Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Rachel Perkins (Director), Darren Dale (EP) Sohail Dahdal (Online Producer) on SBS’s First Australians will talk about the online experience of the documentary series and explore the future possibilities of documentary games.

Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_serious43_panel.mp4" length="147401314" />
			<guid>http://www.lamp.edu.au/podcast/lssm_serious43_panel.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:48:41 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:24:32</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Serious Games: Reach Out - Marianne Webb</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Marianne Webb is the interactive manager for Reach Out!, an online service that inspires young people to help themselves through tough times. Marianne will talk about the serious game Reach Out Central that been part of an innovative online strategy to build community engagement by the Inspire Foundation.

Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.]]></description>
			<itunes:subtitle>© Marianne Webb interactive manager for Reach Out! Recorded at the Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Marianne Webb is the interactive manager for Reach Out!, an online service that inspires young people to help themselves through tough times. Marianne will talk about the serious game Reach Out Central that been part of an innovative online strategy to build community engagement by the Inspire Foundation.

Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_serious43_marianne.mp4" length="169899815" />
			<guid>http://www.lamp.edu.au/podcast/lssm_serious43_marianne.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:48:35 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:28:15</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Serious Games: Reach Out - Marianne Webb</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Marianne Webb is the interactive manager for Reach Out!, an online service that inspires young people to help themselves through tough times. Marianne will talk about the serious game Reach Out Central that been part of an innovative online strategy to build community engagement by the Inspire Foundation.

Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.]]></description>
			<itunes:subtitle>© Marianne Webb interactive manager for Reach Out! Recorded at the Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Marianne Webb is the interactive manager for Reach Out!, an online service that inspires young people to help themselves through tough times. Marianne will talk about the serious game Reach Out Central that been part of an innovative online strategy to build community engagement by the Inspire Foundation.

Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_serious43_marianne.mp3" length="20363981" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_serious43_marianne.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:48:34 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:28:15</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: The Reality of the Simulation - John Welsh</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[John Welsh is the Development Manager of Serious Games at Sydac, a leading Australian simulation technology company. John will talk about the role of simulation and play in learning environments.

Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.]]></description>
			<itunes:subtitle>© John Welsh Development Manager of Serious Games at Sydac. Recorded at the Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>John Welsh is the Development Manager of Serious Games at Sydac, a leading Australian simulation technology company. John will talk about the role of simulation and play in learning environments.

Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/lssm_serious43_john2.mp4" length="233569602" />
			<guid>http://www.lamp.edu.au/podcast/lssm_serious43_john2.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:48:28 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:38:48</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: The Reality of the Simulation - John Welsh</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[John Welsh is the Development Manager of Serious Games at Sydac, a leading Australian simulation technology company. John will talk about the role of simulation and play in learning environments.

Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.]]></description>
			<itunes:subtitle>© John Welsh Development Manager of Serious Games at Sydac. Recorded at the Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>John Welsh is the Development Manager of Serious Games at Sydac, a leading Australian simulation technology company. John will talk about the role of simulation and play in learning environments.

Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lsmp3_serious43_john2.mp3" length="27959841" />
			<guid>http://www.lamp.edu.au/podcast/lsmp3_serious43_john2.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:48:28 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:38:48</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>VIDEO: Games Seriously - Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs & Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
]]></description>
			<itunes:subtitle>© Gary Hayes - Director LAMP @ AFTRS and CCO of MUVEDesign. An intro Recorded at the Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs &amp; Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
</itunes:summary>
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			<guid>http://www.lamp.edu.au/podcast/lssm_serious43_gary.mp4</guid>
			<pubDate>Wed, 15 Jul 2009 12:48:14 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:35:07</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>AUDIO: Games Seriously - Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs & Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
]]></description>
			<itunes:subtitle>© Gary Hayes - Director LAMP @ AFTRS and CCO of MUVEDesign. An intro Recorded at the Australian Film TV and Radio School April 2009</itunes:subtitle>
			<itunes:summary>Documentary 2.0 – Serious Games Seminar. The intersection between documentary filmmaking and games will be explored in this half seminar and half rapid development workshop, providing deep insight into the potential of Serious Games. Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations? Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.

Gary is the Director of LAMP and the CCO of MUVEDesign (a virtual world production company). He has led the Laboratory for Advanced Media Production at AFTRS since 2005 which has helped develop 61 Australian emerging media projects and run hundreds of workshops and industry seminars. As CCO at MUVEDesign he has personally produced, designed and built Second Life presences for Australian brands, including BigPond, ABC TV, Tourism and MultiMedia Victoria, Physical TV, AFTRS and Deakin University. He is currently developing ‘experience’ worlds for major US based fortune 100 companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital interactive “firsts” – the first 24/7 Interactive TV service, the first global, live internet documentary and the first interactive programme on Broadband TV. He also devised and/or created over 20 other enhanced TV shows including Top of the Pops, Walking with Beasts, Travel Show, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats. He also ran external and internal hothouse development workshops and residential labs as part of BBC Multimedia center and then BBC New Media helping landmark linear programme teams create 360 projects.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models Group for TV-Anytime (the global personalized TV standard for on-demand personal TV). He moved to the US in 2004 to develop on-demand formats with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI eTV labs. He co-authored a UK Department Trade and Industry Report on Personalised TV, one on Interactive Advertising in USA and has been an International Interactive Emmy Awards juror for the past three years.

Gary has or will be keynoting and panelling on Cross-Media and Virtual Worlds at Milia 08 (Cannes), ACMA, SPAA (main and fringe), Dept. Foreign Affairs &amp; Trade, ad:tech, CeBit, AIMIA, 8th National Public Affairs, Cross-Media Storytelling 07, Monash, ABC and has recently presented on New Media, education and online games and virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual worlds for corporates, designers, cinematographers and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.
</itunes:summary>
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			<guid>http://www.lamp.edu.au/podcast/lsmp3_serious43_gary.mp3</guid>
			<pubDate>Wed, 15 Jul 2009 12:48:13 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:35:07</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Dan Graf &quot;Story and Game&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Dan gives a thoughtful talk about the conceptual framework of film or book to game adaptation. He talks about experiential design and audience centric focus when you plan your interactive version. An interesting session at the end when Ian Brown joins the discussion and  the perennial issue of narrative vs play is brought to the fore again.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Dan Graf 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Dan gives a thoughtful talk about the conceptual framework of film or book to game adaptation. He talks about experiential design and audience centric focus when you plan your interactive version. An interesting session at the end when Ian Brown joins the discussion and  the perennial issue of narrative vs play is brought to the fore again.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GameJam_DanGraf.mp3" length="14050245" />
			<guid>http://www.lamp.edu.au/podcast/GameJam_DanGraf.mp3</guid>
			<pubDate>Fri, 07 Nov 2008 23:57:59 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:28:22</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Guy Gadney &quot;The Life of an MMORPG Diaspora&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Guy takes us on a personal tour of one of the first 'grass roots' online games as he tells the story of Diaspora. 

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Guy Gadney 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Guy takes us on a personal tour of one of the first &apos;grass roots&apos; online games as he tells the story of Diaspora. 

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GameJam08_Guy.mp3" length="7202092" />
			<guid>http://www.lamp.edu.au/podcast/GameJam08_Guy.mp3</guid>
			<pubDate>Fri, 07 Nov 2008 23:09:54 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:11:59</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Peter Giles &quot;Future of Game Education&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Peter looks at many of the issues that are facing educators and academic institutions as they begin to consider games as a core part of curriculum.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Peter Giles 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Peter looks at many of the issues that are facing educators and academic institutions as they begin to consider games as a core part of curriculum.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GameJam08_PeterGiles.mp3" length="5863867" />
			<guid>http://www.lamp.edu.au/podcast/GameJam08_PeterGiles.mp3</guid>
			<pubDate>Fri, 07 Nov 2008 23:02:32 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:10:56</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Physical TV &quot;You Are Going To Die&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Karen Pearlman and Richard James Allen are the creators of a cross-media property called Thursday's Fiction. They worked with Gary Hayes on the virtual world aspect of the project and talk more about where the proposition is headed as it moves into game space.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Physical TV 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Karen Pearlman and Richard James Allen are the creators of a cross-media property called Thursday&apos;s Fiction. They worked with Gary Hayes on the virtual world aspect of the project and talk more about where the proposition is headed as it moves into game space.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GameJam08_PhysicalTV.mp3" length="6727600" />
			<guid>http://www.lamp.edu.au/podcast/GameJam08_PhysicalTV.mp3</guid>
			<pubDate>Fri, 07 Nov 2008 23:02:32 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:12:16</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Marigo Raftopoulos &quot;Galapagos: Serious Game&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Marigo introduces us to her serious game concept to help businesses understand the benefits of thinking about the environment.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Marigo Raftopoulos 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Marigo introduces us to her serious game concept to help businesses understand the benefits of thinking about the environment.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GameJam08_Marigo.mp3" length="5177807" />
			<guid>http://www.lamp.edu.au/podcast/GameJam08_Marigo.mp3</guid>
			<pubDate>Fri, 07 Nov 2008 23:02:32 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:09:58</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Brett Robertson &quot;History of Games&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Brett takes us on a light hearted trip down memory lane and also at the current state of the games industry.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Brett Robertson 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Brett takes us on a light hearted trip down memory lane and also at the current state of the games industry.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GameJam08_Brett.mp3" length="8311704" />
			<guid>http://www.lamp.edu.au/podcast/GameJam08_Brett.mp3</guid>
			<pubDate>Fri, 07 Nov 2008 23:02:32 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:15:38</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Ian Brown &quot;Portal, Your Cake and Eat It Too&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Ian takes us behind the scenes from a user and passionate fan perspective of one of the most unique games to have become commercial, portal. He also looks at the original game, Narbuncular Drop, designed by students that Valve used to develop Portal. 

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Ian Brown 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Ian takes us behind the scenes from a user and passionate fan perspective of one of the most unique games to have become commercial, portal. He also looks at the original game, Narbuncular Drop, designed by students that Valve used to develop Portal. 

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GameJam08_IanBrown.mp3" length="7762354" />
			<guid>http://www.lamp.edu.au/podcast/GameJam08_IanBrown.mp3</guid>
			<pubDate>Fri, 07 Nov 2008 23:02:32 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:14:37</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Michela Ledwidge &quot;MOD the Movies!&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Michela takes us deep into Sanctuary and the thinking behind allowing the audience to customise, mash-up and generally Mod cinematic content.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Michela Ledwidge 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Michela takes us deep into Sanctuary and the thinking behind allowing the audience to customise, mash-up and generally Mod cinematic content.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GameJam08_Michela.mp3" length="7750567" />
			<guid>http://www.lamp.edu.au/podcast/GameJam08_Michela.mp3</guid>
			<pubDate>Fri, 07 Nov 2008 23:02:32 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:13:18</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Art and Craft of Previsualisation - Chris Edwards</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Chris Edwards is the CEO of Third Floor (http://www.thethirdfloorstudios.com/), an LA company who specialises in pre-visualistion for feature films, commercials and games cinematics.  Third Floor completed extensive previsualation work on Cloverfield and the Narnia movies in addition to games cinematics for Lair and Resident Evil 5.
This is a podcast of a talk Chris gave in Sydney on the 5th June 2008 for the local chapter of the Visual Effects Society. Chris’s visit to Australia was sponsored by Omnilab and Framework and he spoke to Australian games development, visual effects and animation companies during his visit.
Previsualisation is a hotly contested area at the moment particularly between Visual Effects supervisors, Cinematographers, Directors and Production Designers. 
“Previs is a win win for directors and producers – it is one of those few things, it helps artistically and it simultaneously saves money. It also helps directors convey their vision to their entire cast and crew…it can also be used to enable endeavours that would have normally been too impossibly complicated to tackle and lastly previs can be used to raise money to for films that have yet to be greenlit”
 “I feel the future is more a ‘multi-player’ experience of creating things (the not too distant future either).  I think what you want to have is software that will allow you to log in as a user and then the director can log in – I imagine he’d be a bit bigger of an icon or something  - and you could literally, if you’re playing Halo with your friends – you could have a guy drive the truck and someone else driving the camera and then having extras out there and then people in the back room actually set dressing behind the scenes. I think it’s definitely going to happen.”
Chris studied at Film School and went to work for Disney on animated projects including ‘Dinosaur’. He went to work at Skywalker ranch on the previs teams that worked up the Starwars Prequel features before setting up Third Floor.]]></description>
			<itunes:subtitle>© Chris Edwards 2008 A talk Chris gave in Sydney on the 5th June 2008 for the local chapter of the Visual Effects Society</itunes:subtitle>
			<itunes:summary>Chris Edwards is the CEO of Third Floor (http://www.thethirdfloorstudios.com/), an LA company who specialises in pre-visualistion for feature films, commercials and games cinematics.  Third Floor completed extensive previsualation work on Cloverfield and the Narnia movies in addition to games cinematics for Lair and Resident Evil 5.
This is a podcast of a talk Chris gave in Sydney on the 5th June 2008 for the local chapter of the Visual Effects Society. Chris’s visit to Australia was sponsored by Omnilab and Framework and he spoke to Australian games development, visual effects and animation companies during his visit.
Previsualisation is a hotly contested area at the moment particularly between Visual Effects supervisors, Cinematographers, Directors and Production Designers. 
“Previs is a win win for directors and producers – it is one of those few things, it helps artistically and it simultaneously saves money. It also helps directors convey their vision to their entire cast and crew…it can also be used to enable endeavours that would have normally been too impossibly complicated to tackle and lastly previs can be used to raise money to for films that have yet to be greenlit”
 “I feel the future is more a ‘multi-player’ experience of creating things (the not too distant future either).  I think what you want to have is software that will allow you to log in as a user and then the director can log in – I imagine he’d be a bit bigger of an icon or something  - and you could literally, if you’re playing Halo with your friends – you could have a guy drive the truck and someone else driving the camera and then having extras out there and then people in the back room actually set dressing behind the scenes. I think it’s definitely going to happen.”
Chris studied at Film School and went to work for Disney on animated projects including ‘Dinosaur’. He went to work at Skywalker ranch on the previs teams that worked up the Starwars Prequel features before setting up Third Floor.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/ChrisEdwards.mp3" length="24878263" />
			<guid>http://www.lamp.edu.au/podcast/ChrisEdwards.mp3</guid>
			<pubDate>Mon, 22 Sep 2008 21:16:38 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:59:27</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Growing Worlds - Joe Velikovsky</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Please note: Audio for the first half is 'doubled by an error in the camera capture' - it returns to normal after half way....A presentation by Joe Velikovsky who has developed several games from film IP and talks about the games industry, theory and practice. Part of a presentation featuring Gary Hayes and Matt Costello detailed below.

Come and hear award-winning novelist, TV and games writer Matt Costello talk about the key ingredients for planning, writing, designing and structuring a compelling game.
Presented by: AFTRS LAMP, Australia Council Literature Board and Screen Tasmania

So what makes a great game and what skills do creators of these experiences need in order to develop compelling, commercially viable content for the future?
A seminar, interview and workshop for story-tellers interested in adapting their work for games.
Seminar participants get to:
    * Learn about the latest innovations in emerging media from leading practitioners
    * Take part in brainstorming exercises designed to promote innovative thinking
    * Explore the emerging opportunities of online media to enrich creative projects
    * Stay up to date with the latest cutting edge work in web 2.0, mobile media, advanced TV, games and virtual worlds
    * Attendees will also have the opportunity to workshop stories and games in a rapid development session.

This is a must-attend seminar and workshop for creative writers, producers and broadcasters of every flavour who are considering turning their stories into console, online or casual games.]]></description>
			<itunes:subtitle>© Joe Velikovsky 2008. A presentation at the Growing Stories seminar in Hobart, Tasmania in May 2008</itunes:subtitle>
			<itunes:summary>Please note: Audio for the first half is &apos;doubled by an error in the camera capture&apos; - it returns to normal after half way....A presentation by Joe Velikovsky who has developed several games from film IP and talks about the games industry, theory and practice. Part of a presentation featuring Gary Hayes and Matt Costello detailed below.

Come and hear award-winning novelist, TV and games writer Matt Costello talk about the key ingredients for planning, writing, designing and structuring a compelling game.
Presented by: AFTRS LAMP, Australia Council Literature Board and Screen Tasmania

So what makes a great game and what skills do creators of these experiences need in order to develop compelling, commercially viable content for the future?
A seminar, interview and workshop for story-tellers interested in adapting their work for games.
Seminar participants get to:
    * Learn about the latest innovations in emerging media from leading practitioners
    * Take part in brainstorming exercises designed to promote innovative thinking
    * Explore the emerging opportunities of online media to enrich creative projects
    * Stay up to date with the latest cutting edge work in web 2.0, mobile media, advanced TV, games and virtual worlds
    * Attendees will also have the opportunity to workshop stories and games in a rapid development session.

This is a must-attend seminar and workshop for creative writers, producers and broadcasters of every flavour who are considering turning their stories into console, online or casual games.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Joe_Velikovsky_growingworlds.mp3" length="7006652" />
			<guid>http://www.lamp.edu.au/podcast/Joe_Velikovsky_growingworlds.mp3</guid>
			<pubDate>Mon, 22 Sep 2008 20:32:11 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:22:25</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Working Services - Peter Giles, Andrew Apostola</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Working Services © Peter Giles and Andrew Apostola 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.

Andrew and Peter outline typical online revenue generating systems and business models. They touch on direct payment types such as free and chargable content, and indirect payment types such as pay per click advertising models based on traffic volume and sales results. They discuss various forms of subscription models, one example being micropayments as used by iTunes with the ‘buy per song’ purchasing system. The infomedia model is primarily a data mining model, and consists of onselling collected data to third parties. 
Peter and Andrew provide case studies that demonstrate the packaging of multiple revenue streams and the types of information required to convince advertisers to partner with your online service.

ANDREW APOSTOLA - Creative Director Portable Content

Andrew Apostola is the co-founder and Creative Director of Portable Content, an Australian based digital studio that designs and manages innovative web applications for a range of clients in the online space.

In 2006 the company successfully launched portablefilmfestival.com, a user generated video site that distributes video to users through portable video platforms including iPods, mobile phones and laptops. In 2007 the project expanded internationally and was recently launched in the United States at the South By South-West Film and Interactive in Austin Texas.

Andrew has worked for a range of broadcasters and media providers and is well known for successfully launching the Student Youth Network alongside Portable Content co-founder Simon Goodich in Melbourne in 2003. The network is the largest youth media orgnanisation in South-East Asia, operating a full-time terrestrial radio license and broadcasting on television and the web.

As Creative Director of Portable Content Andrew follows the emerging online video sector closely and develops and implements innovative video components for the company and its clients. These include the creation of classnet, a video sharing community for educators and students and syn.org.au, an online distribution platform for independent mediamakers.

Andrew has completed a Bachelor of Arts in Media Studies at the Royal Melbourne Institute of Technology (RMIT), a Post Graduate Diploma in English Literature at the University of Melbourne and Film and Television Production at Ryerson University in Toronto.

PETER GILES - Director of Digital Media AFTRS

Peter Giles is the Director of Digital Media at the Australian Film Television and Radio School (AFTRS) where he has established leading postgraduate and professional programs in Computer Animation, Visual Effects, Interactive and Emerging Media. Projects developed in these programs have won major national and international awards for creative excellence.

Peter specializes in developing innovative media education programs that interface directly with industry. He has worked in partnership with companies including MTV, Nickelodeon, ABC, SBS and Fuel TV to deliver advanced courses with real world production outcomes.

Since 2005 Peter has led a national initiative to address skills shortages and knowledge gaps in Australia’s media industries. He has worked with a range of international thought leaders in the emerging media field and established leading programs in the area.

Prior to working at AFTRS Peter established digital media programs at Sydney’s Metro Screen including innovative workshops run with the Loud Youth Festival, IBM, the ABC, SBS TV, the Performance Space, the Australian Centre for Photography and the Australian Network for Art and Technology.

Peter has produced projects for delivery on a wide range of media platforms. He has worked as a radio journalist producing programs for ABC Radio National’s ‘Radio Eye’, ‘Background Briefing’ and ‘Life Matters’ and JJJ’s ‘Morning Show’. He worked in film sound recording and post production for BBC TV and on a wide range of independent projects in the UK and Australia. He has produced interactive media and museum exhibition projects and taught media production courses at the University of Sydney and the University of Technology, Sydney. Peter’s video artwork has been exhibited at the Museum of Modern Art in New York, the Museum of Contemporary Art Art-of-Estimation in Sydney and the Institute of Contemporary Art in London.

Peter is a well known commentator on digital media and has appeared on ABC Television programs including ‘Stateline’ and ‘Mondo Thingo’. He has facilitated and spoken at a wide range of public forums including Popcorn Taxi, the Australian Effects and Animation Festival and the Sydney Film Festival. He is the past Chair of the Sydney Chapter of ACM SIGGRAPH, the leading international computer graphics industry body.

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Live audio recorded by Peter Giles and Brett Robertson
Description by Rachael Hainsworth
Editing, processing and podcasting production by Gary Hayes ]]></description>
			<itunes:subtitle>© Peter Giles and Andrew Apostola 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.</itunes:subtitle>
			<itunes:summary>Working Services © Peter Giles and Andrew Apostola 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.

Andrew and Peter outline typical online revenue generating systems and business models. They touch on direct payment types such as free and chargable content, and indirect payment types such as pay per click advertising models based on traffic volume and sales results. They discuss various forms of subscription models, one example being micropayments as used by iTunes with the ‘buy per song’ purchasing system. The infomedia model is primarily a data mining model, and consists of onselling collected data to third parties. 
Peter and Andrew provide case studies that demonstrate the packaging of multiple revenue streams and the types of information required to convince advertisers to partner with your online service.

ANDREW APOSTOLA - Creative Director Portable Content

Andrew Apostola is the co-founder and Creative Director of Portable Content, an Australian based digital studio that designs and manages innovative web applications for a range of clients in the online space.

In 2006 the company successfully launched portablefilmfestival.com, a user generated video site that distributes video to users through portable video platforms including iPods, mobile phones and laptops. In 2007 the project expanded internationally and was recently launched in the United States at the South By South-West Film and Interactive in Austin Texas.

Andrew has worked for a range of broadcasters and media providers and is well known for successfully launching the Student Youth Network alongside Portable Content co-founder Simon Goodich in Melbourne in 2003. The network is the largest youth media orgnanisation in South-East Asia, operating a full-time terrestrial radio license and broadcasting on television and the web.

As Creative Director of Portable Content Andrew follows the emerging online video sector closely and develops and implements innovative video components for the company and its clients. These include the creation of classnet, a video sharing community for educators and students and syn.org.au, an online distribution platform for independent mediamakers.

Andrew has completed a Bachelor of Arts in Media Studies at the Royal Melbourne Institute of Technology (RMIT), a Post Graduate Diploma in English Literature at the University of Melbourne and Film and Television Production at Ryerson University in Toronto.

PETER GILES - Director of Digital Media AFTRS

Peter Giles is the Director of Digital Media at the Australian Film Television and Radio School (AFTRS) where he has established leading postgraduate and professional programs in Computer Animation, Visual Effects, Interactive and Emerging Media. Projects developed in these programs have won major national and international awards for creative excellence.

Peter specializes in developing innovative media education programs that interface directly with industry. He has worked in partnership with companies including MTV, Nickelodeon, ABC, SBS and Fuel TV to deliver advanced courses with real world production outcomes.

Since 2005 Peter has led a national initiative to address skills shortages and knowledge gaps in Australia’s media industries. He has worked with a range of international thought leaders in the emerging media field and established leading programs in the area.

Prior to working at AFTRS Peter established digital media programs at Sydney’s Metro Screen including innovative workshops run with the Loud Youth Festival, IBM, the ABC, SBS TV, the Performance Space, the Australian Centre for Photography and the Australian Network for Art and Technology.

Peter has produced projects for delivery on a wide range of media platforms. He has worked as a radio journalist producing programs for ABC Radio National’s ‘Radio Eye’, ‘Background Briefing’ and ‘Life Matters’ and JJJ’s ‘Morning Show’. He worked in film sound recording and post production for BBC TV and on a wide range of independent projects in the UK and Australia. He has produced interactive media and museum exhibition projects and taught media production courses at the University of Sydney and the University of Technology, Sydney. Peter’s video artwork has been exhibited at the Museum of Modern Art in New York, the Museum of Contemporary Art Art-of-Estimation in Sydney and the Institute of Contemporary Art in London.

Peter is a well known commentator on digital media and has appeared on ABC Television programs including ‘Stateline’ and ‘Mondo Thingo’. He has facilitated and spoken at a wide range of public forums including Popcorn Taxi, the Australian Effects and Animation Festival and the Sydney Film Festival. He is the past Chair of the Sydney Chapter of ACM SIGGRAPH, the leading international computer graphics industry body.

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Live audio recorded by Peter Giles and Brett Robertson
Description by Rachael Hainsworth
Editing, processing and podcasting production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/LAMPVIII_PeterAndrew.mp3" length="15379140" />
			<guid>http://www.lamp.edu.au/podcast/LAMPVIII_PeterAndrew.mp3</guid>
			<pubDate>Sun, 23 Mar 2008 22:15:48 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:30:10</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Mobile Engagement - Jennifer Wilson</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Mobile Engagement © Jennifer Wilson 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.

Jennifer discusses legacy technologies leading up to mobile phone Gen 3 services and draws up on staggering statistics that indicate a change toward mobile content delivery over PC content delivery. She illustrates the impact mobiles are making as the new delivery platform of choice; right now there are twice as many mobile phones in the world as internet connections, and SMS is the most heavily transferred data type in the world.  
Jennifer introduces the concept of native mobile applications; applications that are mobile phone dependent, and identifies video as the mobile platform ‘killer app’ for 2008. In addition to defining user demographics by behaviour rather than age, Jennifer shows us how 3G social and geographic networking is already working in the real world, and offers tips on how to develop more user friendly mobile applications.

JENNIFER WILSON - Principal, Lean Forward

Jennifer Wilson is the principal at Lean Forward, a company created to consult in the area of engaging consumer experience based on content or marketing concepts, mobile and online. Lean Forward will also be undertaking bespoke development in this area.

Prior to this, Jennifer was Head of Innovation for ninemsn. In this role, she investigated developments in engagement, interaction, social networking, user generated content and other new technologies and how these shape our online and mobile interactive futures. Jennifer conceived of new products and oversaw the development of some cutting edge new destinations.

Prior to this, Jennifer was Managing Director of HWW, content provider and developer of online and mobile sites under the yourTime™ banner; and builder of third-party content sites.

Jennifer is passionate about single, device-independent relationships with consumers; the power and influence of social networks; and ‘soft’ personalisation –providing a tailored, personalised experience to each consumer.

Jennifer has more than 20 years in interactive communications and digital marketing. She sits on the National Executive of the Australian Interactive Media Industry Association (AIMIA).


ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Live audio recorded by Peter Giles and Brett Robertson
Description by Rachael Hainsworth
Editing, processing and podcasting production by Gary Hayes 

]]></description>
			<itunes:subtitle>© Jennifer Wilson 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.</itunes:subtitle>
			<itunes:summary>Mobile Engagement © Jennifer Wilson 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.

Jennifer discusses legacy technologies leading up to mobile phone Gen 3 services and draws up on staggering statistics that indicate a change toward mobile content delivery over PC content delivery. She illustrates the impact mobiles are making as the new delivery platform of choice; right now there are twice as many mobile phones in the world as internet connections, and SMS is the most heavily transferred data type in the world.  
Jennifer introduces the concept of native mobile applications; applications that are mobile phone dependent, and identifies video as the mobile platform ‘killer app’ for 2008. In addition to defining user demographics by behaviour rather than age, Jennifer shows us how 3G social and geographic networking is already working in the real world, and offers tips on how to develop more user friendly mobile applications.

JENNIFER WILSON - Principal, Lean Forward

Jennifer Wilson is the principal at Lean Forward, a company created to consult in the area of engaging consumer experience based on content or marketing concepts, mobile and online. Lean Forward will also be undertaking bespoke development in this area.

Prior to this, Jennifer was Head of Innovation for ninemsn. In this role, she investigated developments in engagement, interaction, social networking, user generated content and other new technologies and how these shape our online and mobile interactive futures. Jennifer conceived of new products and oversaw the development of some cutting edge new destinations.

Prior to this, Jennifer was Managing Director of HWW, content provider and developer of online and mobile sites under the yourTime™ banner; and builder of third-party content sites.

Jennifer is passionate about single, device-independent relationships with consumers; the power and influence of social networks; and ‘soft’ personalisation –providing a tailored, personalised experience to each consumer.

Jennifer has more than 20 years in interactive communications and digital marketing. She sits on the National Executive of the Australian Interactive Media Industry Association (AIMIA).


ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Live audio recorded by Peter Giles and Brett Robertson
Description by Rachael Hainsworth
Editing, processing and podcasting production by Gary Hayes 

</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/LAMPVIII_JenniferWilson.mp3" length="16272815" />
			<guid>http://www.lamp.edu.au/podcast/LAMPVIII_JenniferWilson.mp3</guid>
			<pubDate>Sun, 23 Mar 2008 22:06:08 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:30:59</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Building a Social Network - Laurel Papworth</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Podcast - Laurel Papworth 'Building a Social Network" Strategies, implementation and management of online communities.

Laurel takes us on a whistle-stop tour of the various features and functions of organic social networks and how to identify positive and negative aspects of existing services. She refers to how on entry the motto/tagline, tools and what the community are discussing should be clearly visible. Other critical components Laurel mentions are sustainability of identity, notification of what is public and private, peer appraisal and methodologies to build trust. She then goes on to explain the many and varied forms of synchronous and asynchronous communication and the types of interaction certain demographics prefer.

Explaining why many sites need to also clearly display premium vs free content she references the member life cycle of visitor, newcomer, registered, responder, leader and elder combined with the various leadership types goes to make a rich tapestry of how communities form and evolve. Laurel talks about the best ways to manage closely knit communities and associated swarm behaviour - how empowering structured small groups actually engenders trust and makes it self-contained and ready to grow itself. She ends with a very useful summary of all the key points and answers as few questions such as fake content, her favourite community and reiterates the three main types of social networks (depth of content, filter and straight communications).

LAUREL PAPWORTH - Online Community Strategist, World Communities

Laurel PapworthLaurel Papworth is a consultant specialising in educating companies in how to maximise value from social networks, social media and web 2.0 technologies.

In the past she had lead roles in digitising Fairfax Newspapers and establishing Optus Convergent media and now Laurel lectures on marketing into social networks at the University of Sydney and advising clients such as Channel 10 (Australian Idol community) and Telecom New Zealand.

Laurel frequently presents on Web 2.0 technologies and how they can best be used at a business level including corporate blogging, RSS feeds, user documentation wikis and vibrant customer communities.

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Peter Giles and Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Laurel Papworth 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.</itunes:subtitle>
			<itunes:summary>Podcast - Laurel Papworth &apos;Building a Social Network&quot; Strategies, implementation and management of online communities.

Laurel takes us on a whistle-stop tour of the various features and functions of organic social networks and how to identify positive and negative aspects of existing services. She refers to how on entry the motto/tagline, tools and what the community are discussing should be clearly visible. Other critical components Laurel mentions are sustainability of identity, notification of what is public and private, peer appraisal and methodologies to build trust. She then goes on to explain the many and varied forms of synchronous and asynchronous communication and the types of interaction certain demographics prefer.

Explaining why many sites need to also clearly display premium vs free content she references the member life cycle of visitor, newcomer, registered, responder, leader and elder combined with the various leadership types goes to make a rich tapestry of how communities form and evolve. Laurel talks about the best ways to manage closely knit communities and associated swarm behaviour - how empowering structured small groups actually engenders trust and makes it self-contained and ready to grow itself. She ends with a very useful summary of all the key points and answers as few questions such as fake content, her favourite community and reiterates the three main types of social networks (depth of content, filter and straight communications).

LAUREL PAPWORTH - Online Community Strategist, World Communities

Laurel PapworthLaurel Papworth is a consultant specialising in educating companies in how to maximise value from social networks, social media and web 2.0 technologies.

In the past she had lead roles in digitising Fairfax Newspapers and establishing Optus Convergent media and now Laurel lectures on marketing into social networks at the University of Sydney and advising clients such as Channel 10 (Australian Idol community) and Telecom New Zealand.

Laurel frequently presents on Web 2.0 technologies and how they can best be used at a business level including corporate blogging, RSS feeds, user documentation wikis and vibrant customer communities.

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Peter Giles and Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Laurel_LAMPVIII.mp3" length="22814642" />
			<guid>http://www.lamp.edu.au/podcast/Laurel_LAMPVIII.mp3</guid>
			<pubDate>Tue, 18 Mar 2008 00:36:14 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:30:38</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Game of Writing Games - video</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[John Banks and Peter Giles interview Matt Costello in two parts at the LAMP: Story of the Future Residential held at Couran Cove, Queensland, Australia in December 2007. 

Matt talks about story worlds and how the game play is very dependent on the underlying story and how more importantly they really need to be developed in parallel. He uses Bioshock and the first Halo as examples of how story is really starting to permeate games in a more integrated way. Matt also refers to two games he recently wrote, Rage and Pirates of Caribbean as how the iterative and creative process work from first hand experience, but points out that each game development and production is often different from the last. 

“There is a heightened awareness that the story is important. Not that the narrative has to be linear or has to drive the gameplay, its just that the way the next generation machines look, the graphics and the new engines that are being developed, it has to be treated as a very serious thing…do I find that a lot of people create that bubble of time to sort of play with those ideas? Sometimes yes and sometimes no but often it can show in a project. But if there is one suggestion I would make to the industry in general is make that time, do the retreat, go for a week in the mountains, and come back and have in paper form the world and the story and the gameplay you want to have.”
 
The discussion moves to adaptations of games using existing properties like Aladdin, the aesthetics of games and in part two the cross-over form between film and game and the skills required by future creatives. Matt thinks that screenwriters are not being given the opportunities at film schools to immerse themselves in interactive media and visa-versa interactive students do not learn the deep storytelling skills. This doesn’t create the opportunity to create a new kind of person – a talented script writer who understands non-linear and interactive. Matt uses the examples of early animation when writing stories for cartoons seemed quite odd at the time of early Disney and then about games leading the film writing and Matt’s work informing the story for the next Pirates of the Caribbean film. The interview finishes with a discussion about the lack of courses looking specifically at growing story worlds and writing for games. 

ABOUT LAMP PODCASTS

This podcast presentation produced and presented by LAMP @ AFTRS.

Filmed by Fadia Abboud, Sound by Peter Giles and Fadia Abboud

Podcast description, editing, processing and publishing by Gary Hayes 

MATT COSTELLO - Writer and Games Designer, Polar Productions

Matt Costello is based in New York, London and LA and has written ground-breaking and award-winning novels, games, and television. Matt has scripted dozens of best-selling games and of one Time Magazine said, “The story is delivered with unusual art.” He wrote the groundbreaking Pirates of the Caribbean 3 game across all platforms and has been commissioned to do the fourth in the series.

Since writing the critically acclaimed classic game The 7th Guest, he has scripted dozens of best-selling games such as Shellshock-Nam ‘67 (Guerrilla Games and Eidos), Bad Boys 2 (Empire) and 2005’s Doom 3 winner of an unprecedented five awards at E3 including the Game Critics Award: Best of E3. Just Cause, co-written for Eidos, debuted as the #1 game for Xbox 360 in the UK. Named ‘Best Adventure Game’ at the 2006 E3, it premiered on the US best-seller lists as the #2 Xbox 360 game.

He has written a major new game for Eidos and Rage a new game for ID Software and other notable games include:

    * Hercules, for Disney Interactive
    * The Dark Half, for MGM.
    * Derelict, for The Sci-Fi Channel
    * Fatal Illusion -The Clue Chronicles – for Hasbro
    * Barbie’s Riding Adventure–for Mattel
    * Clifford’s Reading– for Scholastic
    * Starsky & Hutch – for Empire
    * The Italian Job - Eidos

Matt also specialises in the kid's genre and has created many award-winning games for children. Several years ago he co-created one of the first major experiments in 'two-way TV', called ZoogDisney. Branded as 'TV you do' - for two years the ZoogDisney weekend bloc re-shaped the Disney channel, bringing it squarely into the interactive and 'tweens world. He has written a kids book series for Scholastic , The Kids of Einstein Elementary, which blends adventure and math and also scripted episodes of the award-winning PBS animated series, Cyberchase. Other awards include the landmark Aladdin’s Mathquest with math expert Marilyn Burns for Disney, as well as A Cartoon History of the Universe (Putnam).

Matt is a designer of many role-playing and board games, including Dungeons and Dragons, Call of Cthulhu, Batman, Lone Wolf & Cub, and many others. He also co-wrote episodes of the BBC/Disney series Microsoap, winner of the Prix de Jeunesse and is currently creating an MMOG using Multiverse which integrates its story world with an animated Childrens BBC TV series. Penguin published his latest novel, Nowhere, in 2007.
]]></description>
			<itunes:subtitle>© Matt Costello 2007. A vodcast of a short interview recorded at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.</itunes:subtitle>
			<itunes:summary>John Banks and Peter Giles interview Matt Costello in two parts at the LAMP: Story of the Future Residential held at Couran Cove, Queensland, Australia in December 2007. 

Matt talks about story worlds and how the game play is very dependent on the underlying story and how more importantly they really need to be developed in parallel. He uses Bioshock and the first Halo as examples of how story is really starting to permeate games in a more integrated way. Matt also refers to two games he recently wrote, Rage and Pirates of Caribbean as how the iterative and creative process work from first hand experience, but points out that each game development and production is often different from the last. 

“There is a heightened awareness that the story is important. Not that the narrative has to be linear or has to drive the gameplay, its just that the way the next generation machines look, the graphics and the new engines that are being developed, it has to be treated as a very serious thing…do I find that a lot of people create that bubble of time to sort of play with those ideas? Sometimes yes and sometimes no but often it can show in a project. But if there is one suggestion I would make to the industry in general is make that time, do the retreat, go for a week in the mountains, and come back and have in paper form the world and the story and the gameplay you want to have.”
 
The discussion moves to adaptations of games using existing properties like Aladdin, the aesthetics of games and in part two the cross-over form between film and game and the skills required by future creatives. Matt thinks that screenwriters are not being given the opportunities at film schools to immerse themselves in interactive media and visa-versa interactive students do not learn the deep storytelling skills. This doesn’t create the opportunity to create a new kind of person – a talented script writer who understands non-linear and interactive. Matt uses the examples of early animation when writing stories for cartoons seemed quite odd at the time of early Disney and then about games leading the film writing and Matt’s work informing the story for the next Pirates of the Caribbean film. The interview finishes with a discussion about the lack of courses looking specifically at growing story worlds and writing for games. 

ABOUT LAMP PODCASTS

This podcast presentation produced and presented by LAMP @ AFTRS.

Filmed by Fadia Abboud, Sound by Peter Giles and Fadia Abboud

Podcast description, editing, processing and publishing by Gary Hayes 

MATT COSTELLO - Writer and Games Designer, Polar Productions

Matt Costello is based in New York, London and LA and has written ground-breaking and award-winning novels, games, and television. Matt has scripted dozens of best-selling games and of one Time Magazine said, “The story is delivered with unusual art.” He wrote the groundbreaking Pirates of the Caribbean 3 game across all platforms and has been commissioned to do the fourth in the series.

Since writing the critically acclaimed classic game The 7th Guest, he has scripted dozens of best-selling games such as Shellshock-Nam ‘67 (Guerrilla Games and Eidos), Bad Boys 2 (Empire) and 2005’s Doom 3 winner of an unprecedented five awards at E3 including the Game Critics Award: Best of E3. Just Cause, co-written for Eidos, debuted as the #1 game for Xbox 360 in the UK. Named ‘Best Adventure Game’ at the 2006 E3, it premiered on the US best-seller lists as the #2 Xbox 360 game.

He has written a major new game for Eidos and Rage a new game for ID Software and other notable games include:

    * Hercules, for Disney Interactive
    * The Dark Half, for MGM.
    * Derelict, for The Sci-Fi Channel
    * Fatal Illusion -The Clue Chronicles – for Hasbro
    * Barbie’s Riding Adventure–for Mattel
    * Clifford’s Reading– for Scholastic
    * Starsky &amp; Hutch – for Empire
    * The Italian Job - Eidos

Matt also specialises in the kid&apos;s genre and has created many award-winning games for children. Several years ago he co-created one of the first major experiments in &apos;two-way TV&apos;, called ZoogDisney. Branded as &apos;TV you do&apos; - for two years the ZoogDisney weekend bloc re-shaped the Disney channel, bringing it squarely into the interactive and &apos;tweens world. He has written a kids book series for Scholastic , The Kids of Einstein Elementary, which blends adventure and math and also scripted episodes of the award-winning PBS animated series, Cyberchase. Other awards include the landmark Aladdin’s Mathquest with math expert Marilyn Burns for Disney, as well as A Cartoon History of the Universe (Putnam).

Matt is a designer of many role-playing and board games, including Dungeons and Dragons, Call of Cthulhu, Batman, Lone Wolf &amp; Cub, and many others. He also co-wrote episodes of the BBC/Disney series Microsoap, winner of the Prix de Jeunesse and is currently creating an MMOG using Multiverse which integrates its story world with an animated Childrens BBC TV series. Penguin published his latest novel, Nowhere, in 2007.
</itunes:summary>
			<enclosure type="video/x-m4v" url="http://www.lamp.edu.au/podcast/mattcostello_courancove_2.m4v" length="132633056" />
			<guid>http://www.lamp.edu.au/podcast/mattcostello_courancove_2.m4v</guid>
			<pubDate>Sun, 27 Jan 2008 17:24:04 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:24:38</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Game of Writing Games - audio</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[John Banks and Peter Giles interview Matt Costello in two parts at the LAMP: Story of the Future Residential held at Couran Cove, Queensland, Australia in December 2007. 

Matt talks about story worlds and how the game play is very dependent on the underlying story and how more importantly they really need to be developed in parallel. He uses Bioshock and the first Halo as examples of how story is really starting to permeate games in a more integrated way. Matt also refers to two games he recently wrote, Rage and Pirates of Caribbean as how the iterative and creative process work from first hand experience, but points out that each game development and production is often different from the last. 

“There is a heightened awareness that the story is important. Not that the narrative has to be linear or has to drive the gameplay, its just that the way the next generation machines look, the graphics and the new engines that are being developed, it has to be treated as a very serious thing…do I find that a lot of people create that bubble of time to sort of play with those ideas? Sometimes yes and sometimes no but often it can show in a project. But if there is one suggestion I would make to the industry in general is make that time, do the retreat, go for a week in the mountains, and come back and have in paper form the world and the story and the gameplay you want to have.”
 
The discussion moves to adaptations of games using existing properties like Aladdin, the aesthetics of games and in part two the cross-over form between film and game and the skills required by future creatives. Matt thinks that screenwriters are not being given the opportunities at film schools to immerse themselves in interactive media and visa-versa interactive students do not learn the deep storytelling skills. This doesn’t create the opportunity to create a new kind of person – a talented script writer who understands non-linear and interactive. Matt uses the examples of early animation when writing stories for cartoons seemed quite odd at the time of early Disney and then about games leading the film writing and Matt’s work informing the story for the next Pirates of the Caribbean film. The interview finishes with a discussion about the lack of courses looking specifically at growing story worlds and writing for games. 

ABOUT LAMP PODCASTS

This podcast presentation produced and presented by LAMP @ AFTRS.

Filmed by Fadia Abboud, Sound by Peter Giles and Fadia Abboud

Podcast description, editing, processing and publishing by Gary Hayes 

MATT COSTELLO - Writer and Games Designer, Polar Productions
Matt Costello is based in New York, London and LA and has written ground-breaking and award-winning novels, games, and television. Matt has scripted dozens of best-selling games and of one Time Magazine said, “The story is delivered with unusual art.” He wrote the groundbreaking Pirates of the Caribbean 3 game across all platforms and has been commissioned to do the fourth in the series.

Since writing the critically acclaimed classic game The 7th Guest, he has scripted dozens of best-selling games such as Shellshock-Nam ‘67 (Guerrilla Games and Eidos), Bad Boys 2 (Empire) and 2005’s Doom 3 winner of an unprecedented five awards at E3 including the Game Critics Award: Best of E3. Just Cause, co-written for Eidos, debuted as the #1 game for Xbox 360 in the UK. Named ‘Best Adventure Game’ at the 2006 E3, it premiered on the US best-seller lists as the #2 Xbox 360 game.

He has written a major new game for Eidos and Rage a new game for ID Software and other notable games include:

    * Hercules, for Disney Interactive
    * The Dark Half, for MGM.
    * Derelict, for The Sci-Fi Channel
    * Fatal Illusion -The Clue Chronicles – for Hasbro
    * Barbie’s Riding Adventure–for Mattel
    * Clifford’s Reading– for Scholastic
    * Starsky & Hutch – for Empire
    * The Italian Job - Eidos

Matt also specialises in the kid's genre and has created many award-winning games for children. Several years ago he co-created one of the first major experiments in 'two-way TV', called ZoogDisney. Branded as 'TV you do' - for two years the ZoogDisney weekend bloc re-shaped the Disney channel, bringing it squarely into the interactive and 'tweens world. He has written a kids book series for Scholastic , The Kids of Einstein Elementary, which blends adventure and math and also scripted episodes of the award-winning PBS animated series, Cyberchase. Other awards include the landmark Aladdin’s Mathquest with math expert Marilyn Burns for Disney, as well as A Cartoon History of the Universe (Putnam).

Matt is a designer of many role-playing and board games, including Dungeons and Dragons, Call of Cthulhu, Batman, Lone Wolf & Cub, and many others. He also co-wrote episodes of the BBC/Disney series Microsoap, winner of the Prix de Jeunesse and is currently creating an MMOG using Multiverse which integrates its story world with an animated Childrens BBC TV series. Penguin published his latest novel, Nowhere, in 2007.
]]></description>
			<itunes:subtitle>© Matt Costello 2007. A podcast of a short interview recorded at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.</itunes:subtitle>
			<itunes:summary>John Banks and Peter Giles interview Matt Costello in two parts at the LAMP: Story of the Future Residential held at Couran Cove, Queensland, Australia in December 2007. 

Matt talks about story worlds and how the game play is very dependent on the underlying story and how more importantly they really need to be developed in parallel. He uses Bioshock and the first Halo as examples of how story is really starting to permeate games in a more integrated way. Matt also refers to two games he recently wrote, Rage and Pirates of Caribbean as how the iterative and creative process work from first hand experience, but points out that each game development and production is often different from the last. 

“There is a heightened awareness that the story is important. Not that the narrative has to be linear or has to drive the gameplay, its just that the way the next generation machines look, the graphics and the new engines that are being developed, it has to be treated as a very serious thing…do I find that a lot of people create that bubble of time to sort of play with those ideas? Sometimes yes and sometimes no but often it can show in a project. But if there is one suggestion I would make to the industry in general is make that time, do the retreat, go for a week in the mountains, and come back and have in paper form the world and the story and the gameplay you want to have.”
 
The discussion moves to adaptations of games using existing properties like Aladdin, the aesthetics of games and in part two the cross-over form between film and game and the skills required by future creatives. Matt thinks that screenwriters are not being given the opportunities at film schools to immerse themselves in interactive media and visa-versa interactive students do not learn the deep storytelling skills. This doesn’t create the opportunity to create a new kind of person – a talented script writer who understands non-linear and interactive. Matt uses the examples of early animation when writing stories for cartoons seemed quite odd at the time of early Disney and then about games leading the film writing and Matt’s work informing the story for the next Pirates of the Caribbean film. The interview finishes with a discussion about the lack of courses looking specifically at growing story worlds and writing for games. 

ABOUT LAMP PODCASTS

This podcast presentation produced and presented by LAMP @ AFTRS.

Filmed by Fadia Abboud, Sound by Peter Giles and Fadia Abboud

Podcast description, editing, processing and publishing by Gary Hayes 

MATT COSTELLO - Writer and Games Designer, Polar Productions
Matt Costello is based in New York, London and LA and has written ground-breaking and award-winning novels, games, and television. Matt has scripted dozens of best-selling games and of one Time Magazine said, “The story is delivered with unusual art.” He wrote the groundbreaking Pirates of the Caribbean 3 game across all platforms and has been commissioned to do the fourth in the series.

Since writing the critically acclaimed classic game The 7th Guest, he has scripted dozens of best-selling games such as Shellshock-Nam ‘67 (Guerrilla Games and Eidos), Bad Boys 2 (Empire) and 2005’s Doom 3 winner of an unprecedented five awards at E3 including the Game Critics Award: Best of E3. Just Cause, co-written for Eidos, debuted as the #1 game for Xbox 360 in the UK. Named ‘Best Adventure Game’ at the 2006 E3, it premiered on the US best-seller lists as the #2 Xbox 360 game.

He has written a major new game for Eidos and Rage a new game for ID Software and other notable games include:

    * Hercules, for Disney Interactive
    * The Dark Half, for MGM.
    * Derelict, for The Sci-Fi Channel
    * Fatal Illusion -The Clue Chronicles – for Hasbro
    * Barbie’s Riding Adventure–for Mattel
    * Clifford’s Reading– for Scholastic
    * Starsky &amp; Hutch – for Empire
    * The Italian Job - Eidos

Matt also specialises in the kid&apos;s genre and has created many award-winning games for children. Several years ago he co-created one of the first major experiments in &apos;two-way TV&apos;, called ZoogDisney. Branded as &apos;TV you do&apos; - for two years the ZoogDisney weekend bloc re-shaped the Disney channel, bringing it squarely into the interactive and &apos;tweens world. He has written a kids book series for Scholastic , The Kids of Einstein Elementary, which blends adventure and math and also scripted episodes of the award-winning PBS animated series, Cyberchase. Other awards include the landmark Aladdin’s Mathquest with math expert Marilyn Burns for Disney, as well as A Cartoon History of the Universe (Putnam).

Matt is a designer of many role-playing and board games, including Dungeons and Dragons, Call of Cthulhu, Batman, Lone Wolf &amp; Cub, and many others. He also co-wrote episodes of the BBC/Disney series Microsoap, winner of the Prix de Jeunesse and is currently creating an MMOG using Multiverse which integrates its story world with an animated Childrens BBC TV series. Penguin published his latest novel, Nowhere, in 2007.
</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/mattcostello_courancove.mp3" length="10468447" />
			<guid>http://www.lamp.edu.au/podcast/mattcostello_courancove.mp3</guid>
			<pubDate>Sun, 27 Jan 2008 17:14:02 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:24:44</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Extending Narrative: The Emmerdale Experience</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[A series of podcasts of short presentations given by mentors at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.

Podcast - Marissa Cooke 'Extending Narrative: The Emmerdale Experience'

Marissa talks through her experiences of extending stories into online and other platforms looking specifically at her work on the enigmatic cross-media service created by Hoodlum for Emmerdale. She talks about call-to-actions, multiple entry points, point-of-view, story worlds, gameplay and trail heads as part of this experience creation for the audience. One technique she uses is thinking about how you want them to feel, their role and giving them ownership and a feeling of importance. Something overlooked in many cross-media services is actually giving them stuff to do and Marissa talks about the many and various activities the non-passive, participants in Emmerdale could take part in. There are still places for linear moments in these and more subversive ARG services as that is part of the reward if the players achieve significant progress. She wraps up by saying that the audience needs to know this exists so meticulous planning of the marketing is as important as the service itself.

MARISSA COOKE - TV, new media and advertising writer, new media producer

Marissa has worked extensively in television, cross-platform entertainment and interactive advertising over the past 10 years as a writer, creative strategist and content producer on a diverse range of innovative, award-winning cross-media projects.

As a new media content producer and senior interactive writer for Australia’s first interactive television series produced by Hoodlum Active, Fat Cow Motel (ABC, Austar), Marissa was responsible for developing an immersive, cross-platform game and producing interactive content across web, iTV, email, mobile and dial-up channels that delivered unprecedented results for the ABC becoming the most visited TV website ever for ABC Online. Marissa also worked on an innovative pre-broadcast viral media campaign delivered via print, radio, email, SMS and web. Marissa won the inaugural Australian Writers’ Guild Interactive Media Award in 2005 for her work on Fat Cow Motel.

Marissa was also a scriptwriter on the AFI award-winning first series of the Foxtel drama series Love My Way (Southern Star), as well as the Australian-German co-production Blue Water High (Southern Star) and the SBSTV Mockumentary Series, S(truth).

Marissa’s recent work includes roles as Interactive Content Producer and co-writer for the Yahoo! 7 interactive drama series and game, PS Trixi produced by Hoodlum Active – a world-first 12 episode new media ‘event’ delivered across web, Instant Messenger, email, mobile and video platforms.

Most recently, Marissa worked as creative strategist, concept and gameplay designer for Emmerdale Online, a new interactive, cross-platform channel and narrative-based game produced by Hoodlum Active for the hugely popular UK television series, Emmerdale. Emmerdale Online has recently been nominated for several prestigous international awards including Best Drama in the MIPCOM Mobile, Internet and CrossMedia TV Awards, and Best TV online channel for the 2007 Pixel Awards.

Marissa is currently developing several of her own cross-platform projects as well as consulting for a range of clients including television programme producers and award winning interactive advertising agency Tribal DDB as a digital content developer and copywriter across campaigns for Volkswagen, NIKE, Gatorade and McDonalds, three of which were awarded Gold Medals at the prestigious Montruex International Advertising & Multimedia Festival in 2006 & 2007.

ABOUT LAMP PODCASTS

This podcast presentation produced and presented by Gary Hayes for LAMP @ AFTRS.

Audio recorded, edited and processed by Brett Robertson and Gary Hayes ]]></description>
			<itunes:subtitle>© Marissa Cooke 2007. A series of podcasts of short presentations given by mentors at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.</itunes:subtitle>
			<itunes:summary>A series of podcasts of short presentations given by mentors at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.

Podcast - Marissa Cooke &apos;Extending Narrative: The Emmerdale Experience&apos;

Marissa talks through her experiences of extending stories into online and other platforms looking specifically at her work on the enigmatic cross-media service created by Hoodlum for Emmerdale. She talks about call-to-actions, multiple entry points, point-of-view, story worlds, gameplay and trail heads as part of this experience creation for the audience. One technique she uses is thinking about how you want them to feel, their role and giving them ownership and a feeling of importance. Something overlooked in many cross-media services is actually giving them stuff to do and Marissa talks about the many and various activities the non-passive, participants in Emmerdale could take part in. There are still places for linear moments in these and more subversive ARG services as that is part of the reward if the players achieve significant progress. She wraps up by saying that the audience needs to know this exists so meticulous planning of the marketing is as important as the service itself.

MARISSA COOKE - TV, new media and advertising writer, new media producer

Marissa has worked extensively in television, cross-platform entertainment and interactive advertising over the past 10 years as a writer, creative strategist and content producer on a diverse range of innovative, award-winning cross-media projects.

As a new media content producer and senior interactive writer for Australia’s first interactive television series produced by Hoodlum Active, Fat Cow Motel (ABC, Austar), Marissa was responsible for developing an immersive, cross-platform game and producing interactive content across web, iTV, email, mobile and dial-up channels that delivered unprecedented results for the ABC becoming the most visited TV website ever for ABC Online. Marissa also worked on an innovative pre-broadcast viral media campaign delivered via print, radio, email, SMS and web. Marissa won the inaugural Australian Writers’ Guild Interactive Media Award in 2005 for her work on Fat Cow Motel.

Marissa was also a scriptwriter on the AFI award-winning first series of the Foxtel drama series Love My Way (Southern Star), as well as the Australian-German co-production Blue Water High (Southern Star) and the SBSTV Mockumentary Series, S(truth).

Marissa’s recent work includes roles as Interactive Content Producer and co-writer for the Yahoo! 7 interactive drama series and game, PS Trixi produced by Hoodlum Active – a world-first 12 episode new media ‘event’ delivered across web, Instant Messenger, email, mobile and video platforms.

Most recently, Marissa worked as creative strategist, concept and gameplay designer for Emmerdale Online, a new interactive, cross-platform channel and narrative-based game produced by Hoodlum Active for the hugely popular UK television series, Emmerdale. Emmerdale Online has recently been nominated for several prestigous international awards including Best Drama in the MIPCOM Mobile, Internet and CrossMedia TV Awards, and Best TV online channel for the 2007 Pixel Awards.

Marissa is currently developing several of her own cross-platform projects as well as consulting for a range of clients including television programme producers and award winning interactive advertising agency Tribal DDB as a digital content developer and copywriter across campaigns for Volkswagen, NIKE, Gatorade and McDonalds, three of which were awarded Gold Medals at the prestigious Montruex International Advertising &amp; Multimedia Festival in 2006 &amp; 2007.

ABOUT LAMP PODCASTS

This podcast presentation produced and presented by Gary Hayes for LAMP @ AFTRS.

Audio recorded, edited and processed by Brett Robertson and Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/marissa_lampvii.mp3" length="6706741" />
			<guid>http://www.lamp.edu.au/podcast/marissa_lampvii.mp3</guid>
			<pubDate>Wed, 16 Jan 2008 23:25:17 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:18:26</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Generation C and Z</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA['
A series of podcasts of short presentations given by mentors at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.

Podcast - Jennifer Wilson 'Generation C and Z'

A sadly highly abridged 6 minute recording of a great talk by Jennifer looking at upcoming demo/psycho graphics particularly generation C (12-24) that she thinks stands for community, creativity and content. They are non-watch wearers as they have some many devices who needs it. She looks at their current modes of communication and bizarrely they see email as out-dated and have moved on. Exploring social networks, Jennifer points out the four layers of connection within generation C and how the upper limit of 150 is similar to corporate thresholds of efficiency. She finishes, before being cut off, on explaining why email is an issue for this group.

JENNIFER WILSON - Head of Innovation, Nine MSN

Jennifer WilsonJennifer Wilson has over 20 years in interactive consumer content and information services, from first building interactive voice response systems in the UK, through voting, banking, gambling and marketing services; online and on all forms of telephone, fixed and mobile.

She was previously Managing Director of HWW, a specialist content aggregation, syndication and digital publishing company, which provides the yourTime™ products (yourMovies, yourTV etc). HWW is also a major developer of mobile sites, providing mobile publishing tools for hard-to-source content as well as building third-party mobile (and web) sites. HWW was recently purchased by ninemsn.

Jennifer holds a patent in the delivery of TV to mobile phones. She has a keen interest in social networking, digital public spaces, tribes, blogs and forums and the interesting digital world of Gen-C.

ABOUT LAMP PODCASTS

This podcast presentation produced and presented by Gary Hayes for LAMP @ AFTRS.

Audio recorded, edited and processed by Brett Robertson and Gary Hayes ]]></description>
			<itunes:subtitle>© Jennifer Wilson 2007. A series of podcasts of short presentations given by mentors at the LAMP VI: Story of the Future at Couran Cove Eco Resort in December 2007.</itunes:subtitle>
			<itunes:summary>&apos;
A series of podcasts of short presentations given by mentors at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.

Podcast - Jennifer Wilson &apos;Generation C and Z&apos;

A sadly highly abridged 6 minute recording of a great talk by Jennifer looking at upcoming demo/psycho graphics particularly generation C (12-24) that she thinks stands for community, creativity and content. They are non-watch wearers as they have some many devices who needs it. She looks at their current modes of communication and bizarrely they see email as out-dated and have moved on. Exploring social networks, Jennifer points out the four layers of connection within generation C and how the upper limit of 150 is similar to corporate thresholds of efficiency. She finishes, before being cut off, on explaining why email is an issue for this group.

JENNIFER WILSON - Head of Innovation, Nine MSN

Jennifer WilsonJennifer Wilson has over 20 years in interactive consumer content and information services, from first building interactive voice response systems in the UK, through voting, banking, gambling and marketing services; online and on all forms of telephone, fixed and mobile.

She was previously Managing Director of HWW, a specialist content aggregation, syndication and digital publishing company, which provides the yourTime™ products (yourMovies, yourTV etc). HWW is also a major developer of mobile sites, providing mobile publishing tools for hard-to-source content as well as building third-party mobile (and web) sites. HWW was recently purchased by ninemsn.

Jennifer holds a patent in the delivery of TV to mobile phones. She has a keen interest in social networking, digital public spaces, tribes, blogs and forums and the interesting digital world of Gen-C.

ABOUT LAMP PODCASTS

This podcast presentation produced and presented by Gary Hayes for LAMP @ AFTRS.

Audio recorded, edited and processed by Brett Robertson and Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/jenniferwilson_lampvii.mp3" length="2241939" />
			<guid>http://www.lamp.edu.au/podcast/jenniferwilson_lampvii.mp3</guid>
			<pubDate>Wed, 16 Jan 2008 22:55:38 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:06:06</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>How to Make Money from Online Content</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA['
A series of podcasts of short presentations given by mentors at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.

Andrew Apostola 'How to Make Money from Online Content'

Andrew looks at the nuts and bolts of making money with your content online. He looks at a range of emerging online portals setup to aggregate and share revenues with independent content providers and talks about examples including Revver, Grouper, BlipTV and Crackle. To create a sustainable business you have to connect with interest groups across social networks and existing portals setup to focus a global niche towards your content. "What makes aggregators take notice, audience" leads Andrew to explore that all content put in-front of distributors has to come hand in hand with an existing following. Creative examples investigated are LonelyGirl15, Ask a Ninja, Rocketboom, Afterworld and other notables who were clear about defining their audience and meeting that need. For most content providers nowadays there are two clear paths, sell your audience to a big media group or sell to advertisers who want to reach your audience.

ANDREW APOSTOLA - Creative Director Portable Content

Andrew ApostolaAndrew Apostola is the co-founder and Creative Director of Portable Content, an Australian based digital studio that designs and manages innovative web applications for a range of clients in the online space.

In 2006 the company successfully launched portablefilmfestival.com, a user generated video site that distributes video to users through portable video platforms including iPods, mobile phones and laptops. In 2007 the project expanded internationally and was recently launched in the United States at the South By South-West Film and Interactive in Austin Texas.

Andrew has worked for a range of broadcasters and media providers and is well known for successfully launching the Student Youth Network alongside Portable Content co-founder Simon Goodich in Melbourne in 2003. The network is the largest youth media orgnanisation in South-East Asia, operating a full-time terrestrial radio license and broadcasting on television and the web.

As Creative Director of Portable Content Andrew follows the emerging online video sector closely and develops and implements innovative video components for the company and its clients. These include the creation of classnet, a video sharing community for educators and students and syn.org.au, an online distribution platform for independent mediamakers.

Andrew has completed a Bachelor of Arts in Media Studies at the Royal Melbourne Institute of Technology (RMIT), a Post Graduate Diploma in English Literature at the University of Melbourne and Film and Television Production at Ryerson University in Toronto.

ABOUT LAMP PODCASTS

This podcast presentation produced and presented by Gary Hayes for LAMP @ AFTRS.

Audio recorded, edited and processed by Brett Robertson and Gary Hayes ]]></description>
			<itunes:subtitle>© Andrew Apostola 2007. A series of podcasts of short presentations given by mentors at the LAMP VI: Story of the Future at Couran Cove Eco Resort in December 2007.</itunes:subtitle>
			<itunes:summary>&apos;
A series of podcasts of short presentations given by mentors at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.

Andrew Apostola &apos;How to Make Money from Online Content&apos;

Andrew looks at the nuts and bolts of making money with your content online. He looks at a range of emerging online portals setup to aggregate and share revenues with independent content providers and talks about examples including Revver, Grouper, BlipTV and Crackle. To create a sustainable business you have to connect with interest groups across social networks and existing portals setup to focus a global niche towards your content. &quot;What makes aggregators take notice, audience&quot; leads Andrew to explore that all content put in-front of distributors has to come hand in hand with an existing following. Creative examples investigated are LonelyGirl15, Ask a Ninja, Rocketboom, Afterworld and other notables who were clear about defining their audience and meeting that need. For most content providers nowadays there are two clear paths, sell your audience to a big media group or sell to advertisers who want to reach your audience.

ANDREW APOSTOLA - Creative Director Portable Content

Andrew ApostolaAndrew Apostola is the co-founder and Creative Director of Portable Content, an Australian based digital studio that designs and manages innovative web applications for a range of clients in the online space.

In 2006 the company successfully launched portablefilmfestival.com, a user generated video site that distributes video to users through portable video platforms including iPods, mobile phones and laptops. In 2007 the project expanded internationally and was recently launched in the United States at the South By South-West Film and Interactive in Austin Texas.

Andrew has worked for a range of broadcasters and media providers and is well known for successfully launching the Student Youth Network alongside Portable Content co-founder Simon Goodich in Melbourne in 2003. The network is the largest youth media orgnanisation in South-East Asia, operating a full-time terrestrial radio license and broadcasting on television and the web.

As Creative Director of Portable Content Andrew follows the emerging online video sector closely and develops and implements innovative video components for the company and its clients. These include the creation of classnet, a video sharing community for educators and students and syn.org.au, an online distribution platform for independent mediamakers.

Andrew has completed a Bachelor of Arts in Media Studies at the Royal Melbourne Institute of Technology (RMIT), a Post Graduate Diploma in English Literature at the University of Melbourne and Film and Television Production at Ryerson University in Toronto.

ABOUT LAMP PODCASTS

This podcast presentation produced and presented by Gary Hayes for LAMP @ AFTRS.

Audio recorded, edited and processed by Brett Robertson and Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/andrewapostola_lampvii.mp3" length="5419957" />
			<guid>http://www.lamp.edu.au/podcast/andrewapostola_lampvii.mp3</guid>
			<pubDate>Wed, 16 Jan 2008 22:35:37 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:14:53</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Propogating Social Networks and MMOG Development</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[A series of podcasts of short presentations given by mentors at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.

John Banks 'Propogating Social Networks and MMOG Development'

John explores the intersection of online games and games communities and highlights key techniques in drawing traffic and communities to your property. He uses Fury developed by Auran games as one example and how the relationships with key influencers were nurtured, using genuine and authentic dialogue and co-creation. He is clear pointing out that the wisdom of crowds of key influencers are the best resource for anyone developing a creative service and you must see them as a market and even consider a transparent commercial relationship. Finally he cites Henry Jenkins and says you must be careful and not treat this community as a free resource, it is very easy for it to be counter productive if not managed properly.

Dr. JOHN BANKS - Researcher & Games Manager

John BanksDr John Banks is a postdoctoral research fellow in the Federation Fellowship program, ARC Centre of Excellence for Creative Industries and Innovation, Queensland University of Technology. His research interests focus on the emerging relations between media corporations, educational and cultural institutions, and user-led innovation and consumer co-creation in participatory culture networks. He has a particular interest in videogames.

From 2000-2005 John worked in the videogames industry for Brisbane based Auran Games as an online community manager, focusing on the development of user-led content creation networks within the context of game development projects; he has published widely on research grounded in this industry background. He was also a researcher and project leader at the Australasian CRC for Interaction Design (ACID). His background also includes research and tutoring in literary theory and cultural studies at the University of Queensland (School of English, Media Studies and Art History).

John’s current research & consultancy continues to work at the interface of game developers and gamers as they negotiate emerging co-creation relations. He is currently working with Auran Games on social network strategies for their forthcoming massively multiplayer online game, Fury. In April 2007, John gave an invited presentation to the Convergence Culture Consortium, MIT, addressing the challenges of co-creation relationships (“Navigating Co-Creator Relationships: How do you make this Damned thing Work?”) You can see John’s recent presentation on these issues for AFTRS Centre for Screen Business ]]></description>
			<itunes:subtitle>© John Banks 2007. A series of podcasts of short presentations given by mentors at the LAMP VI: Story of the Future at Couran Cove Eco Resort in December 2007.</itunes:subtitle>
			<itunes:summary>A series of podcasts of short presentations given by mentors at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.

John Banks &apos;Propogating Social Networks and MMOG Development&apos;

John explores the intersection of online games and games communities and highlights key techniques in drawing traffic and communities to your property. He uses Fury developed by Auran games as one example and how the relationships with key influencers were nurtured, using genuine and authentic dialogue and co-creation. He is clear pointing out that the wisdom of crowds of key influencers are the best resource for anyone developing a creative service and you must see them as a market and even consider a transparent commercial relationship. Finally he cites Henry Jenkins and says you must be careful and not treat this community as a free resource, it is very easy for it to be counter productive if not managed properly.

Dr. JOHN BANKS - Researcher &amp; Games Manager

John BanksDr John Banks is a postdoctoral research fellow in the Federation Fellowship program, ARC Centre of Excellence for Creative Industries and Innovation, Queensland University of Technology. His research interests focus on the emerging relations between media corporations, educational and cultural institutions, and user-led innovation and consumer co-creation in participatory culture networks. He has a particular interest in videogames.

From 2000-2005 John worked in the videogames industry for Brisbane based Auran Games as an online community manager, focusing on the development of user-led content creation networks within the context of game development projects; he has published widely on research grounded in this industry background. He was also a researcher and project leader at the Australasian CRC for Interaction Design (ACID). His background also includes research and tutoring in literary theory and cultural studies at the University of Queensland (School of English, Media Studies and Art History).

John’s current research &amp; consultancy continues to work at the interface of game developers and gamers as they negotiate emerging co-creation relations. He is currently working with Auran Games on social network strategies for their forthcoming massively multiplayer online game, Fury. In April 2007, John gave an invited presentation to the Convergence Culture Consortium, MIT, addressing the challenges of co-creation relationships (“Navigating Co-Creator Relationships: How do you make this Damned thing Work?”) You can see John’s recent presentation on these issues for AFTRS Centre for Screen Business </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/johnbanks_lampvii.mp3" length="6498643" />
			<guid>http://www.lamp.edu.au/podcast/johnbanks_lampvii.mp3</guid>
			<pubDate>Wed, 16 Jan 2008 22:16:11 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:17:55</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Second Life Cable Network - Gary Wisniewski </title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Gary discusses the technical and logistical aspects of making television in 2nd life. He briefly takes us through the background of the 2nd life cable network, the largest and most successful 2nd life television station, 100% of the programming of which is live from 2nd life and broadcast to the web.

Gary talks about the advantages and disadvantages of doing things live in-world, takes us through some of the processes and shows us some of the programs themselves.]]></description>
			<itunes:subtitle>© Gary Wisniewski 2007. Produced by LAMP@AFTRS. Recorded Live at the Museum of Sydney 12 Sep 2007 at a seminar entitled &quot;The Virtual Story&quot;</itunes:subtitle>
			<itunes:summary>Gary discusses the technical and logistical aspects of making television in 2nd life. He briefly takes us through the background of the 2nd life cable network, the largest and most successful 2nd life television station, 100% of the programming of which is live from 2nd life and broadcast to the web.

Gary talks about the advantages and disadvantages of doing things live in-world, takes us through some of the processes and shows us some of the programs themselves.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Second%20Life%20Cable%20Network%20-%20Gary%20Wisniewski.mp3" length="12237694" />
			<guid>http://www.lamp.edu.au/podcast/Second%20Life%20Cable%20Network%20-%20Gary%20Wisniewski.mp3</guid>
			<pubDate>Sat, 08 Dec 2007 13:31:20 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:33:37</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Thursdays Fictions - RJ Allen K Pearlman</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Karen Pearlman and Richard James Allen take you through the transition of their project, Thursday’s Fictions from the stage, to the page, to the screen and now to 2nd life. They discuss what’s exciting about the process of working in virtual worlds, the interweaving of the form and content, the collaborative process involved and what surprised them about working in 2nd life.

They also cover the key shifts they encountered taking Thursday’s Fictions into the film media from the stage show and book, look at the shift from closed forms where the content is delivered to the audience, to a more open form where the audience get to participate, and talk about discovering how working in 2nd life could offer opportunities to explore other themes in a story that has been told across various media platforms.]]></description>
			<itunes:subtitle>© Richard James Allen and Karen Pearlman 2007 Produced by LAMP@AFTRS. Recorded Live at the Museum of Sydney 12 Sep 2007 at a seminar entitled &quot;The Virtual Story&quot;</itunes:subtitle>
			<itunes:summary>Karen Pearlman and Richard James Allen take you through the transition of their project, Thursday’s Fictions from the stage, to the page, to the screen and now to 2nd life. They discuss what’s exciting about the process of working in virtual worlds, the interweaving of the form and content, the collaborative process involved and what surprised them about working in 2nd life.

They also cover the key shifts they encountered taking Thursday’s Fictions into the film media from the stage show and book, look at the shift from closed forms where the content is delivered to the audience, to a more open form where the audience get to participate, and talk about discovering how working in 2nd life could offer opportunities to explore other themes in a story that has been told across various media platforms.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Thursdays%20Fictions%20-%20RJ%20Allen%20K%20Pearlman.mp3" length="11163262" />
			<guid>http://www.lamp.edu.au/podcast/Thursdays%20Fictions%20-%20RJ%20Allen%20K%20Pearlman.mp3</guid>
			<pubDate>Sat, 08 Dec 2007 13:30:39 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:30:42</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Story Environment - Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Gary talks about virtual spaces and the collaborative nature of creating stories within them. He focuses on worlds that are social i.e. real people collaborating in real time creating experiences, and also looks at mixed reality – people in real space and in the virtual space.

Gary shows a continuum both between the customisation of the worlds from very fixed to very open and between the individual and the collaborative, and looks at where some of these virtual spaces fall within them.

We look at story creation in these environments, the different kinds of environment available, and how these environments can affect the kinds of story you tell. We also hear about the tools of the trade and the four key ingredients to creating anything of value in such a space including character animation and camera manipulation.]]></description>
			<itunes:subtitle>© Gary Hayes 2007 Produced by LAMP@AFTRS. Recorded Live at the Museum of Sydney 12 Sep 2007 at a seminar entitled &quot;The Virtual Story&quot;</itunes:subtitle>
			<itunes:summary>Gary talks about virtual spaces and the collaborative nature of creating stories within them. He focuses on worlds that are social i.e. real people collaborating in real time creating experiences, and also looks at mixed reality – people in real space and in the virtual space.

Gary shows a continuum both between the customisation of the worlds from very fixed to very open and between the individual and the collaborative, and looks at where some of these virtual spaces fall within them.

We look at story creation in these environments, the different kinds of environment available, and how these environments can affect the kinds of story you tell. We also hear about the tools of the trade and the four key ingredients to creating anything of value in such a space including character animation and camera manipulation.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/The%20Story%20Environment%20-%20Gary%20Hayes.mp3" length="11848428" />
			<guid>http://www.lamp.edu.au/podcast/The%20Story%20Environment%20-%20Gary%20Hayes.mp3</guid>
			<pubDate>Sat, 08 Dec 2007 13:29:54 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:32:37</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Creating Places - Kit Devine</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Kit Devine, a lecturer in 3D at AFTRS talks us through her phd project, a virtual version of Sydney’s Rocks area from 1788 to present, as an illustration of the difference between building places as opposed to spaces.

She covers how social interaction is a big part of creating a sense of place, as it is the human meaning associated with a location that makes it a place.

Kit also looks at the quality of real-time playback that is now available from 3D programs and shows how this can be valuable to filmmakers in the use of 3D environments for pre-visualisation.]]></description>
			<itunes:subtitle>© Kit Devine 2007 Produced by LAMP@AFTRS. Recorded Live at the Museum of Sydney 12 Sep 2007 at a seminar entitled &quot;The Virtual Story&quot;</itunes:subtitle>
			<itunes:summary>Kit Devine, a lecturer in 3D at AFTRS talks us through her phd project, a virtual version of Sydney’s Rocks area from 1788 to present, as an illustration of the difference between building places as opposed to spaces.

She covers how social interaction is a big part of creating a sense of place, as it is the human meaning associated with a location that makes it a place.

Kit also looks at the quality of real-time playback that is now available from 3D programs and shows how this can be valuable to filmmakers in the use of 3D environments for pre-visualisation.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Creating%20Places%20-%20Kit%20Devine.mp3" length="5901462" />
			<guid>http://www.lamp.edu.au/podcast/Creating%20Places%20-%20Kit%20Devine.mp3</guid>
			<pubDate>Sat, 08 Dec 2007 13:28:43 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:16:23</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Virtual Film - Jackie Turnure</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Jackie takes us back 11years to the beginnings of Machinima, (combination of Machine and Cinema) to look at how far things have come and where they might be heading. We move through the evolution of Machinima from simple game records through the popularity of stand alone short films to the rise of the episodic and the shift from comedies to more thoughtful drama.

Jackie illustrates the importance of good writing, dialogue and voice acting in machinima and also looks at what makes people choose to create their story using this process.

She touches on the issue of copyright and how to make money from machinima and looks at new tools for creating Machinima license free. Jackie concludes her presentation with her projection for machinima over the next ten years.]]></description>
			<itunes:subtitle>© Jackie Turnure 2007 Produced by LAMP@AFTRS. Recorded Live at the Museum of Sydney 12 Sep 2007. The art of Machinima – the evolution</itunes:subtitle>
			<itunes:summary>Jackie takes us back 11years to the beginnings of Machinima, (combination of Machine and Cinema) to look at how far things have come and where they might be heading. We move through the evolution of Machinima from simple game records through the popularity of stand alone short films to the rise of the episodic and the shift from comedies to more thoughtful drama.

Jackie illustrates the importance of good writing, dialogue and voice acting in machinima and also looks at what makes people choose to create their story using this process.

She touches on the issue of copyright and how to make money from machinima and looks at new tools for creating Machinima license free. Jackie concludes her presentation with her projection for machinima over the next ten years.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/The%20Virtual%20Film%20-%20Jackie%20Turnure%201.mp3" length="13231860" />
			<guid>http://www.lamp.edu.au/podcast/The%20Virtual%20Film%20-%20Jackie%20Turnure%201.mp3</guid>
			<pubDate>Sat, 08 Dec 2007 13:26:12 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:36:42</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Skills of Combining Film and Games</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA["The Craft of Story Environment and Games" – panel discussion about traditional film making crafts and virtual worlds. Moderated by Gary Hayes, panelists: Peter Giles (Head of Digital Media), Mark Ward (Head of Sound), Jon Rohde (Head of Design) and Gary Wisniewski (CEO, SLCN.tv). Significant comments from Karen Pearlman and Teresa Rizzo.

© AFTRS 2007. A panel of experts moderated by Gary Hayes look at the production issues and future implications of combining the skills of filmmaking with games design with emphasis on machinima and virtual worlds
]]></description>
			<itunes:subtitle>© AFTRS 2007 Produced by LAMP@AFTRS. Recorded Live at the Museum of Sydney 12 Sep 2007. A panel of experts moderated by Gary Hayes look at the production issues and future implications of combining the skills of filmmaking with games design.</itunes:subtitle>
			<itunes:summary>&quot;The Craft of Story Environment and Games&quot; – panel discussion about traditional film making crafts and virtual worlds. Moderated by Gary Hayes, panelists: Peter Giles (Head of Digital Media), Mark Ward (Head of Sound), Jon Rohde (Head of Design) and Gary Wisniewski (CEO, SLCN.tv). Significant comments from Karen Pearlman and Teresa Rizzo.

© AFTRS 2007. A panel of experts moderated by Gary Hayes look at the production issues and future implications of combining the skills of filmmaking with games design with emphasis on machinima and virtual worlds
</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Skills%20of%20Combining%20Film%20and%20Games.mp3" length="11525508" />
			<guid>http://www.lamp.edu.au/podcast/Skills%20of%20Combining%20Film%20and%20Games.mp3</guid>
			<pubDate>Sat, 08 Dec 2007 13:22:44 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:31:10</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Designing the Future</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Recorded live and unedited during the LAMP Story of the Future lab in Freycinet in May 2007 in front of the eight teams  developing emerging media projects. 

"Design is all about making creative decisions..The thing I want to stress to day is the thinking of design, that the best designers out there are also the best thinkers...Don't be cool, don't impose an aesthetic on your project, don't impose an attitude, just have faith in your guts, have faith in your own creativity, and to hell with everybody else. Someone said recently that standing out is the new fitting in, because we know we are getting into a really crowded space. Its really exciting that audiences are fragmenting but with more variety you have to be more inventive, authentic and creative yourself."

Catherine works through the complexities of the design process drawing on 20 years experience in the field. She uses a project called Reenchantment (about fairy tales) and how she approached the creative brief and generated a style. One of the biggest issues was how to make it accessible to a broader audience given the content was on the surface quite highbrow and Catherine talks through the thoughts that made is more approachable. She goes into some details about the schematic and interactive architecture but goes back in the end to the power of environments and stories. 

© Catherine Gleeson 2007

The Laboratory for Advanced Media Production is facilitated by the Australian Film TV and Radio School and is probably Australia’s premier emerging media R&D and production labs. Participants actually create proof of concept, develop strong presentations and evolve the business, technical and creative aspects of their property.

It is a unique mix of seminars, workshops, immersive rapid prototyping residentials and industry focused product development. LAMP accepts project applications from all parts of the Australian media industry and we look forward to hearing from you. Click ‘How to Apply’ to see the latest lab dates if you would like to evolve your property for mobile devices, advanced television, broadband, games consoles, multi user virtual environments and beyond.

The four stage process will equip participants and project teams with the tools they need to create compelling interactive content meeting the needs of the audience and marketplace. LAMP is strategically content and service focused, with a healthy mix of creativity, business, technical and audience centricity.

]]></description>
			<itunes:subtitle>© Catherine Gleeson 2007. Catherine uses a project she is currently working on to explore the challenges of how to design from creative ideas through to finished service.</itunes:subtitle>
			<itunes:summary>Recorded live and unedited during the LAMP Story of the Future lab in Freycinet in May 2007 in front of the eight teams  developing emerging media projects. 

&quot;Design is all about making creative decisions..The thing I want to stress to day is the thinking of design, that the best designers out there are also the best thinkers...Don&apos;t be cool, don&apos;t impose an aesthetic on your project, don&apos;t impose an attitude, just have faith in your guts, have faith in your own creativity, and to hell with everybody else. Someone said recently that standing out is the new fitting in, because we know we are getting into a really crowded space. Its really exciting that audiences are fragmenting but with more variety you have to be more inventive, authentic and creative yourself.&quot;

Catherine works through the complexities of the design process drawing on 20 years experience in the field. She uses a project called Reenchantment (about fairy tales) and how she approached the creative brief and generated a style. One of the biggest issues was how to make it accessible to a broader audience given the content was on the surface quite highbrow and Catherine talks through the thoughts that made is more approachable. She goes into some details about the schematic and interactive architecture but goes back in the end to the power of environments and stories. 

© Catherine Gleeson 2007

The Laboratory for Advanced Media Production is facilitated by the Australian Film TV and Radio School and is probably Australia’s premier emerging media R&amp;D and production labs. Participants actually create proof of concept, develop strong presentations and evolve the business, technical and creative aspects of their property.

It is a unique mix of seminars, workshops, immersive rapid prototyping residentials and industry focused product development. LAMP accepts project applications from all parts of the Australian media industry and we look forward to hearing from you. Click ‘How to Apply’ to see the latest lab dates if you would like to evolve your property for mobile devices, advanced television, broadband, games consoles, multi user virtual environments and beyond.

The four stage process will equip participants and project teams with the tools they need to create compelling interactive content meeting the needs of the audience and marketplace. LAMP is strategically content and service focused, with a healthy mix of creativity, business, technical and audience centricity.

</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lampvi_catherine.mp3" length="9689178" />
			<guid>http://www.lamp.edu.au/podcast/lampvi_catherine.mp3</guid>
			<pubDate>Sun, 01 Jul 2007 23:40:30 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:26:45</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>From Blue Sky to Green Light</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[From Blue Sky to Green Light © Deborah Todd. Deborah talks about the games design development process and how story and character are critically important for reversioning existing properties.

Where: Museum of Sydney, 37 Philip St, Sydney - When: Thursday 28th June 2007, 2pm - 4.30pm

LIVING THE STORY SEMINAR

If film was the medium of the 20th Century and games the medium of the 21st, how do we bring together the best elements of these two monoliths of entertainment?

The next generation of games will rely on story, narrative and character development to immerse users inside the experience so that they are living the story. What skills do the creators of these media experiences need to develop compelling content for the future?

The seminar will be keynoted by Deborah Todd, an award winning games designer from LA and recent author of the best selling book Game Design: From Blue Sky to Green Light. She will talk about the key ingredients of planning, designing and structuring a compelling game, referring to the types of stories and characters best adapted from linear film and TV to the games medium.

Other speakers Jackie Turnure and Luke Carruthers will cover areas including role-playing game environments inside social virtual worlds, production methodologies, user-generated games and a market overview.

This is a must-attend free seminar for linear producers, writers and broadcasters who are considering turning their show or film into a console, online or casual game.

Keynote Speaker Bio: Deborah Todd - Games Designer/Writer

Deborah Todd is a veteran award-winning designer, writer, producer and director in the interactive arena, with 14 published games and 20 published titles to her credit since 1991. Her new book, Game Design: From Blue Sky to Green Light, is published by A K Peters, and was released at GDC 2007. From initial blue-sky sessions to pitching for a green light, Deborah Todd uses creative exercises and examples from classic and contemporary games to highlight different aspects of the game-design process: the decision and brainstorming phase, story and character design, content creation, testing, designing documents, and flowcharting. Many of the game industry’s brightest professionals share insights on key elements in game design and their analysis of what makes a game a blockbuster hit.

She has worked with some of the industry’s top publishers and Hollywood studios, including Disney Interactive, Disneyland, Fox, DreamWorks, Discovery Channel, MGM/UA, Columbia, Warner Bros., Nickelodeon, The Learning Company, Humongous Entertainment, Broderbund, Mindscape, Houghton-Mifflin, McGraw-Hill, Random House, and Steven Spielberg’s Starbright Foundation.

Her projects have garnered such awards as the ABA Book Sellers Choice New Media Award, the ComputEd Best Interactive Story Award, Child Magazine’s Best Software of the Year Award, Parenting Magazine’s Software Magic Award, and U.S. News and World Report’s Top 12 Titles of the Year.

Deborah taught a 4-month game design course at a college in the Silicon Valley, which she developed and which ultimately sparked the idea for her latest book. She has also guest lectured at several universities including UCSF writing for the new media program, UC Hayward master’s program on game design, and at En’jmin in Angouleme, France, also a master’s program in game design, where she is working again this summer on an intensive games workshop.]]></description>
			<itunes:subtitle>© Deborah Todd. Deborah talks about the games design development process and how story and character are critically important for reversioning existing properties.</itunes:subtitle>
			<itunes:summary>From Blue Sky to Green Light © Deborah Todd. Deborah talks about the games design development process and how story and character are critically important for reversioning existing properties.

Where: Museum of Sydney, 37 Philip St, Sydney - When: Thursday 28th June 2007, 2pm - 4.30pm

LIVING THE STORY SEMINAR

If film was the medium of the 20th Century and games the medium of the 21st, how do we bring together the best elements of these two monoliths of entertainment?

The next generation of games will rely on story, narrative and character development to immerse users inside the experience so that they are living the story. What skills do the creators of these media experiences need to develop compelling content for the future?

The seminar will be keynoted by Deborah Todd, an award winning games designer from LA and recent author of the best selling book Game Design: From Blue Sky to Green Light. She will talk about the key ingredients of planning, designing and structuring a compelling game, referring to the types of stories and characters best adapted from linear film and TV to the games medium.

Other speakers Jackie Turnure and Luke Carruthers will cover areas including role-playing game environments inside social virtual worlds, production methodologies, user-generated games and a market overview.

This is a must-attend free seminar for linear producers, writers and broadcasters who are considering turning their show or film into a console, online or casual game.

Keynote Speaker Bio: Deborah Todd - Games Designer/Writer

Deborah Todd is a veteran award-winning designer, writer, producer and director in the interactive arena, with 14 published games and 20 published titles to her credit since 1991. Her new book, Game Design: From Blue Sky to Green Light, is published by A K Peters, and was released at GDC 2007. From initial blue-sky sessions to pitching for a green light, Deborah Todd uses creative exercises and examples from classic and contemporary games to highlight different aspects of the game-design process: the decision and brainstorming phase, story and character design, content creation, testing, designing documents, and flowcharting. Many of the game industry’s brightest professionals share insights on key elements in game design and their analysis of what makes a game a blockbuster hit.

She has worked with some of the industry’s top publishers and Hollywood studios, including Disney Interactive, Disneyland, Fox, DreamWorks, Discovery Channel, MGM/UA, Columbia, Warner Bros., Nickelodeon, The Learning Company, Humongous Entertainment, Broderbund, Mindscape, Houghton-Mifflin, McGraw-Hill, Random House, and Steven Spielberg’s Starbright Foundation.

Her projects have garnered such awards as the ABA Book Sellers Choice New Media Award, the ComputEd Best Interactive Story Award, Child Magazine’s Best Software of the Year Award, Parenting Magazine’s Software Magic Award, and U.S. News and World Report’s Top 12 Titles of the Year.

Deborah taught a 4-month game design course at a college in the Silicon Valley, which she developed and which ultimately sparked the idea for her latest book. She has also guest lectured at several universities including UCSF writing for the new media program, UC Hayward master’s program on game design, and at En’jmin in Angouleme, France, also a master’s program in game design, where she is working again this summer on an intensive games workshop.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/deborah_livingthestory.mp3" length="11570346" />
			<guid>http://www.lamp.edu.au/podcast/deborah_livingthestory.mp3</guid>
			<pubDate>Fri, 29 Jun 2007 14:22:52 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:31:40</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Future Business of Games</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Luke Carruthers - "The Future Business of Games"

© Luke Carruthers. Luke concentrates on games trends, the complexity of the Business and the heirarchy of market dictating what gets made.

Where: Museum of Sydney, 37 Philip St, Sydney - When: Thursday 28th June 2007, 2pm - 4.30pm

LIVING THE STORY SEMINAR

If film was the medium of the 20th Century and games the medium of the 21st, how do we bring together the best elements of these two monoliths of entertainment?

The next generation of games will rely on story, narrative and character development to immerse users inside the experience so that they are living the story. What skills do the creators of these media experiences need to develop compelling content for the future?

The seminar will be keynoted by Deborah Todd, an award winning games designer from LA and recent author of the best selling book Game Design: From Blue Sky to Green Light. She will talk about the key ingredients of planning, designing and structuring a compelling game, referring to the types of stories and characters best adapted from linear film and TV to the games medium.

Other speakers Jackie Turnure and Luke Carruthers will cover areas including role-playing game environments inside social virtual worlds, production methodologies, user-generated games and a market overview.

This is a must-attend free seminar for linear producers, writers and broadcasters who are considering turning their show or film into a console, online or casual game.

Luke Carruthers

Luke Carruthers is a games developer who runs a company called Imaginary Numbers in Sydney. The company creates online games and their first title Tactica Online is a fast-moving strategy RPG set amidst conspiracy and intrigue of Da Vinci’s world.  Luke Carruthers’ first company, Magna Data, was founded in 1993, and went on to become one of Australia’s most successful early Internet service providers. Sold in 1999 for A$16 million, it was noted for its innovative services, including operating one of the country’s first DSL broadband networks. 

Since then he has founded three more companies, all focused on the Internet and telecommunications market, including Inter-touch, an in-hotel network operator recently acquired by NTT DoCoMo for US$70 million, and Alterna Telecom, which provided wholesale PSTN switching services and was acquired by RSLCom in 2002. Secretary of the Internet Industry Association from 1995 to 2001, and joining the board of the Game Developers Association of Australia in 2005, he has also worked with numerous government and industry bodies aiding in the development of the legislative and regulatory framework for the telecommunications, media, and entertainment industries.]]></description>
			<itunes:subtitle>© Luke Carruthers. Luke concentrates on games trends, the complexity of the Business and the heirarchy of market dictating what gets made.</itunes:subtitle>
			<itunes:summary>Luke Carruthers - &quot;The Future Business of Games&quot;

© Luke Carruthers. Luke concentrates on games trends, the complexity of the Business and the heirarchy of market dictating what gets made.

Where: Museum of Sydney, 37 Philip St, Sydney - When: Thursday 28th June 2007, 2pm - 4.30pm

LIVING THE STORY SEMINAR

If film was the medium of the 20th Century and games the medium of the 21st, how do we bring together the best elements of these two monoliths of entertainment?

The next generation of games will rely on story, narrative and character development to immerse users inside the experience so that they are living the story. What skills do the creators of these media experiences need to develop compelling content for the future?

The seminar will be keynoted by Deborah Todd, an award winning games designer from LA and recent author of the best selling book Game Design: From Blue Sky to Green Light. She will talk about the key ingredients of planning, designing and structuring a compelling game, referring to the types of stories and characters best adapted from linear film and TV to the games medium.

Other speakers Jackie Turnure and Luke Carruthers will cover areas including role-playing game environments inside social virtual worlds, production methodologies, user-generated games and a market overview.

This is a must-attend free seminar for linear producers, writers and broadcasters who are considering turning their show or film into a console, online or casual game.

Luke Carruthers

Luke Carruthers is a games developer who runs a company called Imaginary Numbers in Sydney. The company creates online games and their first title Tactica Online is a fast-moving strategy RPG set amidst conspiracy and intrigue of Da Vinci’s world.  Luke Carruthers’ first company, Magna Data, was founded in 1993, and went on to become one of Australia’s most successful early Internet service providers. Sold in 1999 for A$16 million, it was noted for its innovative services, including operating one of the country’s first DSL broadband networks. 

Since then he has founded three more companies, all focused on the Internet and telecommunications market, including Inter-touch, an in-hotel network operator recently acquired by NTT DoCoMo for US$70 million, and Alterna Telecom, which provided wholesale PSTN switching services and was acquired by RSLCom in 2002. Secretary of the Internet Industry Association from 1995 to 2001, and joining the board of the Game Developers Association of Australia in 2005, he has also worked with numerous government and industry bodies aiding in the development of the legislative and regulatory framework for the telecommunications, media, and entertainment industries.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/luke_livingthestory.mp3" length="10239458" />
			<guid>http://www.lamp.edu.au/podcast/luke_livingthestory.mp3</guid>
			<pubDate>Fri, 29 Jun 2007 14:22:48 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:28:08</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>When Films and Games Collide</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[JACKIE TURNURE - "When game and film collide"

© Jackie Turnure 2007. Jackie gives an overview of the games universe and talks about the importance of story, character and agency. 

Where: Museum of Sydney, 37 Philip St, Sydney - When: Thursday 28th June 2007, 2pm - 4.30pm

LIVING THE STORY SEMINAR

If film was the medium of the 20th Century and games the medium of the 21st, how do we bring together the best elements of these two monoliths of entertainment?

The next generation of games will rely on story, narrative and character development to immerse users inside the experience so that they are living the story. What skills do the creators of these media experiences need to develop compelling content for the future?

The seminar will be keynoted by Deborah Todd, an award winning games designer from LA and recent author of the best selling book Game Design: From Blue Sky to Green Light. She will talk about the key ingredients of planning, designing and structuring a compelling game, referring to the types of stories and characters best adapted from linear film and TV to the games medium.

Other speakers Jackie Turnure and Luke Carruthers will cover areas including role-playing game environments inside social virtual worlds, production methodologies, user-generated games and a market overview.

This is a must-attend free seminar for linear producers, writers and broadcasters who are considering turning their show or film into a console, online or casual game.

Jackie Turnure

With script editing and writing experience in both traditional and new media, Jackie Turnure brings a unique perspective to the role of narrative in cross media production. For the last 15 years she has been working across film, television, games and online production, with a particular focus on animation and children’s content.

Jackie received her Bachelor of Arts (Visual Communications) from Sydney College of the Arts and her Master of Fine Arts (Film Production) from San Francisco State University. She spent nine years in the US teaching screenwriting at New York University, Hunter College and the Academy of Arts College, San Francisco. During that time, Jackie wrote and directed eight short films and videos that have won awards and screened internationally.

After returning to Sydney, Jackie produced and directed three 3D animated kids’ games for PC, “Bananas in Pyjamas ” It’s Party Time”, “Oz - The Magical Adventure” and “Oz - The Interactive Storybook”. The games have won numerous awards and been distributed in 18 countries. Jackie lectures part time at AFTRS, was an industry mentor at the NSW Film and Television Office’s Indigenous Writers Workshop, ran a Game Design Workshop in FTI in Perth and gave a workshop on Alternative Narratives for the Australian Writer’s Guild. In addition, Jackie works as a script editor and story consultant on feature films, animated television series and animated games. She recently completed story producing and writing 3 episodes on Deadly, a half hour animated TV series based on the books by Paul Jennings and Morris Gleitzman. Jackie was the script editor and voice director on Stolen Life, an animated feature produced in Machinima, written and produced by Peter Rasmussen. She has just recently won a development award at Milia 2007 from Ogilvy and AMEX for her ARG project ‘Diamond Reef’.

]]></description>
			<itunes:subtitle>© Jackie Turnure 2007. Jackie gives an overview of the games universe and talks about the importance of story, character and agency. </itunes:subtitle>
			<itunes:summary>JACKIE TURNURE - &quot;When game and film collide&quot;

© Jackie Turnure 2007. Jackie gives an overview of the games universe and talks about the importance of story, character and agency. 

Where: Museum of Sydney, 37 Philip St, Sydney - When: Thursday 28th June 2007, 2pm - 4.30pm

LIVING THE STORY SEMINAR

If film was the medium of the 20th Century and games the medium of the 21st, how do we bring together the best elements of these two monoliths of entertainment?

The next generation of games will rely on story, narrative and character development to immerse users inside the experience so that they are living the story. What skills do the creators of these media experiences need to develop compelling content for the future?

The seminar will be keynoted by Deborah Todd, an award winning games designer from LA and recent author of the best selling book Game Design: From Blue Sky to Green Light. She will talk about the key ingredients of planning, designing and structuring a compelling game, referring to the types of stories and characters best adapted from linear film and TV to the games medium.

Other speakers Jackie Turnure and Luke Carruthers will cover areas including role-playing game environments inside social virtual worlds, production methodologies, user-generated games and a market overview.

This is a must-attend free seminar for linear producers, writers and broadcasters who are considering turning their show or film into a console, online or casual game.

Jackie Turnure

With script editing and writing experience in both traditional and new media, Jackie Turnure brings a unique perspective to the role of narrative in cross media production. For the last 15 years she has been working across film, television, games and online production, with a particular focus on animation and children’s content.

Jackie received her Bachelor of Arts (Visual Communications) from Sydney College of the Arts and her Master of Fine Arts (Film Production) from San Francisco State University. She spent nine years in the US teaching screenwriting at New York University, Hunter College and the Academy of Arts College, San Francisco. During that time, Jackie wrote and directed eight short films and videos that have won awards and screened internationally.

After returning to Sydney, Jackie produced and directed three 3D animated kids’ games for PC, “Bananas in Pyjamas ” It’s Party Time”, “Oz - The Magical Adventure” and “Oz - The Interactive Storybook”. The games have won numerous awards and been distributed in 18 countries. Jackie lectures part time at AFTRS, was an industry mentor at the NSW Film and Television Office’s Indigenous Writers Workshop, ran a Game Design Workshop in FTI in Perth and gave a workshop on Alternative Narratives for the Australian Writer’s Guild. In addition, Jackie works as a script editor and story consultant on feature films, animated television series and animated games. She recently completed story producing and writing 3 episodes on Deadly, a half hour animated TV series based on the books by Paul Jennings and Morris Gleitzman. Jackie was the script editor and voice director on Stolen Life, an animated feature produced in Machinima, written and produced by Peter Rasmussen. She has just recently won a development award at Milia 2007 from Ogilvy and AMEX for her ARG project ‘Diamond Reef’.

</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/jackie_livingthestory.mp3" length="8850200" />
			<guid>http://www.lamp.edu.au/podcast/jackie_livingthestory.mp3</guid>
			<pubDate>Fri, 29 Jun 2007 14:22:44 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:24:16</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>TV Can I introduce you to Games</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[The third of three podcasts from Guy Gadney, Tony Walsh and Gary Hayes recorded live at the at the AGL Theatre, Museum of Sydney (MoS) Thurs 17 May.

TV can i introduce you to Games?
Guy takes a broad look at the changes happening in creative media industries. The importance of broadband to enable virtual worlds and mixed reality services as well as integration to allow rich cross-media entities such as Alternate Reality Games. He looks at some commercial drivers for mixed reality spaces such as home finding, being able to virtually walk into models of physical spaces. 

"This sort of programming is fascinating in that not only does the user interact with the story line but builds up their own profile online, matches them across the fictional story world which is being told across 24 to their real location in the US and then throws a community into the mix as well. And like a car cranking we start to get a sense of the beginnings of some quite exciting."

Guy continues to look at the power of community as creators across mobiles, web and in TV and talks about CSI, 24, L Word (viewer generated script) and Desperate Housewives and the importance of relevant advertising. He looks at growing trends:

"it takes about 7 to 10 years for any new major technology, behavioural technology to filter through to mainstream. If we look at hardware that has come through PCs as they come up to 50%, the growth of DVD players and broadband as it starts to come through there is a linearity associated with that."

He talks about the growth of gaming platforms, the generations that define them and how they are becoming more and more ubiquitous.

"What we are getting at the moment is all of this stuff coming at once and there is a reason for that I believe. Which is that it has actually been coming for quite some time and if you apply the rule of 7-10 years here is a grab bag of technologies that have come through. Chat, iRC chat was around 1988 now look at where we are with MSN messenger, that is mainstream. RPGs in a new media context started around 1988 as well and MMORPGs started around 1991. 3D browsers started to come through around 1994 with VRML as browser plugins. Mobile content and interactive TV also around 1996/7. Many of these failed first time around in about 1996. If you go mainstream with all of these, guess what they are all hitting about now."

Guy finishes by talking about the relationship with the customers is about being much closer to them now and in real time and it changes the way we need to relate to them. A consistent narrative must work across commercial services as well as more story driven ARGs, a web experience must be linked to the fax or mobile experience. 

Guy Gadney
Guy Gadney has been involved in new media since 1992, and produced his first interactive online story for Penguin Books in 1996. He produced and directed two others in the late nineties that tapped into the power of story-telling as a dialogue rather than a monologue. He produced and co-wrote the MMORPG Diaspora in 1998 with over 50 interwoven storylines which formed the basis of the interactive user-generated game.

He has worked at the BBC, FoxKids, FOXTEL, BigPond and is currently General Manager of Digital Services at PBL Media developing digital strategy for the group companies including ACP Magazines and Channel Nine. He is President of AIMIA, and is involved in a number of companies worldwide who specialise in virtual worlds and interactive narrative.

MIXED REALITY BRANDED ENTERTAINMENT

“Where Social Networks meet Games meet TV”

Which side of the wall are you on? TV and Film OR Games and Virtual Worlds? That wall is about to crumble. This is a wake up call to all entertainment producers and consumers to prepare for an almighty collision.

Audiences are already spending up to four times as much of their entertainment time in virtual spaces than they are watching TV. EA Games have just partnered with Endemol to produce TV shows inside virtual worlds, MTV Networks have virtual versions of their popular TV program Laguna Beach and there is a growing tide of shows from virtual worlds which mirror our experiences in the physical world.

This exciting afternoon seminar will examine a wide range of cross-over services that work between games, virtual worlds and linear TV. This seminar is intended for games creators, social network managers and film and TV producers looking to merge their entertainment worlds. It will also be of interest to designers of games that work across media in the physical world using mobiles, print, viral techniques, TV and the web.

Join:

    * Tony Walsh (Emmy Award Winning Canadian Games Developer)
    * Guy Gadney (General Manager PBL Digital Services & President AIMIA) and
    * Gary Hayes (Director of LAMP and Head of MUVE at The Project Factory)]]></description>
			<itunes:subtitle>© Guy Gadney 2007. </itunes:subtitle>
			<itunes:summary>The third of three podcasts from Guy Gadney, Tony Walsh and Gary Hayes recorded live at the at the AGL Theatre, Museum of Sydney (MoS) Thurs 17 May.

TV can i introduce you to Games?
Guy takes a broad look at the changes happening in creative media industries. The importance of broadband to enable virtual worlds and mixed reality services as well as integration to allow rich cross-media entities such as Alternate Reality Games. He looks at some commercial drivers for mixed reality spaces such as home finding, being able to virtually walk into models of physical spaces. 

&quot;This sort of programming is fascinating in that not only does the user interact with the story line but builds up their own profile online, matches them across the fictional story world which is being told across 24 to their real location in the US and then throws a community into the mix as well. And like a car cranking we start to get a sense of the beginnings of some quite exciting.&quot;

Guy continues to look at the power of community as creators across mobiles, web and in TV and talks about CSI, 24, L Word (viewer generated script) and Desperate Housewives and the importance of relevant advertising. He looks at growing trends:

&quot;it takes about 7 to 10 years for any new major technology, behavioural technology to filter through to mainstream. If we look at hardware that has come through PCs as they come up to 50%, the growth of DVD players and broadband as it starts to come through there is a linearity associated with that.&quot;

He talks about the growth of gaming platforms, the generations that define them and how they are becoming more and more ubiquitous.

&quot;What we are getting at the moment is all of this stuff coming at once and there is a reason for that I believe. Which is that it has actually been coming for quite some time and if you apply the rule of 7-10 years here is a grab bag of technologies that have come through. Chat, iRC chat was around 1988 now look at where we are with MSN messenger, that is mainstream. RPGs in a new media context started around 1988 as well and MMORPGs started around 1991. 3D browsers started to come through around 1994 with VRML as browser plugins. Mobile content and interactive TV also around 1996/7. Many of these failed first time around in about 1996. If you go mainstream with all of these, guess what they are all hitting about now.&quot;

Guy finishes by talking about the relationship with the customers is about being much closer to them now and in real time and it changes the way we need to relate to them. A consistent narrative must work across commercial services as well as more story driven ARGs, a web experience must be linked to the fax or mobile experience. 

Guy Gadney
Guy Gadney has been involved in new media since 1992, and produced his first interactive online story for Penguin Books in 1996. He produced and directed two others in the late nineties that tapped into the power of story-telling as a dialogue rather than a monologue. He produced and co-wrote the MMORPG Diaspora in 1998 with over 50 interwoven storylines which formed the basis of the interactive user-generated game.

He has worked at the BBC, FoxKids, FOXTEL, BigPond and is currently General Manager of Digital Services at PBL Media developing digital strategy for the group companies including ACP Magazines and Channel Nine. He is President of AIMIA, and is involved in a number of companies worldwide who specialise in virtual worlds and interactive narrative.

MIXED REALITY BRANDED ENTERTAINMENT

“Where Social Networks meet Games meet TV”

Which side of the wall are you on? TV and Film OR Games and Virtual Worlds? That wall is about to crumble. This is a wake up call to all entertainment producers and consumers to prepare for an almighty collision.

Audiences are already spending up to four times as much of their entertainment time in virtual spaces than they are watching TV. EA Games have just partnered with Endemol to produce TV shows inside virtual worlds, MTV Networks have virtual versions of their popular TV program Laguna Beach and there is a growing tide of shows from virtual worlds which mirror our experiences in the physical world.

This exciting afternoon seminar will examine a wide range of cross-over services that work between games, virtual worlds and linear TV. This seminar is intended for games creators, social network managers and film and TV producers looking to merge their entertainment worlds. It will also be of interest to designers of games that work across media in the physical world using mobiles, print, viral techniques, TV and the web.

Join:

    * Tony Walsh (Emmy Award Winning Canadian Games Developer)
    * Guy Gadney (General Manager PBL Digital Services &amp; President AIMIA) and
    * Gary Hayes (Director of LAMP and Head of MUVE at The Project Factory)</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/guy_mixedreality.mp3" length="10573211" />
			<guid>http://www.lamp.edu.au/podcast/guy_mixedreality.mp3</guid>
			<pubDate>Thu, 14 Jun 2007 10:08:18 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:27:46</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Real The Virtual and The Mixed</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[The second of three podcasts from Tony Walsh, Guy Gadney and Gary Hayes recorded live at the at the AGL Theatre, Museum of Sydney (MoS) Thurs 17 May. An enhanced podcast is also available. 

The Real, The Virtual and The Mixed (Realities)
Tony explores virtual worlds, alternate reality and mixed reality by providing definitions, historical context and his experienced opinion on how the experiences provided by these are really driving future entertainment. He looks at isometric browser based worlds as well as fully immersive 3D worlds and how they have evolved from Dungeons and Dragons and through MMOGs. As well as looking at the positive potential of bespoke worlds he talks for 20 minutes on why Second life is not ideal for creating story-worlds at the moment, but points out that none of the issues are Insurmountable.  He follows this by defining alternate reality games, then looking at the Ocular Effect (which was linked to Disney's series 'Fallen') and on which he was a game designer with its producers Xenophile Media. His last 5 minutes are specifically focused on Mixed Reality - Examples include: Alternate Reality Games moving into Second Life, raids in world of warcraft being planned collaboratively in Second Life, Heroes 360 experience that feeds on fan input that changes the show, real gold cubes (200 000 US), ordering Pizza in Everquest, VISA rewards inside games, music concerts that go into virtual worlds and back out again.

"These spaces sort of permeate each other so that real life can be permeated by the virtual world, the real world can be permeated by alternate reality games, real life slipping into the virtual world, as in real corporations coming into the virtual world with their real products and services, how do they virtualize that. Alternate reality game spaces touching our real lives and then our actions in real life affecting what happens in the alternate reality games....Summary 
(1)Play interaction and collaboration and strangers can be highly rewarding in ARGS, Virtual worlds and mixed reality. 
(2)There is actually very little fundamental difference between this terminology, between virtual, alternate and mixed, it is all just different flavours of the same food. 
(3) Hyperrealism is not a pre-requisite for engagement or immersion and suspension of disbelief might not be as important as we thought. 
(4) Current audiences are willing to follow a story across multiple media and more importantly tomorrow’s audiences will demand cross media experiences and actually be conversant in creating cross media experiences. 
(5)The understanding of the space is growing and increasing not only amongst producers of it by amongst consumers, just as we have kids cutting up their own videos on You Tube we will have kids creating their own virtual worlds, in fact they already are."

Tony Walsh 
is a Toronto-based creative developer and consultant with a background in professional illustration, writing, and design. He has helped plan and build compelling social media and game projects since 1994, including the Gemini Award-winning “This is Daniel Cook” web site (2005), International Emmy Award-winning “Regenesis” alternate reality game (2006), and the SXSW Web Award-winning “Fallen” alternate reality game (2007).

Walsh is a part-time Game Design instructor with Centennial College (undergraduate program) and George Brown College (postgraduate program) in Toronto. In 2007, he conducted game prototyping workshops for the Canadian Film Centre Media Lab in Toronto, joined Australia’s Laboratory of Advanced Media Production as a mentor for a series of workshops based around the “Story of the Future,” and joined San Francisco’s Producers Institute for New Media Technologies as a mentor for a week of new media production workshops. Walsh is a member of the “Pool of Masterminds,” a group of consultants and educators working with the Interactive / Media / Design program at the Royal Academy of Art in The Hague, The Netherlands. Walsh is an Advisory Board member for the South by Southwest Screenburn game conference in Austin, Texas.

Walsh maintains an active public profile by giving presentations, contributing to panel discussions, and by commentating in the media. He has been filmed for two pending documentaries about virtual worlds, and has consulted two other pending documentaries on the same topic. In March, 2007, Walsh lead a panel discussion on “Avatar-Based Marketing in Virtual Worlds” at the Screenburn game conference. In 2006, he moderated a top-rated panel on “The Secret Sex Life of Video Games” at South by Southwest. Walsh has been cited in such publications as Wired Magazine, Discover Magazine, Utne Magazine, and Harvard Business Review.

Walsh is interested generally in the intersections between culture, business, and technology. Specifically, he finds virtual worlds such as Second Life among the most exciting results of those intersections. He has been researching and writing about Second Life since 2004. His blog Clickable Culture is recognized as one of the world’s most interesting sources for virtual-world criticism and analysis.

Tony Walsh can be found online at www.SecretLair.com

MIXED REALITY BRANDED ENTERTAINMENT

“Where Social Networks meet Games meet TV”

Which side of the wall are you on? TV and Film OR Games and Virtual Worlds? That wall is about to crumble. This is a wake up call to all entertainment producers and consumers to prepare for an almighty collision.

Audiences are already spending up to four times as much of their entertainment time in virtual spaces than they are watching TV. EA Games have just partnered with Endemol to produce TV shows inside virtual worlds, MTV Networks have virtual versions of their popular TV program Laguna Beach and there is a growing tide of shows from virtual worlds which mirror our experiences in the physical world.

This exciting afternoon seminar will examine a wide range of cross-over services that work between games, virtual worlds and linear TV. This seminar is intended for games creators, social network managers and film and TV producers looking to merge their entertainment worlds. It will also be of interest to designers of games that work across media in the physical world using mobiles, print, viral techniques, TV and the web.

Join:

    * Tony Walsh (Emmy Award Winning Canadian Games Developer)
    * Guy Gadney (General Manager PBL Digital Services & President AIMIA) and
    * Gary Hayes (Director of LAMP and Head of MUVE at The Project Factory)
]]></description>
			<itunes:subtitle>© Tony Walsh 2007. Tony explores virtual worlds, alternate reality and mixed reality by providing definitions, historical context and his experienced opinion on how the experiences provided by these are really driving future entertainment. </itunes:subtitle>
			<itunes:summary>The second of three podcasts from Tony Walsh, Guy Gadney and Gary Hayes recorded live at the at the AGL Theatre, Museum of Sydney (MoS) Thurs 17 May. An enhanced podcast is also available. 

The Real, The Virtual and The Mixed (Realities)
Tony explores virtual worlds, alternate reality and mixed reality by providing definitions, historical context and his experienced opinion on how the experiences provided by these are really driving future entertainment. He looks at isometric browser based worlds as well as fully immersive 3D worlds and how they have evolved from Dungeons and Dragons and through MMOGs. As well as looking at the positive potential of bespoke worlds he talks for 20 minutes on why Second life is not ideal for creating story-worlds at the moment, but points out that none of the issues are Insurmountable.  He follows this by defining alternate reality games, then looking at the Ocular Effect (which was linked to Disney&apos;s series &apos;Fallen&apos;) and on which he was a game designer with its producers Xenophile Media. His last 5 minutes are specifically focused on Mixed Reality - Examples include: Alternate Reality Games moving into Second Life, raids in world of warcraft being planned collaboratively in Second Life, Heroes 360 experience that feeds on fan input that changes the show, real gold cubes (200 000 US), ordering Pizza in Everquest, VISA rewards inside games, music concerts that go into virtual worlds and back out again.

&quot;These spaces sort of permeate each other so that real life can be permeated by the virtual world, the real world can be permeated by alternate reality games, real life slipping into the virtual world, as in real corporations coming into the virtual world with their real products and services, how do they virtualize that. Alternate reality game spaces touching our real lives and then our actions in real life affecting what happens in the alternate reality games....Summary 
(1)Play interaction and collaboration and strangers can be highly rewarding in ARGS, Virtual worlds and mixed reality. 
(2)There is actually very little fundamental difference between this terminology, between virtual, alternate and mixed, it is all just different flavours of the same food. 
(3) Hyperrealism is not a pre-requisite for engagement or immersion and suspension of disbelief might not be as important as we thought. 
(4) Current audiences are willing to follow a story across multiple media and more importantly tomorrow’s audiences will demand cross media experiences and actually be conversant in creating cross media experiences. 
(5)The understanding of the space is growing and increasing not only amongst producers of it by amongst consumers, just as we have kids cutting up their own videos on You Tube we will have kids creating their own virtual worlds, in fact they already are.&quot;

Tony Walsh 
is a Toronto-based creative developer and consultant with a background in professional illustration, writing, and design. He has helped plan and build compelling social media and game projects since 1994, including the Gemini Award-winning “This is Daniel Cook” web site (2005), International Emmy Award-winning “Regenesis” alternate reality game (2006), and the SXSW Web Award-winning “Fallen” alternate reality game (2007).

Walsh is a part-time Game Design instructor with Centennial College (undergraduate program) and George Brown College (postgraduate program) in Toronto. In 2007, he conducted game prototyping workshops for the Canadian Film Centre Media Lab in Toronto, joined Australia’s Laboratory of Advanced Media Production as a mentor for a series of workshops based around the “Story of the Future,” and joined San Francisco’s Producers Institute for New Media Technologies as a mentor for a week of new media production workshops. Walsh is a member of the “Pool of Masterminds,” a group of consultants and educators working with the Interactive / Media / Design program at the Royal Academy of Art in The Hague, The Netherlands. Walsh is an Advisory Board member for the South by Southwest Screenburn game conference in Austin, Texas.

Walsh maintains an active public profile by giving presentations, contributing to panel discussions, and by commentating in the media. He has been filmed for two pending documentaries about virtual worlds, and has consulted two other pending documentaries on the same topic. In March, 2007, Walsh lead a panel discussion on “Avatar-Based Marketing in Virtual Worlds” at the Screenburn game conference. In 2006, he moderated a top-rated panel on “The Secret Sex Life of Video Games” at South by Southwest. Walsh has been cited in such publications as Wired Magazine, Discover Magazine, Utne Magazine, and Harvard Business Review.

Walsh is interested generally in the intersections between culture, business, and technology. Specifically, he finds virtual worlds such as Second Life among the most exciting results of those intersections. He has been researching and writing about Second Life since 2004. His blog Clickable Culture is recognized as one of the world’s most interesting sources for virtual-world criticism and analysis.

Tony Walsh can be found online at www.SecretLair.com

MIXED REALITY BRANDED ENTERTAINMENT

“Where Social Networks meet Games meet TV”

Which side of the wall are you on? TV and Film OR Games and Virtual Worlds? That wall is about to crumble. This is a wake up call to all entertainment producers and consumers to prepare for an almighty collision.

Audiences are already spending up to four times as much of their entertainment time in virtual spaces than they are watching TV. EA Games have just partnered with Endemol to produce TV shows inside virtual worlds, MTV Networks have virtual versions of their popular TV program Laguna Beach and there is a growing tide of shows from virtual worlds which mirror our experiences in the physical world.

This exciting afternoon seminar will examine a wide range of cross-over services that work between games, virtual worlds and linear TV. This seminar is intended for games creators, social network managers and film and TV producers looking to merge their entertainment worlds. It will also be of interest to designers of games that work across media in the physical world using mobiles, print, viral techniques, TV and the web.

Join:

    * Tony Walsh (Emmy Award Winning Canadian Games Developer)
    * Guy Gadney (General Manager PBL Digital Services &amp; President AIMIA) and
    * Gary Hayes (Director of LAMP and Head of MUVE at The Project Factory)
</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/tony_mixedreality.mp3" length="17499955" />
			<guid>http://www.lamp.edu.au/podcast/tony_mixedreality.mp3</guid>
			<pubDate>Mon, 11 Jun 2007 18:55:56 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:44:54</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>ENHANCED - The Mixed Reality Perfect Storm</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[The first of three podcasts from Gary Hayes, Tony Walsh and Guy Gadney recorded live at the at the AGL Theatre, Museum of Sydney (MoS) Thurs 17 May. This is an enhanced podcast with synchronised slides.

THE MIXED REALITY PERFECT STORM
A short 16m introduction from Gary Hayes who looks at the four forces that are coming together to create perfect conditions for this hybrid form of entertainment. He looks back 10 years at early inhabited TV 3D world experiments when he was an innovation producer at the BBC and then forward to the latest cross-over services where TV properties become virtual and where the virtual world appears inside traditional forms. He looks at virtual worlds such as there.com, second life, PS3 Home, Habbo Hotel, Neopets etc: and how properties such as Big Brother, Laguna Beach, The Hills, Pimp My Ride and a range of consumer brands that are creating engaging and immersive hybrid entertainment.

MIXED REALITY BRANDED ENTERTAINMENT

“Where Social Networks meet Games meet TV”

Which side of the wall are you on? TV and Film OR Games and Virtual Worlds? That wall is about to crumble. This is a wake up call to all entertainment producers and consumers to prepare for an almighty collision.

Audiences are already spending up to four times as much of their entertainment time in virtual spaces than they are watching TV. EA Games have just partnered with Endemol to produce TV shows inside virtual worlds, MTV Networks have virtual versions of their popular TV program Laguna Beach and there is a growing tide of shows from virtual worlds which mirror our experiences in the physical world.

This exciting afternoon seminar will examine a wide range of cross-over services that work between games, virtual worlds and linear TV. This seminar is intended for games creators, social network managers and film and TV producers looking to merge their entertainment worlds. It will also be of interest to designers of games that work across media in the physical world using mobiles, print, viral techniques, TV and the web.

Join:

    * Tony Walsh (Emmy Award Winning Canadian Games Developer)
    * Guy Gadney (General Manager PBL Digital Services & President AIMIA) and
    * Gary Hayes (Director of LAMP and Head of MUVE at The Project Factory)
]]></description>
			<itunes:subtitle>A short 16m introduction from Gary Hayes who looks at the four forces that are coming together to create perfect conditions for this hybrid form of entertainment. Enhanced with 30 slides.</itunes:subtitle>
			<itunes:summary>The first of three podcasts from Gary Hayes, Tony Walsh and Guy Gadney recorded live at the at the AGL Theatre, Museum of Sydney (MoS) Thurs 17 May. This is an enhanced podcast with synchronised slides.

THE MIXED REALITY PERFECT STORM
A short 16m introduction from Gary Hayes who looks at the four forces that are coming together to create perfect conditions for this hybrid form of entertainment. He looks back 10 years at early inhabited TV 3D world experiments when he was an innovation producer at the BBC and then forward to the latest cross-over services where TV properties become virtual and where the virtual world appears inside traditional forms. He looks at virtual worlds such as there.com, second life, PS3 Home, Habbo Hotel, Neopets etc: and how properties such as Big Brother, Laguna Beach, The Hills, Pimp My Ride and a range of consumer brands that are creating engaging and immersive hybrid entertainment.

MIXED REALITY BRANDED ENTERTAINMENT

“Where Social Networks meet Games meet TV”

Which side of the wall are you on? TV and Film OR Games and Virtual Worlds? That wall is about to crumble. This is a wake up call to all entertainment producers and consumers to prepare for an almighty collision.

Audiences are already spending up to four times as much of their entertainment time in virtual spaces than they are watching TV. EA Games have just partnered with Endemol to produce TV shows inside virtual worlds, MTV Networks have virtual versions of their popular TV program Laguna Beach and there is a growing tide of shows from virtual worlds which mirror our experiences in the physical world.

This exciting afternoon seminar will examine a wide range of cross-over services that work between games, virtual worlds and linear TV. This seminar is intended for games creators, social network managers and film and TV producers looking to merge their entertainment worlds. It will also be of interest to designers of games that work across media in the physical world using mobiles, print, viral techniques, TV and the web.

Join:

    * Tony Walsh (Emmy Award Winning Canadian Games Developer)
    * Guy Gadney (General Manager PBL Digital Services &amp; President AIMIA) and
    * Gary Hayes (Director of LAMP and Head of MUVE at The Project Factory)
</itunes:summary>
			<enclosure type="audio/x-m4a" url="http://www.lamp.edu.au/podcast/gary_mixedreality_enhanced.m4a" length="7790672" />
			<guid>http://www.lamp.edu.au/podcast/gary_mixedreality_enhanced.m4a</guid>
			<pubDate>Sun, 03 Jun 2007 21:51:26 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:15:57</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Mixed Reality Perfect Storm</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[The first of three podcasts from Gary Hayes, Tony Walsh and Guy Gadney recorded live at the at the AGL Theatre, Museum of Sydney (MoS) Thurs 17 May. An enhanced podcast is also available. 

THE MIXED REALITY PERFECT STORM
A short 16m introduction from Gary Hayes who looks at the four forces that are coming together to create perfect conditions for this hybrid form of entertainment. He looks back 10 years at early inhabited TV 3D world experiments when he was an innovation producer at the BBC and then forward to the latest cross-over services where TV properties become virtual and where the virtual world appears inside traditional forms. He looks at virtual worlds such as there.com, second life, PS3 Home, Habbo Hotel, Neopets etc: and how properties such as Big Brother, Laguna Beach, The Hills, Pimp My Ride and a range of consumer brands that are creating engaging and immersive hybrid entertainment.

MIXED REALITY BRANDED ENTERTAINMENT

“Where Social Networks meet Games meet TV”

Which side of the wall are you on? TV and Film OR Games and Virtual Worlds? That wall is about to crumble. This is a wake up call to all entertainment producers and consumers to prepare for an almighty collision.

Audiences are already spending up to four times as much of their entertainment time in virtual spaces than they are watching TV. EA Games have just partnered with Endemol to produce TV shows inside virtual worlds, MTV Networks have virtual versions of their popular TV program Laguna Beach and there is a growing tide of shows from virtual worlds which mirror our experiences in the physical world.

This exciting afternoon seminar will examine a wide range of cross-over services that work between games, virtual worlds and linear TV. This seminar is intended for games creators, social network managers and film and TV producers looking to merge their entertainment worlds. It will also be of interest to designers of games that work across media in the physical world using mobiles, print, viral techniques, TV and the web.

Join:

    * Tony Walsh (Emmy Award Winning Canadian Games Developer)
    * Guy Gadney (General Manager PBL Digital Services & President AIMIA) and
    * Gary Hayes (Director of LAMP and Head of MUVE at The Project Factory)
]]></description>
			<itunes:subtitle>A short 16m introduction from Gary Hayes who looks at the four forces that are coming together to create perfect conditions for this hybrid form of entertainment.</itunes:subtitle>
			<itunes:summary>The first of three podcasts from Gary Hayes, Tony Walsh and Guy Gadney recorded live at the at the AGL Theatre, Museum of Sydney (MoS) Thurs 17 May. An enhanced podcast is also available. 

THE MIXED REALITY PERFECT STORM
A short 16m introduction from Gary Hayes who looks at the four forces that are coming together to create perfect conditions for this hybrid form of entertainment. He looks back 10 years at early inhabited TV 3D world experiments when he was an innovation producer at the BBC and then forward to the latest cross-over services where TV properties become virtual and where the virtual world appears inside traditional forms. He looks at virtual worlds such as there.com, second life, PS3 Home, Habbo Hotel, Neopets etc: and how properties such as Big Brother, Laguna Beach, The Hills, Pimp My Ride and a range of consumer brands that are creating engaging and immersive hybrid entertainment.

MIXED REALITY BRANDED ENTERTAINMENT

“Where Social Networks meet Games meet TV”

Which side of the wall are you on? TV and Film OR Games and Virtual Worlds? That wall is about to crumble. This is a wake up call to all entertainment producers and consumers to prepare for an almighty collision.

Audiences are already spending up to four times as much of their entertainment time in virtual spaces than they are watching TV. EA Games have just partnered with Endemol to produce TV shows inside virtual worlds, MTV Networks have virtual versions of their popular TV program Laguna Beach and there is a growing tide of shows from virtual worlds which mirror our experiences in the physical world.

This exciting afternoon seminar will examine a wide range of cross-over services that work between games, virtual worlds and linear TV. This seminar is intended for games creators, social network managers and film and TV producers looking to merge their entertainment worlds. It will also be of interest to designers of games that work across media in the physical world using mobiles, print, viral techniques, TV and the web.

Join:

    * Tony Walsh (Emmy Award Winning Canadian Games Developer)
    * Guy Gadney (General Manager PBL Digital Services &amp; President AIMIA) and
    * Gary Hayes (Director of LAMP and Head of MUVE at The Project Factory)
</itunes:summary>
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			<guid>http://www.lamp.edu.au/podcast/gary_mixedreality.mp3</guid>
			<pubDate>Sun, 03 Jun 2007 21:30:46 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:15:57</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Digital Storytelling - Same, Same but Different</title>
			<itunes:author>Marissa Cooke</itunes:author>
			<description><![CDATA[Marissa Cooke
TV new media and advertising  writer, new media producer – Fat Cow Motel, (http://www.fatcowmotel.com.au) PSTrixi (http://au.yahoo.com/trixi/) Copywriter for many bluechip clients writing for the single screen or the multiple screens.

Interactive writer and producer, Marissa Cooke opens her presentation by stating there are great commonalities between storytelling in digital and traditional media.

Marissa talks about her work on Fat Cow Motel which screened on Austar and ABC TV over different platforms including web, mobile, email and interactive TV. She discusses how fundamental story principles in this immersive experience were adapted for the multiplatform series and game. 

According to Marissa, the enhanced interactivity potential and the different, multiple distribution platforms impact on the writing process. Interactivity may invigorates both the narrative and the audience through more dynamic personal two-way communication. Marissa gives some examples of this discussing how the writers engaged the audience in Fat Cow Motel. Multiple distribution platforms can add relevance and timeliness, however Marissa discusses that writing and language must be tailored to the particular media. If you could transfer the content across to another platform then it is not optimised well enough. 

Marissa speaks about how the story of PSTrixi was created on the interactive platforms, a hybrid drama/game created Yahoo7!, then delivered across web, email, mobile and instant messager. 

Marissa finishes her presentation by speaking about new media roles. Importantly, the new role of the writer as a concept creator and content developer. 

Audio recording by Peter Giles, Description Tanya V]]></description>
			<itunes:subtitle>© Marissa Cooke 2007. Marissa opens her presentation by stating there are great commonalities between storytelling in digital and traditional media.</itunes:subtitle>
			<itunes:summary>Marissa Cooke
TV new media and advertising  writer, new media producer – Fat Cow Motel, (http://www.fatcowmotel.com.au) PSTrixi (http://au.yahoo.com/trixi/) Copywriter for many bluechip clients writing for the single screen or the multiple screens.

Interactive writer and producer, Marissa Cooke opens her presentation by stating there are great commonalities between storytelling in digital and traditional media.

Marissa talks about her work on Fat Cow Motel which screened on Austar and ABC TV over different platforms including web, mobile, email and interactive TV. She discusses how fundamental story principles in this immersive experience were adapted for the multiplatform series and game. 

According to Marissa, the enhanced interactivity potential and the different, multiple distribution platforms impact on the writing process. Interactivity may invigorates both the narrative and the audience through more dynamic personal two-way communication. Marissa gives some examples of this discussing how the writers engaged the audience in Fat Cow Motel. Multiple distribution platforms can add relevance and timeliness, however Marissa discusses that writing and language must be tailored to the particular media. If you could transfer the content across to another platform then it is not optimised well enough. 

Marissa speaks about how the story of PSTrixi was created on the interactive platforms, a hybrid drama/game created Yahoo7!, then delivered across web, email, mobile and instant messager. 

Marissa finishes her presentation by speaking about new media roles. Importantly, the new role of the writer as a concept creator and content developer. 

Audio recording by Peter Giles, Description Tanya V</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/marissacooke_digital_storytelling.mp3" length="6429723" />
			<guid>http://www.lamp.edu.au/podcast/marissacooke_digital_storytelling.mp3</guid>
			<pubDate>Mon, 05 Mar 2007 02:06:53 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:17:47</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Extending TV Drama Experience</title>
			<itunes:author>Evan Jones</itunes:author>
			<description><![CDATA[Extending the experiences of TV drama audiences
Evan Jones is the Creative Director of Xenophile Media Xenophile which is a Canadian cross media production company specialising in extended media experiences. Evan is an interactive media producer from the combined disciplines of computer science, film studies and radio production. His projects range from narrative console gaming to interactive historical documentary. Winner of the 2005 Canadian New Media Awards for Excellence in Cross Platform and Banff Television Award for Interactive Television, his project ‘The ReGenesis Extended Reality’ game engages players to interact with characters from the series. The project has attracted a whole new audience eager for more than bios and episodic summaries. The game draws viewers into a conspiracy and mystery that weaves in and out of the TV series, using the internet, email and other media to immerse the viewer and blur the line between fiction and reality.

The Presentation
Evan visited Australia in November 2006 and in this presentation he focuses on two cross media/broadcast TV drama series projects: Fallen (http://www.oculareffect.com) and Re-Genesis (http://www.regenesistv.com).

“I find it very interesting to see how much people value on-line communities but go about setting them up without a purpose or goal. They say here is a chat room that is set up alongside a TV series but don’t give people anything to talk about…we are giving people very precise information and asking people to work together to find the answers.”

Nov 24, Chauvel Cinema, Sydney, presented by AFTRS]]></description>
			<itunes:subtitle>© Evan Jones 2006 Extended Entertainment Experiences Seminar. Chauvel Cinema, Sydney. 24th Nov 2006 </itunes:subtitle>
			<itunes:summary>Extending the experiences of TV drama audiences
Evan Jones is the Creative Director of Xenophile Media Xenophile which is a Canadian cross media production company specialising in extended media experiences. Evan is an interactive media producer from the combined disciplines of computer science, film studies and radio production. His projects range from narrative console gaming to interactive historical documentary. Winner of the 2005 Canadian New Media Awards for Excellence in Cross Platform and Banff Television Award for Interactive Television, his project ‘The ReGenesis Extended Reality’ game engages players to interact with characters from the series. The project has attracted a whole new audience eager for more than bios and episodic summaries. The game draws viewers into a conspiracy and mystery that weaves in and out of the TV series, using the internet, email and other media to immerse the viewer and blur the line between fiction and reality.

The Presentation
Evan visited Australia in November 2006 and in this presentation he focuses on two cross media/broadcast TV drama series projects: Fallen (http://www.oculareffect.com) and Re-Genesis (http://www.regenesistv.com).

“I find it very interesting to see how much people value on-line communities but go about setting them up without a purpose or goal. They say here is a chat room that is set up alongside a TV series but don’t give people anything to talk about…we are giving people very precise information and asking people to work together to find the answers.”

Nov 24, Chauvel Cinema, Sydney, presented by AFTRS</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/extendedent_ej.mp3" length="6586950" />
			<guid>http://www.lamp.edu.au/podcast/extendedent_ej.mp3</guid>
			<pubDate>Wed, 13 Dec 2006 15:47:29 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:27:21</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Writing for Games</title>
			<itunes:author>Jackie Turnure</itunes:author>
			<description><![CDATA[Jackie Turnure is one of the leaders at LAMP and AFTRS in the development of games, online role playing, extended reality and virtual worlds (full bio below). This talk combines much of her knowledge as professional writer gained from her experience in the interactive industry along with a recent trip to the Austin Games Conference where she met and heard some of the best Games Writers in the World. She referred to presentations by four key writers who presented at the conference. The first Mark Terrano of Hidden Entertainment talked in his keynote about stories that are like home movies, meaningful to them, about not using other mediums to analyse or design games and most importantly for would be writers to actually play games to understand them. He finished on the importance of embracing user content, the personal experience, people want to personalize. Alexis Nolent a writer for Ubisoft made a key point that a writer is involved through the whole game production process not just at the beginning. Games are not remembered for the writing, gameplay is. But gamers often complain about bad story so it is critical to embed writers with the level designers to produce strong narrative at all points. 

The third writer was John Sutherland from Microsoft who talked about conflict is important for drama. "Try selling the superman story without kryptonite". Story will emerge from conflict and for MMO's once the conflict is set up the writer has to learn to let go, as the players themselves create the story. Rules of games, do - if possible, show - if you must, tell -last resort. Rafael Chandler from Media Sunshine made a point in his talk about the production process, that gamers dont want story, they already have it.  The final speaker was outside the writing stream. Raph Koster is renowned for dropping bombs in conferences and his main point here was that the 'big' games are finished. Console games and gigantic MMO's are finished, 'Age of the Dinosaurs'. His point was that games become services not products and that publishers and games creators will start to fragment with many hundreds and thousands entering the market creating small, niche services. 

For this talk Jackie finished on her own 'busted myths' that she gleaned from the conference. They included myths such as:
- Games = shooters
- Games aren’t stories
- Audience contribution is new
- Interactivity breaks emotional engagement
- Conflict = combat
- Personalised content is not story
- Story is king

and had some good news to finish on. Traditional skills do cross over in story, emotional engagement, genre, character, conflict, structure and dialogue and her final message was about the new skills many writers need to develop:
• Balancing narrative with agency
• Player is the protagonist
• Making navigation transparent
• Controlling rhythm and pacing
• Incorporating personalisation
• Encouraging real world interaction

About Jackie
With script editing and writing experience in both traditional and new media, Jackie Turnure brings a unique perspective to the role of narrative in cross media production. For the last 15 years she has been working across film, television, games and online production, with a particular focus on animation and children’s content.

Jackie received her Bachelor of Arts (Visual Communications) from Sydney College of the Arts and her Master of Fine Arts (Film Production) from San Francisco State University. She spent nine years in the US teaching screenwriting at New York University, Hunter College and the Academy of Arts College, San Francisco. During that time, Jackie wrote and directed eight short films and videos that have won awards and screened internationally.

After returning to Sydney, Jackie produced and directed three 3D animated kids’ games for PC, “Bananas in Pyjamas ” It’s Party Time”, “Oz - The Magical Adventure” and “Oz - The Interactive Storybook”. The games have won numerous awards and been distributed in 18 countries. Jackie lectures part time at AFTRS, was an industry mentor at the NSW Film and Television Office’s Indigenous Writers Workshop, ran a Game Design Workshop in FTI in Perth and gave a workshop on Alternative Narratives for the Australian Writer’s Guild.In addition, Jackie works as a script editor and story consultant on feature films, animated television series and animated games. She recently completed story producing and writing 3 episodes on Deadly, a half hour animated TV series based on the books by Paul Jennings and Morris Gleitzman. Jackie is currently script editing and voice directing Stolen Life, an animated feature produced in Machinima, written and produced by Peter Rasmussen.

AFTRS Sydney 1 Dec 2006 

Audio edited and processed by Gary Hayes. ]]></description>
			<itunes:subtitle>© Jackie Turnure 2006. A live presentation as part of LAMP&apos;s Friday Futures at AFTRS. Nov 2006.</itunes:subtitle>
			<itunes:summary>Jackie Turnure is one of the leaders at LAMP and AFTRS in the development of games, online role playing, extended reality and virtual worlds (full bio below). This talk combines much of her knowledge as professional writer gained from her experience in the interactive industry along with a recent trip to the Austin Games Conference where she met and heard some of the best Games Writers in the World. She referred to presentations by four key writers who presented at the conference. The first Mark Terrano of Hidden Entertainment talked in his keynote about stories that are like home movies, meaningful to them, about not using other mediums to analyse or design games and most importantly for would be writers to actually play games to understand them. He finished on the importance of embracing user content, the personal experience, people want to personalize. Alexis Nolent a writer for Ubisoft made a key point that a writer is involved through the whole game production process not just at the beginning. Games are not remembered for the writing, gameplay is. But gamers often complain about bad story so it is critical to embed writers with the level designers to produce strong narrative at all points. 

The third writer was John Sutherland from Microsoft who talked about conflict is important for drama. &quot;Try selling the superman story without kryptonite&quot;. Story will emerge from conflict and for MMO&apos;s once the conflict is set up the writer has to learn to let go, as the players themselves create the story. Rules of games, do - if possible, show - if you must, tell -last resort. Rafael Chandler from Media Sunshine made a point in his talk about the production process, that gamers dont want story, they already have it.  The final speaker was outside the writing stream. Raph Koster is renowned for dropping bombs in conferences and his main point here was that the &apos;big&apos; games are finished. Console games and gigantic MMO&apos;s are finished, &apos;Age of the Dinosaurs&apos;. His point was that games become services not products and that publishers and games creators will start to fragment with many hundreds and thousands entering the market creating small, niche services. 

For this talk Jackie finished on her own &apos;busted myths&apos; that she gleaned from the conference. They included myths such as:
- Games = shooters
- Games aren’t stories
- Audience contribution is new
- Interactivity breaks emotional engagement
- Conflict = combat
- Personalised content is not story
- Story is king

and had some good news to finish on. Traditional skills do cross over in story, emotional engagement, genre, character, conflict, structure and dialogue and her final message was about the new skills many writers need to develop:
• Balancing narrative with agency
• Player is the protagonist
• Making navigation transparent
• Controlling rhythm and pacing
• Incorporating personalisation
• Encouraging real world interaction

About Jackie
With script editing and writing experience in both traditional and new media, Jackie Turnure brings a unique perspective to the role of narrative in cross media production. For the last 15 years she has been working across film, television, games and online production, with a particular focus on animation and children’s content.

Jackie received her Bachelor of Arts (Visual Communications) from Sydney College of the Arts and her Master of Fine Arts (Film Production) from San Francisco State University. She spent nine years in the US teaching screenwriting at New York University, Hunter College and the Academy of Arts College, San Francisco. During that time, Jackie wrote and directed eight short films and videos that have won awards and screened internationally.

After returning to Sydney, Jackie produced and directed three 3D animated kids’ games for PC, “Bananas in Pyjamas ” It’s Party Time”, “Oz - The Magical Adventure” and “Oz - The Interactive Storybook”. The games have won numerous awards and been distributed in 18 countries. Jackie lectures part time at AFTRS, was an industry mentor at the NSW Film and Television Office’s Indigenous Writers Workshop, ran a Game Design Workshop in FTI in Perth and gave a workshop on Alternative Narratives for the Australian Writer’s Guild.In addition, Jackie works as a script editor and story consultant on feature films, animated television series and animated games. She recently completed story producing and writing 3 episodes on Deadly, a half hour animated TV series based on the books by Paul Jennings and Morris Gleitzman. Jackie is currently script editing and voice directing Stolen Life, an animated feature produced in Machinima, written and produced by Peter Rasmussen.

AFTRS Sydney 1 Dec 2006 

Audio edited and processed by Gary Hayes. </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/jackie_games_writing.mp3" length="9973967" />
			<guid>http://www.lamp.edu.au/podcast/jackie_games_writing.mp3</guid>
			<pubDate>Mon, 04 Dec 2006 01:47:01 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:41:27</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Game Production for Filmmakers</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[How are virtual worlds developing and what are the opportunities for media creatives?

Presented by AFTRS LAMP - Luke Carruthers is a games developer who runs a company called Imaginary Numbers in Sydney. The company creates online games and their first title Tactica Online is a fast-moving strategy RPG set amidst conspiracy and intrigue of Da Vinci’s world.  Luke Carruthers’ first company, Magna Data, was founded in 1993, and went on to become one of Australia’s most successful early Internet service providers. Sold in 1999 for A$16 million, it was noted for its innovative services, including operating one of the country’s first DSL broadband networks. Since then he has founded three more companies, all focused on the Internet and telecommunications market, including Inter-touch, an in-hotel network operator recently acquired by NTT DoCoMo for US$70 million, and Alterna Telecom, which provided wholesale PSTN switching services and was acquired by RSLCom in 2002. Secretary of the Internet Industry Association from 1995 to 2001, and joining the board of the Game Developers Association of Australia in 2005, he has also worked with numerous government and industry bodies aiding in the development of the legislative and regulatory framework for the telecommunications, media, and entertainment industries.

Summary of the presentation

Using World of Warcraft and Second Life as examples at both ends of the spectrum of social online games Luke talks about environment design, demographics and game-play competitive structures of these services. He differentiates between role playing competitive games and sand-box environments of virtual worlds and talks in great detail about the motivations of game players and the social drivers of MMORPGs. Luke also addresses issues of self-policing and trust based social networks that spring up naturally in these environments referring to the griefers who try to upset the narrative/gameplay of other and the groups of guardians that try to reduce this irritation. In contrast he talks about the virtual world of Second Life as a game with no rules, goals or driving narrative. The economics and the fact that upto 50% of inhabitants of 'worlds' tend to be more socially outgoing females as opposed to the 15-30% in 'games' are used as part of the differentiation discussion. Luke talks about the way players communicate in worlds and how games such as Final Fantasy XI one has english and japanese speakers thrown together and how emotes and symbols are used more in those cases.

Luke then talks at length about the film/game business and production cross overs and how now films like Avatar is being created as a film and online game simultaneously. With costs of $64 mill for WoW the budgets are similar to major features with around $60mill in profit each month. He says that games took 20 years to reach a $10bill industry in the US whereas film took 90 years to get to the same level. The skills required for games creation are similar to film fx and in the US film students have a lot more game 'education' than in Australia. Luke sayd that this money is made mostly throught the dominant model of subscription and pays for the designers, producers, artists and programmers that form the four divisions of most games publishers. An interesting aspect of MMORPG production is the cultural differences in that Final Fantasy for example, which is predominantly and Eastern game, has around 75% passive cinematics (or linear video) and 25% actual interactive gameplay. He talks about the potential cross over in skills between traditional film and game production citing cinematographers, writers, composers, set and production designers have a role to play, whereas editors are more focused on the cinematic creation. Luke suggests it is only in the past year or so that how a scene is presented to the player is important and that is promising for traditional film creators especially lighting design which is going through enormous growth at the moment.

Luke finishes this insightful presentation by talking about the future and how AI will take a more dominant role as the next generation of SIMs type games come to the fore and emotional expression, realistic body language and character/personality will mean it becomes harder and harder to tell the difference between human or machine controlled avatars. The final element of the talk is about the ethical, control and moral dimensions of game access as well as the things Luke sees will make the difference between games and film blur to the Nth degree.

AFTRS Sydney 5 Sept 2006 

This presentation was highly interactive with lots of questions and has been edited to provide reasonable continuity.

Audio edited and processed by Gary Hayes. ]]></description>
			<itunes:subtitle>© Luke Carruthers 2006. A live presentation delivered to filmmakers at AFTRS, Sydney, Sept 2006.</itunes:subtitle>
			<itunes:summary>How are virtual worlds developing and what are the opportunities for media creatives?

Presented by AFTRS LAMP - Luke Carruthers is a games developer who runs a company called Imaginary Numbers in Sydney. The company creates online games and their first title Tactica Online is a fast-moving strategy RPG set amidst conspiracy and intrigue of Da Vinci’s world.  Luke Carruthers’ first company, Magna Data, was founded in 1993, and went on to become one of Australia’s most successful early Internet service providers. Sold in 1999 for A$16 million, it was noted for its innovative services, including operating one of the country’s first DSL broadband networks. Since then he has founded three more companies, all focused on the Internet and telecommunications market, including Inter-touch, an in-hotel network operator recently acquired by NTT DoCoMo for US$70 million, and Alterna Telecom, which provided wholesale PSTN switching services and was acquired by RSLCom in 2002. Secretary of the Internet Industry Association from 1995 to 2001, and joining the board of the Game Developers Association of Australia in 2005, he has also worked with numerous government and industry bodies aiding in the development of the legislative and regulatory framework for the telecommunications, media, and entertainment industries.

Summary of the presentation

Using World of Warcraft and Second Life as examples at both ends of the spectrum of social online games Luke talks about environment design, demographics and game-play competitive structures of these services. He differentiates between role playing competitive games and sand-box environments of virtual worlds and talks in great detail about the motivations of game players and the social drivers of MMORPGs. Luke also addresses issues of self-policing and trust based social networks that spring up naturally in these environments referring to the griefers who try to upset the narrative/gameplay of other and the groups of guardians that try to reduce this irritation. In contrast he talks about the virtual world of Second Life as a game with no rules, goals or driving narrative. The economics and the fact that upto 50% of inhabitants of &apos;worlds&apos; tend to be more socially outgoing females as opposed to the 15-30% in &apos;games&apos; are used as part of the differentiation discussion. Luke talks about the way players communicate in worlds and how games such as Final Fantasy XI one has english and japanese speakers thrown together and how emotes and symbols are used more in those cases.

Luke then talks at length about the film/game business and production cross overs and how now films like Avatar is being created as a film and online game simultaneously. With costs of $64 mill for WoW the budgets are similar to major features with around $60mill in profit each month. He says that games took 20 years to reach a $10bill industry in the US whereas film took 90 years to get to the same level. The skills required for games creation are similar to film fx and in the US film students have a lot more game &apos;education&apos; than in Australia. Luke sayd that this money is made mostly throught the dominant model of subscription and pays for the designers, producers, artists and programmers that form the four divisions of most games publishers. An interesting aspect of MMORPG production is the cultural differences in that Final Fantasy for example, which is predominantly and Eastern game, has around 75% passive cinematics (or linear video) and 25% actual interactive gameplay. He talks about the potential cross over in skills between traditional film and game production citing cinematographers, writers, composers, set and production designers have a role to play, whereas editors are more focused on the cinematic creation. Luke suggests it is only in the past year or so that how a scene is presented to the player is important and that is promising for traditional film creators especially lighting design which is going through enormous growth at the moment.

Luke finishes this insightful presentation by talking about the future and how AI will take a more dominant role as the next generation of SIMs type games come to the fore and emotional expression, realistic body language and character/personality will mean it becomes harder and harder to tell the difference between human or machine controlled avatars. The final element of the talk is about the ethical, control and moral dimensions of game access as well as the things Luke sees will make the difference between games and film blur to the Nth degree.

AFTRS Sydney 5 Sept 2006 

This presentation was highly interactive with lots of questions and has been edited to provide reasonable continuity.

Audio edited and processed by Gary Hayes. </itunes:summary>
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			<guid>http://www.lamp.edu.au/podcast/luke_gameprod.mp3</guid>
			<pubDate>Wed, 13 Sep 2006 01:10:30 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:57:46</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Immersion: designing experiences</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Gary Hayes - Immersion: Designing Experiences

"think of the experience, not just the service, the differentiators between professionals, thats you, versus users is that you should be very adept at creating user experiences versus creating individual pieces of content. I don't think users in the future will be creating rich interconnected narratives across platforms and time"

Gary gives an informal and demo rich (hence a few breaks) talk about how to design the user experience. By briefly looking at the eight areas below, using it as a rough framework, he attempts to dissect the interactive experience. He uses a range of examples from interactive services he helped create or produce such as X-Creatures, Top of the Pops, The L Word and virtual environments in Second Life through to games such as Indigo Prophecy and  cross-media services including Da Vinci Code. He refers to the importance of flow and making sure the scale of the experience doesn't feel limited by allowing viewers to take part in the creation process itself.  

1 SCALE:
 ...of the experience. The size of the screen and the amount of story world to explore has enormous impacts on immersion - as well as the detail of individual objects within the ‘world’.
Ask: How big is my story world?

2. ESCAPISM (play): 
In terms of building ‘play’ - it should be as fun making it as doing it.Today the experience author has to create tools for play, rather than fixed media and fixed routes through it. Randomness can go someway there - but for true immersion through play, give people tools to create their own variants of your property. 
Ask: Can users really play in my creation?

3. SENSES
 ...the amount of senses that are engaged by an experience gives it the most potential for immersion. Make sure as well as intellectual and emotional engagement you consider sounds and the aesthetics of visual grammar and simm (simultaneous media usage). On a social network level - be aware that humans are extremely aware of
machine vs human interaction 
Ask: Are the visuals and audio truly rich and compelling?

4. PERSPECTIVE
...does the story or narrative engage? This is obvious, if there is nothing for you to be drawn along by (even your own story in some cases) then you will switch off. Put your audience inside the protagonist’s head. 
Ask: How can I get the user to ‘empathise’ and BE a story world character

5. SERENDIPITY
...how the world or show you are watching has elements of surprise. The more scripted and formulaic the less immersive. An unspoilt new film at the cinema can surprise, social networks are and should be as unpredictable as life, sadly ‘most’ TV and pop-music are at the other end of the scale.
Ask: Do I really have anything that will surprise?

6. TEMPORALITY
How real time does the experience feel? Are you swept along by real time events, that are part of a social network and also are your choices taking place when you want them to. Sometimes on-demand is far less compelling than real time, online game and social network.
Ask: How ‘live’ does the service feel?

7. PERSONALIZATION
How much can you minutely affect the world and yourself in it? How much will the world reflect you for being there? Most importantly, how much of your real world personality can you bring with you into the experience. It is all about making the world feel like you belong - and TOOLS, TOOLS, TOOLS
Ask: Is each user given an individual user journey, can they roll their own?

8. RESONANCE AND CHOICE
How much control or agency do you have over the experience? Are your actions permanent and seen by all? Can you really do and say what you want - freedom of choice. True resonance is like a virtuous circle, you do something and there is a response that forever changes the environment. Like real life.
Ask: Can my service change based on user input?

He also mentions that having embedded social networks inside you experience is as important as any content you may think of including in your user experience project - 
"think of your service as a tool, think of it as a place to play".

©Gary Hayes 2006]]></description>
			<itunes:subtitle>© Gary Hayes 2006. A live and heavily abridged presentation at the 4th LAMP residential on Milson Island, Sydney, July 2006.</itunes:subtitle>
			<itunes:summary>Gary Hayes - Immersion: Designing Experiences

&quot;think of the experience, not just the service, the differentiators between professionals, thats you, versus users is that you should be very adept at creating user experiences versus creating individual pieces of content. I don&apos;t think users in the future will be creating rich interconnected narratives across platforms and time&quot;

Gary gives an informal and demo rich (hence a few breaks) talk about how to design the user experience. By briefly looking at the eight areas below, using it as a rough framework, he attempts to dissect the interactive experience. He uses a range of examples from interactive services he helped create or produce such as X-Creatures, Top of the Pops, The L Word and virtual environments in Second Life through to games such as Indigo Prophecy and  cross-media services including Da Vinci Code. He refers to the importance of flow and making sure the scale of the experience doesn&apos;t feel limited by allowing viewers to take part in the creation process itself.  

1 SCALE:
 ...of the experience. The size of the screen and the amount of story world to explore has enormous impacts on immersion - as well as the detail of individual objects within the ‘world’.
Ask: How big is my story world?

2. ESCAPISM (play): 
In terms of building ‘play’ - it should be as fun making it as doing it.Today the experience author has to create tools for play, rather than fixed media and fixed routes through it. Randomness can go someway there - but for true immersion through play, give people tools to create their own variants of your property. 
Ask: Can users really play in my creation?

3. SENSES
 ...the amount of senses that are engaged by an experience gives it the most potential for immersion. Make sure as well as intellectual and emotional engagement you consider sounds and the aesthetics of visual grammar and simm (simultaneous media usage). On a social network level - be aware that humans are extremely aware of
machine vs human interaction 
Ask: Are the visuals and audio truly rich and compelling?

4. PERSPECTIVE
...does the story or narrative engage? This is obvious, if there is nothing for you to be drawn along by (even your own story in some cases) then you will switch off. Put your audience inside the protagonist’s head. 
Ask: How can I get the user to ‘empathise’ and BE a story world character

5. SERENDIPITY
...how the world or show you are watching has elements of surprise. The more scripted and formulaic the less immersive. An unspoilt new film at the cinema can surprise, social networks are and should be as unpredictable as life, sadly ‘most’ TV and pop-music are at the other end of the scale.
Ask: Do I really have anything that will surprise?

6. TEMPORALITY
How real time does the experience feel? Are you swept along by real time events, that are part of a social network and also are your choices taking place when you want them to. Sometimes on-demand is far less compelling than real time, online game and social network.
Ask: How ‘live’ does the service feel?

7. PERSONALIZATION
How much can you minutely affect the world and yourself in it? How much will the world reflect you for being there? Most importantly, how much of your real world personality can you bring with you into the experience. It is all about making the world feel like you belong - and TOOLS, TOOLS, TOOLS
Ask: Is each user given an individual user journey, can they roll their own?

8. RESONANCE AND CHOICE
How much control or agency do you have over the experience? Are your actions permanent and seen by all? Can you really do and say what you want - freedom of choice. True resonance is like a virtuous circle, you do something and there is a response that forever changes the environment. Like real life.
Ask: Can my service change based on user input?

He also mentions that having embedded social networks inside you experience is as important as any content you may think of including in your user experience project - 
&quot;think of your service as a tool, think of it as a place to play&quot;.

©Gary Hayes 2006</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/l4_ghayes.mp3" length="10280904" />
			<guid>http://www.lamp.edu.au/podcast/l4_ghayes.mp3</guid>
			<pubDate>Mon, 07 Aug 2006 10:31:48 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:28:18</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Forget the Rules</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Jim Shomos – Forget the Rules

“this is such a new area that really the door is open for anybody with anything creative and innovative, particularly with drama, to really stand out in this industry. It’s a great opportunity…but nobody really knows anything”

Jim Shomos was the Executive Producer of Forget the Rules the first comedy drama in the world to broadcast over broadband, mobile phones and cable TV.

“We didn’t think when we were starting this out that it was going to be the first – we didn’t even think it was going to be on TV, we weren’t even sure about mobile, but that’s the way it’s all come out.”

Forget the Rules ran on Channel V, Hutchison 3 mobile phones and on the web and consisted of 9 minutes of drama produced every week featuring audience driven story directions. Audiences voted on a choice of 3 possible story directions, the show was shot on Saturday and was broadcast each Monday throughout the season. Because of the rapid turnaround stories were highly topical and responsive to genuine audience input and was limited to an M rating. Jim talks about putting the deals together, attracting investment and coming up with the right business models.

He talks about appealing to story literate young audiences through interactivity, but points out that they have to be offered genuine input to the story to ensure success. Jim thinks young audiences need “more story per minute” and emphasised the importance of fast paced stories with rapid developments, particularly for short form content.]]></description>
			<itunes:subtitle>© Jim Shomos 2006. A live and edited presentation at the 4th LAMP residential on Milson Island, Sydney, July 2006.</itunes:subtitle>
			<itunes:summary>Jim Shomos – Forget the Rules

“this is such a new area that really the door is open for anybody with anything creative and innovative, particularly with drama, to really stand out in this industry. It’s a great opportunity…but nobody really knows anything”

Jim Shomos was the Executive Producer of Forget the Rules the first comedy drama in the world to broadcast over broadband, mobile phones and cable TV.

“We didn’t think when we were starting this out that it was going to be the first – we didn’t even think it was going to be on TV, we weren’t even sure about mobile, but that’s the way it’s all come out.”

Forget the Rules ran on Channel V, Hutchison 3 mobile phones and on the web and consisted of 9 minutes of drama produced every week featuring audience driven story directions. Audiences voted on a choice of 3 possible story directions, the show was shot on Saturday and was broadcast each Monday throughout the season. Because of the rapid turnaround stories were highly topical and responsive to genuine audience input and was limited to an M rating. Jim talks about putting the deals together, attracting investment and coming up with the right business models.

He talks about appealing to story literate young audiences through interactivity, but points out that they have to be offered genuine input to the story to ensure success. Jim thinks young audiences need “more story per minute” and emphasised the importance of fast paced stories with rapid developments, particularly for short form content.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/l4_jimshomos.mp3" length="10724117" />
			<guid>http://www.lamp.edu.au/podcast/l4_jimshomos.mp3</guid>
			<pubDate>Tue, 01 Aug 2006 00:28:36 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:29:20</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Evolving Technology, where will your audience be?</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA["Choose the platform based on the audience and their likely location. Think about how each user will move between each platform and don't choose a platform just for the sake of it"

After an entertaining rope trick showing how TV, broadband and mobile penetration will invert itself over the next few years Jonathan continues by looking at the technological transitions that are taking place at the moment. He looks at the emerging cross-over potential of TV and PC becoming IPTV, of TV and Mobile becoming DVB-H (one flavour of mobile TV) and the download combinations as mobiles become as powerful as current PC's. Jonathan investigates the shift and flattening of audience demand for content as multicast becomes unicast - traditional broadcast turns into personalised individually available global channels. He asks the age old question is broadcast dead and says it will always have a place from a pure distribution efficiency perspective and shows how it will fit into the three way mix of broadband, broadcast and mobile networks. He ends by talking about future devices and how storage will be ubiquitous and the tools to find content to put onto that storage will become absolutely critical. (During the q&a session there is a discussion about the transition from broadband to PC to IPTV and how broadcasters and telecos are preparing for the fight ahead).]]></description>
			<itunes:subtitle>© Jonathan Marshall 2006. A live and partly trimmed presentation at the 4th LAMP residential on Milson Island, Sydney, July 2006.</itunes:subtitle>
			<itunes:summary>&quot;Choose the platform based on the audience and their likely location. Think about how each user will move between each platform and don&apos;t choose a platform just for the sake of it&quot;

After an entertaining rope trick showing how TV, broadband and mobile penetration will invert itself over the next few years Jonathan continues by looking at the technological transitions that are taking place at the moment. He looks at the emerging cross-over potential of TV and PC becoming IPTV, of TV and Mobile becoming DVB-H (one flavour of mobile TV) and the download combinations as mobiles become as powerful as current PC&apos;s. Jonathan investigates the shift and flattening of audience demand for content as multicast becomes unicast - traditional broadcast turns into personalised individually available global channels. He asks the age old question is broadcast dead and says it will always have a place from a pure distribution efficiency perspective and shows how it will fit into the three way mix of broadband, broadcast and mobile networks. He ends by talking about future devices and how storage will be ubiquitous and the tools to find content to put onto that storage will become absolutely critical. (During the q&amp;a session there is a discussion about the transition from broadband to PC to IPTV and how broadcasters and telecos are preparing for the fight ahead).</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/l4_jmarshall.mp3" length="7692725" />
			<guid>http://www.lamp.edu.au/podcast/l4_jmarshall.mp3</guid>
			<pubDate>Tue, 25 Jul 2006 19:33:07 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:20:54</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Business Planning for New Media</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA["If you rely on government funding for your projects, marry someone rich, because you haven't got a career, what you've got is a series of accidents".

Rachel delivers many wise words about the business practises for new media exploitation with a focus on Australian Media via the Digital Content Industry Action Agenda "...not what the government can do...what industry can do for itself...we have got a lot of cottage industries, and a lot of really good ideas and it is really hard to find money for those ideas". She talks in length about how to turn projects and ideas into real and sustainable businesses - by looking at a multitude of business aspects including investment opportunities, tax concessions, working for fees, having real value in the online element,  co-productions, budgets, partnerships, subscription models, advertising, membership and sponsorship. 

Rachel also talks about the development of the brand and the importance of being higher up the aggregation chain, controlling the portal rather than individual elements of content. In terms of getting investment you have to prove that your online element is 'sticky' and will grow traffic and members. She says  you have to be prepared to be in for the long haul if you want to initiate a membership model and cites Habbo Hotel and other MMORPGs that have critical elements of personalisation and customisation of your virtual space. Making payments, particularly micro ones, easy for the user is also a way to drive revenues and suggests that many online businesses fail because they put too many hurdles in the way of making payments. 

She moves on to cover many of the legal issues surrounding the IP in your project and how to make sure you have sustainability by really owning the idea/format, you have limited liability and also how most of this depends on the fact that you have assignments - which will generate residual IP.  A new development in emerging media, particularly contribution services such as YouTube is the EULA (End User License Agreement) and how this both protects your idea but also the service provider rights to submitted content.

Finally Rachel talks about the international perspective, how to manage your format or idea in overseas markets and how to be realistic about your budget if the millions of markets of hundreds are very tightly niche'd. After all this if you get an investor be prepared to give away up to 49% plus and pay attention to the mix of partners in case of shift in allegiances. ]]></description>
			<itunes:subtitle>© Rachel Dixon 2006. A live and unedited presentation at the 4th LAMP residential on Milson Island, Sydney, July 2006.</itunes:subtitle>
			<itunes:summary>&quot;If you rely on government funding for your projects, marry someone rich, because you haven&apos;t got a career, what you&apos;ve got is a series of accidents&quot;.

Rachel delivers many wise words about the business practises for new media exploitation with a focus on Australian Media via the Digital Content Industry Action Agenda &quot;...not what the government can do...what industry can do for itself...we have got a lot of cottage industries, and a lot of really good ideas and it is really hard to find money for those ideas&quot;. She talks in length about how to turn projects and ideas into real and sustainable businesses - by looking at a multitude of business aspects including investment opportunities, tax concessions, working for fees, having real value in the online element,  co-productions, budgets, partnerships, subscription models, advertising, membership and sponsorship. 

Rachel also talks about the development of the brand and the importance of being higher up the aggregation chain, controlling the portal rather than individual elements of content. In terms of getting investment you have to prove that your online element is &apos;sticky&apos; and will grow traffic and members. She says  you have to be prepared to be in for the long haul if you want to initiate a membership model and cites Habbo Hotel and other MMORPGs that have critical elements of personalisation and customisation of your virtual space. Making payments, particularly micro ones, easy for the user is also a way to drive revenues and suggests that many online businesses fail because they put too many hurdles in the way of making payments. 

She moves on to cover many of the legal issues surrounding the IP in your project and how to make sure you have sustainability by really owning the idea/format, you have limited liability and also how most of this depends on the fact that you have assignments - which will generate residual IP.  A new development in emerging media, particularly contribution services such as YouTube is the EULA (End User License Agreement) and how this both protects your idea but also the service provider rights to submitted content.

Finally Rachel talks about the international perspective, how to manage your format or idea in overseas markets and how to be realistic about your budget if the millions of markets of hundreds are very tightly niche&apos;d. After all this if you get an investor be prepared to give away up to 49% plus and pay attention to the mix of partners in case of shift in allegiances. </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/l4_racheldixon.mp3" length="17333545" />
			<guid>http://www.lamp.edu.au/podcast/l4_racheldixon.mp3</guid>
			<pubDate>Thu, 20 Jul 2006 18:45:59 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:47:34</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Sexual Robots and Plastic Humans</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Presented by LAMP on behalf of AFTRS Centre for Screen Studies and Research
Recorded live at AFTRS Main Theatre 2 June 2006

SEXUAL ROBOTS AND PLASTIC HUMANS IN ANIME
It is in bodily representation that anime heavily subscribes to a thesis of 'post-humanism' * the re-imaging, reinventing and reconfiguring of all we assume humanity and humanism to signify. The body in anime is aggregatively sculpted to create a contra-photographic, mega-ornamental, hyper-extended figure. Clean of any collaging of classical and archaic parts, the anime body is a new species, holistic in form and genetically manipulated according to anime*s encompassing of the history of human form as perceived within Japan.
Anime's reliance on mannequinned form and its animation of multifarious guises, masks and faces presents the human as skeletal architecture, plasticized flesh and neural matrixes. Sublime in its post-humanism, anime tells the story of a human who dreamt of being a robot * and whose dream one day came true.

http://www.philipbrophy.com

Philip Brophy is a filmmaker, sound designer, curator, and academic. His films include the experimental short feature Salt, Saliva, Sperm & Sweat in 1988 and feature film Body Melt in 1993. He designed the sound for the feature Mallboy as well as numerous shorts. Having created the Soundtrack stream in Media Arts at RMIT, Melbourne, he continues to lecture and present on film sound and music internationally. Brophy specializes in three distinct areas: (i) horror, sex & exploitation; (ii) film sound & music; and (iii) Japanese animation. He is widely published in all three areas internationally, and has curated numerous programmes for the Melbourne International Film Festival. He has written several books including 100 Modern Soundtracks for the British Film Institute, London. His most recent book is 100 Anime also for the BFI.]]></description>
			<itunes:subtitle>© Philip Brophy. Presented by LAMP on behalf of AFTRS Centre for Screen Studies and Research</itunes:subtitle>
			<itunes:summary>Presented by LAMP on behalf of AFTRS Centre for Screen Studies and Research
Recorded live at AFTRS Main Theatre 2 June 2006

SEXUAL ROBOTS AND PLASTIC HUMANS IN ANIME
It is in bodily representation that anime heavily subscribes to a thesis of &apos;post-humanism&apos; * the re-imaging, reinventing and reconfiguring of all we assume humanity and humanism to signify. The body in anime is aggregatively sculpted to create a contra-photographic, mega-ornamental, hyper-extended figure. Clean of any collaging of classical and archaic parts, the anime body is a new species, holistic in form and genetically manipulated according to anime*s encompassing of the history of human form as perceived within Japan.
Anime&apos;s reliance on mannequinned form and its animation of multifarious guises, masks and faces presents the human as skeletal architecture, plasticized flesh and neural matrixes. Sublime in its post-humanism, anime tells the story of a human who dreamt of being a robot * and whose dream one day came true.

http://www.philipbrophy.com

Philip Brophy is a filmmaker, sound designer, curator, and academic. His films include the experimental short feature Salt, Saliva, Sperm &amp; Sweat in 1988 and feature film Body Melt in 1993. He designed the sound for the feature Mallboy as well as numerous shorts. Having created the Soundtrack stream in Media Arts at RMIT, Melbourne, he continues to lecture and present on film sound and music internationally. Brophy specializes in three distinct areas: (i) horror, sex &amp; exploitation; (ii) film sound &amp; music; and (iii) Japanese animation. He is widely published in all three areas internationally, and has curated numerous programmes for the Melbourne International Film Festival. He has written several books including 100 Modern Soundtracks for the British Film Institute, London. His most recent book is 100 Anime also for the BFI.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/SexualRobots.mp3" length="17080943" />
			<guid>http://www.lamp.edu.au/podcast/SexualRobots.mp3</guid>
			<pubDate>Tue, 06 Jun 2006 19:01:23 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:46:48</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Digital Distribution Business Model</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects.

"If you can get traffic, interest in your property, create a community and measure it...that is a really compelling argument to get funding...the advertisers want to reach people who are interested in a specific subject/product". Peter covers a large part of the brand, business models and distribution 'new revenue' landscapes in this talk and begins by referring to the simple things such as getting your 'name' right in the global mix, so that you are able to effectively take part in the long tail phenomenom, "Mass audience to global niche audiences". He plays a short excerpt of Chris Anderson explaining the long tail concept and shows other examples of recent successful  models such Artic Monkeys, Michael Moore web 2.0 applications, MySpace, JibJab, Lego cross-branding and Rocketboom.

Peter says today's model is primarily getting audience share as cheaply and effectively as possible - by understanding and using social networks and the blogosphere but also by being unique and viral. Once these audiences are in place then it is far easier to monetize and bring in advertising interest. Another important area of digital distribution is being heard in the noise. Peter talks eloquently about the findability and consistency of branding at each point of entry that the user makes into your service.  He then talks about the easy ways to increase your exposure and chances of being found by highlighting the key web 2.0 (user publishing, collaboration & democratized distribution) services such as blogs, podcasting, RSS and many more. He continues by talking about the four 'm's'  (citing Ken Rutkowski) as a way to think about the business development of your digital property. Move people, Manage them, Monetize them and most crucially Measure them - really understanding how the audience have used your service/s is critical now. He finishes by pointing out that it is critical to adopt a combination of methods (web 2.0 and others such as search optimisation) and use the cross-media paradigms that permeate peoples lives now - much of the new ways to get your digital property into the marketplace are relatively cheap or even free and should not be overlooked.]]></description>
			<itunes:subtitle>© Peter Giles 2006. A live and unedited presentation at the 3rd LAMP residential in Perth May 2006.</itunes:subtitle>
			<itunes:summary>Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects.

&quot;If you can get traffic, interest in your property, create a community and measure it...that is a really compelling argument to get funding...the advertisers want to reach people who are interested in a specific subject/product&quot;. Peter covers a large part of the brand, business models and distribution &apos;new revenue&apos; landscapes in this talk and begins by referring to the simple things such as getting your &apos;name&apos; right in the global mix, so that you are able to effectively take part in the long tail phenomenom, &quot;Mass audience to global niche audiences&quot;. He plays a short excerpt of Chris Anderson explaining the long tail concept and shows other examples of recent successful  models such Artic Monkeys, Michael Moore web 2.0 applications, MySpace, JibJab, Lego cross-branding and Rocketboom.

Peter says today&apos;s model is primarily getting audience share as cheaply and effectively as possible - by understanding and using social networks and the blogosphere but also by being unique and viral. Once these audiences are in place then it is far easier to monetize and bring in advertising interest. Another important area of digital distribution is being heard in the noise. Peter talks eloquently about the findability and consistency of branding at each point of entry that the user makes into your service.  He then talks about the easy ways to increase your exposure and chances of being found by highlighting the key web 2.0 (user publishing, collaboration &amp; democratized distribution) services such as blogs, podcasting, RSS and many more. He continues by talking about the four &apos;m&apos;s&apos;  (citing Ken Rutkowski) as a way to think about the business development of your digital property. Move people, Manage them, Monetize them and most crucially Measure them - really understanding how the audience have used your service/s is critical now. He finishes by pointing out that it is critical to adopt a combination of methods (web 2.0 and others such as search optimisation) and use the cross-media paradigms that permeate peoples lives now - much of the new ways to get your digital property into the marketplace are relatively cheap or even free and should not be overlooked.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/PeterGiles_LAMP3.mp3" length="14163811" />
			<guid>http://www.lamp.edu.au/podcast/PeterGiles_LAMP3.mp3</guid>
			<pubDate>Mon, 29 May 2006 15:57:23 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:38:52</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Thinking Big on the Small Screen</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

Keren looks broadly at the business, creative and future of the mobile industry. Beginning with a 'branded Octopus' metaphor Keren approaches "Thinking Big on the Small Screen" from the key perspective of mobile being an offshoot of the web and saying how it should be allowed to grow organically in the same way. The key challenges she raises with the independent content producer at the moment include how to reach the audiences, the skill of platform targeted service design, how to distribute content on and off portal and how to make money from all of this. With 2.5 billion mobiles in the world we are seeing more and more people accessing the internet via mobiles  yet content providers are not creating mobile friendly sites and content delivered via this IP route.

Keren then talks about mass niche, the broadcast model evolved to personalized content that is relevant and timely to individuals. The mobile device at the moment is the most appropriate for this kind of personalized content but highly under utilised. She talks further about creating a richer experience on the next generation of devices that can handle much richer media and more importantly ubiquitous application environments such as Flash. Among the range of tips that Keren gives are: a) if you are  creating services use the expertise of each operator to format your content for the vast range of devices on the market, dont waste time trying to do it yourself, b) if you go it alone then make sure people can get to your content using a range of referrals (she talks about semacode for example) and c) also try to build a community up around your content. She mentions that people are just waking up to mms sharing and that we all should be encouraging this activity as content providers by integrating this into our services.

In summing up Keren talks about usuability, relevance and experience. The quality of service is critical, if a game or video download fails then people will not go back and buy more. She talks about some innovative community services such as Funky, Sexy, Cool - a simple peer voting application that really grows communities using this as an example to point out that localised partners are critical to its success. As a final point she says there are real opportunities in building users through services that draw audiences into sharing, distributing, creating and involved in topical discussion - web 2.0 on mobiles.]]></description>
			<itunes:subtitle>© Keren Flavell 2006. A live and unedited presentation at the 3rd LAMP residential in Perth May 2006.</itunes:subtitle>
			<itunes:summary>Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

Keren looks broadly at the business, creative and future of the mobile industry. Beginning with a &apos;branded Octopus&apos; metaphor Keren approaches &quot;Thinking Big on the Small Screen&quot; from the key perspective of mobile being an offshoot of the web and saying how it should be allowed to grow organically in the same way. The key challenges she raises with the independent content producer at the moment include how to reach the audiences, the skill of platform targeted service design, how to distribute content on and off portal and how to make money from all of this. With 2.5 billion mobiles in the world we are seeing more and more people accessing the internet via mobiles  yet content providers are not creating mobile friendly sites and content delivered via this IP route.

Keren then talks about mass niche, the broadcast model evolved to personalized content that is relevant and timely to individuals. The mobile device at the moment is the most appropriate for this kind of personalized content but highly under utilised. She talks further about creating a richer experience on the next generation of devices that can handle much richer media and more importantly ubiquitous application environments such as Flash. Among the range of tips that Keren gives are: a) if you are  creating services use the expertise of each operator to format your content for the vast range of devices on the market, dont waste time trying to do it yourself, b) if you go it alone then make sure people can get to your content using a range of referrals (she talks about semacode for example) and c) also try to build a community up around your content. She mentions that people are just waking up to mms sharing and that we all should be encouraging this activity as content providers by integrating this into our services.

In summing up Keren talks about usuability, relevance and experience. The quality of service is critical, if a game or video download fails then people will not go back and buy more. She talks about some innovative community services such as Funky, Sexy, Cool - a simple peer voting application that really grows communities using this as an example to point out that localised partners are critical to its success. As a final point she says there are real opportunities in building users through services that draw audiences into sharing, distributing, creating and involved in topical discussion - web 2.0 on mobiles.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Keren_Flavell_LAMP3.mp3" length="11402366" />
			<guid>http://www.lamp.edu.au/podcast/Keren_Flavell_LAMP3.mp3</guid>
			<pubDate>Mon, 29 May 2006 12:03:02 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:31:16</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Art of the Pitch</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

Jackie continues her journey into the importance of the pitch and effectively communicating your cross media idea. "if you can't pitch your project then you don't know what it is" and "you can't over pitch" in terms of constantly refining it. How to grab attention, what's at the heart of the project, how to take the listener on a journey, engage them, making it real, focusing on the content then the medium but most importantly eloquently describing the experience.

She then goes on to talk about the experience from a reward perspective and how important it is to experiment with your communication, test it, try new things and understand your audience. Get inside their heads and understand their perspective, they have often come with good will "build on the good will, believe in it and they will too"]]></description>
			<itunes:subtitle>© Jackie Turnure 2006. A live and unedited presentation at the 3rd LAMP residential in Perth May 2006.</itunes:subtitle>
			<itunes:summary>Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

Jackie continues her journey into the importance of the pitch and effectively communicating your cross media idea. &quot;if you can&apos;t pitch your project then you don&apos;t know what it is&quot; and &quot;you can&apos;t over pitch&quot; in terms of constantly refining it. How to grab attention, what&apos;s at the heart of the project, how to take the listener on a journey, engage them, making it real, focusing on the content then the medium but most importantly eloquently describing the experience.

She then goes on to talk about the experience from a reward perspective and how important it is to experiment with your communication, test it, try new things and understand your audience. Get inside their heads and understand their perspective, they have often come with good will &quot;build on the good will, believe in it and they will too&quot;</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Jackie_Pitch_LAMP3.mp3" length="7429536" />
			<guid>http://www.lamp.edu.au/podcast/Jackie_Pitch_LAMP3.mp3</guid>
			<pubDate>Mon, 29 May 2006 10:35:39 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:20:20</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Hypercompetitive</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

Jim Plamondon spent most of his life working for Microsoft in the USA and now runs a company called Thumtronics in Western Australia and he talks here about the tension that exists between digital and physical, the intersection of digital media and physical devices. He looks back at the early history of computer operator systems and how the pairing of OS and hardware proved to be a highly successful model ("the apple mac was a dongle") - a business models should still be adopted now. Jim talks eloquently about the importance of patents and even more importantly the thing that makes patents work, patent insurance. "Never go into a business unless you can establish a monopoly" he uses as a mantra to say there is little money to be made in a downward spiral, competitive marketplace - you need to protect your copyrights and patents to block other players offering the same goods at lower prices.  

In looking at internet globalization and distribution he talks about fair trade agreements using developing countries to make product cheaper while at the same time giving a fair relative wage in the manufacturing country. Jim talks about the electronics industry is basically plastic wrapped around electronics and how mass production is so much easier now - with contract manufacturing (keeping cost low and quality high), effective R&D labs and much more reliable distribution - particularly global postal networks. 

He gets to a key point when he mentions that manufacturing has very thin profit margins but intellectually properties product is where its at. Digital is great for virally marketing a product and following that up with a dongle (paper, protected hardware) - "physical media is a way of hiding information". R&D, manufacturing and distribution should be private but marketing should be public and hopefully pirated and spread wide. Jim finishes by talking about the long tail and its implications for those looking at digital distribution.

You can find out more on Jim's innovative music instrument the thummer at http://www.thummer.com/]]></description>
			<itunes:subtitle>© Jim Plamondon 2006. A live and unedited presentation at the 3rd LAMP residential in Perth May 2006.</itunes:subtitle>
			<itunes:summary>Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

Jim Plamondon spent most of his life working for Microsoft in the USA and now runs a company called Thumtronics in Western Australia and he talks here about the tension that exists between digital and physical, the intersection of digital media and physical devices. He looks back at the early history of computer operator systems and how the pairing of OS and hardware proved to be a highly successful model (&quot;the apple mac was a dongle&quot;) - a business models should still be adopted now. Jim talks eloquently about the importance of patents and even more importantly the thing that makes patents work, patent insurance. &quot;Never go into a business unless you can establish a monopoly&quot; he uses as a mantra to say there is little money to be made in a downward spiral, competitive marketplace - you need to protect your copyrights and patents to block other players offering the same goods at lower prices.  

In looking at internet globalization and distribution he talks about fair trade agreements using developing countries to make product cheaper while at the same time giving a fair relative wage in the manufacturing country. Jim talks about the electronics industry is basically plastic wrapped around electronics and how mass production is so much easier now - with contract manufacturing (keeping cost low and quality high), effective R&amp;D labs and much more reliable distribution - particularly global postal networks. 

He gets to a key point when he mentions that manufacturing has very thin profit margins but intellectually properties product is where its at. Digital is great for virally marketing a product and following that up with a dongle (paper, protected hardware) - &quot;physical media is a way of hiding information&quot;. R&amp;D, manufacturing and distribution should be private but marketing should be public and hopefully pirated and spread wide. Jim finishes by talking about the long tail and its implications for those looking at digital distribution.

You can find out more on Jim&apos;s innovative music instrument the thummer at http://www.thummer.com/</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Jim%20Plomondon.mp3" length="10685299" />
			<guid>http://www.lamp.edu.au/podcast/Jim%20Plomondon.mp3</guid>
			<pubDate>Sun, 28 May 2006 20:02:14 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:29:18</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Business versus Creativity - Mobile and Broadband Production</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

David looks at the digital industry in his unique way pointing out both the immaturity in the marketplace and the key opportunities. He talks about key elements of repurposing content, massaging the content for each platform, how broadband and TV can work together by allowing audiences to participate effectively. David also looks at how mobile is often driving new players into the market such as Big Brother due to the high revenue returns. 

"We know that interactivity changes the way the audience feels about your show...it becomes their show" as an introduction to his award winning Dog and Cat news service David evangelises about the real empowerment that can take place in the market. He continues by pointing out the levels of engagement inside services like Everquest that starts to blur peoples perception of real life and virtual world and suggests that people who are already involved in these immersive worlds are not going back to sitting and watching a film. It is possible customise these worlds and there is money being made often aimed at young kids and ethical issues are raised. 

Davids central piece is a wryly humorous look at the true economics of making money from mobile content - at least one piece at a time! He finishes by showing demos of Hoota and Snoz and a range of other surprising successes globally that have brought much acclaim on his company Blue Rocket as well as their winning Milia 360 pitching entry Urban Anarchy.]]></description>
			<itunes:subtitle>© David Gurney 2006. A live and unedited presentation at the 3rd LAMP residential in Perth May 2006.</itunes:subtitle>
			<itunes:summary>Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

David looks at the digital industry in his unique way pointing out both the immaturity in the marketplace and the key opportunities. He talks about key elements of repurposing content, massaging the content for each platform, how broadband and TV can work together by allowing audiences to participate effectively. David also looks at how mobile is often driving new players into the market such as Big Brother due to the high revenue returns. 

&quot;We know that interactivity changes the way the audience feels about your show...it becomes their show&quot; as an introduction to his award winning Dog and Cat news service David evangelises about the real empowerment that can take place in the market. He continues by pointing out the levels of engagement inside services like Everquest that starts to blur peoples perception of real life and virtual world and suggests that people who are already involved in these immersive worlds are not going back to sitting and watching a film. It is possible customise these worlds and there is money being made often aimed at young kids and ethical issues are raised. 

Davids central piece is a wryly humorous look at the true economics of making money from mobile content - at least one piece at a time! He finishes by showing demos of Hoota and Snoz and a range of other surprising successes globally that have brought much acclaim on his company Blue Rocket as well as their winning Milia 360 pitching entry Urban Anarchy.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/DavidG_LAMP3.mp3" length="20138632" />
			<guid>http://www.lamp.edu.au/podcast/DavidG_LAMP3.mp3</guid>
			<pubDate>Wed, 24 May 2006 16:47:57 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:47:28</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Web 2.0 TV 2.0</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

David helps us understand what broadband TV really is and talks about the future of branded entertainment and how this now more important than networks or publishers. He continues with references to the new content over broadband networks, televisual design and raises questions - "what is the content? who owns it? how do we make it? how do we borrow from past media production that inform our practise in this new world? - Content that is 3 minutes long and two hours wide". 

David includes a demo and insight into his companies tool for rich media publishing across multiple platforms called Zetools. This can be used by traditional media companies to create and package their video content or in the future by users to effectively create their own media channels with rich interconnected supplementary content that can be aimed at monetization. The tools are aimed at media professionals who need an easier route to market over IPTV and broadband TV or PC. He takes us through a recent Telemundo 'murder mystery' project that used his tools to realise the project quickly. David finishes with advice on how to produce innovative content and differentiate yourself in the market place and achieve success. Such as Left/Right Brain - get all aspects of production working together. Blue Sky, reality, business, creative etc:  Competitive analysis - how can you do it better? Candidate testing, peer review and baking in effective business models and much more.]]></description>
			<itunes:subtitle>© David Jensen 2006. A live and unedited presentation at the 3rd LAMP residential in Perth May 2006.</itunes:subtitle>
			<itunes:summary>Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

David helps us understand what broadband TV really is and talks about the future of branded entertainment and how this now more important than networks or publishers. He continues with references to the new content over broadband networks, televisual design and raises questions - &quot;what is the content? who owns it? how do we make it? how do we borrow from past media production that inform our practise in this new world? - Content that is 3 minutes long and two hours wide&quot;. 

David includes a demo and insight into his companies tool for rich media publishing across multiple platforms called Zetools. This can be used by traditional media companies to create and package their video content or in the future by users to effectively create their own media channels with rich interconnected supplementary content that can be aimed at monetization. The tools are aimed at media professionals who need an easier route to market over IPTV and broadband TV or PC. He takes us through a recent Telemundo &apos;murder mystery&apos; project that used his tools to realise the project quickly. David finishes with advice on how to produce innovative content and differentiate yourself in the market place and achieve success. Such as Left/Right Brain - get all aspects of production working together. Blue Sky, reality, business, creative etc:  Competitive analysis - how can you do it better? Candidate testing, peer review and baking in effective business models and much more.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/DavidJ.mp3" length="14936568" />
			<guid>http://www.lamp.edu.au/podcast/DavidJ.mp3</guid>
			<pubDate>Tue, 23 May 2006 16:35:31 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:35:14</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Disruption, Changing Audiences and New Business Models</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

"The best thing you can do as content producers is to break your dependency on the Australian market, a very hard thing to do, but you have got to do it to remain in step with the global economy". Duane Varan talks about the market disruption facing the current TV industry from a range of perspectives including the advertiser, broadcaster, independent producer and the audiences. Looking at similar changes in media history over the last 40 years he talks about the implications of current changes and highlights the blunt instruments used at the moment to measure TV viewing. The economic paradigms of TV is shifting, economies of scale no longer work and value is now about producing different goods across platforms and creating engagement.

Duane suggests that the challenge now is about programme promotion, getting your content into the box or the portal and he continues by looking at recent research in how interactivity, especially interactive ads significantly increase engagement. Also touching on interactive storytelling he points out that advertisers not programme makers are way ahead and new business opportunities are being overlooked. In the q and a session he eloquently suggests the Australian market is irrelevant on the global stage to the big brands and that government protecting the status quo in Australia (denying disruption) is hindering real business development opportunities. Duane finishes by talking about global brands, IPTV and the future of the Australian industry.

Professor Duane Varan is Director of the Interactive Television Research Institute at Murdoch University where he holds the Foundation Chair in New Media. Professor Varan is the recepient of a wide range of presitigous awards including the Australian Prime Miniter’s Award for University Teacher of the Year (2001), the Australian Award for University Teaching in Economics, Business and Related Studies (2001), a Texas Excellence in Teaching Award (1990) and an Asia-Pacfici ITT Award of Excellence in recognition of his contributions towards bridging the gap between business strategy, information technology and creative design. Professor Varan is a global authority on the nascent digital television industry. His clients include Procter and Gamble, Nike, Pizza Hut, the BBC, BSkyB (UK), TV Cabo (Portugal), Leo Burnett, Saatchi and Saatchi and other broadcasters, telcos, advertisers and global brands.]]></description>
			<itunes:subtitle>© Duane Varan 2006. A live and unedited presentation at the 3rd LAMP residential in Perth May 2006.</itunes:subtitle>
			<itunes:summary>Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

&quot;The best thing you can do as content producers is to break your dependency on the Australian market, a very hard thing to do, but you have got to do it to remain in step with the global economy&quot;. Duane Varan talks about the market disruption facing the current TV industry from a range of perspectives including the advertiser, broadcaster, independent producer and the audiences. Looking at similar changes in media history over the last 40 years he talks about the implications of current changes and highlights the blunt instruments used at the moment to measure TV viewing. The economic paradigms of TV is shifting, economies of scale no longer work and value is now about producing different goods across platforms and creating engagement.

Duane suggests that the challenge now is about programme promotion, getting your content into the box or the portal and he continues by looking at recent research in how interactivity, especially interactive ads significantly increase engagement. Also touching on interactive storytelling he points out that advertisers not programme makers are way ahead and new business opportunities are being overlooked. In the q and a session he eloquently suggests the Australian market is irrelevant on the global stage to the big brands and that government protecting the status quo in Australia (denying disruption) is hindering real business development opportunities. Duane finishes by talking about global brands, IPTV and the future of the Australian industry.

Professor Duane Varan is Director of the Interactive Television Research Institute at Murdoch University where he holds the Foundation Chair in New Media. Professor Varan is the recepient of a wide range of presitigous awards including the Australian Prime Miniter’s Award for University Teacher of the Year (2001), the Australian Award for University Teaching in Economics, Business and Related Studies (2001), a Texas Excellence in Teaching Award (1990) and an Asia-Pacfici ITT Award of Excellence in recognition of his contributions towards bridging the gap between business strategy, information technology and creative design. Professor Varan is a global authority on the nascent digital television industry. His clients include Procter and Gamble, Nike, Pizza Hut, the BBC, BSkyB (UK), TV Cabo (Portugal), Leo Burnett, Saatchi and Saatchi and other broadcasters, telcos, advertisers and global brands.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Duane_LAMP3.mp3" length="24972423" />
			<guid>http://www.lamp.edu.au/podcast/Duane_LAMP3.mp3</guid>
			<pubDate>Mon, 22 May 2006 18:17:20 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:51:14</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Designing Cross Media Entertainment</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

Christy talks about the five ways producers can deliver cross media to distributed audiences and gives examples of each. 
Repurposing: republishing the same content on each platform
Altering: editing, redesigning or creating new content according to the 
affordances and constraints of each platform.
Adapting: providing versions of your property in different formats and platforms. 
Augmenting: providing additional, complementary or contradictory information in 
different platforms. 
Stretching: distributing the plot or game across platforms. 
In the talk Christy involves the audience in investigating the important questions of 'why' we should use each of the above techniques. Examples referred to in the talk include: The Second Shift, The Matrix, Homicide.com, 24, Random Place, Forget the Rules, Lord of the Rings and others.  She finishes her with her perspective on the effective call to action - primer, referral and reward, pointing out that evolving participatory entertainment is also shifting paradigms with an example of audiences wanting a fictional character to solve 'their' issues. 

Christy runs a blog on this subject at www.cross-mediaentertainment.com
]]></description>
			<itunes:subtitle>© Christy Dena 2006. A live presentation at the 3rd LAMP residential in Perth May 2006.</itunes:subtitle>
			<itunes:summary>Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

Christy talks about the five ways producers can deliver cross media to distributed audiences and gives examples of each. 
Repurposing: republishing the same content on each platform
Altering: editing, redesigning or creating new content according to the 
affordances and constraints of each platform.
Adapting: providing versions of your property in different formats and platforms. 
Augmenting: providing additional, complementary or contradictory information in 
different platforms. 
Stretching: distributing the plot or game across platforms. 
In the talk Christy involves the audience in investigating the important questions of &apos;why&apos; we should use each of the above techniques. Examples referred to in the talk include: The Second Shift, The Matrix, Homicide.com, 24, Random Place, Forget the Rules, Lord of the Rings and others.  She finishes her with her perspective on the effective call to action - primer, referral and reward, pointing out that evolving participatory entertainment is also shifting paradigms with an example of audiences wanting a fictional character to solve &apos;their&apos; issues. 

Christy runs a blog on this subject at www.cross-mediaentertainment.com
</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Christy_LAMP3.mp3" length="16608595" />
			<guid>http://www.lamp.edu.au/podcast/Christy_LAMP3.mp3</guid>
			<pubDate>Mon, 22 May 2006 01:37:48 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:34:41</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>How to Entertain - Engage, Involve, Reward</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

Jackie extends her insights into how to engage audiences and keep them involved. She talks about the importance of story and the dramatic impact that can be created by a well constructed narrative. Looking at the new web 2.0 and cross device challenges Jackie points out that it is easy to lose audiences unless you craft a service that engages, involves, extends, surprises and rewards. Make it worth their time and encourage them to collaborate in the on-going drama, make it resonate. She uses several examples of recent services that reinforce these techniques such as Facade, Forget the Rules, Amazon, Wonderful Wizard of Oz and Pandora.]]></description>
			<itunes:subtitle>© Jackie Turnure 2006. A live presentation at the 3rd LAMP residential in Perth May 2006.</itunes:subtitle>
			<itunes:summary>Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams  developing emerging media projects. 

Jackie extends her insights into how to engage audiences and keep them involved. She talks about the importance of story and the dramatic impact that can be created by a well constructed narrative. Looking at the new web 2.0 and cross device challenges Jackie points out that it is easy to lose audiences unless you craft a service that engages, involves, extends, surprises and rewards. Make it worth their time and encourage them to collaborate in the on-going drama, make it resonate. She uses several examples of recent services that reinforce these techniques such as Facade, Forget the Rules, Amazon, Wonderful Wizard of Oz and Pandora.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Jackie_LAMP3.mp3" length="14608787" />
			<guid>http://www.lamp.edu.au/podcast/Jackie_LAMP3.mp3</guid>
			<pubDate>Sat, 20 May 2006 20:39:43 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:29:40</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Your Media Evolved 5</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[The second of two video podcasts from LAMP. These hybrid "Making of's" and "Promos" give an insight into the LAMP process. They contain behind the scene glimpses at seminars, workshops, presentations and the last two residential labs. The 5 minute version contains a more detailed look at the first live-in-lab, mentors and guest speakers..

The video format is video iPod and PC ready and contain several references to most of the previous LAMP projects which are listed below:

    * Apartment, The
    * Auntie's Kitchen
    * Everyday
    * Gardening Australia
    * Georgiana Molloy
    * Hit It!
    * Insect Men From the 1st Dimension
    * Jarrod Reckons
    * Much Depends on Dinner
    * News You Want, The
    * Perfect Partner
    * Project Greenlight Australia
    * Read with Me! Play with Me!
    * Spicks and Specks
    * Sum of our Parts

Video credits:

    * Titles: Catherine Gleeson, Peter Giles
    * Edited: Rowena Crowe, Gary Hayes
    * Written: Teresa Rizzo, LAMP
    * Voice: Jen Oldershaw
    * Music: Gary Hayes
    * Produced: LAMP
]]></description>
			<itunes:subtitle>&quot;The LAMP Effect&quot;. A more detailed 5:50 video podcast looking behind the scenes and introducing the LAMP process.</itunes:subtitle>
			<itunes:summary>The second of two video podcasts from LAMP. These hybrid &quot;Making of&apos;s&quot; and &quot;Promos&quot; give an insight into the LAMP process. They contain behind the scene glimpses at seminars, workshops, presentations and the last two residential labs. The 5 minute version contains a more detailed look at the first live-in-lab, mentors and guest speakers..

The video format is video iPod and PC ready and contain several references to most of the previous LAMP projects which are listed below:

    * Apartment, The
    * Auntie&apos;s Kitchen
    * Everyday
    * Gardening Australia
    * Georgiana Molloy
    * Hit It!
    * Insect Men From the 1st Dimension
    * Jarrod Reckons
    * Much Depends on Dinner
    * News You Want, The
    * Perfect Partner
    * Project Greenlight Australia
    * Read with Me! Play with Me!
    * Spicks and Specks
    * Sum of our Parts

Video credits:

    * Titles: Catherine Gleeson, Peter Giles
    * Edited: Rowena Crowe, Gary Hayes
    * Written: Teresa Rizzo, LAMP
    * Voice: Jen Oldershaw
    * Music: Gary Hayes
    * Produced: LAMP
</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/YourMediaEvolved5min.mp4" length="36187385" />
			<guid>http://www.lamp.edu.au/podcast/YourMediaEvolved5min.mp4</guid>
			<pubDate>Sat, 18 Mar 2006 15:43:18 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:06:00</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Your Media Evolved 2</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[The first of two video podcasts from LAMP. These hybrid "Making of's" and "Promos" give an insight into the LAMP process. They contain behind the scene glimpses at seminars, workshops, presentations and the last two residential labs.

The video format is video iPod and PC ready and contain several references to most of the previous LAMP projects which are listed below:

    * Apartment, The
    * Auntie's Kitchen
    * Everyday
    * Gardening Australia
    * Georgiana Molloy
    * Hit It!
    * Insect Men From the 1st Dimension
    * Jarrod Reckons
    * Much Depends on Dinner
    * News You Want, The
    * Perfect Partner
    * Project Greenlight Australia
    * Read with Me! Play with Me!
    * Spicks and Specks
    * Sum of our Parts

Video credits:

    * Titles: Catherine Gleeson, Peter Giles
    * Edited: Rowena Crowe, Gary Hayes
    * Written: Teresa Rizzo, LAMP
    * Voice: Jen Oldershaw
    * Music: Gary Hayes
    * Produced: LAMP

Script

"Open your eyes to emerging media opportunities!

The Laboratory of Advanced Media Production - LAMP, an initiative of the Australian Film TV and Radio School is one of the world’s premiere, emerging media development Labs.

LAMP is a dynamic mix of seminars, workshops, immersive rapid prototyping residentials and industry focused service development -creating compelling cross-media entertainment for emerging global media markets.

In July 2005 Gary Hayes, a senior producer from the BBC’s Interactive was appointed the founding director of the LAMP. He and Peter Giles, Head of Digital Media at AFTRS, have led several LAMP industry seminars around Australia and two major residential Labs. The immersive labs have transformed traditional producers and storytellers - who have so far prototyped over fifteen projects.

The final prototypes range from navigable proof of concept to fully developed elements of interactive services, many of which are ready for the next stage of production.

In December 2005 a specially designed residential lab was run for the ABC. This kick-started thinking in transmedia areas and yielded some highly original projects. From a new look Gardening Australia to the user generated content for Everyday and Spicks and Specks through to personalised News and non-linear documentary. 

Alongside the residential, LAMP will select projects for further design, technical development and user testing with 3rd party companies to enhance their commercial potential.

LAMP is strategically content and service focused with a healthy mix of commercial reality, technical skills and audience awareness.

LAMP is actively seeking strategic partners to match with the prototypes. These partnerships will lead to a final build and deployment, fulfilling business and audience need.

Open your eyes and get involved. Whether as a partner, mentor, participant or sponsor AFTRS LAMP looks forward to hearing from you.]]></description>
			<itunes:subtitle>&quot;The LAMP Effect&quot;. A 2:30 video podcast look behind the scenes and introducing the LAMP process.</itunes:subtitle>
			<itunes:summary>The first of two video podcasts from LAMP. These hybrid &quot;Making of&apos;s&quot; and &quot;Promos&quot; give an insight into the LAMP process. They contain behind the scene glimpses at seminars, workshops, presentations and the last two residential labs.

The video format is video iPod and PC ready and contain several references to most of the previous LAMP projects which are listed below:

    * Apartment, The
    * Auntie&apos;s Kitchen
    * Everyday
    * Gardening Australia
    * Georgiana Molloy
    * Hit It!
    * Insect Men From the 1st Dimension
    * Jarrod Reckons
    * Much Depends on Dinner
    * News You Want, The
    * Perfect Partner
    * Project Greenlight Australia
    * Read with Me! Play with Me!
    * Spicks and Specks
    * Sum of our Parts

Video credits:

    * Titles: Catherine Gleeson, Peter Giles
    * Edited: Rowena Crowe, Gary Hayes
    * Written: Teresa Rizzo, LAMP
    * Voice: Jen Oldershaw
    * Music: Gary Hayes
    * Produced: LAMP

Script

&quot;Open your eyes to emerging media opportunities!

The Laboratory of Advanced Media Production - LAMP, an initiative of the Australian Film TV and Radio School is one of the world’s premiere, emerging media development Labs.

LAMP is a dynamic mix of seminars, workshops, immersive rapid prototyping residentials and industry focused service development -creating compelling cross-media entertainment for emerging global media markets.

In July 2005 Gary Hayes, a senior producer from the BBC’s Interactive was appointed the founding director of the LAMP. He and Peter Giles, Head of Digital Media at AFTRS, have led several LAMP industry seminars around Australia and two major residential Labs. The immersive labs have transformed traditional producers and storytellers - who have so far prototyped over fifteen projects.

The final prototypes range from navigable proof of concept to fully developed elements of interactive services, many of which are ready for the next stage of production.

In December 2005 a specially designed residential lab was run for the ABC. This kick-started thinking in transmedia areas and yielded some highly original projects. From a new look Gardening Australia to the user generated content for Everyday and Spicks and Specks through to personalised News and non-linear documentary. 

Alongside the residential, LAMP will select projects for further design, technical development and user testing with 3rd party companies to enhance their commercial potential.

LAMP is strategically content and service focused with a healthy mix of commercial reality, technical skills and audience awareness.

LAMP is actively seeking strategic partners to match with the prototypes. These partnerships will lead to a final build and deployment, fulfilling business and audience need.

Open your eyes and get involved. Whether as a partner, mentor, participant or sponsor AFTRS LAMP looks forward to hearing from you.</itunes:summary>
			<enclosure type="video/mp4" url="http://www.lamp.edu.au/podcast/YourMediaEvolved2min.mp4" length="14667169" />
			<guid>http://www.lamp.edu.au/podcast/YourMediaEvolved2min.mp4</guid>
			<pubDate>Fri, 17 Mar 2006 19:22:05 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:02:29</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Rules of Engagement</title>
			<itunes:author>Jackie Turnure</itunes:author>
			<description><![CDATA[Jackie explores a range of techniques that as interactive producers we can utilise to engage our audiences. How to create narrative that dynamically draws participation and how point of entry and reward play key roles. She finishes on important aspects of pitching and communicating emerging media ideas to others. 

Recorded at the LAMP residential for ABC at the Sydney AGSM centre in December 2005]]></description>
			<itunes:subtitle>A presentation by Jackie Turnure. Copyright © 2005 Australian Film Television and Radio School. All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Jackie explores a range of techniques that as interactive producers we can utilise to engage our audiences. How to create narrative that dynamically draws participation and how point of entry and reward play key roles. She finishes on important aspects of pitching and communicating emerging media ideas to others. 

Recorded at the LAMP residential for ABC at the Sydney AGSM centre in December 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/20051206-jackie.mp3" length="9448376" />
			<guid>http://www.lamp.edu.au/podcast/20051206-jackie.mp3</guid>
			<pubDate>Mon, 30 Jan 2006 11:04:36 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:48:34</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Designing for Cross-Media Audiences</title>
			<itunes:author>Catherine Gleeson</itunes:author>
			<description><![CDATA[Catherine takes us on a journey into sophisticated cross-media creation and production from a design perspective. Using examples of her own work and the best of the rest she covers cross-device branding, visual attraction and navigational issues but also looks at what is just 'cool'. Finishing on a look at how the great work that ended up on CD ROMS are now ready for a new life delivered through broadband TV.

Recorded at the LAMP residential for ABC at the Sydney AGSM centre in December 2005]]></description>
			<itunes:subtitle>A presentation by Catherine Gleeson. Copyright © 2005 Australian Film Television and Radio School. All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Catherine takes us on a journey into sophisticated cross-media creation and production from a design perspective. Using examples of her own work and the best of the rest she covers cross-device branding, visual attraction and navigational issues but also looks at what is just &apos;cool&apos;. Finishing on a look at how the great work that ended up on CD ROMS are now ready for a new life delivered through broadband TV.

Recorded at the LAMP residential for ABC at the Sydney AGSM centre in December 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/20051207-catherine.mp3" length="7080903" />
			<guid>http://www.lamp.edu.au/podcast/20051207-catherine.mp3</guid>
			<pubDate>Mon, 30 Jan 2006 11:04:36 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:37:17</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Networking Television</title>
			<itunes:author>William Cooper</itunes:author>
			<description><![CDATA[William takes us on a journey into both a converged and diverged world as TV becomes just another string of content over global broadband networks. He looks at the emerging and dying business models as fiber optics become the norm to carry vast quantities of digital content around the world - the global markets. In a world where some netowrks can carry 17 million DVD quality video streams simultaneously, what are the opportunities and what kinds of services will we see.

A specialist in interactive media services across multiple platforms, Dr. William Cooper advises clients ranging from start-up companies to major corporations, providing a practical operational perspective and he runs a very informative news site at informitv.com. As head of interactive at BBC Broadcast, William operationally managed the successful launch and delivery of landmark interactive services on satellite, terrestrial and cable television across multiple channels and territories. William was responsible for transitioning interactive publication and playout services from a public services cost centre into a profitable commercial subsidiary. This involved managing the migration of services into a purpose-built multimillion-pound technical facility in preparation for the subsequent sale of the business for £166 million. Previously, as head of new media operations, William oversaw the exponential growth of the BBC’s online services.

AGSM Sydney 05 Dec 2005]]></description>
			<itunes:subtitle>Networked Television - William Cooper</itunes:subtitle>
			<itunes:summary>William takes us on a journey into both a converged and diverged world as TV becomes just another string of content over global broadband networks. He looks at the emerging and dying business models as fiber optics become the norm to carry vast quantities of digital content around the world - the global markets. In a world where some netowrks can carry 17 million DVD quality video streams simultaneously, what are the opportunities and what kinds of services will we see.

A specialist in interactive media services across multiple platforms, Dr. William Cooper advises clients ranging from start-up companies to major corporations, providing a practical operational perspective and he runs a very informative news site at informitv.com. As head of interactive at BBC Broadcast, William operationally managed the successful launch and delivery of landmark interactive services on satellite, terrestrial and cable television across multiple channels and territories. William was responsible for transitioning interactive publication and playout services from a public services cost centre into a profitable commercial subsidiary. This involved managing the migration of services into a purpose-built multimillion-pound technical facility in preparation for the subsequent sale of the business for £166 million. Previously, as head of new media operations, William oversaw the exponential growth of the BBC’s online services.

AGSM Sydney 05 Dec 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/williamcooper01.mp3" length="6969998" />
			<guid>http://www.lamp.edu.au/podcast/williamcooper01.mp3</guid>
			<pubDate>Tue, 20 Dec 2005 10:53:00 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:28:56</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Interactive Narratives</title>
			<itunes:author>Mark Stephen Meadows</itunes:author>
			<description><![CDATA[Mark provides us with a very accesible and compelling investigation into new forms of interactive narrative - alternate perspectives, interaction and user journeys. Using the analogy of “stories are about someone who has a problem more interesting than your own” he takes us through the conceptual development aspects of creating journeys that even under viewer control can still engage by providing decision and nodal points. Mark goes further to talk about the historical stages that human narrative have been through and looks at a richer AI based, modulated future of personal story.

Mark Stephen Meadows is a painter that writes. He’s also engineers interactive systems, develops games, designs artificial emotion software and leads groups of designers into burning buildings, and then out again, unscathed. As an architect of interactive content he designs problem sets, characters, and the worlds in which they operate. As an educator he lectures on this work at universities, conferences, and private research institutions. His work of the last thirteen years has included work as Artist-in-Residence at Xerox-PARC, Creative Director for a venture of Stanford Research Institute, and co-founder and Chief Creative Officer of a VR and Internet company named Construct. Meadows’ has spent time as artist/researcher at the Waag Society, in Holland, and has worked as a consultant for dozens of companies, both large and small.

AGSM Sydney 05 Dec 2005]]></description>
			<itunes:subtitle>Mark Stephen Meadows on The Practise of Interactive Narratives</itunes:subtitle>
			<itunes:summary>Mark provides us with a very accesible and compelling investigation into new forms of interactive narrative - alternate perspectives, interaction and user journeys. Using the analogy of “stories are about someone who has a problem more interesting than your own” he takes us through the conceptual development aspects of creating journeys that even under viewer control can still engage by providing decision and nodal points. Mark goes further to talk about the historical stages that human narrative have been through and looks at a richer AI based, modulated future of personal story.

Mark Stephen Meadows is a painter that writes. He’s also engineers interactive systems, develops games, designs artificial emotion software and leads groups of designers into burning buildings, and then out again, unscathed. As an architect of interactive content he designs problem sets, characters, and the worlds in which they operate. As an educator he lectures on this work at universities, conferences, and private research institutions. His work of the last thirteen years has included work as Artist-in-Residence at Xerox-PARC, Creative Director for a venture of Stanford Research Institute, and co-founder and Chief Creative Officer of a VR and Internet company named Construct. Meadows’ has spent time as artist/researcher at the Waag Society, in Holland, and has worked as a consultant for dozens of companies, both large and small.

AGSM Sydney 05 Dec 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/markmeadows01.mp3" length="9694681" />
			<guid>http://www.lamp.edu.au/podcast/markmeadows01.mp3</guid>
			<pubDate>Tue, 20 Dec 2005 10:53:00 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:40:17</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Evolving Technology, Evolving Audiences</title>
			<itunes:author>Jonathan Marshall</itunes:author>
			<description><![CDATA[Jonathan talks about devices, the network pipes and the audiences that use them. Using the basic premise of lean back, forward and portable he advises us on how to shape the viewer experience through understanding of the mode of the audience. Speaking specifically to one of LAMPs residential audiences he helps us identify the interactive jewel, the audience and the ideal experience. Jonathan finishes by showing how there is a certain convergence across devices that have similar capability, but still each has its unique place in viewer experience of interactive story.

Jonathan Marshall is one of the key technical strategists in the field of interactive TV, having led the development of the BBC’s first groundbreaking services on DTT and Digital Satellite. Jonathan started his career at the BBC in 1991 as a recording engineer for BBC Scotland. He then left to complete a degree in Electronics and Music followed by a Masters in French and Management. By combining these skills he worked in Paris for IRCAM designing and implementing Digital Music Workstations for contemporary composers and performers to use.

Jonathan rejoined the BBC in 1996 working firstly on DAB and then Digital Television for the Research and Development department at Kingswood Warren. It was here that he developed the world’s first interactive TV broadcasts in MHEG. In 1999 Jonathan joined the newly created BBC Interactive TV department at Bush House, where he worked with the technical team in delivering a whole raft of services, including the BAFTA award winning Wimbledon Interactive and Digital Text services on the Sky Platform. This work cemented his reputation as one of the key technical strategists in the interactive TV field. Jonathan went on to become BBC Interactive TV’s main technical interface for all third party providers, testing and appraising their products, giving him an unrivalled knowledge of the interactive TV tools market.

AGSM Sydney 06 Dec 2005]]></description>
			<itunes:subtitle>Presentation by Jonathan Marshall at the LAMP ABC Lab December 2005</itunes:subtitle>
			<itunes:summary>Jonathan talks about devices, the network pipes and the audiences that use them. Using the basic premise of lean back, forward and portable he advises us on how to shape the viewer experience through understanding of the mode of the audience. Speaking specifically to one of LAMPs residential audiences he helps us identify the interactive jewel, the audience and the ideal experience. Jonathan finishes by showing how there is a certain convergence across devices that have similar capability, but still each has its unique place in viewer experience of interactive story.

Jonathan Marshall is one of the key technical strategists in the field of interactive TV, having led the development of the BBC’s first groundbreaking services on DTT and Digital Satellite. Jonathan started his career at the BBC in 1991 as a recording engineer for BBC Scotland. He then left to complete a degree in Electronics and Music followed by a Masters in French and Management. By combining these skills he worked in Paris for IRCAM designing and implementing Digital Music Workstations for contemporary composers and performers to use.

Jonathan rejoined the BBC in 1996 working firstly on DAB and then Digital Television for the Research and Development department at Kingswood Warren. It was here that he developed the world’s first interactive TV broadcasts in MHEG. In 1999 Jonathan joined the newly created BBC Interactive TV department at Bush House, where he worked with the technical team in delivering a whole raft of services, including the BAFTA award winning Wimbledon Interactive and Digital Text services on the Sky Platform. This work cemented his reputation as one of the key technical strategists in the interactive TV field. Jonathan went on to become BBC Interactive TV’s main technical interface for all third party providers, testing and appraising their products, giving him an unrivalled knowledge of the interactive TV tools market.

AGSM Sydney 06 Dec 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/jonathanmarshall01.mp3" length="3298997" />
			<guid>http://www.lamp.edu.au/podcast/jonathanmarshall01.mp3</guid>
			<pubDate>Tue, 20 Dec 2005 10:50:00 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:13:39</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>A short tale about a long tail</title>
			<itunes:author>Tony Surtees</itunes:author>
			<description><![CDATA[Tony helps us explore the jungle of marketing confusion as audiences and distribution rapidly alter. He points out that rather than being locked out, good media creators actually have many cross-media opportunities - there is a world of abundance created by the technology. The key resources - storage, bandwidth and communication are the cheapest, while good content is often the most expensive. How to get that content to the viewers Tony explores the concept of the long tail from the perspective of how we can reach and engage niche groups - aggregating the Long Tail. He finishes with a look at the internet ecosystem - search, access, eCommerce, ad services and aggregation.

A pioneer in both electronic commerce (eCommerce) and mobile commerce (mCommerce), Surtees has more than 15 years experience in marketing, strategic planning, and customer retention, gained from building businesses in over 20 countries. As founding Vice President and General Manager of Yahoo!’s Commerce Group, his innovations helped transform the world’s largest communications and information portal into the leading eCommerce destination. Under Surtees direction, Yahoo! Auctions became the world’s largest single branded auction site.

Victor Harbor 12 Oct 2005]]></description>
			<itunes:subtitle>“Why did eBay buy Skype?” - Tony Surtees</itunes:subtitle>
			<itunes:summary>Tony helps us explore the jungle of marketing confusion as audiences and distribution rapidly alter. He points out that rather than being locked out, good media creators actually have many cross-media opportunities - there is a world of abundance created by the technology. The key resources - storage, bandwidth and communication are the cheapest, while good content is often the most expensive. How to get that content to the viewers Tony explores the concept of the long tail from the perspective of how we can reach and engage niche groups - aggregating the Long Tail. He finishes with a look at the internet ecosystem - search, access, eCommerce, ad services and aggregation.

A pioneer in both electronic commerce (eCommerce) and mobile commerce (mCommerce), Surtees has more than 15 years experience in marketing, strategic planning, and customer retention, gained from building businesses in over 20 countries. As founding Vice President and General Manager of Yahoo!’s Commerce Group, his innovations helped transform the world’s largest communications and information portal into the leading eCommerce destination. Under Surtees direction, Yahoo! Auctions became the world’s largest single branded auction site.

Victor Harbor 12 Oct 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/TonySurtees.mp3" length="13005659" />
			<guid>http://www.lamp.edu.au/podcast/TonySurtees.mp3</guid>
			<pubDate>Tue, 29 Nov 2005 10:53:00 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:54:05</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Intersections, People, Technology</title>
			<itunes:author>Raffi Krikorian</itunes:author>
			<description><![CDATA[Raffi gives a talk about interactive technology by trying not to talk about it. Allowing the horse to lead the cart (content before tech) and not falling into the trap of limiting your creativity, he gives a refreshing view of a new development process methodology. Raffi does though manage to refer to key technologies he is involved in including TiVo and personal TV, game platforms and open source advanced TV. He finishes by looking at collaborative user generated content emerging on mobile and broadband, then the future of home media centers with multiple distribution pipes.

Raffi Krikorian has been involved in the enhanced television space, specifically in the real-life implementation, deployal, and hacking of these projects while also remaining a strong consumer advocate for a better media experience. During his tenure as a graduate student at the MIT Media Lab he authored “TiVo Hacks” for O’Reilly and Associates, the first book on taking apart and extending the Linux based PVR.Raffi Krikorian has been involved in the enhanced television space, specifically in the real-life implementation, deployal, and hacking of these projects while also remaining a strong consumer advocate for a better media experience. During his tenure as a graduate student at the MIT Media Lab he authored “TiVo Hacks” for O’Reilly and Associates, the first book on taking apart and extending the Linux based PVR.

Victor Harbor 10 Oct 2005]]></description>
			<itunes:subtitle>Or “What to Built it On?” - Raffi Krikorian</itunes:subtitle>
			<itunes:summary>Raffi gives a talk about interactive technology by trying not to talk about it. Allowing the horse to lead the cart (content before tech) and not falling into the trap of limiting your creativity, he gives a refreshing view of a new development process methodology. Raffi does though manage to refer to key technologies he is involved in including TiVo and personal TV, game platforms and open source advanced TV. He finishes by looking at collaborative user generated content emerging on mobile and broadband, then the future of home media centers with multiple distribution pipes.

Raffi Krikorian has been involved in the enhanced television space, specifically in the real-life implementation, deployal, and hacking of these projects while also remaining a strong consumer advocate for a better media experience. During his tenure as a graduate student at the MIT Media Lab he authored “TiVo Hacks” for O’Reilly and Associates, the first book on taking apart and extending the Linux based PVR.Raffi Krikorian has been involved in the enhanced television space, specifically in the real-life implementation, deployal, and hacking of these projects while also remaining a strong consumer advocate for a better media experience. During his tenure as a graduate student at the MIT Media Lab he authored “TiVo Hacks” for O’Reilly and Associates, the first book on taking apart and extending the Linux based PVR.

Victor Harbor 10 Oct 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/RaffiKrikorian.mp3" length="7198961" />
			<guid>http://www.lamp.edu.au/podcast/RaffiKrikorian.mp3</guid>
			<pubDate>Tue, 29 Nov 2005 10:53:00 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:29:54</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>MarkPesce-TheWorldIsMyHardDrive</title>
			<itunes:author>Mark Pesce</itunes:author>
			<description><![CDATA[Presentation recorded at “The Future of Media” Conference, Australian Center for the Moving Image, Friday 25 November 2005.

Media producers are facing a new threat: everyone has become a broadcasting network. Now that everyone is practicing “The Three F’s”: finding, forwarding, and filtering media, what does this mean for media professionals desperate for new economic models to fund productions? The future belongs to the amateurs: creatives, aggregators, and critics. These are the foundations of 21st century “swarming media”.

Melbourne 25 Nov 2005]]></description>
			<itunes:subtitle>Copyright © 2005, Mark D. Pesce. Released under the Creative Commons Attribution-NonCommercial-ShareAlike License
</itunes:subtitle>
			<itunes:summary>Presentation recorded at “The Future of Media” Conference, Australian Center for the Moving Image, Friday 25 November 2005.

Media producers are facing a new threat: everyone has become a broadcasting network. Now that everyone is practicing “The Three F’s”: finding, forwarding, and filtering media, what does this mean for media professionals desperate for new economic models to fund productions? The future belongs to the amateurs: creatives, aggregators, and critics. These are the foundations of 21st century “swarming media”.

Melbourne 25 Nov 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/MarkPesce-TheWorldIsMyHardDrive.mp3" length="4411673" />
			<guid>http://www.lamp.edu.au/podcast/MarkPesce-TheWorldIsMyHardDrive.mp3</guid>
			<pubDate>Sun, 27 Nov 2005 10:53:00 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:18:17</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Telephone Repair Handbook</title>
			<itunes:author>Mark Pesce</itunes:author>
			<description><![CDATA[The Keynote address for ACM IE 2005, 23 November 2005, Sydney. By Mark Pesce with Angus Fraser

Mark PesceABSTRACT: The software design of the mobile telephone is poorly suited to its principle task, human social network management. The authors explore the evolving needs of the “swarm” of network users, then speculatively redesign the mobile telephone as an active device, employing multiple communication modalities to radically improve the device’s ability to maintain and contribute to the user’s social network. Three use cases explore the user experience in a fully-realized system.
Paper can be found at http://interactive.edu.au/BluOpen/trh.pdf

Sydney 23rd November 2005]]></description>
			<itunes:subtitle>Copyright © 2005, Mark D. Pesce. Released under the Creative Commons Attribution-NonCommercial-ShareAlike License
</itunes:subtitle>
			<itunes:summary>The Keynote address for ACM IE 2005, 23 November 2005, Sydney. By Mark Pesce with Angus Fraser

Mark PesceABSTRACT: The software design of the mobile telephone is poorly suited to its principle task, human social network management. The authors explore the evolving needs of the “swarm” of network users, then speculatively redesign the mobile telephone as an active device, employing multiple communication modalities to radically improve the device’s ability to maintain and contribute to the user’s social network. Three use cases explore the user experience in a fully-realized system.
Paper can be found at http://interactive.edu.au/BluOpen/trh.pdf

Sydney 23rd November 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/MarkPesce-TelephoneRepairHandbook.mp3" length="13474455" />
			<guid>http://www.lamp.edu.au/podcast/MarkPesce-TelephoneRepairHandbook.mp3</guid>
			<pubDate>Thu, 24 Nov 2005 10:53:00 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:55:59</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Converged Producer</title>
			<itunes:author>Peter Giles</itunes:author>
			<description><![CDATA[Peter guides us through the potential opportunities for emerging media producers, how to generate income and the changing world of advertising. Using examples such as the success of JibJab, Happy Tree Friends and Cineclix Peter suggests new business models existing linear producers can adopt. He gives us his perspective on the obligatory Long Tail phenomenom and how recommendation agents help us navigate the deeper parts of niche markets.

Viral marketing is used as one of the new models to get yourself noticed in the increasing noise of broadband markets, Big Ad is cited as an interesting model of this. Finally Peter talks us through a range on new form advertising on interactive TV, broadband and mobiles and paints a picture of how user generated content fits into this new world.

Adelaide 2 Sep 2005]]></description>
			<itunes:subtitle>Playground of the Converged Producer - Peter Giles. Copyright © 2005. Australian Film Television and Radio School.
All Rights Reserved</itunes:subtitle>
			<itunes:summary>Peter guides us through the potential opportunities for emerging media producers, how to generate income and the changing world of advertising. Using examples such as the success of JibJab, Happy Tree Friends and Cineclix Peter suggests new business models existing linear producers can adopt. He gives us his perspective on the obligatory Long Tail phenomenom and how recommendation agents help us navigate the deeper parts of niche markets.

Viral marketing is used as one of the new models to get yourself noticed in the increasing noise of broadband markets, Big Ad is cited as an interesting model of this. Finally Peter talks us through a range on new form advertising on interactive TV, broadband and mobiles and paints a picture of how user generated content fits into this new world.

Adelaide 2 Sep 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/PeterGiles.mp3" length="7732448" />
			<guid>http://www.lamp.edu.au/podcast/PeterGiles.mp3</guid>
			<pubDate>Tue, 08 Nov 2005 10:53:00 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:32:07</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Broadband Futures</title>
			<itunes:author>Guy Gadney</itunes:author>
			<description><![CDATA[Guy begins by talking about the current services his company Bigpond are delivering to larger numbers of the Australian audience. He draws attention to the blurred line that is developing between live video on broadband and TV but points out the much higher levels of synchronised interactivity we have access to via broadband. There are real advantages in using the range of data around events to develop rich and deep interaction across broadband devices and Guy stresses that cross-media gains can be made by cross-linking movies, sport, tv, games etc via a more structured and well designed interface.

He talks about the near term futures as broadband moves towards richer customisation and them deep personalisation using at first collaborative filtering and recommendation agents. Guy finally points out that User Generated Content is on their radar as is clearly working out the models between live rich media broadband and on-demand.

Sydney 7 Sep 2005]]></description>
			<itunes:subtitle>Broadband Futures - Guy Gadney. Copyright © 2005
Australian Film Television and Radio School.. All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Guy begins by talking about the current services his company Bigpond are delivering to larger numbers of the Australian audience. He draws attention to the blurred line that is developing between live video on broadband and TV but points out the much higher levels of synchronised interactivity we have access to via broadband. There are real advantages in using the range of data around events to develop rich and deep interaction across broadband devices and Guy stresses that cross-media gains can be made by cross-linking movies, sport, tv, games etc via a more structured and well designed interface.

He talks about the near term futures as broadband moves towards richer customisation and them deep personalisation using at first collaborative filtering and recommendation agents. Guy finally points out that User Generated Content is on their radar as is clearly working out the models between live rich media broadband and on-demand.

Sydney 7 Sep 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GuyGadney.mp3" length="6713778" />
			<guid>http://www.lamp.edu.au/podcast/GuyGadney.mp3</guid>
			<pubDate>Tue, 08 Nov 2005 10:53:00 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:27:52</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Transmedia narrative</title>
			<itunes:author>Christy Dena</itunes:author>
			<description><![CDATA[Christy presents key transmedia topics including remediation, adaptation and interactive broadcasting as well as looking at the many new media-types and media channels that are emerging across the industry.

She gives exciting glimpses into new forms of compelling interactivity including distributed narrative, ‘real life’ cross over and in-game engagement. Christy finishes her presentation with her ten top tips to enable better service design.

Christy is a world wide, leading practitioner and researcher in cross-media narrative, new media types and their creative application in emerging media. Her published articles have covered game-play, artificial intelligence and new narrative forms and she has written creative works for TV, theatre and multi-platform. She also teaches new media arts theory at Melbourne and Swinburne Universities, is on the Editorial Committee of New Antigone (a fully refereed international journal), co-edits a renowned site on new media arts, www.WriterResponseTheory.org, and runs a popular research blog, www.cross-mediaentertainment.com.

Adelaide 2 Sep 2005]]></description>
			<itunes:subtitle>Diverged technology, converged people, new stories - Christy Dena.  Copyright © 2005 Australian Film Television and Radio School. All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Christy presents key transmedia topics including remediation, adaptation and interactive broadcasting as well as looking at the many new media-types and media channels that are emerging across the industry.

She gives exciting glimpses into new forms of compelling interactivity including distributed narrative, ‘real life’ cross over and in-game engagement. Christy finishes her presentation with her ten top tips to enable better service design.

Christy is a world wide, leading practitioner and researcher in cross-media narrative, new media types and their creative application in emerging media. Her published articles have covered game-play, artificial intelligence and new narrative forms and she has written creative works for TV, theatre and multi-platform. She also teaches new media arts theory at Melbourne and Swinburne Universities, is on the Editorial Committee of New Antigone (a fully refereed international journal), co-edits a renowned site on new media arts, www.WriterResponseTheory.org, and runs a popular research blog, www.cross-mediaentertainment.com.

Adelaide 2 Sep 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/ChristyDena.mp3" length="6647650" />
			<guid>http://www.lamp.edu.au/podcast/ChristyDena.mp3</guid>
			<pubDate>Tue, 08 Nov 2005 10:53:00 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:27:36</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The New Audience - Enhanced Podcast</title>
			<itunes:author>Gary Hayes</itunes:author>
			<description><![CDATA[Gary presents a talk in two halves. The first is a broad overview of current markets and audiences from an Australian perspective stressing the importance of being first rather than last as new markets open up., The second half is based on many years experience as BBCi Producer with a look at what was learned from ‘big’ interactive audiences including some key tips to draw in bigger audiences and how to keep them.

Gary Hayes - Director LAMP Former Senior Producer/Manager BBCi has been at the forefront of worldwide emerging media development and production since 1993. Gary led the BBC’s development of the internet, interactive TV and emerging platforms from 95-04 as Senior Producer and Development Manager. He runs a blog on Media Personalisation at www.personalizemedia.com and an Interactive producers site at www.garyhayes.tv.

Sydney 7 Sep 2005]]></description>
			<itunes:subtitle>New Roads, New Directions, New Markets - Gary Hayes. Copyright © 2005 Australian Film Television and Radio School. All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Gary presents a talk in two halves. The first is a broad overview of current markets and audiences from an Australian perspective stressing the importance of being first rather than last as new markets open up., The second half is based on many years experience as BBCi Producer with a look at what was learned from ‘big’ interactive audiences including some key tips to draw in bigger audiences and how to keep them.

Gary Hayes - Director LAMP Former Senior Producer/Manager BBCi has been at the forefront of worldwide emerging media development and production since 1993. Gary led the BBC’s development of the internet, interactive TV and emerging platforms from 95-04 as Senior Producer and Development Manager. He runs a blog on Media Personalisation at www.personalizemedia.com and an Interactive producers site at www.garyhayes.tv.

Sydney 7 Sep 2005</itunes:summary>
			<enclosure type="audio/x-m4a" url="http://www.lamp.edu.au/podcast/GaryHayes.m4a" length="6240096" />
			<guid>http://www.lamp.edu.au/podcast/GaryHayes.m4a</guid>
			<pubDate>Tue, 08 Nov 2005 10:53:00 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:25:09</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The New Audience</title>
			<itunes:author>Gary Hayes</itunes:author>
			<description><![CDATA[Gary presents a talk in two halves. The first is a broad overview of current markets and audiences from an Australian perspective stressing the importance of being first rather than last as new markets open up., The second half is based on many years experience as BBCi Producer with a look at what was learned from ‘big’ interactive audiences including some key tips to draw in bigger audiences and how to keep them.

Gary Hayes - Director LAMP Former Senior Producer/Manager BBCi has been at the forefront of worldwide emerging media development and production since 1993. Gary led the BBC’s development of the internet, interactive TV and emerging platforms from 95-04 as Senior Producer and Development Manager. He runs a blog on Media Personalisation at www.personalizemedia.com and an Interactive producers site at www.garyhayes.tv.

Sydney 7 Sep 2005]]></description>
			<itunes:subtitle>New Roads, New Directions, New Markets - Gary Hayes. Copyright © 2005 Australian Film Television and Radio School. All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Gary presents a talk in two halves. The first is a broad overview of current markets and audiences from an Australian perspective stressing the importance of being first rather than last as new markets open up., The second half is based on many years experience as BBCi Producer with a look at what was learned from ‘big’ interactive audiences including some key tips to draw in bigger audiences and how to keep them.

Gary Hayes - Director LAMP Former Senior Producer/Manager BBCi has been at the forefront of worldwide emerging media development and production since 1993. Gary led the BBC’s development of the internet, interactive TV and emerging platforms from 95-04 as Senior Producer and Development Manager. He runs a blog on Media Personalisation at www.personalizemedia.com and an Interactive producers site at www.garyhayes.tv.

Sydney 7 Sep 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GaryHayes_2.mp3" length="6059879" />
			<guid>http://www.lamp.edu.au/podcast/GaryHayes_2.mp3</guid>
			<pubDate>Tue, 08 Nov 2005 10:53:00 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:25:09</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Transmedia narrative - Enhanced Podcast</title>
			<itunes:author>Christy Dena</itunes:author>
			<description><![CDATA[Christy presents key transmedia topics including remediation, adaptation and interactive broadcasting as well as looking at the many new media-types and media channels that are emerging across the industry.

She gives exciting glimpses into new forms of compelling interactivity including distributed narrative, ‘real life’ cross over and in-game engagement. Christy finishes her presentation with her ten top tips to enable better service design.

Christy is a world wide, leading practitioner and researcher in cross-media narrative, new media types and their creative application in emerging media. Her published articles have covered game-play, artificial intelligence and new narrative forms and she has written creative works for TV, theatre and multi-platform. She also teaches new media arts theory at Melbourne and Swinburne Universities, is on the Editorial Committee of New Antigone (a fully refereed international journal), co-edits a renowned site on new media arts, www.WriterResponseTheory.org, and runs a popular research blog, www.cross-mediaentertainment.com.

Adelaide 2 Sep 2005]]></description>
			<itunes:subtitle>Diverged technology, converged people, new stories - Christy Dena.  Copyright © 2005 Australian Film Television and Radio School. All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Christy presents key transmedia topics including remediation, adaptation and interactive broadcasting as well as looking at the many new media-types and media channels that are emerging across the industry.

She gives exciting glimpses into new forms of compelling interactivity including distributed narrative, ‘real life’ cross over and in-game engagement. Christy finishes her presentation with her ten top tips to enable better service design.

Christy is a world wide, leading practitioner and researcher in cross-media narrative, new media types and their creative application in emerging media. Her published articles have covered game-play, artificial intelligence and new narrative forms and she has written creative works for TV, theatre and multi-platform. She also teaches new media arts theory at Melbourne and Swinburne Universities, is on the Editorial Committee of New Antigone (a fully refereed international journal), co-edits a renowned site on new media arts, www.WriterResponseTheory.org, and runs a popular research blog, www.cross-mediaentertainment.com.

Adelaide 2 Sep 2005</itunes:summary>
			<enclosure type="audio/x-m4a" url="http://www.lamp.edu.au/podcast/ChristyDena_2.m4a" length="6844320" />
			<guid>http://www.lamp.edu.au/podcast/ChristyDena_2.m4a</guid>
			<pubDate>Tue, 08 Nov 2005 10:53:00 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:27:36</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>MarkPesce-PiracyIsGood</title>
			<itunes:author>Mark Pesce</itunes:author>
			<description><![CDATA[Live presentation of “Piracy Is Good?”, delivered by Mark Pesce on May 6th, 2005 at the Australian Film Television and Radio School in Sydney.

Sydney 6th May 2005]]></description>
			<itunes:subtitle>Copyright © 2005, Mark D. Pesce. Released under the Creative Commons Attribution-Non Commercial-ShareAlike License</itunes:subtitle>
			<itunes:summary>Live presentation of “Piracy Is Good?”, delivered by Mark Pesce on May 6th, 2005 at the Australian Film Television and Radio School in Sydney.

Sydney 6th May 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/MarkPesce-PiracyIsGood.mp3" length="29864951" />
			<guid>http://www.lamp.edu.au/podcast/MarkPesce-PiracyIsGood.mp3</guid>
			<pubDate>Sun, 02 Oct 2005 10:53:00 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>01:02:03</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Building Bridges</title>
			<itunes:author>Sohail Dahdal</itunes:author>
			<description><![CDATA[Sohail looks at the complex issues surrounding multi-platform and multi-media production. Using a tried and trusted process model he explores the critical issues of iterative production and interactive process design – in other words the production itself becomes as dynamic as the service you are making.

Sohail Dahdal, Director, 6moons Interactive has produced, designed, and engineered hundreds of DVDs, CD-ROMs, websites, installation and films, always with keen interest for bridging the gap between the new forms of interactive media and the traditional art of filmmaking.

Sydney 7 Sep 2005]]></description>
			<itunes:subtitle>Building bridges, the new producer - Sohail Dahdal. Copyright © 2005 Australian Film Television and Radio School.
All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Sohail looks at the complex issues surrounding multi-platform and multi-media production. Using a tried and trusted process model he explores the critical issues of iterative production and interactive process design – in other words the production itself becomes as dynamic as the service you are making.

Sohail Dahdal, Director, 6moons Interactive has produced, designed, and engineered hundreds of DVDs, CD-ROMs, websites, installation and films, always with keen interest for bridging the gap between the new forms of interactive media and the traditional art of filmmaking.

Sydney 7 Sep 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/SohailDahdal.mp3" length="5310278" />
			<guid>http://www.lamp.edu.au/podcast/SohailDahdal.mp3</guid>
			<pubDate>Wed, 07 Sep 2005 10:53:00 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:22:01</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Cross Media Brands</title>
			<itunes:author>Rick Holland</itunes:author>
			<description><![CDATA[Ric explores a range of cutting edge design techniques using a mixture of his own innovative work at IBM and other companies but also drawing attention to newer developments. He highlights the importance of brand, consistency across platforms and the principles of definition, profile and scenarios.

As a Creative Director and Innovator over the past 25 years Ric Holland has also been a consultant to major brands in music production, wireless, broadband, games and CG content creation, helping to find alternate revenue markets, cross-media business models and creative concepts for digital interactive content.

Adelaide 2 Sep 2005]]></description>
			<itunes:subtitle>Designing for cross media channels – Ric Holland. Copyright © 2005. Australian Film Television and Radio School. All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Ric explores a range of cutting edge design techniques using a mixture of his own innovative work at IBM and other companies but also drawing attention to newer developments. He highlights the importance of brand, consistency across platforms and the principles of definition, profile and scenarios.

As a Creative Director and Innovator over the past 25 years Ric Holland has also been a consultant to major brands in music production, wireless, broadband, games and CG content creation, helping to find alternate revenue markets, cross-media business models and creative concepts for digital interactive content.

Adelaide 2 Sep 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/RicHolland.mp3" length="5264932" />
			<guid>http://www.lamp.edu.au/podcast/RicHolland.mp3</guid>
			<pubDate>Wed, 07 Sep 2005 10:53:00 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:21:50</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Emerging Design</title>
			<itunes:author>Catherine Gleeson and Peter Giles</itunes:author>
			<description><![CDATA[Playground of emerging design – Catherine Gleeson and Peter Giles. Copyright © 2005 Australian Film Television and Radio School. All Rights Reserved.]]></description>
			<itunes:subtitle>Playground of emerging design – Catherine Gleeson and Peter Giles. Copyright © 2005 Australian Film Television and Radio School. All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Playground of emerging design – Catherine Gleeson and Peter Giles. Copyright © 2005 Australian Film Television and Radio School. All Rights Reserved.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/PeterGilesCatherineGleeson.mp3" length="3777950" />
			<guid>http://www.lamp.edu.au/podcast/PeterGilesCatherineGleeson.mp3</guid>
			<pubDate>Wed, 07 Sep 2005 10:53:00 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:15:38</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Brothers in Arms</title>
			<itunes:author>Martin Brown and Tom Kennedy</itunes:author>
			<description><![CDATA[Martin and Tom look at the challenges of taking and paralleling the development of their latest film venture, “Brothers in Arms”, into other mediums. Issues they refer to include cross media international financing, dominant parts of the platform mix and leveraging the brand.

Martin as Producer has enjoyed a 20-year career in the entertainment industry, from managing live theatre, shows and events to producing television commercials, music videos, and most recently, multi-award-winning feature films including “Moulin Rouge”.

Tom Kennedy is the CEO of Mediazoo and is widely regarded as one of the most influential and experienced figures in the Australian interactive community. Tom has worked previously as CEO of Hyro Ltd, Managing Director of Brainwave Interactive and Managing Director of Beyond Online

Sydney 7 Sep 2005]]></description>
			<itunes:subtitle>Brothers In Arms, Cross-media Challenges - Martin Brown and Tom Kennedy. Copyright © 2005. Australian Film Television and Radio School.
All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Martin and Tom look at the challenges of taking and paralleling the development of their latest film venture, “Brothers in Arms”, into other mediums. Issues they refer to include cross media international financing, dominant parts of the platform mix and leveraging the brand.

Martin as Producer has enjoyed a 20-year career in the entertainment industry, from managing live theatre, shows and events to producing television commercials, music videos, and most recently, multi-award-winning feature films including “Moulin Rouge”.

Tom Kennedy is the CEO of Mediazoo and is widely regarded as one of the most influential and experienced figures in the Australian interactive community. Tom has worked previously as CEO of Hyro Ltd, Managing Director of Brainwave Interactive and Managing Director of Beyond Online

Sydney 7 Sep 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/MartinBrownTomKennedy.mp3" length="7096128" />
			<guid>http://www.lamp.edu.au/podcast/MartinBrownTomKennedy.mp3</guid>
			<pubDate>Wed, 07 Sep 2005 10:53:00 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:29:28</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Linear Adaptation</title>
			<itunes:author>Jackie Turnure</itunes:author>
			<description><![CDATA[Using The Wonderful Wizard of Oz as an example, Jackie takes on a journey through the process of turning a linear brand into an interactive proposition. She looks at the evolution of the interactive property from simple storybooks through to complex game design. She finishes with some key questions and tips about creating these kinds of projects.

For the last 15 years Jackie has been working across film, television, games and online production, with a particular focus on animation and children’s content. Jackie is currently script editing and voice directing Stolen Life, an animated feature produced in Machinima, written and produced by Peter Rasmussen.

Sydney 7 Sep 2005]]></description>
			<itunes:subtitle>Adapting Linear Content to Interactive Games – Jackie Turnure. Copyright © 2005 Australian Film Television and Radio School.
All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Using The Wonderful Wizard of Oz as an example, Jackie takes on a journey through the process of turning a linear brand into an interactive proposition. She looks at the evolution of the interactive property from simple storybooks through to complex game design. She finishes with some key questions and tips about creating these kinds of projects.

For the last 15 years Jackie has been working across film, television, games and online production, with a particular focus on animation and children’s content. Jackie is currently script editing and voice directing Stolen Life, an animated feature produced in Machinima, written and produced by Peter Rasmussen.

Sydney 7 Sep 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/JackieTurnure.mp3" length="4525348" />
			<guid>http://www.lamp.edu.au/podcast/JackieTurnure.mp3</guid>
			<pubDate>Wed, 07 Sep 2005 10:53:00 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:18:45</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Mobile multi-platform</title>
			<itunes:author>David Gurney</itunes:author>
			<description><![CDATA[David delivers an insightful look across the whole new media industry and in his inimitable way paints a picture of confusion, blind alleyways but with some real opportunities. Using his popular animation series “Hooter and Snoz” as a case study he points out the serious market potential for a variety of new media content.

David Gurney is the executive producer of Blue Rocket Productions. Launched in 1999 they develop and produce cutting edge 3D animated cartoons for film, television, broadband and mobile.

Sydney 7 Sep 2005]]></description>
			<itunes:subtitle>Multi-Platform Content Delivery- David Gurney. Copyright © 2005. Australian Film Television and Radio School.
All Rights Reserved.</itunes:subtitle>
			<itunes:summary>David delivers an insightful look across the whole new media industry and in his inimitable way paints a picture of confusion, blind alleyways but with some real opportunities. Using his popular animation series “Hooter and Snoz” as a case study he points out the serious market potential for a variety of new media content.

David Gurney is the executive producer of Blue Rocket Productions. Launched in 1999 they develop and produce cutting edge 3D animated cartoons for film, television, broadband and mobile.

Sydney 7 Sep 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/DavidGurney.mp3" length="9825494" />
			<guid>http://www.lamp.edu.au/podcast/DavidGurney.mp3</guid>
			<pubDate>Fri, 02 Sep 2005 10:53:00 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:40:50</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Cross-platform Drama</title>
			<itunes:author>Jim Shomos and Paul Baiguerra</itunes:author>
			<description><![CDATA[Jim and Paul talk about their new project “Forget the Rules”. FTR will be the first comedy/drama series in the world to be broadcast simultaneously on TV, mobiles and broadband. It’s also the first Australian made mobile drama in Australia. They talk about the creative pressures of a weekly production schedule and how they managed the relationships with multiple platforms.

Jim Shomos and Paul Baiguerra are producers with Global Dilemma (GD) which is a joint venture between Jim Shomos and Catfish. Catfish produce and direct award winning TVCs and corporate films in Australasia.

Melbourne 26 Aug 2005]]></description>
			<itunes:subtitle>Making a drama out of cross platform - Jim Shomos and Paul Baiguerra. Copyright © 2005. Australian Film Television and Radio School. All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Jim and Paul talk about their new project “Forget the Rules”. FTR will be the first comedy/drama series in the world to be broadcast simultaneously on TV, mobiles and broadband. It’s also the first Australian made mobile drama in Australia. They talk about the creative pressures of a weekly production schedule and how they managed the relationships with multiple platforms.

Jim Shomos and Paul Baiguerra are producers with Global Dilemma (GD) which is a joint venture between Jim Shomos and Catfish. Catfish produce and direct award winning TVCs and corporate films in Australasia.

Melbourne 26 Aug 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/JimShomosPaulBaiguerra.mp3" length="5893982" />
			<guid>http://www.lamp.edu.au/podcast/JimShomosPaulBaiguerra.mp3</guid>
			<pubDate>Wed, 31 Aug 2005 10:53:00 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:24:27</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>I told you I was Ill</title>
			<itunes:author>Cathy Henkel and Kerry Sunderland</itunes:author>
			<description><![CDATA[Cathy and Kerry talk about the hurdles they faced on the one hand and the wonderful opportunities that came their way while creating the cross-platform exploration of the life of Spike Milligan. They talk about the duality of TV/online combinations and how they generated a community of interest around their properties using traditional and not-so traditional techniques.

Cathy Henkel works as a producer, writer and director of documentaries, drama, on-line and interactive content. Her previous television credits include Walking Through a Minefield, Losing Layla, (ATOM Award, Best Documentary, 2001) and The Man who Stole my Mother’s Face, (Best Feature Documentary, Tribeca Film Festival, New York; IF Award, Best Documentary, Australia, 2004).

Brisbane 31 Aug 2005]]></description>
			<itunes:subtitle>Cathy Henkel and Kerry Sunderland. Copyright © 2005
Australian Film Television and Radio School. All Rights Reserved.</itunes:subtitle>
			<itunes:summary>Cathy and Kerry talk about the hurdles they faced on the one hand and the wonderful opportunities that came their way while creating the cross-platform exploration of the life of Spike Milligan. They talk about the duality of TV/online combinations and how they generated a community of interest around their properties using traditional and not-so traditional techniques.

Cathy Henkel works as a producer, writer and director of documentaries, drama, on-line and interactive content. Her previous television credits include Walking Through a Minefield, Losing Layla, (ATOM Award, Best Documentary, 2001) and The Man who Stole my Mother’s Face, (Best Feature Documentary, Tribeca Film Festival, New York; IF Award, Best Documentary, Australia, 2004).

Brisbane 31 Aug 2005</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/CathyHenkelKerrySunderland.mp3" length="7584521" />
			<guid>http://www.lamp.edu.au/podcast/CathyHenkelKerrySunderland.mp3</guid>
			<pubDate>Wed, 31 Aug 2005 10:53:00 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:31:30</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
	</channel>
</rss>