This document contains research and planning by Vincent Frazzetto for a virtual reality learning module called VR Learn. It includes research on using VR for education, ideas for a VR learning environment, planning for branding and marketing the product on Twitter, and explorations of sound design and motion graphics for an introductory podcast and promotional video.
1. FA 102a, Research, Product Proposal
and TransMedia Explorations
Vincent FrazzettoVR Learn: Virtual Reality Learning Module
2. Assignment 1; Research
“How to Learn Things Automatically”
http://www.kurzweilai.net/how-to-learn-things-automatically
Vincent FrazzettoVR Learn: Virtual Reality Learning Module
3. “Imagine automatically learning how to play
the guitar, play basketball, or Recover From
Disease”
Vincent Frazzetto
Assignment 1- Research
VR Learn: Virtual Reality Learning Module
4. Assignment 1- Research
“3D technology could be used to simulate
training environments, retail contexts, and
interview situations.”
Vincent FrazzettoVR Learn: Virtual Reality Learning Module
5. Assignment 1- Research
“An alternate reality with interactive landscape
and networks of peers to learn critical
thinking skills.”
Vincent FrazzettoVR Learn: Virtual Reality Learning Module
6. Assignment 1- Future Product or Service
Virtual Reality Learning Environment
-Adapts to experiences of user
-Creates educational communities
-Invokes critical and creative thought
Vincent FrazzettoVR Learn: Virtual Reality Learning Module
7. Source for Brand Character Words
Vincent Frazzetto
“1 for Charlie Hustle,
2 for Steady Rock
3 for the forthcoming live future shock
It's 5 dimensions, 6 senses
Mos Def
VR Learn: Virtual Reality Learning Module
8. Character Brand Source (Cont’d.)
7 firmaments of heaven and hell”
8 Million Stories to tell
9 planets faithfully keep in orbit
with the probable tenth
The universe expands length”
Vincent Frazzetto
Mos Def
VR Learn: Virtual Reality Learning Module
9. Naming Process
Persona Purpose Language Tone
Charisma Educate Repetition Engaging
Quantitative Network Imagery Responsive
Enlighten Collaborate Interaction Informative
Vincent FrazzettoVR Learn: Virtual Reality Learning Module
11. Twitter Research
• Timing
• Methodically test your tweet times. Use multiple bit.ly or ow.ly
short URLs and test tweeting at different times of day.
Convince and Convert
• Based on all of the tweet data we have collected, the early
morning hours appear to be the time in which tweets receive the
most clicks, on average.
Buffer App
Vincent FrazzettoVR Learn: Virtual Reality Learning Module
12. Twitter Research
• Timing
• Evenings and late at night are the times when your tweets
receive the most favorites and retweets, on average.
Buffer App
• “Try to send most of my tweets just before or after these top
and bottom of the hour windows. 9:33 am. 11:02 am. 2:04 pm.
etc.”
Convince and Convert
Vincent FrazzettoVR Learn: Virtual Reality Learning Module
13. Twitter Research
• Engagement
• “Leave Room For Retweets … Recommended length? Shoot for
around 100 characters.”
Social Caffeine
• “Use No More Than Two Hashtags Per Tweet … when tweets
show up to two hashtags there’s a 21% higher engagement rate
(17% decrease in engagement if a tweet includes three or more)”
Social Caffeine
Vincent FrazzettoVR Learn: Virtual Reality Learning Module
14. Twitter Research
• Well
• Sleep
• Gonna
• Hey
• Tomorrow
• Tired
• Some
• Back
• Bored
• Listening
• Least Retweet-Able Words
• Game
• Going
• Haha
• Lol
• But
• Watching
• Work
• Home
• Night
• Bed
Vincent FrazzettoVR Learn: Virtual Reality Learning Module
15. Twitter Research
• Most Retweet-Able Words
• You
• Twitter
• Please
• Retweet
• Post
• Blog
• Social
• Free
• Media
• Help
• please retweet
• great
• social media
• 10
• follow
• how to
• top
• blog post
• check out
• new blog post
Vincent FrazzettoVR Learn: Virtual Reality Learning Module