"Melvyn Bragg considers how technology and increasing access to education made possible the rise of a true mass culture in the twentieth century. He examines how the rise of cinema and photography opened the cultural realms to millions, and how our understanding of what culture is, and what it's for, was transformed by the work of scholars such as Richard Hoggart and Raymond Williams."
(Melvyn Bragg, 2013)
"The Value of Culture: Two Cultures", Radio broadcast, Episode 4 of 5, Duration: 42 minutes, First broadcast: Thursday 03 January 2013, Presenter/Melvyn Bragg, Producer/Thomas Morris for the BBC Radio 4, UK.
"Set somewhere in the near future, this black tale tells of nouveau debutante Catherine, who is being initiated into her friends' sordid cafe society world. She must choose from a small group of pre-purchased performers who will entertain the diners for the evening - but the 'entertainment' leaves Catherine fighting to the death for what she believes is right."
(New Zealand Film Commission)
Fig. 1,2 Simon Baré (1994). "Eau De La Vie", duration: 13 minutes, 35mm, colour.
"Interactive toys have real time conversations with users, preferably employing speech recognition. ... Content is provided to users for their toys which enables toys to form relationships with users. Interactive Toys further utilize user knowledge bases to match entertainment, education and sales promotion content to user histories, behaviors and habits. Content is thus personalized to an individual user as well as to a user's environment including the user's location and the time at which the toy is used. Integration of content, such as entertainment, education and sales promotion is provided by merging Interactive Television techniques with Interactive Toys."
(10 August 2004)
Gabai, O., J. Gabai, et al. (2004). Methods and apparatus for integration of interactive toys with interactive television and cellular communication systems. United States, Creator Ltd. (Shmuel, IL).
"Siftables are our first product: sets of cookie-sized computers with motion sensing, neighbor detection, graphical display, and wireless communication. ...
Siftables act in concert to form a single interface: users physically manipulate them-piling, grouping, sorting-to interact with digital information and media. Siftables provide a new platform on which to implement tangible games."