audio guide app in livecode?

Pete pete at mollysrevenge.com
Thu Sep 8 19:21:38 EDT 2011


That's another variation.  But the museum still has to pay for a bunch of
iPads.  What I had in mind meant they wouldn't have to buy any hardware.

Yes, the expense is the making of the movie as it were, but what I had in
mind was that the museums would be the ones paying for all that (which I
assume they do anyway) and the free smartphone app (or pad computer) would
just be the conduit to play the result.  The fee to download the guide would
pay back the museum and the developer, or you could set it up so the museum
kept all the download fees and paid the developer a license fee to use the
app.  And the museum visitor has something to take away as a memento of the
visit.

I'm almost talking myself into looking into this further!

Pete
Molly's Revenge <http://www.mollysrevenge.com>




On Thu, Sep 8, 2011 at 3:29 PM, Jim Lambert <jiml at netrin.com> wrote:

> I recently attended the Tim Burton exhibition at Los Angeles County Museum
> Of Art.
> You can rent an iPod Touch which was locked onto an app that allowed you to
> plug in numbers corresponding to exhibits.
> Audio, video, text played.
> It was well done.
>
> The real production expense of these things is neither the programming nor
> equipment, but the conceptualization in coordination with the
> exhibitors/museums, design, writing, directing, performances, recording,
> animating, editing, biz dev/producing, publicity, etc.
> Rather like mini movies.
>
> There are lots of ways to publish now. I'd bet the traditional proprietary
> equipment method that PeterA described so well is on the way out.
> One can imagine HTML 5 on a visitor's smartphone tapping from site specific
> WIFI servers.
> It's no secret that at least two major US carriers plan to equip large
> venues, like museums and stadiums, with WiFi just to take the load off their
> cellular networks.
>
> Jim Lambert
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