The Asian Children’s Writers and Illustrators Conference (ACWIC) celebrates children’s books and media, promotes the writing, publication and production as well as access to Asian Children’s content worldwide. ACWIC actively fosters the exchange of ideas and presents enormous networking and learning opportunities for established and budding professionals in the region.
Writers, illustrators, pre school and primary school teachers, publishers, librarians, literary agents, distributors and retailers, translators, technology solution providers to the industry and other media professionals related to children’s content will find ACWIC a learning event that they cannot afford to miss.
TRACK A: New Media Technologies & Children’s Content
10am – 11am: Interactive strategies to engage the internet-centric children today, Greg Childs
While for many children and young people the internet means homework help, research and information, for most it also means entertainment, meeting friends and playing games. Online game-playing is the natural successor to the boxed game market, and it’s growing amongst younger children, girls and families, as consoles and PC’s take the user into networked multiplayer activity or simpler casual games on the internet. Through some up-to-the minute case-studies, Greg will explore the meaning of interactivity, new forms of storytelling, the power of play in education and “letting the audience in” provides deeper experiences.
11am – 12pm: Digital Rights and e-Publishing, Bill Rosenblatt
Today’s publishers are faced with continuously evolving online business models as well as the threat of unauthorized content use by users (piracy) and search engines (free riding). We will cover the range of solutions that publishers are adopting to address these challenges, such as DRM, fingerprinting, and license management. We will discuss their successes and failures, effects on user experience, and relationships to developments in global copyright law
12.15pm – 1.30pm: Creating and Disseminating interactive digital content for education and publishing, Stanley Han, Benson Loo & Shane Davis
As continuing education continues to evolve, the platforms for interactive digital learning must also evolve. Growing up as digital native learners, children of this tech-savvy generation constantly seek active learning with digital technology. Schools have also incorporated into the school curriculum the use of advanced technology to create new opportunities for learning and collaborating, and to promote student achievement. We will discuss digital platforms that transcend campus boundaries to easily and quickly create, publish and disseminate interactive digital content.
3.45pm – 4.45pm: Screen to Print: Turning your animation into books, Petrina Kow
Whilst there more animation companies are producing animated shows, not many have ventured into books and print. Find out why this is important and crucial for your company to do this and how to harness your animation library into powerful illustration tools for turning your series into books.
4.45pm – 5.45pm: The Children’s e-Book, Revisited, Dr. Warren Buckleitner
Children’s E-Books have been around now for over 15 years. More recently, children’s literature has shaped electronic media, in the form of story-based video games and specially coded printed pages. Finally, mono-touch and multi-touch screens hold great potential for delivering children’s stories. In this session, we’ll explore the past, present and future of electronic children’s books, and think about the possibilities of future hardware configurations. You will leave with better knowledge of the strengths and weaknesses of each platform.
9.30am – 10.30am: One content, multiple manifestations: Opportunities, Greg Childs
Digital kids expect their media to be mobile, on-demand and interactive. But they also love stimulating information, engaging stories, identifiable characters, humour and action. The goal for the producer should be to offer their content and brands on a range of platforms. And the ultimate aim should be a seamless user-experience which effortlessly routes the young audience from one platform to another, keeping them close to the content they love and the brands they appreciate. Greg will discuss the power of “meaningful cross-media journeys”, explore the appropriate mix of linear and non-linear, and the role of choice, sharing, personalisation, community, interactivity, user-generation and participation in the cross-media landscape for kids.
12pm –1pm: Cross Media Publishing as a way forward, Bill Rosenblatt
The proliferation of digital content formats and printing options presents a challenge: how does a publisher produce content in all those formats without going to a lot of extra effort and cost? And how can publishers add support for new formats as they become desirable? Cross-media publishing is a term given to capabilities for doing this. Here, we will describe cross-media publishing tools, technologies, and processes. We will discuss the pros and cons of this approach and examine some case studies.
2.30pm – 3.30pm: Graphic Novel Publishing: Developing content for theatrical live-action films, animation and video games, Suresh Seetharaman
4.45pm – 5.45pm: Young readers Online: Optimising the Internet & Digital Media, Christopher Cheng & Dr. Warren Buckleitner
In this session, Warren will first provide a classification of the types of commercial digital media reading opportunities for children that currently exist. What are we talking about? What is the potential for each genre? Next we will explore the potential, guided by the question “How can we optimize connected reading opportunities for each developmental level, from early childhood through adolescence?” Together, we will attempt to connect the dots. You will leave with a better picture of what the next decade of interactive children’s publishing will look like.
Next, Christpher will focus on what authors and illustrators are doing on their websites to enhance the reading experience and how they interact with the readers too. What they hope the reader to achieve, why they are doing it, and other developments. There are a number of websites around now that have a lot of ‘extra’ material for the students, codes to games online, other support material about the book etc are all part of the experience for the reader.