Sustaining Our Planet for Future Generations

There is concern worldwide that environmental issues we face today will have an impact on future generations. Your challenge is to create a way to communicate the importance of environmental responsibility to people of all ages.

Cradle To Grave- Using immersive storytelling for effective climate change communication.

Summary

Cradle to grave is the go to hub for climate change communication. Its center piece is a module named “dystopia”, which emphasizes on the importance of immersive storytelling. Given the fact that the earth is pretty close to irreversible climate change and about 70% of people of age 18 to 34 say they worry about climate change, compared to 56 percent of people 55 and above. There is a sizable disparity between the young and the old about global warming. Effective communication strategies need to be developed to bring everybody on the same page.

How We Addressed This Challenge

The cradle to grave website consists of two parts. The dystopia model module and the green citizen initiative. The green citizen initiative is a communication strategy, that is people centric. Following are the elements of it.

1 Analyze the situation at hand (climate change data)

2 understand and segment the audience (based on age and other factors)

3 use observational learning (behavioural theory)

4 develop communication objectives (importance/urgency etc)

5 select strategic approach or channel (interpersonal or community based/mass media/digital & social media)

6 find incentives for audience

7 draw key message points

8 outline activities (TV, drama, community mobilization & print)

9 implementation plan who, what, when and how

10 draft budgets

11 monitoring and evaluation plan

Dystopia makes use of a fictional character called Ren, who is a human being living in the year 2100. Giving the audience glimpse into Ren’s day today life, helps them realise how great the problem truly is. They empathise with Ren and leave the module feeling hopeful. This increases the probability of them adopting an eco-friendly lifestyle. The use of immersive storytelling allows the audience to feel like they are directly speaking to our climate change mascot- Ren. This way, they get an audio-visual experience of life in 2100. This prototype of cradle to grave uses audio-visuals to convey the message. In the future, AR/ VR technology can be used to make the experience truly memorable.

Stories are powerful and no matter the age of the listener, they manage to leave a lasting impact.

How We Developed This Project

tableau

html

godaddy

dreamweaver

filmora wondershare

adobe after effects

How We Used Space Agency Data in This Project

Climate change data from NASA, CSA and JAXA were collected and compiled.

This data was then extrapolated for the year 2100- using tableau.

The inferences from the extrapolated data were then used to form the settings of the immersive storytelling experience (Life in 2100-predictions)

Project Demo

Cradle to grave- http://earthcradletograve.biz/

Dystopia video- linked in website

the green citizen initiative- linked in website

Data & Resources

·        http://www.ncdc.noaa.gov/paleo/globalwarming/temperature-change.html.


·        https://www.ipcc.ch/site/assets/uploads/2018/02/ipcc_wg3_ar5_summary-for-policymakers.pdf.

·        

Mike Lockwood, “Solar

Change and Climate: an update in the light of the current exceptional solar

minimum,” Proceedings of the

Royal Society A, 2 December 2009, doi 10.1098/rspa.2009.0519;

·        

Judith Lean, “Cycles

and trends in solar irradiance and climate,” Wiley Interdisciplinary Reviews: Climate Change, vol. 1, January/February

2010, 111-122.

·        https://thecmoshow.filteredmedia.com.au/immersive-storytelling-frontier-of-virtual-reality/

·        

D’Aloia A., “Virtually Present, Physically Invisible. Virtual

reality immersion and emersion in Alejandro González Iñárritu’s Carne y Arena,” Senses of Cinema, 87, 2018, http://sensesofcinema.com/2018/feature-articles/virtually-present-physically-invisible-virtual-reality-immersion-and-emersion-in-alejandro-gonzalez-inarritus-carne-y-arena/.

·        

Slater M., “Place Illusion and Plausibility Can Lead to

Realistic Behaviour in Immersive Virtual Environments,” Philos Trans R Soc Lond B Biol Sci, 364/1535, 2009, pp. 3549-3557.

Tags
#communication #climatechange #storytelling
Judging
This project was submitted for consideration during the Space Apps Judging process.