STORY PILOT

Brand Owner (click to sort) Address Description
STORYPILOT The Harmony Institute, Inc. 54 West 21st Street, Suite 310 New York NY 10010 STORY PILOT;Business marketing and consulting services in the field of media impact on films, television, individuals, businesses, corporations, governmental entities, and consumer products; providing commercial information in the field of media impact on films, television, individuals, businesses, corporations, governmental entities, and consumer products; providing business monitoring services, namely, measuring the media coverage of films, television, individuals, businesses, corporations, governmental entities, and consumer products for market research and media analysis purposes;
STORYPILOT The Harmony Institute, Inc. 54 West 21st Street, Suite 310 New York NY 10010 STORY PILOT;Non-downloadable software for use in collecting, mapping, analyzing, and evaluating data and other information; creating an online community for registered users to engage in social networking; providing a website that gives users the ability to review various print, photographic, graphic image, and audio and video content and utilize a custom template to provide input, likes, dislikes, edits, changes, modifications, opinions, suggestions, and comments and engage in social, business and community networking; providing an interactive website featuring technology that allows users to enter, access, and synthesize information and generate reports for use in consulting with executives and businesses; providing an interactive website featuring technology that allows users to monitor trends and innovations and learn to innovate;
 

Where the owner name is not linked, that owner no longer owns the brand

   
Technical Examples
  1. A game for stimulating interest in reading has a game board with coded spaces arranged in a circular path and a written story with consecutive portions. Players are given a fixed number of points and read a first portion of the story. They roll dice to determine the number of spaces they advance from a starting point on the circular path. Each player makes a prediction as to what occurs next in the story if the player lands on a space that instructs the player to make a prediction. One or more players making a wrong prediction lose a point (game card). The process is repeated for each portion of the story until the story is completely read, wherein the winner of the game is the player having the most points (game cards).