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  • lw 4:35 am on August 30, 2010 Permalink | Reply
    Tags: podcast, , workbook   

    Transmedia Talk 

    Over at the WorkBook Project the gang at Culture Hacker have a new podcast called Transmedia Talk. Transmedia Talk is co-hosted by and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century. It seems like it could become a weekly affair. Make sure to check it out if you’re interested in all things transmedia.

    Check it out

     
  • lw 4:53 am on August 26, 2010 Permalink | Reply
    Tags: , culture hack, ,   

    FCKD Mag the art of shopdropping 

    Ryan Watkins-Hughes, founder of the FCKD Mag project, is a deconstructionist through and through. In this latest project, Ryan is making a social commentary on advertisements by purchasing the flashiest, advert filled magazines and altering the covers as well as the ads inside of the magazine. By adding his artwork to the already printed magazine Ryan is replacing the “junk food for the brain” with his own work. Once he hacks the magazines he then “shopdrops” them back on the shelf, to be picked up by an unsuspecting consumer.

     
  • lw 12:44 am on August 15, 2010 Permalink | Reply
    Tags: , ,   

    The Music Scene: A.F. Schepperd 

    Wild animation by A.F. Schepperd commissioned by Ninjatune Records for Blockhead’s “The Music Scene.” (Hat tip yvynyl)

    “The Music Scene” from Anthony Francisco Schepperd on Vimeo.

     
  • lw 12:06 am on August 13, 2010 Permalink | Reply
    Tags: app, ,   

    APP: SoundPrism 

    Interesting new app awaiting approval from apple that provides music viz and connects sounds to patterns.

     
  • lw 6:40 am on July 25, 2010 Permalink | Reply
    Tags: , , ,   

    It’s All About Story 

    The Summer issue of Filmmaker Mag is now on newsstands. For my Culture Hacker column I look at how transmedia can be used for R&D around stories.

    Filmmaker Mag summer 2010

    It’s tempting to get distracted. It happens to filmmakers all the time. Concern over gear, building audiences, developing social media strategies, new tools, new services. The promise of transmedia (the ability for a story to live beyond a single screen, device or medium) offers such rich storytelling potential. But for some it will become yet another distraction. Case in point: After a recent speaking engagement I was approached by a group of filmmakers. Some were trying to figure out the value of transmedia while others said with a sense of pride that they’d designed the perfect transmedia experience, as if it was something to check off a list. There was the Web component, a mobile series, a game and an app, not to mention an assortment of social media accounts thrown into the mix. It was if by adding more to their project they’d be guaranteed an audience in a media-saturated world.

    Now don’t get me a wrong, I’m a strong proponent of filmmakers embracing emerging creative opportunities. But when I posed a simple question asking what the filmmakers with the perfect transmedia strategy were trying to say there was a moment of pause. I wasn’t asking about the plot or characters. I was looking for the passion behind the project. What was it that the filmmakers needed to say? What was their story really about? Interestingly, that simple question became paralyzing.

    I’ve been there. I’m guilty of it. After all, most films are underdeveloped. It’s easy to fold to the pressure of what seems like a limited window of opportunity. The gut-wrenching feeling of “it’s either now or never!” But after finishing my last project I made a promise to myself that I would let the next one grow organically. By doing so I discovered that I could use transmedia as a way to develop the stories I wished to tell.

    Transmedia is so much more than marketing and promotion. Of course, transmedia can benefit a project during a release or before, when a filmmaker attempts to build an audience. It also has value with regards to how a project can be funded and packaged. But let’s put that aside for a moment and focus on the creative side.

    Read More


    For those in Europe who are interested in how storytelling is evolving, I’ll be part of a three day workshop called Transmedia Next which takes place in London Sept. 8,9,10. It’s a comprehensive look at how to fund, design, produce and distribute transmedia projects. Space is limited for more info visit http://www.transmedianext.com

     
  • lw 3:20 am on July 22, 2010 Permalink | Reply  

    Cosmic 140 

    A look at the 140 most influential people on Twitter and what they said first and when. It’s available as a poster printed on high quality paper. Another excellent piece from iA – more info

    screen-capture-7screen-capture-8

     
  • lw 6:32 pm on July 5, 2010 Permalink | Reply
    Tags: , ,   

    Teens and Mobile usage in US 

    Adolescents have been called “digital natives,” but data suggests that they are both comfortable with new technologies, and yet not always as technically savvy as we collectively believe them to be.

    Half of teens send 50 or more text messages a day, or 1,500 texts a month, and one in three send more than 100 texts a day, or more than 3,000 texts a month. – Pew Research Center

    view larger version
    teenmobileuse

     
    • Kai Collins 7:14 pm on July 9, 2010 Permalink

      Mobile music is the trend nowadays, it makes sense to have great music on your mobile phone.`;’

    • Bradley Thomson 4:56 pm on July 26, 2010 Permalink

      mobile music is great, i love to listen to mp3 while on the move.~;~

  • lw 12:54 am on July 2, 2010 Permalink | Reply
    Tags: 8bit, copyleft, , parody   

    Twlight goes 8-bit 

    Will Bella end up with Edward or Jacob? This 8-bit odyssey consists of a choose your own adventure which plays out over 13 vids. Initially hit with a DMCA takedown due to copyright infringement but the game which is obviously a parody is now live again.

     
  • lw 4:44 am on June 27, 2010 Permalink | Reply
    Tags: , , gfx,   

    Alt 1977 – Alex Varanese 

    Stumbled upon this wicked series that re-imagines 1977 as if the tech from today existed then. View the full set

    alt1977

     
  • lw 1:07 pm on June 6, 2010 Permalink | Reply
    Tags: analog, ,   

    Cassette Art 

    Erika Iris Simmons uses analog things like vhs tapes, audio cassettes and 8mm film to create her art. “Ghosts in the Machine” is a series that creates 50 portraits using things that have become junk to many.

    bdylan

    clash

     
  • lw 4:53 pm on May 26, 2010 Permalink | Reply
    Tags: ,   

    Charlotte Gainsbourg – Time of the Assassins 

    What starts off so simply builds in an interesting way. Still wondering how certain elements where done – I love when that happens.

    (hat tip pitchfork)

     
  • lw 6:55 am on May 21, 2010 Permalink | Reply
    Tags: , , , youtube   

    YouTube infographic 

    YouTube turns 5. The following infographic provides an interesting look at some data around the vid sharing giant. In many ways it is difficult to wrap your head around the sheer volume of 1′s and 0′s that swirl around YouTube and its users.

    youtubedata

     
  • lw 6:08 am on May 14, 2010 Permalink | Reply
    Tags: software opensource data social   

    Decentralize the web with Diaspora 

    Earlier today I laid out $25 bucks to support a decentralized approach to social networking called diaspora*. The timing for the project is perfect and within a matter of days a rag tag group of programmers from NYU have raised over 125k passing their initial fundraising goal of 10k by a staggering 1258%. Only time will tell if they’ll be able to do what they’ve laid out but I’m a huge supporter of creative entrepreneurship plus I’m a sucker for open data and free software projects.

     
  • lw 7:14 pm on May 8, 2010 Permalink | Reply
    Tags: ad, browser, , ,   

    Google Chrome Speed Tests 

    Hats off to BBH New York and Google Creative Lab for crafting an excellent way to demonstrate the speed of chrome while at the same time providing visual candy.

    Equipment used:
    - Computer: MacBook Pro laptop with Windows installed
    - Monitor – 24″ Asus: We had to replace the standard fluorescent backlight with very large tungsten fixtures to funnel in more light to capture the screen. In addition, we flipped the monitor 180 degrees to eliminate a shadow from the driver board and set the system preferences on the computer to rotate 180 degrees. No special software was used in this process.
    - Camera: Phantom v640 High Speed Camera at 1920 x 1080, films up to 2700 fps

     
  • lw 8:29 pm on April 28, 2010 Permalink | Reply
    Tags: , , ,   

    Hope is Missing 

    While going through some older files I found this case study for an ARG that I ran in 2007.

    CINEMATIC GAMES: The first version of the cinema ARG started with a number of mashup screenings of my newest feature film HEAD TRAUMA. Version 1.0 was a collision of music, movies, gaming and tech. Here is a story that Current TV did about the release.

    hope is missing

    INCREASING THE REACH
    For HOPE IS MISSING the goal was to create a social media driven ARG. We wanted the game to have various levels of interactivity. For instance, someone might just watch the web series and do nothing more – others might choose to dig deeper.

    HOPE IS MISSING consisted of four web films that were loaded with hidden clues. The videos were released on stage6, myspace and xbox. By design we wanted to make the ARG (alternate reality game) accessible. In order to do so, we created layers of interactivity that allowed viewers to go as deep into the experience as they wanted.

    The Interactive Layers:
    1. just watch the videos
    2. read the forums
    3. dig for clues
    4. capture and share clues
    5. create their own worlds – blogs, wikis, forums, and chat rooms

    THE STORYLINE
    Richard Chambers is searching for his fiancee named Hope who has been abducted. Hope returned home after receiving a series of strange late night phone calls from her mother. In the brief conversations her panicked mother is convinced that people are in the house and trying to kill her. After each call Hope phones the police but when they arrive they find nothing and Hope’s mother has no recognition of making any calls or the incident.

    After Hope returns home she uncovers her mother’s strange nocturnal behaviors and realizes that her mother is not alone. Hope begins to dig deeper in an attempt to pull her mother out. But then Hope mysteriously disappears – abducted by a hooded figure – her last moments are captured by a surveillance camera.

    As the date of Richard and Hope’s wedding approaches he becomes frustrated with the way the police are handling the case. He is determined to marry her on Oct. 20th. But as things are lucking grim Richard receives a strange package in the mail. Inside the package are a number of tapes that show Hope, a strange letter and a return address that only says Deep Throat. Richard reaches out the video sharing sites and social networks in an attempt to spread the word.


    Nocturnal Behaviors

    THE TAPES ARE RIDDLED WITH HIDDEN CLUES
    We created four web episodes with the goal of releasing them leading up to the Warner Bros VOD release of HEAD TRAUMA. Each webisode was riddled with clues. There where audio clues that had backwards masking and subliminal frames that contained ciphers of varying degrees of difficulty. Once solved the clues lead to numerous hidden sites, blogs, social networking profiles and other media. They are what as know as rabbit holes in the ARG community which is a nod to Alice in Wonderland.

    30s7uw4.jpg2yy6xeg.jpg105odub.jpg2ia3c7l.jpg

    The HOPE IS MISSING ARG took a decentralized approach to releasing the game elements. ARGs typically will have many hidden sites and digital assets. For instance the 42 entertainment ARG for the THE DARK KNIGHT, the newest Batman film, has 10 different sites (as of 11.24.07). In order to increase our reach we gathered a number of partners and releasing outlets to help expand our reach.

    Media Outlets:
    http://myspace.com/hopeismissing
    http://stage6.com/hope-is-missing – this site is no longer active
    http://eyespot.com/promotion/headtrauma – the site will only be live through Nov.

    Characters:
    http://hopeismissing.blogspot.com
    http://www.myspace.com/jdoeadc
    http://www.myspace.com/northdash
    http://twitter.com/northdash

    Hidden sites
    htmob.com
    denial.htmob.com
    anger.htmob.com
    bargining.htmob.com
    acceptance.htmob.com
    americandistro.com
    alert.americandistro.com

    SECRET SCREENINGS
    As the game unfolded we leaked clues detailing a number of secret HEAD TRAUMA drive-in screenings. In order to find the the locations players remixed a collection of media through http://eyespot.com. As they remixed, certain combinations of footage unlocked hidden clues. These clues provided information about screening locations and point to additional hidden assets.

    855_5623-2.jpg

    screenshot_6.png

    One of the subtle builds of the game was to blend the storyline of HOPE IS MISSING directly into the VOD promotion of HEAD TRAUMA. As a reward to players we offered a number of free screenings. The screenings were held in Milwaukee, San Francisco, San Raphael, and LA.

    I was at the LA screening and over 70 people attended. The audience was a mix of people, some who were playing HOPE IS MISSING, others who discovered the location through friends that were playing, and some had simply stumbled upon the location and saw a movie playing.

    The audience was a mixture people. There where those who were playing HOPE IS MISSING, others who discovered the location through friends that were playing, and finally some who had stumbled upon the location and saw a movie playing. During the screening audience members used their mobile phones to interact with the film’s characters. Then after the audience left, the movie followed them home. A couple days after the screening we called and texted everyone with a number of game related messages.

    PLAYERS HELP TO SHAPE THE GAME
    As players cracked the clues they were lead to hidden media, sites, blogs, and social networking pages. In some cases clues were multi-leveled and required keys in order to crack them. Often these harder clues would lead to a special call-in number that allowed the first 96 players into a special conference call. The calls included players and a number of moles from the game. During the calls players discussed clues and their theories around the game.ARGs are driven through community interaction so it is common to have moles or people within the game who assist with story or in some cases game direction. Players often help to shape game-play and in the case of HOPE IS MISSING we experience an interesting range of interactions as players created their own blogs, wikis, and forums around the game.

    THE STATS AROUND THE GAME

    screenshot_12.png

    Some of the videos break into the top 10 most watched clips on the Web – Vidmeter 10.18.07

    vidmeter2.jpg

    screenshot_10.png

    *Player interactions based on aggregation of forum posts and video comments across known outlets (myspace, stage 6, eyespot, etc.) – does not include player generated sites, blogs and forums.

     
    • Andrew Middleton 1:58 am on May 3, 2010 Permalink

      Thanks for sharing this! I have been wondering how this type of project is developed and implemented, and this sheds a great deal of light on it. I still have a lot of questions…one of the main ones is: how do you get people engaged in the first place? Google Ads? Facebook posts? Posting on forums?

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