Posts Tagged ‘digital’

An article for SyncTank.  

Two elder Aboriginal women sit in the dust, hand painting on a canvas that stretches between them. At a nearby makeshift table, three young Aboriginal women tap away on smartphones. They are on Facebook. These women are all Martumili artists or filmmakers, and only one or two generations separate them. The elder generation were born and grew up “on country”, and began the practice of painting on canvas. The current generation were born in hospital and raised in communities, balancing modern influences with traditional culture and law. This rapid transition from the bush to the cloud must make Aboriginal Australians one of the most innovative cultures in the world.

We are at the Martumili Art Centre in Newman on the edge of the Pilbara Desert, the red dusty heartland of Western Australia. I am here with FORM, a not-for-profit arts organisation that leads cultural and industry development through thought-leadership and creative capital. This is the first in a series of community consultations to establish a legal, cultural and technological framework for an ambitious digital archive of materials amassed in the course of FORM’s Canning Stock Route Project.

The Canning Stock Route is a 2000km trail that cuts across Western Australia’s red desert interior. It is the world’s longest and reputedly most dangerous cattle stock route. It was constructed by Alfred Canning in the 1900s to increase the trade of cattle from the north to feed a gold boom in the south. However, the Canning Stock Route was forged by brutal methods. It also crossed the traditional lands of more than 20 Aboriginal language groups, and wells – created a day’s walk apart – desecrated sacred waters at the very heart of indigenous culture. The route scattered Aboriginal communities, many ending up in stations and settlements far from their traditional lands. Like much of Australia’s twentieth century cultural history, the white story was a source of deep shame, and the black indigenous story remained largely unknown.

That changed in 2006 when FORM initiated Ngurra Kuju Walyja: The Canning Stock Route Project – translated as One Country, One People – which sought to explore the history of this land from an Aboriginal perspective. The project brought together over 200 elders, artists and community members from 10 language groups who, despite the distances that now separate them, are related by marriage, kinship or blood. The resulting exhibition of paintings, film, oral histories, photography and interactive multimedia went on to break attendance records across the country. Dark stories of first contact and conflict are overwhelmed by the vibrancy of culture, connection to land, spirituality, the uniting of diaspora, and the development of an Aboriginal art movement which has taken the world by storm. The exhibition was recently acquired by the National Museum of Australia as a ‘national treasure’.

Between 2006 and 2011, the Canning Stock Route Project and exhibition amassed a vast store of creative and cultural works which must rival any single collection in the world. Aboriginal society is an oral one, with cultural knowledge preserved and passed on in stories, song, painting and dance. And while Aboriginal peoples are one of the most intensely researched in the world, this knowledge has consistently seeped out of communities in the hands of white anthropologists and researchers, to be stored in museums, libraries and universities far from the reach of most indigenous people.

A new phase of the Canning Stock Route Project aims to reverse this decades-long trend of extracting cultural knowledge from communities. Recognising the ubiquitous reach of digital technologies into even the most remote communities, FORM will repatriate the project’s materials through a vast digital archive and range of web and tablet applications.

A handful of bespoke content management systems exist with cultural protocols at their core, including Mukurtu developed at the Centre for Digital Archaeology at UC Berkeley. In these platforms, technical experimentation and innovation intersects with cultural context, research ethics and ownership of cultural property. Indigenous Cultural Intellectual Property (ICIP) protocols, widely acknowledged across Australia but not yet adopted into law, seek to recognise indigenous people’s communal interests in tangible and intangible aspects of cultural practice. The architecture of the Canning Stock Route Project archive will rigorously reflect ICIP protocols, acknowledging traditional owners and determining which materials are ‘open’ for public use and which are closed, held as culturally sensitive only for the benefit of communities. Aboriginal communities have become understandably wary of the potential for their knowledge to be misappropriated or misused. FORM, in partnership with ArtsLaw Australia and arts centres across the Pilbara, aim to place ownership of this cultural knowledge firmly back in indigenous hands.

The ambition is that the Digital Futures project will become a living archive, owned and administered by community, with the younger generation using and adding to its content to create deeper cultural heritage value and new revenue streams. FORM’s immersive, content-rich web and tablet apps will act as a portal for indigenous and non-indigenous alike to explore the archive and understand the region and its people. The repository will be a work in perpetual progress, and finding funding partners and archival hosts with this kind of long-term vision may prove its greatest challenge. However, if successful, I believe the Canning Stock Route Project will become a world-leading example of how to collaboratively record and make accessible indigenous cultures, whilst simultaneously preserving and invigorating them.

We are now online, mobile and sharing everything, everywhere and everyday. We carry the world with us on smartphones and tablets. As armchair tourists, we can now explore distant cultures, living and past, to gain a greater appreciation and understanding of what separates and unites us. As a physical tourist, the digital world can be layered over the real world to create deeper, richer experiences to educate as we explore. For at-risk communities or environments, digital holds the potential for us to explore and care, but from a safe distance. And new technologies enable indigenous cultures with tools to improve self-sufficiency, self-governance, human rights advocacy, education, and general economic conditions. In terms of cultural heritage, digital provides mechanisms to record and pass on knowledge, diluting a largely culturally homogeneous media and connecting with younger generations on their own digital turf.

I am not celebrating a cultural heritage digital utopia just yet. Although rapidly changing, the power, money and technology lie predominantly in non-indigenous hands. It is absolutely vital that indigenous peoples can actively assert dominance over the reflection of their own knowledge, stories and history. It must be their voice and their experiences that are digitally amplified. If we do not enable that, we risk following in Canning’s footsteps: blind imperialist pioneers, distorting and misrepresenting indigenous cultures with every step.

Note:  I wrote this article for SyncTank: a new online magazine “showcasing the freshest thinking about how digital is enabling, inspiring and changing our cultural lives“.  Read the article here.  Many thanks to all at FORM, where I was based as a Fellow of the International Creative Entrepreneurs Programme.

XML Perth 2012 aims to explore how new digital technology impacts and enables storytelling.  My thoughts from the second part of the conference…

Rajesh Rao founded India’s first games company, Dhruva Interactive, in 1997 and is acknowledged as a pioneer of the games industry in India.  Rao described the scale of the market in India: 600 million Indians are below the age of 25.  India’s population is growing at 7-9% per annum, boosting “the great Indian middle class” with high disposable income (to 700 million people in the next 10-15 years).  Education is pushing computer ownership.  India has the fastest growing mobile market in the world: 900m mobile subscribers with the cheapest subscription and call costs worldwide.  And growth in 3G and 4G are pushing music, video and app uptake and production.  As voice calls are so cheap, telecommunication companies are investing heavily in higher-value content production.

The potential for content, and gaming particularly, is absolutely huge in this market.  As a result, Rao has seen this sector grow from one company in 1997 to over 110 game companies currently. The number of casual gamers in India is undergoing apex growth: some 5-10 million in 2008, rising to a predicted minimum of 120 million in 2015 (8x growth expected between 2010 and 2015).

Indian entertainment is now dominated by indigenous content.  Whilst it is an English speaking outward-looking nation, Rao believes consumers want non-imported Indian-produced content.  And he believes that due to social factors and infrastructures, the gaming fortune lies at the bottom of the pyramid: semi-urban and rural audiences.  And gamification of education is huge in India, allowing a new generation of consumers to discover gaming for entertainment.  Rao concluded that international content producers should begin looking to take advantage of this huge new market.

Next up was Jason Manley: President of www.theartdepartment.org, the online college of art and entertainment development. His talk focused on problem-solving or “strategic intuition”.

Next was an introduction to the unique digital landscape of Indonesia, from digital entrepreneur Shinta Dhanuwatdoyo.  Similar to Rao, she described a huge fast-growing market: a population of 237m people with 200m SIM cards, including 60m mobile internet users.  As broadband penetration improves, internet users are expected to triple by 2015.  Indonesia is now the No. 1 market in Asia for Twitter and Blackberry (affordable due to activity-only charging), and the No. 2 global market for Facebook.  Indonesia is another young population with 43% below the age of 20.  And niche content for this group is now driving hardware purchase (mobile handsets not defined by brand, but by content – “a soccer phone” or “a music phone”).  Relative to income and online access, Indonesia is experiencing a boom in ecommerce.  About 24% of the country’s online population now spending 10% of money disposable income online (growing towards the Asia-Pacific average of 35% of population).

And then IP specialist Samuel Seow led a (surprisingly entertaining) discussion on copyright.  In short, Seow clarified that while ideas are infinitely copy-able, a unique form of an idea can be protected.  He urged creatives to ensure copyright in their work through: 1) true originality; 2) recording in a non-transient, permanent material form; 3) separating existence from function (names must be protected by trademarking); 4) having a connecting factor to a WTO country (giving international protection); and 5) understanding different categories of work and underlying rights (including literary, dramatic, musical, artistic works, sound, TV broadcast, published editions).

XMediaLab Perth 2012 aims to explore how new digital technology impacts and enables storytelling.  Here are my thoughts from the first part of the conference… 

Former Director of Development for Disney and current Creative Producer at the Levity Group Leah Hoyer started the day with a talk entitled “Forward Thinking, Back to Basics”.  She focused on the fact the fundamentals of storytelling have not changed.  In short, the way characters interact with their world creates the story.  And although stories are no longer told on just one platform, or from just one perspective, producers should not to rely too heavily on new technologies to deliver the experience.

Hoyer then encouraged producers to focus heavily on early character development, as this leads to more rounded, motivated and interactive transmedia experiences.  She clarified that while the user often embodies the main character that does not mean that this character is the user. Hoyer feels this misunderstanding often produces underdeveloped central characters in interactive storytelling.  In addition, she comments that secondary characters (in a linear storytelling sense) provide a often neglected opportunity to ‘dive deep’ into new worlds to vastly extend the storytelling experience and scale.  Unlike linear storytelling, this doesn’t dilute the original experience, it just moves it on to new spaces and new audiences.  And she concluded by repeating her core message: media has changed, the fundamental rules of storytelling have not.

Next up: Warren Coleman, the co-writer/director on Academy Award-winning animated feature “Happy Feet”. He began by highlighting the impact of in-production audience testing: the opportunity to understand whether key moments of storytelling connection are working and having impact. Coleman then discussed the relationship between story and play. Unlike more traditional media construction, “the paint is still wet right to the very end in the digital pipeline” and Coleman believes a playful approach to production will create a dynamic and believable story.

As a former actor, Coleman brings performance to writing partnerships. Coleman encouraged the XMediaLab delegates to perform their work – “go behind the line” – from the start.  In his experience of animation, this hugely aids the director in visualizing the story and helps to fix narrative flaws long before costly production or talent engagement.  But having built a script based on play, when starting to work with talent/actors Coleman warns against becoming rigid, and encouraged an improvisation and playful approach throughout production.

Coleman then discussed degrading ‘perfect’ animated experience – adding in camera dolly-shake to long animated shots, for example.  Flaws help the audience to buy into a created experience, making it more real for them.  Coleman comments that digital creatives working in totally constructed environments should use tools to make it look like you are not using any tools at all.  Again, play becomes not only a crucial part of story development, but also story delivery.

Next up: Linda Aronson, author of “The 21st Century Screenplay”, talking about parallel, or non-linear and ensemble, narrative.  Unlike novel fiction, Aronson believes a film audience is unforgiving and will not tolerate slow starts, diversions or inauthentic elements.  She believes this is because our brains react differently to written and visual story.  A film audience is engaging emotionally, to the extent of ‘mirroring’ or visceral engagement with the story.  In her session, Aronson explored how playing with structure alone presents huge opportunity in feature narrative: complex non-linear narratives can pull together stories that would not survive linear telling.