Posts Tagged ‘storytelling’

SXSWiLogo4Next up at SXSW was “Exploring Place with Cross-Platform Storytelling“: examples of how new technologies like geo-tagging, location-aware devices, interactive video and augmented reality are being combined with traditional storytelling methods to explore the world in richer, more in-depth ways than ever before…

The panel was made up of: Mike Knowlton, CTO of Storycode; Danny Harris, Creative Director at StorySocial; documentary filmmaker and cross-platform producer, Liz Nord; and Executive Director of ARTE France Cinema, Michel Reilhac. Knowlton began by talking about “story as software”, suggesting that cross-platform storytelling and new technologies allow creators to make more immersive, more iterative content. As scene-setting, he introduced some case studies: ”The Silent History“, serialised iPad/iPod novel; “Rough Ride – The Oil Patch Tour”, interactive documentary; “NY Hearts” interactive neighbourhoods project; and ”Welcome to Pine Point” created by NFB.

Liz Nord introduced her project “Jerusalem Unfiltered” which offers an immersive insider’s perspective on the city. Interestingly, Nord has launched the content-rich site more than a year before the film is due to complete in late-2014.

Jerusalem

Danny Harris reflected on his StorySocial project, People’s District, which became “Washington D.C.’s largest and most ambitious non institutional-based oral history project”. Over three years, Harris traveled across all 120+ city neighbourhoods to piece together a “people’s history” of the District told through some 2,000 diverse interviews. Explore more StorySocial projects here.

Cinemacity-Galley-1-960x400Michel Reilhac showcased one of the most unique immersive projects, ARTE’s CinemaCity: a geolocalized augmented reality project which allows users to overlay the physical experience of walking through Paris with excerpts of films shot on that location. Costing $417k, the project will launch in June 2013, when Paris city authorities will open up the wifi network so free connectivity will drive update. Reilhac reported that the ambition is to roll-out the project to the world’s other “film cities”.

The panel commented that integrating physical space into storytelling “allows the audience to consume the narrative in a far more intimate way”. Knowlton summarised that place can be integrated via technology to make the storytelling experience deeper, but also to encourage audiences to physically explore place to unlock narrative content. As creators, Nord suggested producers need to fully interrogate the impact of immersive place on the narrative approach, from the degree of user autonomy to platforms and devices.

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.