The Present Tense
of Future Media
By Ed Arroyo
The future
usually arrives before we are ready...
5D: The Future of Immersive
Design, co-presented
by the Art Directors Guild and University Art Museum, is a newly conceived conference held
October 4-5, 2008, on the campus of California State University at Long Beach.
The event, having stirred great interest, was attended by over 500 professionals and included
award-winning visionaries in the creative arts. Billed as a TED-like Conference
without the attitude, the conference, sponsored by Autodesk, revealed a comprehensive perspective and progress report
on how narrative and interactive media design technology
is being applied to TV shows, films, the web, and in mobile media
devices. The ultimate goal of the conference was to stimulate ideas on new
directions for media convergence.
World
Building and Social Mythology
Keynote Speaker, Henry Jenkins,
director of the MIT Comparative Media Studies Program and author of Convergence
Culture: Where Old and New Media Collide began the conference talking about Comic-Con, an annual comic book convention
held in San Diego, California, and the nature of Òworld-buildingÓ as a form of
culture-forming narrative. He took
the audience on a visual journey throughout the history of visual storytelling
and its evolution as evidenced by the zoetrope, movie-making, and culminating
with toys and games with which individuals, as Òconsumers,Ó extend their
interaction and story-making. He goes on to cite how art, film, TV,
and web content-producing has spawned a revolution of storytelling experiences,
resulting in a new phase of media consolidation & digitization, and
expanding the nature of story, plot, role-playing, and interactive
experience. Moreover, that this convergence
has lead to a new generation of media-rich, multi-level, densely-detailed
designs of new and future social mythologies.
In a panel called Reality and Hyper Reality:
Envisioning New Design Paradigms in CG Animation. Moderator John Tarnoff, head of show development at
DreamWorks Animation, led a discussion about the extent to which technology had
advanced and enriched designers' and filmmakers' ability to realize
enhanced-reality social designs and create hyper-reality storytelling.
Is
that actor real?
Lance Williams, who was chief scientist
at Walt Disney Feature Animation, showcased clips of the Human Face Project at
Disney's Secret Lab that demonstrated the degree to which computer-generated
articulated and rendered replicas of actors can be used to impart
characteristics indistinguishable from reality. It is this control capability - to capture and control Òthe
forces of natureÓ - that can be used to apply to real-world objects to evoke an
even greater artistic and emotional response.
Scott Robertson, Chair of Entertainment
Design at Pasadena Art Center, talked about his involvement in a course for
concept design, working with writers, directors, and producers to take scripts
and convert them into compelling visual interpretations for translating and
producing into a real commercial products.
Evan Douglis, chair of the undergraduate
School of Architecture at Pratt Institute, displayed images illustrating
leading-edge computer-aided designs and fabrication for multi-media
installations and commercial building projects.
Gore Verbinski, Academy Award winner for
visual effects in Disney's Pirates of the Carribean: Dead Man's Chest, explained work done throughout the
film to capture photo-realperformances of numerous characters, and in many
instances using key-framed animation (as opposed to motion-capture) to impart
nuanced details in expression in the digital actors.
Narrating
Space panel
In another panel, Narrating Space, moderator Peter Frankfurt,
co-founder of Imaginary Forces, lead a discussion on how the Òodd hybridization
of what's happening with storytelling, and filming, with technology and the
means of distribution...Ó is changing the way creators of content go about
designing their projects. Peter
showed title clips from Se7en,
Imaginary Forces' first foray into title design and explained the creative
process in coming up with their look & feel, given the intended style of
the movie story.
Next, Evan Hirsch, creative director for
Microsoft Live Lab showed examples of advanced interactive display devices,
ÒsurfacesÓ for manipulating data, images, and image creation. These innovative
input devices, as currently experienced with Apple's iPhone and Touch, are the
telltale signs of of what's to come for narrowing the gap between creator and
creation. He presented images of advanced table-top visual input devices and
offered examples of future user applications. He stated that what the future has in store with these
interface devices is the ability to interact with the vast new world of
information and data through the internet in ways never before imagined.
One of the most visually compelling
projects shown was New City, an architectural odyssey through a digital world
as imagined by Greg Lynn, an acclaimed and award-winning architect. Created for
New York's Museum of Modern Art, the project takes the viewer on an immersive
journey through an emerging future utopia of architectural space and design
from inside a multi-faceted dome display structure. The exhibit highlights
architectural spacial design in a stunningly organic presentation.
New
Television
The next panel of entitled, New
Television: The Media Blender,
was moderated by Anne White, VP in Programming at Premiere Retail Network. She began by first defining ÒNew
TelevisionÓ as that aggregation of devices we use, either simultaneously
– watching TV while surfing the web and text messaging a friend –
or, as an adjunct, to extend one's interactivity or participation – as in
voting or blogging after watching a TV show, or going on the web to buy a
product or search for more
information. This ÒclusteringÓ of
media devices, threaded together by common interests or needs – i.e.,
social, commercial, entertainment - and how we use them, is what was to be
addressed. She cites campaigns she helped to create for WalMart, Best Buy,
Costco to improve the in-store experience. By having video screens
strategically placed to offer valuable product info, uses, and helpful hints, this added-value
aids in Òbridging the gapÓ between the user and product.
Mystery
Engages
Next, Mike Benson, head of marketing for
ABC Entertainment, talked about how he oversees all the marketing activities
for ABC's primetime lineup, establishes the network's brand identity, and that
his task is to Ò...get more people to watch TV.Ó He's concerned with why people watch their shows,
understanding viewers' choices, habits, and develops strategies that shape and
thread their marketing and promotion campaigns across TV, web, and all media
platforms. Mike cites their hit
show, ÒLost,Ó as an example where they discovered that the core viewers wanted
to be more deeply engaged in the mystery of the program. Realizing this, his
team structured previews for the up-coming season with teasers that would cause
fans to start blogging about the show, creating an anticipation ÒbuzzÓ for the
up-and-coming start of season.
Next up was Stephanie Otto, CEO of
Brainstorm Communications, a strategic design and branding company who has lead
development for many on-demand services, virtual channels, interactive
television, including TIVO, DIRECTV, and Home Box Office. Her company's purpose is to help
companies, like Time Warner or Cablevision, to integrate programming networks
with technology distribution systems and to design the user interfaces for
their audience. Her main activities center around coordinating and integrating
the separate needs of cable operators, program content producers and users with
the visual interface that meets their needs.
More
participatory
Kevin Slavin, managing director for
AREA/CODE, creates interactive games and entertainment for clients, including
Nokia, MTV, Nike, and A&E Entertainment. They build on existing media and programming for companies
who want to extend and enhance their audiences' interaction and experience with
the content producers' products.
They create new entertainment and mobile games to get viewers to
actively participate with other viewers, some of which might be playing from
another part of the world. Kevin's
contention is that the media viewer of old (as depicted by a young Òcouch
potatoÓ kid stuffed into a sofa), is being replaced by the desire of people who
want to be more participatory – to connect and engage with others. Having
Òcut the cordÓ as a TV viewer some time ago, Kevin, himself, finds it ironic
that his company is now working with TV shows to provide role-playing games
that involve viewers to use their mobile and web devices for augmenting their
TV experience and joining in. And,
strangely enough, some of the games AREA/CODE creates involves players running
around the real world while using their cellphones or PDAs to help them play
these games. What he found surprising are statistics that show, in some cases,
viewers' total accumulated time spent engaged in a mobile or web game made for
a TV show, exceeds the total broadcast time for that show by a factor of
10. He finished his talk by asking
the question, ÒWould you watch the same episode of a TV show 100 times?
Probably not. But you could play
chess, or Scrabble 100 times.Ó And this is because Ò...games are systems made
up of other people engaging in something together...Ó Those are the type of
dynamics that AREA/CODE is focused on to bring to their clients' audience. And
as Kevin showed an image of several living rooms with the TV in the background,
and a laptop on the coffee table, next to several remote controls and
cellphones. he ends his talk with, ÒThis is how people engage in entertainment.
This is what it means to watch television now. And it will mean it more next
year, and the year after that.Ó
Televolution
Guest panelist Robert Tercek, principle
of META, a media consulting company,
contends that Òthe container shapes the content.Ó Having been involved in launching new
services on every platform, from mobile television for MTV, to internet
interactive computer games, to Sony and interactive TV, and now mobile
integration, he calls what the world is going through is ÒTelevolution.Ó He starts by talking about traditional
TV, cable, the technological move from Òone-way to two-way,Ó and how media has
evolved to allow for interaction: two-way. He explains that the old concept of
ÒchannelsÓ created artificial scarcity of products because they were Òone-way,Ó
passive and unidirectional. But
now, with media's maturing to interactive Òtwo-wayÓ technologies – the
internet, cable TV, mobile devices – that this has brought forth and made
for richer environments he calls, Òmarkets.Ó He says channels created scarcity, markets create abundance.
So, with this two-way environment shift there now comes the need of what to do
with this Òabundance,Ó So his focus is on the mechanisms for dealing with this
abundance. He points out that, Ò...Every successful business on the internet is
some form of exchange.Ó That their successes, be it EBay, Google, Amazon, or
McDonalds, are based on the systems designed to interface their products,
content, or information, with their users and provide some sort of exchange, be
it information, product, or personal communication. On one side are the seekers
and on the other are the providers, and the most important factor in this
situation is the efficient exchange machanism. He contends that the most
successful business model on the internet is, and will continue to be,
exchange.
5D and the Future
Alex McDowell, who was instrumental in
bringing together luminaries from around the world for the conference, assured
the audience that the Conference was only the beginning. The
@2008 Ed
Arroyo for Smart Bits Magazine
###