Monday, May 20, 2013

Using IT for Culture Work


Technology and culture define or form each other. Even a basic examination of changes in media technology (e.g. moveable type printing) show that it changes culture.  Likewise Information Technology (IT) demands awareness in order for one to work with culture. Our awareness of technology is often a passive state that can be attained with consumption and participation in commodification. However, there are obviously deeper levels for using IT for culture work. It is here we encounter the ‘tool paradigm’: where media, digital technology (software, hardware and techniques such as coding) become the means to achieving desired ends or results.
Anyone working in culture today, no matter what the topic area, should have an awareness of the uses and implications of digital media. The applications for this awareness can be

1. Analytical

2. Consumption

3. Production

Ignore terms like 'social media' or 'virtual' and just think about what it is a digital artifact says or does for you. I have written these sorts of analyses:





Analyzing digital media is not just about interpreting words and images, but it includes design, multimedia (audio, architecture, video), composition and perspectives. When analyzing digital media you must consider affordances.

Affordance (After Gibson): An affordance is a quality of an object, or an environment, which allows an individual to perform an action. For example, a knob affords twisting, and perhaps pushing, while a cord affords pulling.
Different definitions of the term have developed, as explained in the following sections. The original definition described all actions that are physically possible. This was later adapted to describe action possibilities of which an actor is aware. The term has further evolved for use in the context of HCI to indicate the easy discoverability of possible actions.
The term is used in a variety of fields: perceptual psychology, cognitive psychology, environmental psychology, industrial design, human–computer interaction (HCI), interaction design, instructional design, science, technology and society (STS) and artificial intelligence.
Affordances are not meaningful in themselves until the are provided with contexts. A context can be the action that is made possible by the object, the role the object has in daily life, who is allowed to use the object in particular situations or the effect use of the object has on other people.

Information Technology is often experienced via the use of objects. These can be websites, hardware, apps, tools and platforms. There are so many that it is impossible to even describe the range of them. You probably use several digital devices already today. You are looking at one right now; the results of the HTML based Blogger blogging platform. Just blogging is one set of contexts that make an object (this blog) meaningful beyond just the words expressed upon the screen. 
Following the lecture, over three 2-hour sessions (Wednesday, Thursday and Friday), we will explore the uses of IT for culture work, create a presentation on an aspect of the use of IT and use a digital platform or tool in which to present it with.

PowerPoint





SlideShare is the world's largest community for sharing presentations. With 60 million monthly visitors and 130 million page views, it is amongst the most visited 200 websites in the world. Besides presentations, SlideShare also supports documents, PDFs, videos and webinars.

Kulturanalysprogrammet, termin 2, moment 3, VT 2013
Examinerande sökuppgift
Skapa en valfri fiktiv men realistisk bakgrund: föreställ dig att du jobbar åt ett företag, en organisation, en myndighet eller en förening, som sysslar med utredningar. Välj ut ett av exemplen nedan eller hitta på ett eget. Detta fiktiva uppdrag medför (i denna uppgift) att ni måste samla material och information från skilda källor. Tänk därför på vilket eller vilka perspektiv den fiktiva bakgrunden ger er!
Ni kan välja att arbeta i par eller individuellt. Kravet för att få godkänt är att ni har nyttjat, eller åtminstone undersökt möjligheten av, olika typer av källor och resurser. Informationssökningsprocessen skall redovisas muntligt och med hjälp av PP under 10 – 15 minuter och innehålla en beskrivning av hur källorna sökts fram, samtidigt som källornas relevans motiveras ur ett ämnes- och källkritiskt perspektiv.

Exempel på fiktiv bakgrund

       Polisväsendet skall lägga fram en plan mot sexuella trakasserier
       Två av UmeåRegionens största företag genomför en fusion/företagssammanslagning
       Umeå universitetssjukhus planerar en arbetsmiljöutredning
       Norsjö kommun har planer på att bygga en flygplats
       Socialdepartementet ska ta fram ett program för hur man bäst undviker kulturkrockar mellan svensk vård och invandrare
       AFF, Alliansen För Funktionshindrade, ska arbeta fram en informationsskrift om bemötande av funktionshindrade
       Skolverket ska ta fram en ny plan som har till syfte att minska mobbing
       Ett unikt hällristningsområde har upptäckts i Åsele. Nu vill en del marknadsföra fyndet medan en del vill skydda det
       Umeå och Skellefteå ska försöka samverka bättre när det gäller olika kulturprojekt
       Västerbottens läns landsting och Västra Finlands län vill öka samarbetet över bottniska viken
  
Exempel på vad Du behöver leta fram

       Fakta om ”uppdragsgivarens” historia
       Fakta om andra berörda företag och organisationer
       Tidigare parallella exempel
       Teorier inom passande disciplin (-er)
       Forskningsresultat inom olika vetenskapliga discipliner
       Utredningar
       Folkopinionen – statistik, dagstidningar, bloggar
       Politik, vad tycker de politiska partierna?
       Lagstiftning
       Internationella jämförelser
       Mer? Kom ihåg att det till stor del är valet av uppdrag som påverkar vilket material du kommer att behöva

The Tools

Gathering Tools
http://www.downthemall.net/
https://addons.mozilla.org/en-us/firefox/addon/fast-video-download-with-searc/
http://www.doom9.org/
http://www.download-finished.com/
 

Sources
This is a short list of sites on the Internet where you can find Creative Commons and other open copyleft materials that can be remixed:
 

Sound

http://www.opsound.org/
http://soundcloud.com/
http://www.archive.org/details/audio
http://www.ubu.com/sound/
http://freemusicarchive.org/
http://sounds.bl.uk/
http://library.open.ac.uk/find/images/ 
 http://www.freesound.org/  

Film
http://www.archive.org/details/movies
http://www.youtube.com/
http://www.ubu.com/film
http://library.open.ac.uk/find/images/
http://video.google.com/
http://www.ourmedia.org/
http://www.archive.org/details/prelinger
 

Print
http://www.ubu.com/papers/
http://www.archive.org/details/texts
http://www.scribd.com/
 

3D Models
http://www.turbosquid.com/
http://secondlife.com/
 

Samples
http://free-loops.com/
http://www.freesound.org/
http://bit.ly/fZsZOZ
http://www.ubu.com/outsiders/365/2007/199.shtml
http://bit.ly/ea60e2
 

Images
http://www.picsearch.com/
http://www.cvma.ac.uk/index.html
http://images.google.com/hosted/life
http://www.flickr.com/
http://www.morguefile.com/
http://www.everystockphoto.com/

These are some of the tools you can use for remixing and manipulating sound.
 

Remixing Sound
http://audacity.sourceforge.net/
http://ubuntustudio.org/
http://www.steinberg.net/en/products/cubase/cubase6_start.html
http://www.avid.com/us/products/family/pro-tools
http://www.adobe.com/se/products/soundbooth/?sdid=GPQKN&
http://www.apple.com/logicstudio/
http://ardour.org/
 

Sound Machines
http://www.hydrogen-music.org/hcms/
http://packages.ubuntu.com/dapper/terminatorx
 

Image Manipulation
http://www.gimp.org/
http://www.lunapic.com/editor/
http://www.picnik.com/

Word and Text manipulation work with few tools. Once you have written text you can record it, animate it or publish it.

Word and Text

http://www.openoffice.org/

Tuesday, May 7, 2013

Theater, Public Space and Digital Augmentation

Presentation for Unga Klara
8th May 2013
Stockholm Kulturhuset

“Digital tools allowing theatre audiences to engage with a performance beyond the traditional consumer relationship” http://www.crassh.cam.ac.uk/page/1180/digital-bridges.htm (Digital Bridges, Cambridge University 2013) 

Readings of Space and Place 

Representational Space
"Representational spaces: space as directly lived through its associated images and symbols, and hence the space of ‘inhabitants’ and ‘users’, but also of some artists and perhaps of those, such as a few writers and philosophers, who describe and aspire to do no more than describe. This is the dominated—and hence passively experienced—space which the imagination seeks to change and appropriate. It overlays physical space, making symbolic use of its objects. Thus representational spaces may be said, though again with certain exceptions, to tend towards more or less coherent systems of non-verbal symbols and signs" - Henri Lefebvre 'The Production of Space' p39.


William H. Whyte – “Social Life of Small Urban Places” (1988)
William H. Whyte - Social Life of Small Urban Places from Robin van Emden on Vimeo.
This witty and original film is about the open spaces of cities and why some of them work for people while others don't. Beginning at New York's Seagram Plaza, one of the most used open areas in the city, the film proceeds to analyze why this space is so popular and how other urban oases, both in New York and elsewhere, measure up. Based on direct observation of what people actually do, the film presents a remarkably engaging and informative tour of the urban landscape and looks at how it can be made more hospitable to those who live in it.
 Running time: 58 min, Year released: 1988


-       The most used plazas tended to have small groups of twos or threes
-        The most used plazas also have, in absolute numbers the greatest number of individuals
-       The number one activity is people looking at other people
-       There is not much mixing between groups or between individuals within the space
-       Audience spaces, display space.
-       Exits, entrances, connections, corners, levels, obstacles, ledges and edges
-       Choreography of the space
-       The “visualization of movement is the ultimate test of a design”
-       People do not stop to talk in the middle of a large space
-       People tend to sit where there are places to sit

Monumentality
Monumentality is the coded organization of space where hierarchies are attached to “the strong points, nexuses or anchors” (Lefebvre 222), resulting in the meanings of that space. Monumentality overwhelms the senses to create a confined sense of presence in interpretation. This confinement is due to how "monumental qualities are not solely plastic, not to be apprehended solely through looking. Monuments are also liable to possess acoustic properties, and when they do not this detracts from their monumentality" (Lefebvre 225). In the monumental space the "'properties' of a spatial texture are focused upon a single point" (Lefebvre 225).

See “Unsettling Representation: Monuments, Theatre, and Relational Space” (http://www.tandfonline.com/doi/pdf/10.1080/10486801.2010.488834)

Technologies of Augmentation: The Digital Layer and the Narrative Performative

1. Rendering place and space

Street Museum
http://www.museumoflondon.org.uk/Resources/app/you-are-here-app/home.html


























Museum Studies and QR Codes


Augmented Reality Flashmob
http://www.sndrv.nl/ARflashmob/



























Amsterdam has the first Augmented Reality Flashmob in the world. (SATURDAY 24th April 2012) http://tinyurl.com/29t8qnv 
Imagine the Dam Square in Amsterdam filled with statues and odd characters and only you can see them trough the camera of Android- and iPhone. Saturday the 24th of April this is going to be the case. At exactly 14.00 hours the National Monument on the Dam Square will be surrounded with digital 3D statues that can be viewed in Augmented Reality with the Layar app. The rumour is that even the iconic Beatles will be there crossing the street like in the famous picture on the Abbey road.

Sander Veenhof is the creator behind this amazing idea. Veenhof says: “Every square in every major city in the world knows the 'human statue' phenomenon. On the Dam Square in Amsterdam Darth Vader, Superman, a Gladiator and some undecipherable sort of gothic characters colour the scene.“ But this Saturday it will be a whole other sight, at exactly 14.00 hours a big group of people will hold their Androids and iPhones in the air, turn on their Layar browser and take screenshots of the amazing 3D characters that we will place in Augmented Reality on the Dam Square. You can actually walk around them to look at them from all angles by just using your phone and the Layar browser. We are really looking forward to see the faces of those who have no clue of what’s going on.

Van Veen Teamed up with TAB Worldmedia, one of the leading creative media companies that specializes in Layar concepts to realize his idea. Augmented Reality experts Johannes la Poutre and Remco Vroom, founders of TAB Worldmedia, immediately offered their expertise and resources to realize this concept. La Poutre “when we heard about this amazing idea we were immediately captured by it. To realize this idea you need a solid and somewhat creative technical infrastructure and that is exactly what we like to build.”

JOIN the flashmob on Saturday the 24th of April at 14.00 hours on the Dam Square in Amsterdam. Prepare your phone, install the Layar Augmented Reality browser and look for the layar using “ARflashmob” under the local tab. Choose your favourite character and share your screenshots with your friends on Twitter, Facebook, Hyves, MobyPicture or what ever other kind of social media you have.
2. Virtual Spaces

Inside the Mind of Macbeth
Virtual Macbeth was designed to demonstrate how we might best use the affordances of virtual environments for Education. Shakespeare’s Macbeth re-imagined in Second Life provides an adaptive bridge between classic texts and new media technology. In the virtual, the abstract can be made concrete, and complex poesis and abstractions of Shakespeare’s verse can become embodied, elusive, visceral, and affective. The poetic use of metaphor, image and symbol that permeate Shakespeare’s language is brought to 3D life using the online world as a discursive design space where visitors experience the motivations and emotional journey of character, and explore and make personal sense of the universal themes of Shakespeare. 

Minecraft
Some experts have brought Minecraft into the classroom, allowing teachers to customize lessons and students to engage with concepts in new ways. And while educational games aren't new, Minecraft has some unique advantages that could usher in a new direction in education. In the future, students across the world may spend their class time punching trees.

Yoshikaze http://yoshikaze.blogspot.se/
Yoshikaze is an artists' studio in Second Life, run by Goodwind Seiling aka Sachiko Hayashi with support from Humlab, Umeå University, Sweden. Its main activity is to provide a SL residency programme for SL artists ("Up-in-the-air" Residency). The residency is project based and can be applied to throughout the year. The artist is expected to give at least one presentation of the project at the end of the residency. The residency length is normally 1-3 months.

Machinima
Machinima is the use of real-time 3D computer graphics rendering engines to create a cinematic production. Most often, video games are used to generate the computer animation.



En film gjord av studenter på Kulturanalysprogrammet i Umeå.

3. Audio and Space


And While London Burns (Audio - Sound tours, triggered sounds)
"The defamiliarising effect of the internal voice/narration, layered over the city and drawing curious attention to it, operated in a very different way to the much cooler, matter-of-fact ‘art tour’ narration in May. Indeed, this form combined with the narrative’s subject matter to create a weird sense of looking at London in the past rather than the present. A disillusioned city trader speaks melancholically of anticipated disaster – part personal (his partner has left him), part economic (this 2007 piece eerily anticipates the financial crash of the following year) and part environmental (catastrophic climate change is anticipated as imminent). The effect as I listened was to create a sense of looking back at London in a period (now!) of blind and blithe confidence about its own assumed continuation … back from a desperately less optimistic future… That effect is accentuated further by the periodic references to and sights of London’s historical past – at the outset we see the remains of the Roman temple of Mithras (now preserved amidst a building site); at the climax we climb to the peak of the Monument to the Great Fire of London, down Pudding Lane… Empires have fallen here before, we are reminded; disaster has struck and wiped out the present… This present is not forever."
From - Site, Performance and Environmental Change

4. Audience Involvement


Blog Opera




The Playable Actor/Console Yourself from jim on Vimeo.
Console Yourself




The Truth About Marika (2006 The Company P)

This outreach will always include 'Social Media' – Twitter (tags, channels), YouTube, Instagram, Pinterest etc. etc. etc. etc. etc.

5. Objects as Meaningful





3D Max and Sketch Up http://www.digitalurban.org/2010/08/augmented-reality-for-3d-max-and.html

 Internet of Things


QR Codes


The Port
The Port was a virtual island of 16 acres (about 6, 4 hectors) inside the on-line 3D world Second Life. Between 2004-2008 The Port artist collective produced a series of artistic actions that challenged ideas about the separation between the 'real' and the 'virtual. The magazine Flack Attack was one of these, the production of 'real' objects made in 'virtual' spaces (see image above) was another.


No Matter
No Matter is an installation of imaginary objects made both in Second Life and in physical space.
No Matter reflects the tension between the SL virtual economy and real economics by:

(a) commissioning 25 builders and artists to produce 40 imaginary objects in Second Life space;

(b) paying them in Linden dollars at an equivalent scale of $1.50 to $12.00 per object; 

(c) extracting the objects from Second Life — a closed system where 3D models cannot be exported; 
(d) reconstructing these objects as 3D paper replicas in physical space.
http://turbulence.org/Works/nomatter/

Thank You!

Thursday, February 21, 2013

Real-Time Event Collaborations Across Mixed and Transmedial Realities (Workshop 2)


“Our age is the seculum of beautiful trifles, bagatelles or sublime chimeras.” - Kant (Remarks in the Observations on the Feeling of the Beautiful and Sublime) 1799
“While Kant could entertain the fantasy of chimeras, he could not foresee that they would one day exist as objects of experience.” – Howard Caygill (Stelarc and the Chimera: Kant’s critique of prosthetic judgment) 1997

Workshop Two, ‘Knowledge Economy’ will be practically based with the development of scenarios for staging events and working in the knowledge economy. In workshop two you will be asked to develop a plan for using digital tools and platforms in a planned event that you formulate. You will be working in small groups throughout the session, and this will be organized according to the feedback we received with your workshop submissions.

The goals of the workshops are
* To increase your practical knowledge of digital media as tools and platforms in event management
* To develop a working scenario for your own project/s
* To develop a network for support and cooperation that lasts beyond the workshops
* To integrate digital media into your own professional activities.


1. Participation and publication: A binary of the digital knowledge economy

Push- individual motivation

Pull – institution and career

Training is now replaced by use (e.g. ‘lifelong education’). There is no time to train and for this reason media must be integrated into daily life: In relation to the digital proliferation, ‘Professional Lifecasting’ is applicable to the situation created by social media today, Lifecasting is “a continual broadcast of events in a person’s life through digital media. Typically, lifecasting is transmitted through the medium of the Internet and can involve wearable technology” (Wikipedia). In Lifecasting, digital media, and particularly social media, become the means of interacting with your surroundings and experiences. The constant mediation that results from Lifecasting breaks up participation into an almost reflective exercise. In an economy where knowledge is produced and shared online, for academics tensions emerge between the traditionally valued role of publication and the totally necessary contemporary role of participation.

Of course the necessity of participation over the demands of publication makes for a large range of issues, ruptures, contradictions, conflicts and desires. These can be considered in relation to a few points:
  1. Performance is not measured by numbers online.
  2. Your professional identity is mediated by non-professionals.
  3. Everything is shared although it may not all be free (as in freedom not beer).
  4. You need to know who your audience is.
  5. You are an avatar.
Writing for the web is a basic element in negotiating the above five points. If writing is now 1. A performance, that is 2. Mediated by non-professionals and is 3. Shared, with an 4. Audience that is global and 24/7 and 5. With you as the author a presence not only in the text but in the comments, critique, and possible remix of it; what does it mean for your work?
“What does it mean to be a digital worker today? The Internet has become a simple-to-join, anyone-can-play system where the sites and practices of work and play increasingly wield people as a resource for economic amelioration by a handful of oligarchic owners. Social life on the Internet has become the “standing reserve,” the site for creation of value through ever more inscrutable channels of commercial surveillance.  This inquiry has important ramifications for struggles around privacy, intellectual property rights, youth culture and media literacy) Trebor Scholz, Why Does Digital Labor Matter Now? (Introduction – Digital Labor: The Internet as Playground and Factory).


2.     Tools for change: the digital components of professional life (branding, networks, readership)
Branding: How ‘what you do’ is related to ‘who you are’ in its presentation to your audience. This is bound up in relevance; how is what you do relevant to the people you are trying to communicate with. Personal branding is not necessarily a totally planned and conscious process. You are already doing most of what you are trying to present to people. You don’t need to (and should not) tailor your activities based on popularity or fame. But you need to package the presentation of your work and ideas in a way that makes it identifiable in an ocean of similar voices, images, texts and expressions. In this way design becomes relevant to how you work online. Interactive design, which according to Löwgren and Stolterman makes “ideas visible” (51) in “the process that is arranged within existing resource constraints to create, shape, and decide all use-orientated qualities (structural, functional, ethical, and aesthetic) of a digital artifact for one or many clients” (5). In considering your personal brand you should consider “use-orientated qualities (structural, functional, ethical, and aesthetic)” in the digital artifacts you are working with. In my own work I believe this considering is a form of reading.

Löwgren, Jonas, and Erik Stolterman. Thoughtful Interaction Design: A Design Perspective on Information Technology. Cambridge: The MIT Press, 2004. Print.
The following are tools of personal branding:
  1. Business card
  2. General resume/cover letter/references document (Keep it online and public)
  3. Portfolio
  4. Blog/website http://mashable.com/2009/01/13/social-media-resume/
  5. LinkedIn profile
  6. Facebook profile
  7. Academia.edu profile
  8. Twitter profile
  9. Video resume/portfolio (can be a personal presentation of your work or a collection of presentations and projects as videos)
  10. Wardrobe
  11. Email
Details here.

Networks: “Whereas in postmodernism, being was left in a free-floating fabric of emotional intensities, in contemporary culture the existence of the self is affirmed through the network” – Kazys Varnelis http://www.eurozine.com/articles/2010-01-14-varnelis-en.html How do you acknowledge your own present position in a network? You are most likely part of several networks. Think about how you exercise or activate your own network identities. Are there strengths and weaknesses to these activates? Do you see any strategy, tendencies or patterns in how you participate in networks? Think about digitally mediated networks and how these are either part of your life or ways in which you would like to make particular networks part of your life.

Readership is one way of describing an audience or public. Tracking your public is of vital importance for the development and effectiveness of you participation in the knowledge economy as an academic. If you have websites and other content online outside the domain of your institution you run the risk of being singled out in some way. You must always remain conscious of this; keep sites up to date, monitor comments and contributions, do not allow links to die or even worse, descriptions of people and events to fall out of date. Living on the web is not a nine to five occupation, as these two contrasting examples illustrate from Facebook (the first in Swedish but translatable with Google – although badly). First the Scandinavian supermarket chain Coop keeps control over a online protest about it stocking endangered Yellow Fin Tuna over a weekend, despite it stating it will not sell endangered fish species in response to a photo being posted on Coop’s Facebook site of the Yellow Fin for sale. Secondly, retail giant H&M, which apologized for its delay in removing a Facebook posting that spiraled out of control with nasty and disparaging comments. It took a month for  H&M to address the violent and threatening comments. Paying daily, (even hourly if something is active) attention is important to keep your online project on track when dealing with networked and social media. Other tracking tools are Foller.me, StatCounter and Extreme Tracking. Google is the best of these but your details are not your own and they are being shared


3.     Working with digital tools creatively
The range of digital tools available for free, little cost or under license is huge. There is little point starting your investigation from the perspective of ‘finding the tools that can help me’. Rather, ask yourself what it is you want to do? Why are you considering adopting digital tools in your professional practice? Look to the examples of others; particularly in the field your work yourself and of people whose work you admire. Once again, building a network is extremely worthwhile.
Tools can be broken up into broader categories:
  1. Search (search engines, archive, tagging, storage, markup, )
  2. Visual (photo editing, photo creation, video- creation and editing, screen capture)
  3. Audio (recording, editing, creation, storage)
  4. Text (editing, markup, publishing)
  5. Sharing (P2P, file management, tagging, storage)
  6. Personal (email, website, creative, hobbies and pastimes, connections, avatars)

4.     Researching in the digital knowledge economy
By following many of the other points in this presentation you will get some idea of how it is to be a researcher in the digital knowledge economy. However there is a further dimension to this; researching on the digital knowledge economy. Many people work with digital subjects; cataloging cultures, behaviors, symbols and languages, critiquing the artistic products of the digital. Many of the tools I present here are useful in this work. The methods are still being developed but there is a lot of material already available from the work done so far. While it is an area unto itself, I would be happy to talk about it more if people are interested.


5.     Working across media in the creative digital knowledge economy
The catch cry of so much work in the digital knowledge economy is transdisciplinary or interdisciplinary. This is a fundamental of the so-called Digital Humanities. I spoke at the first workshop about team building and this is one approach to the problems created by projects and work that unite different themes and methods under the banner of mediation. The secondary area of this issue is the use of different media in working in the digital knowledge economy. A number of points need to be made in relation to working across media in the creative digital knowledge economy.

a)    Media should complement each other
b)   Each medium has its own affordances
c)   Specialize in one, but have a working knowledge of many
d)   Use technical support whenever possible

Wednesday, February 13, 2013

Real-Time Event Collaborations Across Mixed and Transmedial Realities (Workshop 1)


 

“The smartest person in the room will no longer be a person but the room!” - Adeline Koh

"Real-Time Event Collaborations Across Mixed and Transmedial Realities" is made up of two half-day workshops coordinated by the Social Media Knowledge Exchange (SMKE) being held at the Centre for Research in the Arts, Social Sciences and Humanities (CRASSH) at the University of Cambridge. The Twitter tag for the workshops is #SMKEreal

Workshop 1 is 'Event Management'  to be staged on 20 February 2013, Wednesday, 9am – 12 noon at CRASSH. A Prezi will be used to present a lecture on the background to Event Management and is available here. This blog entry provides extra links, materials and case studies that cannot be accommodated in the Prezi for Workshop I. Event Management. Consider the following the readings for the workshop.
 
1.  The boundaries of space in mediating events; the virtual present and the presence virtual
Space is not simply the room one is located in any more. The presentation of seminars, speeches and lectures can include virtual environments, streamed media, social media and augmented reality content. Organizing these media takes time and consideration. 


a) Virtual Worlds
A virtual world is a persistent three dimensional shared architectural space that is populated by interactive agents that operate in synchronized real time communication and interaction. Virtual worlds offer a wide variety of affordances for collaboration, communication and expression in the context of academic events. A case study for the use of virtual worlds as a totalizing platform for an event is the SLanguages conference. The SLanguages Conference, in its first and original incarnation, was run by Gavin Dudeney as a non-commercial, community-driven and supported event for language teachers from 2008 - 2010. Since 2010 it has been run by an international collective of teachers and trainers (AVALON) and brings together practitioners and researchers in the field of language education in Second Life for a 24-hour event to celebrate languages and cultures within the 3D virtual world. Archiving content from virtual worlds is about the same as from the physical; recording is important; video, audio and photo.



SLanguages provides a case study for using a collaborative virtual environment for the sharing of knowledge. More information on the SLanguages conferences (include keynote summaries from 2012) can be found here.

b) Social Media Backchannel
Barrister speaking on twitter: "As I'm sure your lordship is aware a hashtag allows users to search for a particular topic." - Heather Brooke
Backchannel is the practice of using networked computers to maintain a real-time online conversation alongside the primary group activity or live spoken remarks. The term was coined in the field of Linguistics to describe listeners' behaviours during verbal communication, Victor Yngve 1970.

First growing in popularity at technology conferences, backchannel is increasingly a factor in education where WiFi connections and laptop computers allow students to use ordinary chat like IRC or AIM to actively communicate during class. More recently, researchers from Penn State University have explored bringing "backchannel" up front in classrooms - "ClassCommons, " to increase students' participation and promote community building.

Twitter is also widely used today by audiences to create backchannels at technology conferences. When audience members add an event hashtag to their tweets (for example, #w2e was the hashtag used for the Web 2.0 Expo New York in 2009 - however one should always be careful of overly simple hashtags), anyone can run a Twitter search to review all the backchannel tweets related to that event. Logging and archiving tweets is important following an event, something I return to below in the Case Studies. This is one way of keeping track of your subjects. Tagging is very important for maintaining coherency in documentation of an event.

c) Streamed Content

Streaming content from an event is literally live TV; it can be risky, but it can be knife-edge exciting too. The live event should be streamed over a number of channels; a Twitter feed, a video stream, possibly audio, and live updates for images. If you are making an archive of the event from existing platforms it tends to be distributed over the various sites that support such media, or alternatively you can build a single site to link all the materials together. Blogs are good for this, as are some of the newer archiving sites for Twitter. A YouTube channel can be a way of archiving videos. With permission from IP owners after an event, these can easily be ripped and reset, or linked to. Tagging is a way of getting participants to build an archive together. If you build your own archive, an attention to design is important. Simplicity and elegance is the key, as an event involving more than just 50 people can produce a lot of material. Navigating is the necessity. Speed of delivery and being able to refer back (i.e. link directly to a video or blog post) is vital. 

d) Augmented reality
The physical design of the classroom, seminar room, lecture room has changed little in the past 500+ years. However, the space of the room as a set of relations has changed dramatically in the last 20 years.




The physical space of teaching is now permeated by wireless signals that can be controlled by the teacher. Internet, intranet and more even more local networking such as Bluetooth and cloud applications such as Apple's Airdrop make it possible to link devices. This digital layer can be blended with the physical space, or used to extend it out into virtual environments. A classroom or event can have an equivalent site in a virtual world such as Second Life. However one should be wary of attempting to replicate over virtual and physical spaces: they should compliment each other. For this to happen an awareness of a 'grammar of space' is required. 

"However, we believe that turning the active conversations of communities into aggregated data (and thus turning publics into passive audiences) strips these groups of their agency and rejects their capacity for participation." - Spreadable Media: Creating Value and Meaning in a Networked Culture by Henry Jenkins, Sam Ford, Joshua Green




2. The ethics of crowd contributions, or, “Watch out, I am behind you!”


In November 2009 social media researcher danah boyd gave a presentation at the Web 2.0 Expo. The presentation "Streams of Content, Limited Attention: The Flow of Information through Social Media" was back-dropped by a large screen carrying a live Twitter feed:

 


 It soon became apparent that the Twitter feed was not with danah, she describes it;

I only learned about the Twitter feed shortly before my talk. I didn’t know whether or not it was filtered. I also didn’t get to see the talks by the previous speakers so I didn’t know anything about what was going up on the screen.

When I walked out on stage, I was also in for a new shock: the lights were painfully bright. The only person I could see in the “audience” was James Duncan Davidson who was taking photographs. Otherwise, it was complete white-out. Taken aback by this, my talk started out rough.
Now, normally, I get into a flow with my talks after about 2 minutes. The first two minutes are usually painfully rushed and have no rhythm as I work out my nerves, but then I start to flow. I’ve adjusted to this over the years by giving myself 2 minutes of fluff text to begin with, content that sets the stage but can be ignored. And then once I’m into a talk, I gel with the audience. But this assumes one critical thing: that I can see the audience. I’m used to audiences who are staring at their laptops, but I’m not used to being completely blinded.
Well, I started out rough, but I was also totally off-kilter. And then, within the first two minutes, I started hearing rumblings. And then laughter. The sounds were completely irrelevant to what I was saying and I was devastated. I immediately knew that I had lost the audience. Rather than getting into flow and becoming an entertainer, I retreated into myself. I basically decided to read the entire speech instead of deliver it. I counted for the time when I could get off stage. I was reading aloud while thinking all sorts of terrible thoughts about myself and my failures. I wasn’t even interested in my talk. All I wanted was to get it over with. I didn’t know what was going on but I kept hearing sounds that made it very clear that something was happening behind me that was the focus of everyone’s attention. The more people rumbled, the worse my headspace got and the worse my talk became. I fed on the response I got from the audience in the worst possible way. Rather than the audience pushing me to become a better speaker, it was pushing me to get worse. I hated the audience. I hated myself. I hated the situation. I wanted off. And so I talked through my talk, finishing greater than 2 minutes ahead of schedule because all I wanted was to be finished. And then I felt guilty so I made shit up for a whole minute and left the stage with 1 minute to spare.
A difficult situation. But one that offers reflection on how one should integrate real-time, shared social media into a live presentation. Positioning and the scale of screens should be considered carefully.


 
Notice in this image the presenter is not overshadowed by the multiple screens. Granulation is applied here. Asking the audience to move their attention between screens also engages them on a physical as well as a mental level.

Presenter should be consulted well before the event. That a presented is not involved in the design of the presentation is beyond all consideration.

Tweetchat on livetweeting at conferences issues include the nature of academia, privacy concerns, and intellectual property theft. For a extensive Tweetchat discussion on the ethics of live tweeting, see this Storify archive: #Twittergate: What are the ethics of Live Tweeting at Conferences?

Other issues from digital media documentation in live situations include the distribution of video online by audience members after the event, with the possibility of personal attack from trolls and opponents,

3. Designing an Event with Digital Infrastructure
Consider the audience and if they are willing to step over into being participants. How motivated are the presenters? Are the people taking part in event familiar with each other already? Can you harness existing linkages between them? Have you got enough time and motivation to work at building a community before the event? (I have tried this, it depends on the nature of the event; regular cyclical conferences are much easier than one off events, if the audience is somewhat homogenous, based on location, department, or discipline in can be easier). How many people are we talking about? Were are they physically distributed? What is the venue/s for the event?

The spaces you are going to be working with are important. One should first consider the purpose of using digital infrastructure in relation to the event - is it to increase dissemination? To create a document or record? Will their be a significant improvement in the quality of the event if digital infrastructure tools are used? Creating digital dimensions to an event DOES NOT SAVE TIME OR MONEY in and of itself! It does create in and of itself! It does create artifacts and connections and spaces and ideas. It can cut down on travel budgets, but it does not replace face-to-face interaction. Digital mediation can change the dynamics of a space. The presenter is no longer necessarily the center of the room. Topics can be multiple, synchronous and asynchronous, a deeper more stratified record can be created as a result of networked mediation at an event.

The duration of the event should be considered. After three days even the most dedicated tweeter is exhausted. The longer the event the more data will be generated as well. Material can be generated after the event and it can take considerable time for a complete archive to be up and running. Once again the use of digital infrastructure should be considered in light of the goals. The concept of the 'Long Tail' can be considered in relation to timing for events:

"Now, in a new era of networked consumers and digital everything, the economics of such distribution are changing radically as the Internet absorbs each industry it touches, becoming store, theater, and broadcaster at a fraction of the traditional cost" (Anderson, The Long Tail p8).

While the physical event itself may only last two days, it can be sustained in synchronous and asynchronous communication for weeks, even months. The book 'Smart Mobs: The Next Social Revolution' by Howard Rhinegold spawned a group website unexpectedly that has lasted more than a decade.

Media formats and 'reach' are the final points I would consider in setting up digital infrastructure for an event. Most online social platforms are available to all with a computer and a good Internet connection. Some virtual worlds can run heavy on CPUs and have a steep learning curve (In my experience it takes about three months of almost daily use for someone to be comfortable with socializing, communicating and inhabiting a virtual space). The perceived gravitas of social media (or lack thereof) may be worth considering if the topic of the event does not suit mass participation or sources or material have to be protected (I was asked not to tweet details recently at a presentation about undersea optic cables and web infrastructure - the presenter was trying to maintain her sources in the military and homeland security sectors). Finally, reach has to do with how far your event can be cast out from its location into space; in terms of dimensions and number of people. Having a well run backend (servers, websites, streaming channels, wireless, capacity for avatars on a virtual site etc) is essential. Technical support that can work directly with the front end users and actors (students, lecturers, theorists, researchers, performers etc.). Languages should also be considers, being based in Sweden, so much of my work is conducted in English - (I wish it could be Mandarin and Arabic and Spanish as well).

One of the great advantages of using virtual worlds is the presence of translation tools, such as these in Second Life. Maybe reach is not important and the event is to be confined to a specific group. This is then an important consideration, as once something is loose on the web, it is nigh on impossible to shut it down.

Archiving the Event (tagging streaming storing collating)
Every archive has to have an entry point and be searchable. Just making those two decisions is a major set of hurdles crossed. Most commercial sites on the web that host content will offer a interface and some form of search; even if it is the Google motor embedded into the frame. For the past decade I have been archiving my own material with 3 personal blogs, archive.org, the Free Music Archive, Soundcloud, Slideshare, Prezie, Academia.edu, a national registry of academic publications in Sweden (DIVA), YouTube, Flickr, Delicious, Scribd, LinkedIn and I now coordinate it all with a site called About.me. This is an archive of a sorts; it contains an entry point, it is searchable, and much of the material in it is tagged. Tagging is the key to managing material online.

The other important factor in building infrastructure for events is analytics. I use Google Analytics to keep track of who my audience is, what sort of attention I am getting online and why, where it is coming from, and what opportunities does it present for me. Not all attention online is good, if you have websites and other content online outside the domain of your institution you run the risk of being singled out in some way. You must always remain conscious of this; keep sites up to date, monitor comments and contributions, do not allow links to die or even worse, descriptions of people and events to fall out of date. Living on the web is not a nine to five occupation, as these two contrasting examples illustrate from Facebook (the first in Swedish but translatable with Google - although badly). First the Scandinavian supermarket chain Coop keeps control over a online protest about it stocking endangered Yellow Fin Tuna over a weekend, despite it stating it will not sell endangered fish species. In response to a photo being posted on Coop's Facebook site of the Yellow Fin for sale. Secondly, retail giant H&M, which apologized for its delay in removing a Facebook posting that spiraled out of control with nasty and disparaging comments. It took a month for  H&M to address the violent and threatening comments. Paying daily, (even hourly if something is active) attention is important to keep your online project on track when dealing with networked and social media. Other tracking tools are Foller.me, StatCounter and Extreme Tracking. Google is the best of these but your details are not your own and they are being shared

4. Identifying practical digital tools for using in event management (20+ Tools)


Twitter


Blogging


Quotation

Recording


Sharing and Backup


Community Audio Tools


Presentation Production

Broadcasting


Ustream (advertising)


Many More Digital Tools Available Here
(Note: I distinguish tools from platforms. A platform is a stand alone assemblage that can be used to create, project or mediate. A tool makes, changes or alters something else by acting upon it. A tool has an object. A platform creates subjects. Of course the two are not exclusive and the use of the tool, as Heidegger argues, creates its meaning and in turn results in subjectivities for users).


Case Studies
In presenting the following case studies my intention was to share the format of each, but also show something of my own development in using digital media and digital tools and platforms in staging events, teaching and keeping a record of the documentation. I made mistakes all along the way; learned things only after doing them. It is always a process in the digital. What is important is what you retain along the way. Do not be afraid to make mistakes, to experiment and to occasionally make a fool of yourself. The famous design agency IDEO has a motto; "Make mistakes early as it saves time later". Words to live by.


The presentation of seminars, speeches and lectures in virtual environments is not uncommon today. Many universities are investing in virtual worlds for teaching and learning. But in attending many presentations I have as often been disappointed as I have been inspired. Designing the seminar in the virtual space to ensure an experience for the presenter and the audience that leaves them feeling rewarded, rather than wondering why it was not just streamed over the net as a video, is not simple. Recognizing the affordances of the particular virtual world medium is a key element in designing the seminar around what it is that the presenter wants to convey. From this link I recount some of the ideas and problems that were met when a group of researchers, artists and technicians worked together on presenting a single seminar in simultaneous physical and virtual space.



HUMlab hosted a two and a half day symposium Media Places 2012: Infrastructure Space Media. It was a pleasure to be part of such a well organized and high standard colloquium in which some of the preeminent critics, theorists and practitioners in the fields related to media in space/place gathered. My role in the proceedings was to assist in documenting the exchanges, ideas and perspectives that emerged during the symposium. Part of this documentation was using Twitter. I tweeted as much as I could, but I was joined by many in what I consider to be a successful back-channel discussion. After two and half days I archived a total of 863 tweets tagged with #MediaPlaces2012 (I know – a long tag, I have learned) on Storify, one set for each day:
Day One
Day Two
Day Three
This same archive of tweets has now been visualized on TagsExplorer and spreadsheet by Kim Knight (Image above is from the TagExplorer site).




A collaborative blog for organizing and staging the Social Media Cultures project between Umeå University (Sweden) and the University of Wollongong (Australia). The project is based in HUMlab at Umeå University, a digital humanities computing lab and studio. Social Media Cultures was a three-day collaborative workshop between the University of Wollongong (Australia) and Umeå University (Sweden) on social media in research and learning in September2011. Seven guests researchers and teachers from University of Wollongong, as well as Deakin University in Australia attended the workshop. The workshop was an open forum for discussion around a number of themes related to social media. The goal of the workshop was to develop further research and teaching collaborations by showcasing the work going on in each university and finding common areas of expertize and interest. Umeå University, the Faculty of Arts and the University of Wollongong sponsored the workshop.
 Image of a student project in Second Life. Three dimensional space is used to connect images, objects, text documents, audio and visual materials.
4. Second Life films and exhibitions in HUMlab (Kulturanalys- och museologi studenter)
Culture Analysis and Museum Studies students in the Culture and Media department presented their work in the form of films and exhibitions made in Second Life, a persistent 3-D virtual online world in which users interact with each other via their graphical representations, or avatars. The significance of using Second Life is that the interaction in its world enables the relatively easy constitution of representational forms, such as films and gallery exhibits, which may be created by students and, in so doing, become learning tools in themselves. Indeed, the point of the exercise was precisely for students to give form to the theoretical ideas which they have learned in their course, such as stereotype formation, gender theory, relations of power etc. The result is not only a demonstrated deeper engagement and thought with theory but also an impressive outlet for creativity and graphic skills.
video
Machinima project, 'Another Love Story' (2010), which problematizes gender and sexual norms in a narrative created and produced by students and distributed online as well as shown to live audiences.


Yoshikaze is an artists' studio in Second Life, run by Goodwind Seiling aka Sachiko Hayashi with support from Humlab, Umeå University, Sweden. Its main activity is to provide a SL residency programme for SL artists ("Up-in-the-air" Residency). The residency is project based and can be applied to throughout the year. The artist is expected to give at least one presentation of the project at the end of the residency. The residency length is normally 1-3 months. The blog for the project is here and you can visit the (virtual) space here.


Short video of the presentation by artist Garrett Lynch following his residency at Yoshikaze.

6. Putting Machinima in (or out of) Cinema: A Roundtable on Films Made in Virtual Worlds
"I am excited by [machinima] essentially because it can be personalised - it should perhaps become like letter writing used to be - one to one in abundance - where everyone had his or her own handwriting. Don't put it in the cinema - you will kill it." - Peter Greenaway

Machinima - films created in game or virtual worlds - converges cinema, animation, video games, television, puppetry, performance, music video and social virtual worlds, among others. No other media form in history pulls off such a smorgasbord of media in its makeup, or so defies placement in the mediascape. The challenge is to locate machinima's hybridity, preferably (as Greenaway implores) without killing it, in the process re-visiting our definitions and conceptions of cinema and, indeed, the future of the moving image. Beginning with a short reel of a few machinima films, this roundtable seminar features three speakers who will discuss machinima as an emerging media form. Does machinima provide a new visual regime for the digital moving image? Or might it provide new answers to what cinema is - or will be - in its slippery dialectic between the real and the virtual?

7. Understanding Machinima: Essays on Filmmaking in Virtual Worlds (Bloomsbury 2013)
 

In what may be a new genre of academic machinima, we are introduced to the forthcoming collection of essays and interviews on machinima making, viewing and theorizing from Continuum Press; "Understanding Machinima: Essays on Filmmaking in Virtual Worlds" edited by Jenna Ng. The machinima explains the origins of the book project, outlines its underlying theoretical perspectives and gives some insight into why everyone interested in machinima should read it. As an unprecedented event in academic publishing, the collection is augmented with an dynamic online media collection that readers can access through QR-codes embedded in the text. While reading about machinima the reader can go to films, images, links and written texts that support the book chapters. 

Thank you for your interest and participation. The second workshop in this series will be on 22 February 2013, Friday, 9am – 12 noon at CRASSH, Cambridge. In that session we will be looking at 'The Knoweldge Economy' and some approaches to working in it as an academic.