Saturday, May 31, 2008

No Paris vacation would be complete without a







... New Media conference?

I'd like to say I came to Paris geeked out and ready for the seventh annual Web Flash Festival (May 23-25 at the Pompidou Center), but as it turns out, I stumbled on it by chance.  When I ambled out of the lobby looking for a toilet, I had no idea I would come face to face with what was, at its inception in 2002, the first French language conference of its kind.  The english language portion of the festival website describes it like this (I love poor translations): 

This national manifestation, opened to the entire french-speaking Europe, will be organized around the themes of creation and artistic diffusion on the Internet Media. Its particularity will be its special focus on interactive and animate content, which will turn it into a unique and exceptional event in France. 

The days of Minitel and its dirty chats are long, long gone.  Downstairs at the festival, the Web 2.0 vibe could not have been stronger.  On display in the basement lobby were a variety of collaborative flash projects and online multimedia works.  These included video-based pieces by artists like Eric Viennot and an interactive game that used Wii or Wii-like controllers (there was a bit of a wait to use it, so I wasn't able to get a good look).  There was also a row of tables topped with utterly beautiful iMacs ready for browsing.

Due to the fact I hadn't planned for the event, I didn't have time to stick around too long.  Luckily for me, the festival was free and open to the public, and I was able to catch half of a panel on internet games.  The four speakers came from different French studios: Ankama, which produces anime-styled MMORPGs, Globz, which turns out quick and quirky single-player games, Yamago, which often works with advertisers, and identi-fiction.com, which aspires to create an immersive, narrative gaming experience.  I got to hear from two of them: Alex Houdent of Globz and Yamago's representative, whose name I somehow failed to catch.  Houdent gave a presentation on different business models for online game studios.  I won't go into details here, as it was rather dry and seemed to me a summary of the options for-profit internet content creators are already familiar with (a subscriber model, pay-per-play, custom design for advertisers, etc.)  The Yamago presentation, on the other hand, shed more light on the state of flash games today.  The rep said that although the Yamago team has changed over the years and its technical approach to projects may have varied as a result, Yamago has continued to hang onto both its flash "roots" and the particular creative spirit seemingly native to flash itself.

He could have been speaking for everyone at the conference.  That aforementioned spirit was pronounced throughout -- playful, creative, interactive.  If anything can be said to reflect the nature of Web 2.0 as a whole, it is flash.

[all photos from my Canon]

I missed most of the exciting parts of the festival -- three days' worth of panels, a competition of various kinds of net-art, and a soiree -- but the little experience I had of it filled me with hope.  I am often pessimistic with regards to our digital future.  I foresee our lives controlled by advertisers (as if they're not already), our real-life human interactions mediated and cheapened by an omnipresent computer screen.  The festival reminded me, however, of the inspiration that so many people are drawing from new media and of the outpouring of artistic creations that have been produced as a result.  It also prompted me to reflect on how cozy the internet can make global interaction: if I want to relive the festival, I can just access the event website, no return flight to Paris required.  

With that understanding, of course, comes the realization that language can be as strong a barrier online as in real life.  Given that my french teeters on the line of basic fluency, my experience of the conference was limited as much by my language skills as by my packed travel itinerary.  Google translations just don't cut it.  I've decided that to become a better citizen of Web 2.0, I'd best be truly multilingual.

Anyway, if you're looking for a little inspiration, check out Montreal en 12 Lieux (Montreal in 12 Places).  The winner of the Web Flash Festival 2008 Grand Prix, mtl12 is a guide to Montreal like no other.  It is a multimedia project, parts of which aired on TV, that presents flash and film portraits of different spots in Montreal.  It crafts an image of the city that is both vivid and varied: the Montreal natives depicted range from the elderly clients of the Ritz Carlton to the steamy male strippers of Club 281.  I like mtl12 not only for its slick animation, but also for its short documentaries, which feature quirky Montreal residents.  These bits are brief but well done.  They inject a human touch often missing from internet media.  [For those who don't speak french: click the Ritz-Carlton link and then click "Visionner".  There are some segments with english speaking people.]

Here's an mtl12 video promo:


Tuesday, May 27, 2008

Finnish Mobile Tech, Courtesy of PRI


Check out this PRI story on how the Finns are using mobile technology to make their metro system more efficient.  Also, note how far ahead of the US they are in doing so -- not only does Helsinki have a system in place that allows passengers to check on waiting times, but the city's commuters have also been using their cell phones to purchase tickets for the past seven years.


This is yet another sign that cell phones really are becoming everything, morphing into personal computers, home theaters, credit cards, and now, travel assistants.

I haven't posted for a while because I've been busy and away -- finishing finals and then traveling around Paris.  Check back in a few days for:
> Notes on Web Flash Festival 2008, the first french-language conference on internet media and digital art.  I joined for part of an afternoon.
> An assortment of new-media-related, culturally-comparative observations.  Hopefully.

Saturday, May 10, 2008

SCVNGR: Digital Rubber Hits The Literal Road



Seth Priebatsch is pretty damn smart -- and I'm not just saying that because he's a Princeton Engineer.  This afternoon, with the help of computer programmers (and fellow Princeton frosh) Josh Budofsky and Val Karpov, Priebatsch launched the first-ever SCVNGR hunt.  SCVNGR hunt is a new kind of treasure hunt that combines the immediacy (and product promo potential) of mobile technology with the running, clue-solving, and team play of a traditional scavenger hunt.  There were over a hundred players -- Princeton students participating both alone and in teams -- who registered by texting to the designated SCVNGR short code.  They then received various clues urging them to go to specific locations on the Princeton campus and/or to send back a txt or picture (snapped on their phones, no less) containing the solution to a given clue.  Prizes included a Nintendo Wii, gift certificates, and, of course, a free hat.

SCVNGR (Priebatsch's startup, which hosted the SCVNGR hunt) is remarkable because it is representative of two New Media trends.  The first of these is a shift towards using mobile technology to link digital interaction to a specific location in order to foster more personal, face-to-face contact.  This trend has already been evinced by a few digital signage firms.  Among these is LocaModa, a Cambridge, MA company that provides the technology for people to interact on large screens in public places with their mobile phones (in February, they launched a giant digital word game called Jumbli on a screen in Times Square).  The second trend SCVNGR indicates is simply that of the rise of the "Digital Native" (i.e. those of us raised in an already-digital world).  Most notably, Priebatsch, Budofsky, and Karpov are not just digesting pre-existing digital content, but they are expanding platforms for new content as well.

SCVNGR gives me hope for the Digital Native.  The group's efforts seem to counteract the one thing that has always bothered me about "DNs" (and I am definitely one myself): DNs' very ease with and dependance on digital media makes them especially vulnerable to the tricks of advertisers and other profit-interested businesspeople of a slightly older generation.  This is because the web is a platform like no other for tracking personal data and launching complex adver-experiences.  Examples of this are product sponsored online advergames like the Coke Zero Game; info-snooping, advertiser-oriented apps like Facebook's Beacon; and the strange quasi-webseries / quasi-social-network quarterlife, which features plenty of product placement.  SCVNGR, however, is a sign that Digital Natives are gaining the ability to cater to each other and not just be catered to (and manipulated).  Granted, SCVNGR is for-profit, and Priebatsch is a shrewd businessman whose prior experience in the digital postcard business shows: after my 90 minutes of SCVNGR participation, I was rewarded with a coupon to a local ice cream shop.  All the same, the fact that a fellow DN is behind both the promo and the game makes me somewhat more comfortable  -- it's a sign that the process of creating digital content has been democratized.

I have no doubt that SCVNGR will be successful, though to what degree I can't predict.  SCVNGR, or at least its concept, has already seen approval: in February, Priebatsch won the TigerLaunch Business Plan Competition with his plans for the startup.  Using their new funding, Priebatsch, Budofsky, and Karpov are relocating SCVNGR to Philadelphia this summer and will have some new additions to the company.

There's no website yet, but check out the SCVNGR hunt event on facebook, and an article in the Daily Princetonian.

[UPDATE]: See SCVNGRhunt.com.

Thursday, May 1, 2008

Flickr: The World's New Alexandria?



(from The Year In Pictures -- see below)

What's so neat about content-accumulating sites like Flickr (in addition to their "zeitgeisty" style of collective expression, see last post) is that they are archives of cultural artifacts as much as they are a digital public square.  As we roll farther forward into the digital age, public digital archives by necessity move closer and closer in importance to their dusty, worm-eaten (and often privately/university owned) paper-and-vellum counterparts.  James Danziger over at The Year in Pictures used Flickr to examine the peculiar and more-widespread-than-you-might-expect phenomenon of people sleeping on trains.  (He then goes on to explore the cannon of train car photos -- great stuff.  There are some amazing and totally classic Walker Evans photos you should see if you haven't already.)