Feb/100
Taking the simple and making it sublime…
Because nothing encourages learning like actually doing, each student in HIST 389: the History of Animation is required to produce a short animation.
Now, a lot of students are probably going to want to do a zoetrope or another persistence-of-vision toy, because it seems like the most accessible, simple technique. There’s no software or camera concerns– it seems like something a kid could do:
But just because the basic principle is simple doesn’t mean that the application of the principle needs to be simplistic. The following film uses the basic zoetrope technology to create something really powerful and beautiful.
(Watch it in hi res for maximum effect.)
Animator Eric Dyer, of Baltimore, spent a period of time biking around the city of Copenhagen, shooting things he saw. He then took the images and built a series of zoetrope-type devices using them. Finally, he filmed the results.
Here’s what his set-up looked like:
I think the project is amazing, both just because it’s visually beautiful and moving, and because it is such a fascinating reinterpretation of an old technology. In the below interview he describes his next project as involving hand-painted objects designed on a computer and printed out using a 3-D printer, and finally animated using the zoetrope technique. It’s a fascinating idea that, if it’s executed as well as “The Copenhagen Cycles,” will likely be stunning to see.
Feb/100
Defining Digital Storytelling…
My Digital Storytelling class was asked to try to define “digital storytelling.” Below is my reply.
It seems to me like we’ve got one of those blind-men-and-an-elephant problems, here. I’ve been playing around with trying to come up with a working definition of “digital storytelling” for a couple days, now, and honestly, anything I can come up with is simultaneously:
- So broad as to be meaningless.
- Still far too restrictive.
This does not bode well for the prospect of coming up with anything that even resembles a “definitive answer” to the question of what “digital storytelling” is.
Which makes this class seem a bit amorphous.
The best I can come with is this: “Digital storytelling” is the use of digital (non-analog, usually computer-based) media to create (or suggest) a narrative (or set of narratives or narrative possibilities).
I could unpack that a little, but I’m afraid to do so too much, because the more you do, the more restrictive your definition becomes. So let me just sort of ramble about a couple of the implications of this.
The use of digital techniques alters older technologies by lowering barriers to use in both cost and necessity of technical skill. While techniques like sophisticated 3-d rendering are still prohibitively difficult for amateur users, digital photography, videography, sound recording, and image alteration have continued to get cheaper, faster, and easier. Looking at a the technological forces behind this, things like Moore’s Law, Rock’s Law, and Nielson’s Law all suggest that this pattern will continue. All things digital will continue to get faster, cheaper, easier, and better, as long as research and development continue.
Not only is this true with individual digitized media, but it is also true of the ability of computers to integrate various forms of media into a coherent whole. Digital technology continues to make it easier, faster, and cheaper to put together still and moving images, sounds, and written words, to combine them into new integrated wholes.
And just like the words and pictures of a comic strip, each of these elements gains something in combination with other elements– it’s a synergistic relationship. Looking at just the words or just the images of your average comic strip, you realize that either element is less meaningful when not interacting with the other. The whole is more than the sum of the parts. It’s the same thing with digital stories that incorporate multiple media.
While words, pictures, sound, and video are all clearly important building blocks for digital stories, it is important not to exclude the “natively digital” media that can be incorporated into digital storytelling projects– the two that spring immediately to mind are simulation and databases.
Both of these technologies present us with some of the most dramatic possibilities of digital storytelling: they do not necessarily follow– and indeed can be used to actively undermine– the traditional notions of narrativity we have from old media. Storytelling is no longer necessarily limited to a single beginning, middle, and end. Instead, creators have the ability to chart various paths that audiences can take, indeed– audiences are no longer limited to “passive” intake, but can actively guide their own user experience, taking the driver’s seat or even helping to build and extend the story itself.
Of course, audiences have never been particularly passive, and have always re-purposed, remixed, and reinterpreted the media they consume. The difference now is that we can construct stories that encourage or even force audiences to do just that. It can be built into the medium itself, now, rather than just being built into how humans consume stories.
Feb/100
Student Post(s) of the Week
Dr. Petrik, for whom I’m TAing History of Animation, has asked me to highlight a good student post each week, so that students who are having trouble might be able to look at some of the better examples and learn from them.
Unfortunately (or fortunately) this week, there’s too many to choose from. A rundown of just a few of the posts I enjoyed, thought were good, made me think, etc…
Amanda Cole’s post looking at “Who Framed Roger Rabbit” as an homage to the greats of early short-subject animation does a nice job of linking a work with its predecessors.
Ian Crawford’s post does a very nice job of looking at a nontraditional source– a promotional video from the Cartoon Network– and using that to look at a moment in the history of the business of cartoons.
Joe Gayk’s post tries to go past the specific and to ponder some of the reasons for animation’s popularity. While the example Joe uses is markedly contemporary, I think his model of animation’s excess as a release valve to urban stresses could be particularly interesting when applied to the first twenty or thirty years of animation’s history.
Carlyn Pocalyko gives an almost encyclopedic view of “Rock-a-Doodle,” a colossal flop that I have to admit I’d forgotten about entirely, historicizing it as a watershed moment– as the movie where we can see Don Bluth’s relevance slip through his fingers.
…That’s just a few, and there were several other really great examples this week. Good work, guys– keep it up!
Feb/100
Tell a story in five pictures…
In my Digital Storytelling class, we were asked to tell a story in five pictures, inspired by a Flickr community of educators trying to do just that.
Below is my attempt:
Jan/101
Interactivity and Digital Storytelling…
NB– this is primarily cannibalized from a post I made on the class blog of the Digital Storytelling class I’m currently taking. I like to keep my stuff all in one place, though.
I have to admit that, while many of the examples of “digital storytelling projects” that my classmates posted to the class blog were quite interesting and well-done, and some where quite thought-provoking and evocative, they felt a little… old media?
Basically, they were just low-budget, one-person documentary shorts.
One of the really fascinating things about new media technology, however, is the interactivity of it. If you use the internet in 2010, you are almost certainly not just a media consumer. You are a producer. The most successful sites on the internet– from Youtube to Facebook to Twitter to Google itself– are not content creators. They are frameworks that host user-generated content, sort it, make it manageable, encourage discovery. From the moment Tim Berners-Lee began to conceptualize the World Wide Web as something interlaced, hypertextual, navigated by users, the web has challenged models of passive viewership. The web is interactive. New media is interactive.
So where’s the interactivity in digital storytelling? Well, it seems to be coming. Though it is still pretty primitive in its application.
A sidebar of sorts:
Is it still storytelling if it’s interactive? If the author relinquishes some degree of control to the audience, is it still his or her story?
I would argue that it absolutely is. While a was a voracious and omnivorous reader as a child, one of my sisters’ and my favorite series of books was Bantam’s Choose Your Own Adventure series. Essentially bound hypertext, the book would take a forking narrative format, where the reader was, at key moments, presented with choices. The reader’s choices determined the outcome, but the author’s vision remained at the center. Forked stories could fork back into themselves at time– especially in a time-travel story.
While most video games are admittedly thin on narrative, some of the best follow a similar course– allowing player decisions to influence the chain of events within several forked narrative outcomes.
That digression over, I have to say, I haven’t found exactly what I was looking for. I haven’t found any single example that illustrates well how exciting this possibility is. But let me run through a couple examples– all imperfect in some way– that illustrate what kind of thinking I’m talking about. All of these take advantage of Youtube’s fairly recent annotation feature.
“B-Boy Joker” is very well-implemented, though it’s more of a game than a story. Even by game standards, there’s not much narrative: The Joker and Batman are having a dance battle. You have to match your opponent’s moves or he will defeat you. Not really a story at all. But the action is compelling, the use of annotations is highly effective, and the stop-motion animation is top-notch. One could imagine making a project that was more narrative along similar lines.
Similarly, “Youtube’s first weekly game show” Truth or Fail, is pretty lacking as a narrative, being more of a game. But while B-Boy Joker was more like a video game, Truth or Fail resembles a (highly eccentric) quiz show. Nevertheless, there is a beginning, middle, and end, and since many of us if not all of us are interested in the informative and pedagogical uses of digital storytelling, I thought it bore mentioning because it’s pretty easy to see how such a framework could be used educationally.
Finally, I found two more traditionally narrative interactive videos that unfortunately seem to be experiencing technical difficulties. Annnotations on some of the videos in these series seem to be broken, so clicking on the screen doesn’t always work. But go and check out The Time Machine: An Interactive Adventure and Choose Your Path: Find Sparta! and try to imagine them actually working.
At any rate, it seems obvious to me that interactivity is a pretty exciting possibility in digital storytelling. And that, unfortunately, we might not be quite there yet.






