Hero Worship

TOSAT

August 28th, 2010

Man oh man it’s been a while. Really looking forward to beginning the school year, starting to teach a new class, and wrapping up my thesis. There’s a lot of exciting things planned for the next couple of months. In the meantime, here’s a quick piece I did for the Toronto Street Art takeover set up once again by our illustrious friends over at Public Ad Campaign (click the images for large versions)

The first and second are the final piece and its installation in a public bus shelter. The third is the initial sketch I painted it from. The piece itself is 67 x 47 inches and was done in acrylics. I need to paint more. You can see all the other amazing work from the project here: http://www.publicadcampaign.com/tosat/

Summer Research

July 11th, 2010

Currently I’m doing a summer workshop with several different groups of high school students on new media literacy- specifically I’m spending a great deal of time having them analyze a variety of online tools and platforms that they personally rely on. This process has brought to my attention some specifics regarding the issue of online youth empowerment.

Within the groups I’m working with at the moment, an interesting dichotomy has emerged between the platforms they accept and those they reject. For the platforms or tools that they reject, they either exhibit extreme skepticism of their utility and a fear of privacy issues. These hesitations do not come from the direct experience with the platforms themselves, but rather through a general sense of wider privacy debates taking place in the media, and a youth cultural stigma against online interaction.

For the platforms that they do choose to accept, they tend to have a sense of the practical utility. They however have a diminished, if not completely non-existent sense of the larger functionality of the platform, particularly on issues of automated personalization and data ownership.

I’m continuing my work with these students and additional groups throughout the summer and into the fall. Currently they are working on analytical projects, but gradually we will be moving in to more practical projects based work. My goal through these workshops is to continue evaluating this dichotomy of acceptance and rejection, and also conduct research to address a number of questions that have emerged.

First, what criteria determine which platforms are accepted and which are rejected? For example, students are often dependent on facebook but reject twitter completely. There are clearly some obvious reasons for this, but interestingly, I’ve found so far that their largest criticism of Twitter is that it is a network for “stalkers”, however they don’t apply this same criticism to facebook, which shares many similar features. Often students seem to feel more comfortable using networks in which the parameters for use are clearly and strictly defined. Platforms with a more open-ended approach are generally disregarded. This pattern coincides with a greater educational trend that my colleagues and I have been encountering, where students are increasingly uncomfortable receiving assignments that do not have explicitly defined objectives and guidelines.

Second, both as educators and media makers, how do we foster a more sophisticated understanding of online functionality in youth users who both rely heavily on these systems, but are unable to leverage them in ways that maximize their personal, professional and social footing?

How do we allow them to simultaneously be aware of some of the potential risks and disadvantages of these platforms, while still enabling them to take advantage of the opportunities and benefits they offer?  Overall, how do we simultaneously create technical platforms and educational systems that create a sense of personal agency?

Ada Lovelace Day Tribute

March 24th, 2010

For my Ada Lovelace Day Tribute this year, I would like to recognize Gabriella Coleman. Gabriella is a professor Department of Media, Culture, and Communication at NYU with a background in anthropology. She studies the unique cultures of hacking, programming and free software politics. I first had the pleasure of meeting Gabriella at the Open Video Conference in 2009, where she gave a remarkable lecture on the relationship between computer code and poetry. Since then, I have continued to follow her work eagerly. Her current research into the parallels between trolling culture and trickster mythology has been very influential in my own study of Internet communities. In my experience with digitally oriented academic study, Gabriella’s work by far represents some of the most interesting, critical and insightful work I have encountered.  Her perspective provides a critical counterpoint in a field often dominated by more qualitative analysis. She is also an all around awesome person. Her work and advice have been incredibly helpful to my personal work as  a digital artist.

P1060392

If you are not familiar with her work, check it out. It is well worth your time.

Ada Lovelace Day is an annual global celebration of women in technology and science. It is named after Ada Lovelace, who was arguably the world’s first computer programmer.  If you know of a woman working in this field  who you believe deserves recognition, (and I’m sure you do) write a blog post about her today!

First 50 Frames

March 15th, 2010

albeit a bit rough. Still need to do the tweens

Browser Keyframe Roughs from jennifer jacobs on Vimeo.

Keyframes + Composites

March 8th, 2010

The look of the animation is starting to come together. Video data has been gathered, key frames are almost complete Now the real work begins.

s6

s8

test2_compressed

s13

and a test video for the actual compositing:

Exploring Tests from jennifer jacobs on Vimeo.

Wandering Storyboards

February 28th, 2010

First few storyboards for network piece- see here for details. I’m trying to incorporate multiple videos and traditional animation together at once. No idea if it will work out or not.

s1

s2

s3

s4

Inks!

February 28th, 2010

Some roughs and inks of the comic, hot out of the oven.

page2_inked

page2

page3_inked
page3

Manikin

February 18th, 2010

Manikin reveals its internal structure through the user interaction. Manikin takes the form of a multi-user game that is set in a fictional city surrounded by a dome. In the city, players have the ability to interact with and manipulate the city’s inhabitants in two different modes, vector mode or developer mode. Each mode gives players a different perspective of the game and provides them with different options for interacting with the citizens of the city. The game play is organized around the same principles and rules that loosely define object-oriented programming. While experimenting with different strategies, players discover these rules and manipulate them in ways that allow shifts from centralized to decentralized systems. Players receive feedback in the form of game response.

Developer View
developer-view

Vector View
player-view

Hardware Setup
hardware_setup

9 HOURS LATER…

February 15th, 2010

I know i say this a lot but, illustrating comics is the most demanding thing I have ever tried to do. Hands down.

page1(2)

[digital/online/networked] wandering

February 8th, 2010

Statistical data indicate that in terms of numbers, American cities are in decline. Since 1950, the majority of metropolitan population growth, (around 90 percent) , occurred in the suburbs. Roughly two out of three Americans lived in the sprawl extending outward from cities (via the Washington Post). Many individuals who inhabit cities view this transition as a sign of a larger cultural deterioration.

citytaken from my plane seat AFTER the captain had asked us to switch off all of our electronic devices

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The cultural merits or limitations of suburban life aside, it is often asserted that one of the defining features of urban life is the regular potential for unpredictable and unintended interactions with a wide variety of strangers in a diverse set of environments. Jane Jacobs, in her book The Death and Life of Great American Cities discusses this in her theory of the “ballet of the sidewalk. She states:

[Sidewalks] bring people who do not know each other together in an intimate private social fashion and in most cases do not care to now each other in that fashion…yet if interesting, useful and significant contacts among the people of cities are confined to acquaintanceships suitable for private life, the city becomes stultified. Cities are full of people with whom a certain degree of contact is useful or enjoyable, but you do not want them in your hair- and they do not want you in theirs either.

The probabilistic contact that the sidewalk and other public spaces provide allows for a form of interaction that is by in large specific to centers of high urban density. Because of the frequency with which people in these environments encounter strangers, the majority of interactions are limited to temporary occurrences without lasting effect. Despite this, the potential for significant interactions that result in creative output for the individuals involved is much higher because of the rate of interaction itself. As Jacobs elaborates, the rate of meaningful interactions with a creative outcome is high enough in a city like New York, that it creates the perception of New York itself as a catalyst for creative processes and cultural development. If a creative outcome is a goal in spite of the apparent decline of urban environments like New York, the question becomes, what new spaces, virtual or physical, foster creative, spontaneous interactions?

people on a subway platformpeople on a subway platform

I propose that online,networked space has the saturation density and technical architecture necessary to facilitate a form of diverse, public interaction comparable to that found in a highly populated urban area. The current standard of online identity as anonymous increases the average individual’s willingness to engage in a communication framework with other people who are outside of their immediate community. In fact, some sites like 4chan and Chatroulette are predicated on this very idea. Despite the fact that these online spaces bring with them the cultural baggage of the Internet itself, they regularly facilitate developments that extend beyond the context of the sites they were generated in, and they defy the conventions of those sites in the process. Image macros developed on 4chan message boards have evolved into larger cultural Internet trends that reach astronomical distribution rates among online users, and are even referenced occasionally in offline culture. Whereas these occurrences are the exception rather than the norm, their persistent occurrence is a testament to the creative potential of certain forms of online networks in which spontaneous engagements take place.

The process through which these connections are made, discovered and reflected is the result of a form of semi-objective exploration. Research being done about communities like twitter, facebook and wikipedia demonstrate the emergence of a demographic of users who browse through these communities in a non-patterned, non-hierarchical fashion. Their objective is exploratory and abstract, and while there are connections between the media they view and individuals they associate with, the path they follow to access them is in many respects the digital equivalent of wandering. In her 2009 talk on social media use, media researcher Danah Boyd likens the exploration of the non-objective online user to Baudelaire’s concept of the flâneur (link), an individual who walks the city to understand it. These online users play a similar role as people who come to understand the space they inhabit by progressing through it without a determined purpose. Similarly, like the flâneur, their presence helps to shape the larger group behavior of the spaces they inhabit.

flowchart
hooray for flow charts! (click for enlarged version)

A project is currently in the works to study the parallels in public interaction between physical urban space and online network space. I intend to examine how the role of the individual unfolds in both of these situations. I specifically want to demonstrate any contrasts between risk and depth of connection, chaos and control mechanisms, security and surveillance, and levels of engagement. I will explore contrasts using time-based work created with a combination of animation (both traditional and generative) and video. The video will be taken of real physical urban environments and serve as the backdrop for an animation, which will define the individuals who engage in various forms of interaction.

The comparison between these two spaces will be achieved by viewing one in the visual language and mechanics of the other. In this case, the elements of the urban street network will be filtered through the structure of an online network. The differences between the way we actually experience these spaces and how they are conceived in the piece will be emphasized through massive and non-linear jumps in context- a practice that is naturally facilitated through the hyper-structure of the web, but realistically inconceivable in a physical environment where rules of linearity and travel time are explicit. The city will be treated as a database, and its elements will be organized in an indexed structure. The underlying narrative of the piece is of an uncertain search- a process of looking for something that the searcher has yet to define. The piece will trace the path of an individual as she travels through a fictional city on this search, documenting her encounters along the way. The points of interest along the journey and the interactions she has with other people will be familiar to an urban audience, but the way in which these points are referenced, displayed and changed will be in accordance with database and hyper-media architecture rather than the rules of physical space. Non-linear access, user variability, aggregation, and duplication will influence how the experiences of the individual are displayed.

stay tuned- Next week: Storyboards?!?