Tag Archives: new media

Photo Glitch Art Book Is Mysterious And Beautiful

“The growing flow of digital culture depends on the hidden protocols of its underlying systems. To explore how interfacing shapes spectatorship online, this pioneering study pinpoints experiences of flow through the friction of photo-based glitch art by Phillip Stearns, Rosa Menkman, and Evan Meaney.

Glitch photo

Homing in on the viewer, these three cross-disciplinary case studies present and analyze material that is new to the art-historical context. In particular, they focus on how glitched artworks in online environments make viewers aware of their own activity within the flow, causing a break from the increasingly naturalized integration of system and individual.

Glitch ArtbookMysterious and Beautiful

When a glitch invites the viewer to try out different positions in relation to the system, a tactical spectatorship unfolds.” That’s the introduction text of Vandela Grundell’s  book Flow And Friction: On The Tactical Potential Of Interfacing With Glitch Art. In simpler terms, our modern online life utilizes smartphones and digital cameras to not only represent who we are, but to present to others ‘how’ we are.

It’s a culture of ‘identity sharing’ that we live in and we are spending more and more time at online sites and hangouts where our digital selves mingle as shared photos, text and videos. However, sometimes things do not go as planned. Perhaps a faulty internet connection wreaks havoc with an upload…or maybe a dying battery in your i-Phone confuses the CPU and errors are introduced into the system creating a digital mutation.

glitch font

In the early days of computer, during the great Cold War and its technologically dependent Space Race this was known as a ‘glitch’.

Flow and Friction is a fascinating celebration of the mystery and the beauty that sometimes arises from glitched systems. 238 pages. Recommended.  For the Silo, Jarrod Barker.

Supplemental: Moire pattern, John Glenn’s “glitch” , the History of the word “bug” when used in Computing.

Fortnite Is Wake-Up Call For Companies On Verge Of Video Game Ad Buy

Pong, Mario, Doom, The Sims, Minecraft and … Fortnite? The hallowed halls of video game history are packed with products that became a cultural phenomenon – and it’s looking like Fortnite will soon be able to stake such a claim. The co-op survival game that takes place in a “sandbox” universe recorded a record 3.4 million concurrent users in February 2018.  [ If you’re one of the 3.4 million and want to leave us a video comment or video of your Fortnite character please use our Video Uplink button at the end of this article.] The game, which is free to play, also allows users to purchase a semi-annual “Battle Pass” that runs less than $10 and provides access to additional items. This low-cost approach is apparently working, as reports show Epic Games earned nearly $300 million in April 2018 alone. Further, in-game “microtransactions” that allows players to use minimal amounts of real-world money for in-game goodies is helping add to Epic’s well, epic payday.

So, let’s recap: A game that’s free to play plus $10 usd occasional optional investment and microtransactions gives us hundreds of millions of dollars each month. You know what else makes that kind of money? Hollywood movies, major league sporting events and social media platforms – and those things are plastered with advertisements. According to Ken Wisnefski, CEO of digital marketing firm WebiMax, advertisers who want to get ahead of the coming eSports curve and start reaching gamers where they reside need to start paying attention to the preferences of this sector.

“Fortnite has really taken the world by storm. I think the new microtransaction process is a concept that shows how high volume and low cost can have a huge impact. It’s growth and notoriety is amazing,” said Wisnefski. “A few years ago, Pokemon Go was all the rage; I am curious to see if Fortnite continues to show this sort of traction.”

Want to make money through Fortnite? Here’s what Wisnefski has to tell companies on the verge of investing in video game ad buy.

‘Go’ along for the ride: According to Wisnefski, we haven’t seen a video game with such mass appeal since 2016’s “Pokemon Go,” which drew 10 million people to download the app in one week. An advertising analysis also notes that some businesses were given the opportunity to turn their stores into a “Pokestop” and, of course, increase foot traffic and hopefully sales as a result.

Shadow of a doubt: Still skeptical about sinking money into video game advertising efforts? Then take one look at “Ninja,” a 26-year-old Fortnite player who is reportedly raking in $500,000 per month for streaming his live game feed on the “Twitch” website. Wisnefski says it merely makes sense for relevant brands to jump on an opportunity to get their product in front of potential customers – namely as a “medium rectangle” or 15-second spot before one of Ninja’s streams.

Risk and Reward: Soft drink and snack food companies – we’re looking at you, Mountain Dew and Doritos – have for years pandered to gamers. As well they should, says Wisnefski, noting that some sectors are “very viable for this sort of opportunity.” If you’re a small to medium-sized company, however, guidance from a digital marketing company may be in order. “Big companies have the ability to absorb some losses to see larger gains; smaller companies can’t afford to take that sort of risk,” said Wisnefski.

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US Premiere of Small Wonders: The VR Experience At Metropolitan Museum Of Art

Walking through 500-year-old artOnce I put the VR headset and headphones on, it truly felt like I was transported to another world. You could walk through the levels of sculpture and detail in the bead, which was a frieze of heaven on top, purgatory in the middle, and hell below it. There were easily 20 fully carved objects – humans, demons, and animals – in the five centimeter bead, with multiple layers of objects on top of one another to create a three-dimensional image. I was astounded to be able to see, as close as I wanted to get, the bead in all its detail.”— Stefan Palios,betakit

The Canadian Film Centre’s Media Lab (CFC Media Lab), Seneca’s School of Creative Arts and Animation, and the Art Gallery of Ontario (AGO) are pleased to announce their groundbreaking virtual reality (VR) collaboration, Small Wonders: The VR Experience. It will screen for a special four-day limited-run as part of The Metropolitan Museum of Art’s new exhibition, Small Wonders: Gothic Boxwood Miniatures, February 22-27, 2017 at The Met Cloisters (99 Margaret Corbin Drive, Fort Tryon Park, New York, NY 10040).

From February 24 to 27 during public hours, visitors can don a VR headset and explore a 3D rendering of a miniature boxwood carving from the AGO’s collection. The experience is free with general admission, reservations required, and marks a significant first for The Met Cloisters—the integrated use of VR to enhance the exhibition experience.

The exhibition Small Wonders: Gothic Boxwood Miniatures, which runs through May 21st, brings together for the first time some 50 rare boxwood carvings from museums and private collections across Europe and North America. The exhibition offers new insight into the methods of production and cultural significance of these awe-inspiring works of art. Small enough to fit in the palm of the hand, these tiny masterpieces depict complex scenes with elegance and precision. Without fail, they inspire viewers to ask how a person could have possibly made them, a question that can only be answered today and a challenge perfect for VR technology.

“Much of the success of new VR will hinge upon the quality of experiences being created. Everyone is searching for that sublime encounter one can only have in VR. With the boxwood miniatures and their high-resolution scans, we have found the perfect, transcendent landscape to explore in this medium,” says Ana Serrano, Chief Digital Officer, CFC, and Producer, Small Wonders: The VR Experience.

The AGO, CFC Media Lab and Seneca’s School of Creative Arts and Animation partnered to create Small Wonders: The VR Experience. Using one of the AGO’s micro-computed topography (micro-CT) scans of the miniatures, the creative and technical team led by interactive artist and designer, Priam Givord, developed an experience specifically for the HTC Vive platform. Viewers can explore the intricate carvings of the prayer bead from various angles and in detail otherwise inaccessible to the human eye. The soundtrack, Treasures of Devotion: Spiritual Songs in Northern Europe 1500-1540, echoes the ambience of the wider show. The result: VR enriches the contemplative and immersive experience.

Barbara Drake Boehm, the Paul and Jill Ruddock Senior Curator for The Met Cloisters said: “At first glance, the VR experience might seem anomalous in the medieval ambiance of The Met Cloisters. But, thanks to the efforts of the CFC Media Lab, Seneca and the AGO, VR opens a portal through which our visitors can tumble into a tiny world, and sense the meditative power that these centuries-old works of art were intended to convey.”

Small Wonders: The VR Experience was created by Lisa Ellis, Conservator of Sculpture and Decorative Arts (AGO); VR Creative and Technical Director Priam Givord (Interactive Artist/Designer); VR Producers Ana Serrano (CFC Media Lab) and Mark Jones (Seneca College); VR Technical Team Craig Alguire, Morgan Young (Quantum Capture) and Tyrone Melkitoy (Mobius Interactive); Composer/Vocalist Anne Azema, Artistic Director (The Boston Camerata); Narrator Gillian McIntyre; and Micro-CT Scanner Andrew Nelson, Associate Professor of Anthropology, Sustainable Archaeology (Western University).

The exhibition continues at The Met Cloisters through May 21, 2017, but the VR experience will only run during public hours, February 24–27. To learn more about the Small Wonders exhibition and to plan your visit, go to: http://www.metmuseum.org/exhibitions/listings/2017/small-wonders

At The Met Cloisters, Small Wonders: Gothic Boxwood Miniatures is made possible by the Michel David-Weill Fund. It was organized by the Art Gallery of Ontario, Toronto; The Metropolitan Museum of Art, New York; and the Rijksmuseum, Amsterdam.

Social Media

Canadian Film Centre (CFC)
@cfccreates.comfacebook.com/cfccreates CFC Media Lab (CFC Media Lab)
@cfcmedialabfacebook.com/cfcmedialab
Seneca College
@senecacommsfacebook.com/senecacollegeArt Gallery of Ontario (AGO)
@AGOTorontofacebook.com/AGOToronto

The Metropolitan Museum of Art
@metmuseum | facebook.com/metmuseum

About CFC

The Canadian Film Centre (CFC) is a charitable organization whose mission is to invest in and inspire the next generation of world-class Canadian content creators and entrepreneurs in the screen-based entertainment industry. A significant economic and cultural driver in Canada and beyond, CFC delivers a range of multi-disciplinary programs and initiatives in film, television, music, screen acting, and digital media, which provides industry collaborations, strategic partnerships, and business and marketplace opportunities for talent and participants. For more information, visit  cfccreates.com.

About CFC Media Lab

The Canadian Film Centre’s Media Lab (CFC Media Lab) is an internationally acclaimed digital media think tank and award-winning production facility. It provides a unique research, training and production environment for digital media content developers and practitioners, as well as acceleration programs and services for digital entertainment start-ups and related SMEs. The Silo founder and Digital Editor Jarrod Barker and contributor Arthur Maughan are graduates and fellows of the CFC Media Lab. Program participants have emerged as leaders in the world of digital media, producing groundbreaking projects and innovative, sustainable companies for the digital and virtual age. CFC Media Lab is funded in part by the Federal Economic Development Agency for Southern Ontario. For more information, visit  cfccreates.com.

About Seneca

With campuses in Toronto, York Region and Peterborough, Seneca offers degrees, diplomas, certificates and graduate programs renowned for their quality and respected by employers. It is one of the largest comprehensive colleges in Canada, offering nearly 300 full-time, part-time and online programs. Combining the highest academic standards with work-integrated and applied learning, expert teaching faculty and the latest technology ensure Seneca graduates are career-ready. Find out more at  senecacollege.ca.

About AGO

With a collection of more than 90,000 works of art, the Art Gallery of Ontario is among the most distinguished art museums in North America. From the vast body of Group of Seven and signature Canadian works to the African art gallery, from the cutting-edge contemporary art to Peter Paul Rubens’s masterpiece The Massacre of The Innocents, the AGO offers an incredible art experience with each visit. In 2002, Ken Thomson’s generous gift of 2,000 remarkable works of Canadian and European art inspired Transformation AGO, an innovative architectural expansion by world-renowned architect Frank Gehry that in 2008 resulted in one of the most critically acclaimed architectural achievements in North America. Highlights include Galleria Italia, a gleaming showcase of wood and glass running the length of an entire city block, and the often-photographed spiral staircase, beckoning visitors to explore. The AGO has an active membership program offering great value, and the AGO’s Weston Family Learning Centre offers engaging art and creative programs for children, families, youth and adults. Visit ago.net to learn more.

About The Metropolitan Museum of Art

The Met presents over 5,000 years of art from around the world for everyone to experience and enjoy. The Museum lives in three iconic sites in New York City— The Met Fifth Avenue, The Met Breuer, and The Met Cloisters. Millions of people also take part in The Met experience online. Since it was founded in 1870, The Met has always aspired to be more than a treasury of rare and beautiful objects. Every day, art comes alive in the Museum’s galleries and through its exhibitions and events, revealing both new ideas and unexpected connections across time and across cultures.

The Met presents over 5,000 years of art from around the world for everyone to experience and enjoy. The Museum lives in three iconic sites in New York City— The Met Fifth Avenue, The Met Breuer, and The Met Cloisters. Millions of people also take part in The Met experience online. Since it was founded in 1870, The Met has always aspired to be more than a treasury of rare and beautiful objects. Every day, art comes alive in the Museum’s galleries and through its exhibitions and events, revealing both new ideas and unexpected connections across time and across cultures.

New TREADWATER Graphic Novel Will Have Augmented Reality Cover


Last year’s indie best-selling graphic novel set to release the next installment in the breakthrough series. The second novel features an augmented reality app and introduces the character of actor Chad L. Coleman.

When TREADWATER Vol. 1 was released in comic book stores in July 2015, it was just another self-published indie title among many others. At the end of the month, this was no longer the case.

When the sales figures came in a month after its debut, TREADWATER found itself on equal footing with the likes of The Walking Dead when they first started out. According to Diamond Comic Distributors TREADWATER managed to achieve 90% of Walking Dead’s sales, while outperforming other popular franchises like Dark Matter in their respective opening months.

Explore the TREADWATER Interactive PDF…click here.

TREADWATER is best described as a dark and mature sci-fi action drama. It is a pre-apocalyptic story that takes place in a plausible dystopian future, where a global economic crisis splinters political alliances and plunges the world’s nations into crime and disorder. As the dual forces of anarchy and totalitarianism sweep over the world, six antiheroes are recruited into a privately funded special operative program in an attempt to keep the world from tearing itself apart.

treadwater part2 page previewPart of the ugly charm of TREADWATER lies within its ability to predict current events. The isolationist politics of the world’s leading nations, as exemplified by the rise of Trump in the US and BREXIT in the UK; the attempted coup in Turkey, along with its backlash in the form of a dictatorial powergrab; the increasing civil unrest in the US and the terrorist attacks in Europe – all these developments find their parallels in the world of TREADWATER.

Yet Morgan Rosenblum and Nat Prinzi, the creative minds behind the TREADWATER franchise, take no pride in the accuracy of their grim predictions. Their primary goal is to create an engaging and believable superhero story, which avoids the pitfalls of the genre, while staying true to its roots. This is why the story of Treadwater is driven by its larger-than-life, yet deeply imperfect characters, rather than merely a clever premise or unlikely plot twists.

The new installment of the graphic novel, TREADWATER Vol. 2, will be released in late 2016. Along with the novel, the TREADWATER team will debut its own augmented reality app for smartphones. When pointed at the comic book, the app will immerse the readers into the world of TREADWATER by bringing its characters to life in front of their eyes.

The AR app is not the first step that Rosenblum and Prinzi have taken in the direction of interactive storytelling. The TREADWATER franchise already consists of a motion comic, a video game and an interactive website, which lets its users “hack” into Treadwater’s secret database, allowing them to explore their coveted network.

The ability of the creative duo to inspire and impress their audience has led to the inclusion of TREADWATER Vol. 1 into the curriculum of West Aurora High School in IL. It is now being taught in their creative writing class alongside of Orson Welles.

The appeal of the TREADWATER franchise goes beyond high school students, as actor Chad L. Coleman has become a character and a partner in the TREADWATER franchise. Best known for his roles as Tyreese in The Walking Dead, Dennis “Cutty” Wise in The Wire and now Tobias Church in Arrow, Mr. Coleman’s character will see significant development in the second volume of the graphic novel. The new installment will also introduce the character of Holly Wolf, a celebrity cosplayer and 2015 Geek Fantasy Woman of the Year, who also joined the TREADWATER franchise as a supporting character.

Key Dates in 2016:

October 6-9: Come visit us at New York Comic Con. You’ll find us at booth 2314, where you’ll be able to interview the creators of TREADWATER, actor Chad L. Coleman and cosplayer Holly Wolf among others. You’ll also be able to experience the entirety of the TREADWATER franchise, including the Beta Version of our very own PS4 video game.

October 1-21: Special pre-order promo period for TREADWATER Vol 2. Each pre-order will come with a digital copy of the bestselling graphic novel TREADWATER Vol 1 to help the new readers get caught up to speed with the story. Additionally our readers will get a limited edition single issue, signed by its writers, creators and artist. Thirdly, they will also receive a digital collector’s edition of the “Treadwater Dossiers” Character Art Book.