Bad Robot Meets MIT Media Lab: In Conversation With JJ Abrams

JJ Abrams is responsible, directly or by influence, for some of the most compelling and engaging storytelling pop culture moments in the past few decades. Joi Ito is the Director of the MIT Media Lab home of some of the most extraordinary technological innovation. In this conversation, hosted at MIT, Ito and Abrams discuss creativity, creative accidents, production planning, adaptability and developing projects in secret. For more from Abrams, check out his TED talk on mystery

What Do Nic Cage, William Gibson, Doctor Who & Justin Bieber Have In Common?

They are amongst some of the topics covered by the very prolific and imaginative Idea Channel from PBS. It is time to catch up once again with all the talks we've missed so far, now they've gone to a weekly schedule, and ponder the unexpected perspectives they present, starting with the most recent: ​

If you've never seen a website, you are a liar! (You're on one right now.) Consciously or not, the first thing you notice when you visit a website is how the site LOOKS, which is controlled by the CSS Stylesheet. CSS is the fashion of the web- it makes sites pretty (or very very ugly). And as our lives migrate more and more onto the world wide web, our presence online becomes a central way to define and express ourselves. So before you lay out your outfit for tomorrow, take a look at your website and make sure you match!
 
At first glance, Pop Wunderkind Justin Bieber aka "The Biebs" and revolutionary 19th Century pianist and composer Franz Liszt don't seem to have anything in common. And while they might not have any musical or biographical similarities, they both have had a powerful psychological effect on their fans. Fits of hysteria, screaming, and fainting are all common traits of "Bieber Fever" & "Lisztomania." But why? What is it that will cause a person to be so tremendously moved by a performer, a piece of art, a cityscape or even, heck, light refracting off of bits of water in the sky? Watch the episode and find out!
 
There are some deeply ingrained stereotypes about Dungeons & Dragons, and those stereotypes usually begin and end with people shouting "NERD!!!" But the reality of the D&D universe is a whole lot more complex. Rather than being an escape from reality, D&D is actually a way to enhance some important real life skillz! It's a chance to learn problem solving, visualization, interaction, organization, people management... the list could go on and on. Plus, there are some very famous non-nerds who have declared an affinity for D&D, so best stop criticizing and join in if you want to be a successful at the game of life.
 
Dr. Who is one of the longest running TV shows on the BBC, and it's got a huge fandom surrounding it, called Whovians. And while it might not seem like, Whovianism, might just be RELIGION!!!!! Whovians, like other passionate fan cultures, create art & fan fiction and engage in a strong remix and cosplay culture. But it's more than that. Dr. Who provides a philosophy; a way of understanding the universe. Fans embrace this in ways that are similar to most world religions: a positive influence that changes their approach to daily life. Also, the Tardis makes a pretty great shrine!
 
Ah, the MP3, everyone's favorite friendly musical file format. But there's something you might not know about the Mp3 - it has a lot in common with the magical spell!!!! Both spells and music were born from a freely available folk culture, but are now sold as commercial goods. There are thousands of artists and witches trying to figure out how to make a living in an age where their products can be infinitely copied. And with commercialization, the morality and legality of sharing these once open cultural products has become quite complicated. How should we, as responsible consumers, handle this new digital age? Watch the episode and find out!
 
The U.S. economy may be in the dumps, but you can find solace in the fact that your Second Life avatar is living the life of the 1%. But what if the virtual economies of video games could be transferred to the real world? We're actually already seeing this in Diablo 3, where axes, swords, and other awesome gear have taken on real world value at the Diablo 3 Auction House. People are buying and selling them with real US dollar bills!!!!!! The idea that a collection of pixels can be sold for actual money might be confusing to some, as they are neither true "objects" you can hold nor "ideas" that can be considered intellectual property. But despite the lack of tangibility, real world economies have formed around these games and real world profits are being made.
 
Good old Facebook. With 955,000,000 worldwide users, it seems like just about everyone makes use of the social media giant to connect with friends, share photos, and update everyone they've ever met since grade school about their dinner plans. But what you may not realize is that Facebook's new timeline layout is enhancing the ability to construct our self identity by super-charging our memory. Philosophers have been arguing about the link between identity and memory since John Locke first proposed the idea in the 17th Century, but human memory has always been deeply flawed and limited. Now with Facebook's incredibly easy interface and ability to remember anything and everyone we want, people have a whole new way to understand their past and thus understand themselves!
 
If you're unfamiliar, Homestuck is a webcomic created Andrew Hussie that is over 5000 PAGES so far! And it's still not complete!! It has a strong cult following, even though it presents incredible challenges to its readers; including a giant cast of characters, huge walls of text, and animated flash games that you must beat in order to continue. In its own weird way, Homestuck is a lot like James Joyce's Ulysses, where only the strongest, most dedicated readers make it through to the end. Most people don't expect such expansive and daunting works to find a home on the internet, but Homestuck has done it, illustrating that its followers' time and effort may actually enhance rather than lessen their devotion.

 
The science fiction writer William Gibson has not only written some fantastic scifi novels, but in the process predicted the internet, Miku Hatsune, reality TV, and a crazy amount of other technological and societal developments that have come into being. His impressive rate of accuracy seems almost mystical. Sure, he's essentially just an entertainer, but he's got a better batting average than Nostradamus, who was actually TRYING to predict the future. We may not need oracles as much as we did in the past (what with science and all), but a look into the future can be exciting and an awesome preparation for what's to come.
 
Here on the internet, we love us some memes. But where do they come from? Yes we know, they are user generated. But to an internet layman, they seem to just appear, in HUGE quantities, ready for cultural consumption. Are they a sign of a "cultural singularity"? Memes follow rules and code, are varied, self-referential, and seem to multiply at an ever increasing rate. It may seem like science fiction, but we're close to a world where culture automatically and magically creates infinitely more culture.
 
No one would argue that Nicolas Cage is one of the greatest actors of his generation, and simultaneously a very bizarre human being. It's not just his acting ability that makes us love him, it's his total willingness to dive head first into ANY role, with no regard for the quality of the script. He seems to have mastered the trendy YOLO philosophy before it was cool. Even deeper than YOLO, he might more of a Taoist, finding harmony with the now, foregoing calculated planning and strategy. Either way, Nic Cage's wacky life choices feel sincere, attracting a massive amount of fans, some of whom even saw The Wicker Man.
 

The Creativity of Web Design, Indie Video Games and Fans

There has been much talk about support for public television this past week​ and so it is time to visit PBS Off Book once again to remind ourselves of the great work PBS Digital is doing. From indie video games, featuring many great games I've played and highly endorse, to the creation of websites and the powerful role of fans in shaping not only the niche cultures they passionately love but also society as a whole, these three mini documentaries showcase the best the studio is producing. 

​The video game industry is now bigger than Hollywood, with hundreds of millions of dollars spent developing these interactive experiences. But there are also small-scale developers working in the indie game realm, creating unique and experimental video games without the budgets of the larger "AAA" games. These indie game developers devote time, money, and take great risks in a quest to realize their creative vision. They deftly balance game mechanics & systems, sound & visuals, and an immersive storytelling experience to push the gaming medium into revolutionary new territory. Much like indie music or indie film, the indie gaming movement provides a creative outlet for game designers who want to work outside of the mainstream.

Featuring:

Jamin Warren, Kill Screen Magazine
​Zach Gage, creator of Spelltower
Darren Korb, audio designer of Bastion
Eddy Boxerman & Andy Nealen, creators of Osmos
Leigh Alexander, gaming journalist

Complete list of games featured.​

The explosion of the internet over the past 20 years has led to the development of one of the newest creative mediums: the website. Web designers have adapted through the technological developments of html, CSS, Flash, and JavaScript, and have mastered the balance between creativity and usability. Now with the advance of mobile, the greatest websites have taken user experience and responsive design to the next level, and continue our evolution from print to a digital world.

Featuring:

Jeffrey Zeldman
Jason Santa Maria
Whitney Hess 

Before the mass media, people actively engaged with culture through storytelling and expanding well-known tales. Modern fan culture connects to this historical tradition, and has become a force that challenges social norms and accepted behavior. Whether the issue is gender, sexuality, subversiveness, or even intellectual property law, fans participate in communities that allow them to think outside of what is possible in more mainstream scenarios. "Fannish" behavior has become its own grassroots way of altering our society and culture, and a means of actively experiencing one's own culture. In a sense, fans have changed from the faceless adoring masses, to people who are proud of their identity and are stretching the boundaries of what is considered "normal". 

Featuring:

Prof. Francesca Coppa, Muhlenberg College 
​Chris Menning, editor at Modern Primate
​Amanda Brennan, researcher at Know Your Meme 
​Dr. Whitney Phillips, lecturer at NYU
​Alexa Dacre, fan fiction writer
Naomi Novik, Organization for Transformative Works

Previously:

Antonio Ortiz

Antonio Ortiz has always been an autodidact with an eclectic array of interests. Fascinated with technology, advertising and culture he has forged a career that combines them all. In 1991 Antonio developed one of the very first websites to market the arts. It was text based, only available to computer scientists, and increased attendance to the Rutgers Arts Center where he had truly begun his professional career. Since then Antonio has been an early adopter and innovator merging technology and marketing with his passion for art, culture and entertainment. For a more in-depth look at those passions, visit SmarterCreativity.com.

The Art of Animation, Motion Graphics, Tech Gone Wrong & Why They Go Viral

PBS Off Book continues with another set of thought-provoking videos that take a look at animation, what happens when  you decide to make art when technology goes wrong and why those videos go viral. ​

Animation has been captivating audiences for more than a hundred years. From classic forms like hand drawn and stop-motion, to cutting-edge techniques like motion graphics and CGI, animation has a long history of creating style and poetry unachievable through live action filmmaking. It is a tool for educating, a place for experimentation and play, and a way of telling personal stories that reach the viewer with powerful visual metaphors. 

Featuring:
​John Canemaker
​Jesse Thomas, Jess3 
​Justin Cone
​Julia Pott 

Glitches are the frustrating byproduct of technology gone awry. Wildly scrambled images, frozen blue screens, and garbled sounds signify moments where we want to throw our expensive computer products out the window. Many artists and programmers, however, have embraced these crisis moments and discovered beauty in the glitch. By hacking familiar systems, they intentionally cause glitches, and manipulate them to create art. Enjoying the aesthetics of technological mistakes defies the notion that technology and entertainment has to be a seamless experience. Most importantly, glitch artists reveal a certain soulfulness that emerges when complex streams of information, visual media, and our own lives converge in the chaos of the glitch.

Featuring:
​Phillip Stearns 
​Scott Fitzgerald 
​Anton Marini 
​Daniel Temkin 

Additional artists featured: 
​Antonio Roberts and Jeff Donaldson
Gustavo Fajardo

"Viral Video" is the signature phenomenon of internet media. Something akin to pop songs, these videos with irresistible hooks have saturated video culture online and have now evolved into a multitude of sophisticated forms. Whether rooted in comedy, spectacle, schadenfreude, cuteness, politics, performance, or deep meaning, the idea of viral videos, and the huge audiences they generate, have forever changed the values and potential impact of video online. 

Featuring:
Jonah Peretti, Buzzfeed
Kevin Allocca, YouTube
Brad Kim, Know Your Meme
Dan Gurewitch, College Humor
Mark Douglas and Todd Womack, Key of Awesome
Michael Learmonth, Advertising Age
Casey Neistat

List of Featured Viral Videos

Antonio Ortiz

Antonio Ortiz has always been an autodidact with an eclectic array of interests. Fascinated with technology, advertising and culture he has forged a career that combines them all. In 1991 Antonio developed one of the very first websites to market the arts. It was text based, only available to computer scientists, and increased attendance to the Rutgers Arts Center where he had truly begun his professional career. Since then Antonio has been an early adopter and innovator merging technology and marketing with his passion for art, culture and entertainment. For a more in-depth look at those passions, visit SmarterCreativity.com.

Transmedia Hollywood 3: Rethinking Creative Relations [Panel Videos]

This year's Transmedia Hollywood examines the ways that transmedia approaches are forcing the media industry to reconsider old production logics and practices, paving the way for new kinds of creative output. Our hope is to capture these transitions by bringing together established players from mainstream media industries and independent producers trying new routes to the market. We also hope to bring a global perspective to the conversation, looking closely at the ways transmedia operates in a range of different creative economies and how these different imperatives result in different understandings of what transmedia can contribute to the storytelling process - for traditional Hollywood, the global media industries, and for all the independent media-makers who are taking up the challenge to reinvent traditional media-making for a "connected" audience of collaborators.

Welcome Address and Panel 1: Realigned Work Worlds: Hollywood/Silicon Valley/Madison Avenue

Once the dominant player in the content industry, Hollywood today is having to look as far away as Silicon Valley and Madison Avenue for collaborators in the 2.0 space.

Moderator: Denise Mann, UCLA

Panelists: 
Nick Childs, Executive Creative Director, Fleishman Hillard
Jennifer Holt, co-Director, Media Industries Project, UCSB
Lee Hunter, Global Head of Marketing, YouTube
Jordan Levin, CEO, Generate

Panel 2: Creative Economies: Commercial vs. State Based Models

In countries with strong state support for media production, alternative forms of transmedia are taking shape. How has transmedia fit within the effort of nation-states to promote and expand their creative economies?

Moderator: Laurie Baird, Strategic Consultant - Media and Entertainment at Georgia Tech Institute for People and Technology

Panelists:
Jesse Albert, Producer & Consultant in Film, Television, Digital Media, Live Events & Branded Content
Morgan Bouchet, Vice-President, Transmedia and Social Media, Content Division, Orange
Christy Dena, Director, Universe Creation 101
Sara DIamond, President, Ontario College of Art and Design University
Mauricio Mota, Chief Storytelling Officer, Co-founder of The Alchemists

Panel 3: Working on the Margins: Who Pays for Transformative Works of Art?

A new generation of media makers are taking art out of the rarefied world of crumbling art-house theaters, museums, and galleries and putting it back in the hands of the masses, creating immersive, interactive, and collaborative works of transmedia entertainment, made for and by the people who enjoy it most.

Moderator: Denise Mann, UCLA

Panelists:
Tara Tiger Brown, Freelance Interactive Producer/Product Manager
​Mike Farah, President of Production, Funny Or DIe
​Ted Hope, Producer/Partner/Founder, Double Hope Films
​Sheila C. Murphy, Associate Professor, University of Michigan

Panel 4: How Comics Fit into the Transmedia Ecology

By many accounts, the comics industry is failing. Yet, comics have never played a more central role in the entertainment industry, seeding more and more film and television franchises. What advantages does audience-tested content bring to other media? What do the producers owe to those die-hard fans as they translate comic book mythology to screen? And why have so many TV series expanded their narrative through graphic novels in recent years?

Moderator: Geoffrey Long, Lead Narrative Producer for the Narrative Design Team at Microsoft Studios

Panelists:
Katherine Keller, Culture Vultures Editrix at Sequential Tart
Joe LeFavi, Quixotic Transmedia
Mike Richardson, President, Dark Horse Comics
Mark Verheiden, Writer (Falling Skies, Heroes)
Mary Vogt, Costume Designer (Rise Of The Silver Surfer, Men In Black)

/Source

Antonio Ortiz

Antonio Ortiz has always been an autodidact with an eclectic array of interests. Fascinated with technology, advertising and culture he has forged a career that combines them all. In 1991 Antonio developed one of the very first websites to market the arts. It was text based, only available to computer scientists, and increased attendance to the Rutgers Arts Center where he had truly begun his professional career. Since then Antonio has been an early adopter and innovator merging technology and marketing with his passion for art, culture and entertainment. For a more in-depth look at those passions, visit SmarterCreativity.com.