online video

Creators Project in San Francisco

Last weekend the Creator's Project garnered significant attention from national media.  From the mission statement on the website "The Creators Project is a global celebration of art and technology." and "The Creators Project is a new kind of arts and culture channel for a new kind of world."   As an intersection between art and tech it seems appropriate that the blog weigh in and take a look at what they did, how they did it, and the implications.  The Creator's Project has major sponsorship from Intel Corp and VICE with significant online free content focusing on mostly short form interview of Creator associated artists.  This Project offers similar promise to other ventures to offering culture and arts online to ideas such as On The Boards TV and Jacob's Pillow Virtual Pillow but is already operating on a much larger scale than either of these.

The Creators Project offers arts and culture online at a scale that is extraordinary for such a young institution.  The levels of participation on information sharing that is happening through their website looks unparalleled and should be looked towards as a model for successful integration of technology and the arts.   The Creators Project was started in May of 2010 by VICE and seems to have two major interfaces with the public.  There is a exhibit/show that has toured around the world each year and an expanding web presence that now counts video downloads in the millions.  The content is broken out into six different categories:  Music, Film, Art, Design, Gaming, and Fashion and has engaged with artists from all of these areas to provide content online and for the annual festival.  They will be rolling out content collected from the event last weekend (March 17-19, 2012) in the coming weeks.

Current content on the website is a mind blowing array of new directions taken by artists in each of the fields.  One of the standout artists at the event last weekend was a new work from visual multidisciplinary artist Chris Milk.  The installation called the Treachery of Sanctuary incorporated user interaction with digital transformation to look at elements of flight.  Visuals of this can be found here.

Anther fascinating example that was found on the Creator's Project website was the Electronic Shadow from France.  Electronic Shadow uses imaging technology and software to generate interactive 3D maps of people places and objects.  These images then can be used and manipulated in artistic fashions.  The implication for this technology would, for instance, be a game changing one for other art forms such as dance.

Exchange of ideas such as Creator's Project bring together the bleeding edge of Technology and the Arts and as such should be a point of engagement for institutions that are looking to modernize and include new audiences (and younger audiences).  The artists involved have obviously successfully engaged these audiences already and by following the lead of these success stories arts leaders at more conventional organizations can find hope in a new direction in reshaping structure and content to address the demands of a more complex world.

 

 

 

 

Performing Arts Legacies Online

Recently the Merce Cunningham Dance Company shut down following the death of Merce Cunningham.  The action taken by the founder are somewhat unique in the world of the arts and there have been observations of what this means.  Meanwhile the content of the Merce Cunningham Company, at least in part can still be found online through various video projects and the archive left by the company through the Living Legacy Plan and maintained by the Merce Cunningham Trust.  The continued availability of this content is carrying on the legacy in the true spirit of its founder who frequently wrote of the transitory nature of his performance and was a student of Buddhist philosophy.

Further performances have resided online for years through projects like On The Boards TV which is currently celebrating its two year anniversary with a sale of online content.  The content can be accessed through one time rental, purchase, and through subscription and is high quality, having been shot on 4-5 hi-definition cameras.  Through content providers like On The Boards TV  and do it yourself online venues such as YouTube and Vimeo the amount of online performing arts content has grown significantly.  Artists are gradually recognizing that real content online is critical for accessing new audiences and maximizing market penetration.

Innovation in the field of dance and theater can go deeper than this.   Critics have noticed a trend at fringe festivals of micro-performances and intimate theater.    While artists seem to be taking advantage of physical spaces for the time being, the possibilities for using digital spaces are increasing everyday.  The idea of doing live performances online has certainly received attention.  The growth of services such as Skype make interfacing virtually and therefore using these same services as a performance venue more likely every year.

 

SOPA and PIPA - Fighting online piracy or stopping innovation? Open source alternatives to common utilities.

This Wednesday, 1/18/2012, WikipediaReddit , and Boing Boing will go dark in protest of the Stop Online Piracy Act that is being considered in US House and the Protect Intellectual Property Act in the US Senate.  These protesters are asking for the US public to call or write to their elected officials regarding the proposed legislation.   Bloggers in this forum have taken a stance against limiting open source and net neutrality in the past and these two bills pose no less of a threat to the innovative culture that is open source.

Although there has been a healthy open source community for decades, legislation like SOPA or PIPA would exclude open source software opportunities to developers in the US if passed.  These bills would essentially lock down portions of the internet to users in the US by creating a federally kept blacklist of internet sites that internet service providers would in turn prevent from being served to their US customers.  This would prevent the US public from accessing the steady stream of free content from the open source community that has been continuously redefining the online world for decades.

Open source has been the frontier of technological innovation for decades and by passing this legislation the US Congress will simply ensure that the next Facebook, Google, or Amazon simply never get off the ground from US soil.  In celebration of Open Source a list has been compiled with some great open source alternatives to common commercial software packages that can be downloaded for free:

1)  OpenOffice:  Similar functionality to MS Suite with modules for word processing, spreadsheets, databases, presentation and drawing

2) Dia:  Produces charts and flowcharts like MS Visio.

3) WordPress and Joomla:  WYSIWYG web page builders that compare favorably with aspects of Adobe Dreamweaver.

4) paint.net:  An image editing program with much of the some of the same functionalityof Photoshop.

5) Pidgin:  A messaging aggregator, useful in communicating with all the disparate messaging programs out there.

*) Foxit:  A pdf reader that won't bog down your system and won't update every six hours like Adobe Acrobat does.

 

Is it time to adopt 3D?

Today 3D cameras that deliver a professional grade product can now be bought for as low as $1,500. Most new TVs sold today are 3D ready. Game consoles and playback devices are also 3D enabled.  Is 3D a fad or is it a trend?  We can only speculate, but the fact of the matter is that this technology is now becoming affordable for individual artists and arts organizations.  So is it time for you to start recording in 3D?  Here are some advantages and issues to consider before taking the leap.
Pros:

1)  Market penetration is reaching a critical mass.  3D enabled devices now dominate the market and are poised to become a standard feature of home entertainment. 2)  The cost of buying 3D enabled devices has gone down.  TVs, playback devices (game consoles, dvr devices, etc), and cameras are more affordable than ever. 3)  3D Tech is now making strides into mobile devices with Nintendo, Google, and Motorola notably making devices and content for 3D mobile. 4)  The tech offers solutions to art forms that heretofor were previously poorly served by older 2D imaging technology (aka dance and opera)

Cons:

1)  3D on film has been linked to nausea and headaches and even in video there have been questions about eye strain although these problems only seem to afflict a small portion of audience members.  Evidently the trick is to not focus on out of focus images on the screen if you suffer from these problems. 2)  It will be a couple more years before the majority of TV’s and Mobile devices can run 3D  content.  As with any technology there is only a point to which it will grow as people are reluctant to buy a 3D enabled HD TV (or playback device) a year after they shelled out for a new HD TV set. 3)  There is the possibility that another breakthrough will be made in imaging that will make current imaging technology obsolete.  For now, however, the long-term outlook seems to be favoring the current technology’s dominance for the next 6-8 years. 4) You still need those pesky glasses (for now at least).

One could argue that 3D still has a ways to go.  The cutting edge of the field however offers the potential for much much more spectacular devices.  Now that it is becoming fiscally accessible some artists and organizations have waded in and started experimenting but the potential remains largely untapped. Whatever happens, it will pay to keep a watch on this technology

10 Takeaways From the 2011 Emerging Practice Seminar

CultureLab, a partnership between an informal consortium of arts consultants and the Cultural Policy Center (CPC) at the University of Chicago, recently held an 'Emerging Practice Seminar' in April. The organization was formed to break down the silos of research, policy and practice, and create a new capacity and approach to tackling challenging issues. The topics at this year's seminar were:

  • Uses of technology in audience engagement
  • Revenue management and dynamic pricing

The seminar's website features all of the speakers' presentations (both videos and slides) and is an extremely helpful resource!

Here were my top 10 takeaways from the 'Use of Technology in Audience Engagement' portion of the seminar.

1. Embrace technological innovation, there's nothing to fear! Tim Roberts of ARTS Australia provided an introduction to the day's topics. Tim's introduction called attention to the unfortunate fact that any arts managers and organizations still view technology as something they are fighting against. He quoted NEA chairmen Rocco Landsman as saying "the arts are battling the technology invasion". Roberts argues that many also believed cable television to be the death of television and photography to be the death of painting and that technical innovation has not caused the death of an artform but has contributed to its spread and created new audiences.

Uses of Technology in Audience Engagement - Tim Roberts from Cultural Policy Center on Vimeo.

2. Engagement is an ongoing process: Technology is least effective when it's not used in a proper context of engagement. This process of engagement often begins prior to the audience coming through the doors. Likewise, the process shouldn't end after the performance or visit ends. Technology can help to provide context to a piece of art or performance, personalize the experience and even augment the experience. There are many options when it comes to sustaining a deeper level of audience engagement.

3. Layered Arts Experiences are cool! This type of technology has been extremely underutilized in the performing arts sector. Layered Arts Experiences offer audiences options for real-time assistance imperative during arts programs. They can come in the form of supertitles for opera and dance performances. The Columbus Symphony Orchestra had a device called the 'Concert Companion' which enabled patrons to read something about the piece they were hearing as they listened to the concert.

4. Museums continue to lead the way when it comes to adapting technology: Another common theme during the seminar was the overwhelming lack of technological innovation in performing arts organizations. Even though there were examples of organizations using layered arts experience tools and mobile interactions, it seemed as though they were few and far between and many had even stopped using these tools.

5. The verdict is still out on Tweet Seats: A 'Tweet Seat' is simply a seat reserved in a theater for Twitter users. Tweet Seats have many benefits, including: encouraging a younger audience demographic to get involved in the performance, having this demographic spread the word about the performance to their Twitter followers, and cutting down on distracting other audience members by blocking off a section for Twitter users. The question, however, remains whether or not people can truly become immersed in a performance if they are multi-tasking with other technological devices.

6. Mobile Interaction isn't just limited to QR Codes in Museums Ron Evans of Group of Minds had some great ideas about ways to engage audiences via mobile devices. Evans suggested placing a QR Code on tickets for previews of the show. Evans also suggested distributing digital keepsakes after shows. He also discussed the importance of using these mobile technologies in the proper context of audience engagement. Unfortunately, most technology has focused on the pre-performance and pre-sale with the sole intention of making the sale and increasing attendance. Engaging audiences should also involve increasing their understanding and appreciation of an artform. The 'during' and 'after' is just as important to leading people to the next experience.

Mobile Interaction: adding content and context - Ron Evans from Cultural Policy Center on Vimeo.

7. Location Based Servies has a long way to go: Devon Smith presented the findings of a research study she conducted on arts organizations using location based services. Location Based Service is simply a service that uses the geographical position of a mobile device (Foursquare, Yelp, Google Maps). Applications like Foursquare can be useful in providing real-time analytics on the demographic of those who are "checking in" to a venue. Smith's study found that only 36% of the 76 nonprofit theatres she tracked, had properly claimed their venues on Foursquare, yet 97% of the venues had a mayor. Even though claimed venues had 3% more activity, the real-time analytic information could be very useful to any organization.

8. Blogging Isn't Dead!: Thomas Wickell of Malmo Opera shared one of the most interesting case studies of the day. Wickell emphasized the importance of viewing the stage from the audience's perspective as opposed to looking out at the audience from the stage. With this key distinction in mind, Wickell and his team found that the audience they wanted to attract was not responsive to traditional channels of advertisement (newspapers, television, etc). Since most of their target audience were highly engaged online, the team created a blog that was centered around the life of a character in an upcoming opera. The blog became so popular, at one point in time, traffic to the blog surpassed that of the company's main website! The staff even invited readers to a ceremony for the character (since she does not survive) and over 100 people came to pay tribute to her life. The blog can still be found here!

9. Technological Innovation Often Requires a Culture Change Within an Organization : Linda Garrison and Thomas Weitz at Steppenwolf Theatre gave an overview of helpful practices for creating video content. An important theme during this presentation was the importance of finding allies when seeking to implement any changes. Whether designing a new video campaign or placing QR codes on marketing material, implementing new technology can often mean a culture change within an organization. Finding out who your champions, advocates and contributors are beforehand can make a world of difference when proposing any sort of change. It's also well worth your time to watch the Steppenwolf videos here.

10. Know Your Target! The Steppenwolf and Malmo case studies highlighted the importance of understanding who the target audience is prior to implementing any of the strategies and tools listed above. Steppenwolf researched and found their audience tended to be highly educated, comfortable with direct marketing and confined to a very specific geographic location. As a result, Steppenwolf decided that an online video campaign could be effective in engaging their audience. The Malmo Opera worked backward and began by envisioning what type of audience they wanted to attract. Either way, this process is extremely effective when the target audience is clearly defined.

Aluminum Foil Stage Curtains & Other Oddities

While cruising the net, trying to find the latest and greatest when it comes to arts management and technology, I tend to run across some pretty strange things. They often don't fit into the realm of the arts management focus of our blog, but dang it, they're just too awesome to keep to myself: I

The most stunning stage curtain, ever.

Artist Pae White has created for the Oslo Opera House what could arguably be the craziest main stage curtain to ever grace a stage. White scanned a piece of crumpled aluminum foil and then used a computer aided loom to weave the curtain out of different colors of cotton, wool and polyester. When standing up close, one can see the individual threads, but stand even just a few feet back and well.....well, just look at the picture below:

Image via www.feelguide.com

I went to Barcelona, and all I got was this crappy mini replica of myself.

BlablabLAB's Be Your Own Souvenir is a far cry from some of the cheap junk that you'll find at most souvenir shops. The group hacked a few Kinects, and with the aid of a 3-D printer, gave tourists on Barcelona's La Rambla Street the chance to scan themselves and create their own miniture statuettes. Check out the video below to see some of the results:

I

Theater? We don't need no stinkin' theater!

Ok ok, I'm sure that was not the sentiment that Urbanscreen had when they set out to make WHAT IS UP?, a virtual site-specific theater piece. The piece is a pre-recorded performance, projected onto the wall of a typical dutch dwelling house in Enschede, Netherland. What makes this a projection a site specific piece, also called Lumentecture, is that the projection perfectly lines up with the architecture of the building. Using this technique, Urbanscreen creates an optical illusion of the building's walls giving way to a hidden theater within. Watch the trailer below to get the full effect:

Arts and Technology Round-up: Museums and the Web Edition

Happy Friday everyone! For this arts and technology round-up we decided to try and hone in on a few of the awesome projects that we saw at the Museums and the Web conference last week. Up first are our picks of some of the best and most innovative projects. After that, the winners of the Best of the Web 2011 awards from the conference.

Technology In The Arts Picks

Zooniverse - This group marries together the researching needs of the scientific/historical communities and the power of crowdsourcing. By creating a series of interactive web portals, Zooniverse creates communities of "Citizen Scientists".

PhilaHistory - Philly based GIS firm Azavea worked with the City of Philadelphia to create a platform for linking historical photos of the city to their real world locations using geo-location and augmented reality.

One To One with the Artist: Ai Weiwei - A simple idea with a great effect, this project from the Tate allowed museum visitors to record and upload a video in the gallery and have a video dialogue with the artist Ai Weiwei.

The WALL - The Museum of Copenhagen's giant multi-touch multimedia screen installed in one of the central squares of Copenhagen.

ARTfinder - A new recommendation engine for artwork, this site works very much like Last.fm, taking your current interests and using them to introduce you to new works.

The Collective - Sounding a little bit like a bad 50's sci-fi flick, The Collective is the Denver Art Museum's interactive website/online programming space and a new way of connecting and bringing in the Denver community.

MoMA Learn - An extremely in-depth arts education web portal, the Museum of Modern Art's education department went all out on this one.

ARtours - The Stedelijk Museum's innovative augmented reality program.

The Best of the Web 2011

Education & Best Overall: The ACMI Generator

Mobile: The AB EX NY iPad app

Innovative: Nationnaal Historisch Museum / Museum of National History

Museum Professional & People's Choice: Smithsonian Web and New Media Strategy Wiki

Long-Lived: Exploratorium.org

Research/Online Collection: Portable Antiquities Scheme

Audio/Visual/Podcast: Access All Areas podcast

Project by a Small Institution: ASI: Archaeology Scene Investigations in North County Louth



The Coming of the Mininar! (Mini + Webinar)

Technology in the Arts is proud to announce that we are starting a series of "mini-nars", short videos that tell you not only the basics on new tech trends, but also how to actually implement them yourself! Hear more about mini-nars here:

Mininar Preview from Technology in the Arts on Vimeo.

The first mini-nar will be released soon with info on what the heck a QR code is, how to make one, and how to track one. With screenshots! And costumes. Get excited.

We are looking for ideas for future mini-nars! If you have an idea for a subject that we could cover in about 5-10 minutes, please comment below or suggest one any time via Facebook or Twitter.

Fill in the ________: A New, Social Entertainment Website

myspace-logo-225MySpace, the original social networking site, has relaunched and re-branded itself as My_______ ,the world's first “Social entertainment” website.  The purpose of the website has shifted from a social networking site motivated by the slogan “a place for friends” to a site intent on “becoming the leading entertainment destination that is socially powered by the passions of fans and curators.” Essentially, the new My_______ focuses less on people and more on media and digital content sharing. The sleek new site combines the most popular features of Facebook, Twitter, Foursquare, and Youtube into a single media focused platform. Users can now follow artists and organizations on topic pages, similar to Facebook fan pages, while receiving real time updates on the music, videos and content being heard, viewed, or uploaded by them (very reminiscent of Twitter).

In this way, members will be able to see what music their favorite opera company is listening to as well as what they are posting. Users will be shown the media that their friends are consuming, not just the media that their friends and topics are posting. It opens a new opportunity for media recommendations, community building, viral marketing, and content sharing.

These updates appear on the new homepage now referred to as the dashboard which can be viewed in three modes: list, grid, or full screen.

The list mode looks almost exactly like a Facebook news feed.  The grid view integrates watchable videos, playable songs, pictures, and micro-blogs in a chronological collage of media tiles, and the full screen mode allows users to experience their media updates in an interface similar to iTunes coverflow.

Picture 3

My_______ has combined multiple features from across the web  that have never been offered in tandem before - creating a unique media viewing and sharing experience.  Some of the other new features include: interactive games, karaoke (Opera?), free music playlists creation (competing with Pandora?), and media trending.

The new interface and combination of features could prove very useful to cultural institutions and arts managers if the user base is willing to readopt a floundering platform.

The largest obstacle for the new My______ is the old MySpace.  The relaunch comes after one of the worst years in the company's history.  MySpace lost 50% of its user base between 2009 and 2010, a critical hit for the organization and a terrible loss for its functional use as a communications tool and social network.  The new My________ is much more in line with Internet usage interests and behaviors of Millenials, but it is not yet clear if they will return to the site.

Connect with FacebookIn order to make the transition smoother and help regain customers, My______ has paired with Facebook to create what they are calling a mashup, in which My_______ takes all of a user’s profile information, friends, and likes from Facebook and imports them into a My_______ page; making the process of setting up a new functioning account much quicker and helping users grasp the changes and full functionality of the site much faster.  This partnership bodes well for My_______ and provides a clear focus away from social networking and onto new media and digital content sharing.

For arts organizations and non-profits that are currently tweeting links to content on Twitter, uploading videos to YouTube, and sharing pictures and events on Facebook, the new My_______ offers a single platform that will combine all three. A one-stop shop for all of your social entertainment and digital media needs. The ability for pictures and videos to appear directly in a news feed like Twitter but with a usable interface like Facebook is very desirable and something that I believe has huge potential.  Pairing the interface with the content and media focus allows for a more streamlined experience that is not diluted by the social aspect of Facebook and Twitter.  The New My_______ is definitely trying to steer away from content that does not surround music, media or artists in some way.

The ability to create opera karaoke, post audio excerpts from a concert, or share video from a stage production or event that are instantly previewable and clickable in a media focused feed that is more graphic than Twitter, less convoluted than a YouTube subscription, and easier to deliver than Facebook is very enticing.  If users begin to adopt the new My_______, it seems only natural for organizations to follow. Only time will tell if this snazzy new facelift will take off, but the potential is definitely real.

NAMP 2010 - Day Three - Chip Conley and Providing the Peak Arts Experience

To conclude the 2010 National Arts Marketing Project Conference, Chip Conley delivered an inspired closing plenary to encourage arts organizations to provide "peak" experiences based upon their audience's hierarchy of needs. Conley is the author of Peak: How Great Companies Get Their Mojo from Maslow, an arts lover, as as the founder and CEO of the Joie de Vivre Hospitality. In his address, Conley shares his unique prescription for success based upon Maslow's classic Hierarchy of Needs. Conley illustrates how audiences are ultimately motivated by peak experiences and discusses how arts organizations can give those experiences to their audiences. Americans for the Arts streamed Conley's presentation live via Livestream. The recorded version is embedded below. (Skip to the 16 minute point to get to Conley's presentation.)

NAMP 2010 - Day Two - Recap Discussions

David, Corwin and Amelia report out on Day Two of the 2010 National Arts Marketing Project Conference. Items discussed: disembodied panelists, Vimeo analytics, the Audience Engagement Platform, the value of quantifying intrinsic impact, and more.

NAMP 2010 - Day One - Recap Discussions

David, Corwin and Amelia report out on Day One of the 2010 National Arts Marketing Project Conference. Items discussed: keynote by Chip Heath, breakout sessions (pros and cons), designing conferences for people with varied experience levels, social media rock stars, and more.

On the Way to San Jose & NAMP 2010

namp-2010Corwin, Amelia and I are heading out to San Jose for the National Arts Marketing Project (NAMP) Conference this weekend. In addition to presenting a panel on using performance video to motivate audiences and leading roundtables on Twitter and search engine optimization (SEO), we will be interviewing various presenters and arts marketing superstars for upcoming podcast episodes.

We will also be chatting with conference attendees to find out what useful information and experiences they will be acting upon when they go home.

If there are particular people whom you would like us to interview or particular questions you would like us to ask conference participants, then drop a note in the comments area below.

If you are on Twitter, you can read our thoughts about the conference by following TechInTheArts.  You can also follow the #NAMPC10 hashtag on Twitter to read the chats taking place during the conference.

Stay tuned for more from NAMP 2010 in San Jose!

Social Media Spotlight: The Guggenheim and YouTube Play

Welcome to the third installment of the Social Media Spotlight, our monthly feature focusing on arts organizations’ social media strategies.

This month’s spotlight is the Guggenheim Museum’s strategy with YouTube Play, the recently debuted biennial celebrating creative talent in the realm of online video. The response leading up to Youtube play was massive, with over 23,000 video submissions and over 46,000 subscribers to the YouTube Play channel. The channel, to date, has been viewed over 23 million times. 25 videos were selected by an esteemed jury and celebrated on October 21st with an event at the Guggenheim in New York that was live streamed worldwide.

I recently had a chance to chat with Associate Curator Hanne Mugaas about YouTube Play:

Where did the idea originate for the Guggenheim to team up with a social media site like YouTube?

The Guggenheim had already collaborated with Google on Design It: A Shelter Competition, where on the occasion of the exhibitions Frank Lloyd Wright: From Within Outward and Learning By Doing, the Guggenheim and Google SketchUp invited amateur and professional designers from around the world to submit a 3-D shelter for any location in the world using Google SketchUp and Google Earth. Ideas for new collaborations originated from this project, and a celebration of online video became the next step.

Instead of using their existing YouTube channel, the Guggenheim decided to create an entirely new channel for YouTube Play. What drove that decision? Did it have a positive effect on your original channel?

Since the project is a collaboration between YouTube and the Guggenheim, we wanted a channel for Play content exclusively. The fact that it is a biennial (the project will continue every second year) is another reason why we wanted a separate platform. The project has certainly had a positive effect on the Guggenheim YouTube channel, and it has made it possible for us to reach new audiences.

Since its creation last May, the YouTube Play channel has gained over 46,000 subscribers. How did the Guggenheim cultivate such a large number of fans?

The project is unique in its global scope, which has generated extensive interest. We got 23,358 submissions, which is unheard of in a traditional art context. The pairing of YouTube and Guggenheim made people curious about the outcome. Most importantly, the shortlist and the top 25 videos have a diverse range of high quality works; videos that make you want to spend time on and revisit the channel.

In addition to YouTube, the Guggenheim also has a major presence on other social networks and social media sites like Facebook, Myspace, Twitter, & Flickr. What roles did these other sites play in your social media strategy with YouTube Play? Did the fact that YouTube Play culminated with a specific event affect your overall social media strategy?

The social media sites were important in getting the word out, and to drive submissions. We also started a blog, The Take, which contextualizes the project through writing by art, film, and Internet experts. We did frequent YouTube Play updates on Facebook and Twitter to keep people informed about the progression of the project. These were certainly important tools for the event, especially to make people aware of the live stream, and the external projections on the Guggenheim building in New York.

Speaking of events, the Guggenheim took full advantage of YouTube's new streaming service to live stream the YouTube Play event from the Guggenheim Museum in New York City.  How was your experience with streaming video?

The live stream was a very important element given the global scope of the biennial; this way, anyone anywhere could watch the event live. It was a successful experience for us, and the feedback has been very good.

What advice would you give to other, smaller arts organizations that want to experiment with live streaming their own events?

Streaming video is a great way to make your content available to a global audience, either it’s an event, a panel or a talk. To watch a live stream is special, and as a cultural producer, it is a great asset to know that people around the globe are watching.

Thanks again to Hanne Mugaas and the Guggenheim Museum. Visit the YouTube Play channel to check out the 25 selected videos from the exhibition and view selected clips from the live streamed event.

Is your organization doing exciting work in social media? Leave us a comment and let us know. We may feature you in an upcoming spotlight!

Internet Revived the Music Video Star

MTV's Iconic Moon Man

MTV's Iconic Moon Man

On August 1, 1981, America was introduced to the cultural phenomenon of Music Television. The television network revolutionized the world of music programming and would forever change the landscape of the music industry. In addition to promoting music through traditional radio, live performances and albums, musicians began to utilize the medium of television to promote their singles. Independent and underground musicians also took advantage of this new technology by shooting lower budget videos to distribute on local cable access shows that were similar to MTV. The cultural innovation of music videos has since evolved along with the rest of the music industry. One of the most interesting trends is the advent of interactive music videos on the internet. An increasing number of artists and arts organizations have begun examining the ways in which they can engage and connect with potential audience members and fans online. The dynamic, fast-paced nature of smart phones, social media and other technology has prompted this shift to interactivity and collaboration.

Here's a look at three of the most innovative videos on the web.

1:Arcade Fire’s “The Wilderness Downtown”

One of the most ambitious projects comes from the indie rock band sensation, Arcade Fire. The band designed a video that uses Google Chrome, Google Maps and HTML5 standard to immerse users into a unique, interactive experience. The music video (designed to work best with the Google Chrome browser) prompts users to enter the street address of their childhood homes and creates a custom video based on images taken from Google Maps’ Street View of your childhood home.

Arcade Fire Screenshot

Arcade Fire Screenshot

Wilderness Downtown Screenshot

Director, Chris Milk (who just produced another collaborative video for Johnny Cash's final studio recording ), has also worked on videos for Kanye West and Gnarls Barkley and is at the forefront of this revolution in music video production.

For more behind-the-scenes information on the shoot, check out Creativity Online's  article.

2. Andy Grammer’s “Keep Your Head Up”

AndyGrammer1

AndyGrammer1

Choose Your Own Adventure...

A slight variation on this theme comes from pop artist, Andy Grammer. The video for Grammer's song 'Keep Your Head Up' is a real life example of a 'Choose Your Own Adventure' story and users can choose what actions they want Andy to take in the video. In November, the most popular choices will be compiled into one video  and the result will be uploaded to Vevo.

While shooting the video scenes for each choice did not require any specialized equipment,  the process of stringing the different choices today required some cutting edge technology. So cutting edge, in fact, that Grammer's label has taken an equity stake in the company that developed it, according to a recent Wall Street Journal article.

Watch (and interact) with the full video, here.

3. The Cold War Kids’ “I’ve Seen Enough”

ColdWarKids3

ColdWarKids3

'I've Seen Enough' was directed by Sam Jones, who also directed a documentary about the band, Wilco. The video, developed in Flash 10, was nicely compressed to cut down on loading times. The interactive bars at the top allow users to mix and match different styles of the same song, from reggae to acoustic. Users can also click on individual band members to mute or unmute them.

Interactive Videos and the Arts...

While some of the technology utilized in the above experiments can be classified as cutting edge, artists and arts organizations shouldn't be deterred from dabbling in creating their own interactive video experiments. One of the most popular ways musicians have interacted with fans is by streaming concerts, informal jam sessions and interviews online via Ustream. Once logged into Ustream, users can interact with the artist and other fans in real-time. Musicians have also encouraged fans to create slideshows set to their music and upload them to sites like YouTube and Vimeo. As open source software and user collaboration becomes more popular, there's no doubt that more and more artists will be producing this type of content.

Why the Arts Matter - Video Contest Winner

Earlier this year, Americans for the Arts launched an online video contest to encourage U.S. residents over the age of 13 to answer the question, "Why do the arts matter to you?" Congratulations to all of the winners!

Grand Prize Winner - Starting Artists, Inc.

Over 18 Winner - Student Advocates for the Arts

Under 18 Winner - Linzy Paige

Online Video: We All Want The Same Thing

This post also appears as part of the Arts Marketing Blog Salon hosted by Americans for the Arts.

weallwantthesamethingslideThe world of arts management is changing, as all industries are changing, with the proliferation of technology. Especially with the increasing popularity of online media, we as arts managers have had to reconsider the way we see our performances. Is online video footage merely a vessel for our product? Or is it, in fact, our product? Or, can it also be a means to an end?

Many see social media and its democratization of internet content as the tool that will restore relevance to the arts, which critics claim is no longer present.

In recent weeks, we’ve seen changes in the social media landscape that make the issues surrounding performance footage all the more relevant. Twitter is adding video embedding capability. YouTube will soon be able to handle streaming video for content partners. These are signals of a trend that is already in progress—a movement of online video footage becoming not only accepted, but commonplace. Like it or not, online video is here to stay.

It was for this reason that I assembled a panel of experts on the rise of streaming video, and its interaction with our union relationships to speak at the NAMP Conference this November. It will be an opportunity to talk about the challenges that we face, as an industry, when it comes to video footage.

As an employee of an arts service organization and an arts management student at Carnegie Mellon, I’m in a unique position to examine performance footage in social media. Instead of having a vested interest in what would be best financially for a given organization, I can look at what is best for the arts industry as a whole and where the industry stands on these issues.

Over the past year, I’ve been looking at intellectual property issues as they pertain to performance footage. This research will culminate in an upcoming white paper for the Center for Arts Management and Technology. I’ve talked to unions, I’ve talked to organizations, and I’ve talked to artists. It’s fascinating to listen to their positions and how they perceive “the other side.”

Artists sometimes view online distribution of performance footage as a sort of Pandora’s Box: releasing their performance footage means relinquishing control of it and monetization of the content. They see organizations as trying to take advantage of their skills, or reducing the value of their work. Although they understand that organizations are struggling, they are struggling, too.

Organizations, on the other hand, are struggling with the realities of the economic downturn, as well as a decrease in newspaper circulation and in the general effectiveness of advertising in traditional media. They see new media as a lifeline, and take it on in order to secure their organization’s future. Some perceive that artists don’t equate saving the organization with saving the artform and the artist’s own career. This assumption leaves them puzzled and unsure how to proceed.

Although these positions seem diametrically opposed, both artists and organizations have common interests. In choosing and chatting with my panelists, who come from all different disciplines and affiliations, it seemed like there might be some fundamental conflicts between them. However, during our first conference call, I was amazed at how willing we were to listen and how much we genuinely wanted to understand each other’s viewpoints.

More often than not, I’ve found that we are all striving for the same thing—increased attendance, our own ensured success, and in turn, a bright future for the arts in America—we sometimes just have different ways of going about it.

The Quick & Dirty: Making a Video -- Upcoming Webinar

Has the spark gone out of your relationship with your audience?

Thursday, September 2, 2010 2:00pm-3:30pm Eastern The Quick and Dirty: Making a Video Presenters: Amelia Northrup and Corwin Christie Register today for $25

Video technology is a cost-effective way to promote your work and engage your current (and potential) audience through channels that are widely accessed and have a broad reach. Arts organizations can effectively harness this technology to improve their visibility, attract new audiences, and find exciting ways to tell their story. This webinar will help you identify ways in which a video might best be used by your organization and discuss the tools you will need to physically produce and promote your video. In this 90 minute webinar, you will learn:

  • Strategies for using online video - identifying the message as well as your goals for using video.
  • How to produce online video content in an affordable manner - assessing the available hardware and software to identify the best tools to meet your needs.
  • Case studies and best practices - examples of arts organizations currently using online video to promote their work.

Presenters AmeliaNorthrupAs the Web & Social Media Assistant at the Center for Arts Management and Technology, Amelia Northrup writes for the Technology in the Arts blog and has been featured on numerous podcasts. She has worked on numerous social media and multimedia projects with Kansas City Repertory Theatre and Wolf Trap Opera Company. Amelia is currently researching a white paper about the legal issues involved in the use of video footage from performances.

CorwinChristie-96pxL. Corwin Christie graduated from Oberlin College before moving to Denver and founding a theatrical production company. Her work in development and marketing inspired her to attend Carnegie Mellon University's Arts Management graduate program. She recently worked as the Social Media Assistant at the Center for Arts Management and Technology, and is the current Marketing Director of Future Tenant Artspace in Pittsburgh.