The winning pitch from b.TWEEN 08. Thanks to all of you who voted for us by phone and on the web-site. Last night we had the privilege of talking about the project in front of Jimmy Choo at Leeds College of Art & Design.
hear your city like you’ve never heard it before
The winning pitch from b.TWEEN 08. Thanks to all of you who voted for us by phone and on the web-site. Last night we had the privilege of talking about the project in front of Jimmy Choo at Leeds College of Art & Design.
“While MySpace was not launched with bands in mind, they were welcomed. Indie-rock bands from the Los Angeles region began creating profiles, and local promoters used MySpace to advertise VIP passes for popular clubs. Intrigued, MySpace contacted local musicians to see how they could support them (T. Anderson, personal communication, September 28, 2006). Bands were not the sole source of MySpace growth, but the symbiotic relationship between bands and fans helped MySpace expand beyond former Friendster users. The bands-and-fans dynamic was mutually beneficial: Bands wanted to be able to contact fans, while fans desired attention from their favorite bands and used Friend connections to signal identity and affiliation.”
boyd, d. m., & Ellison, N. B. (2007). Social network sites: Definition, history, and scholarship. Journal of Computer-Mediated Communication, 13(1), article 11. http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html
I asked friend and master of improv Zoot Lynam to hit the streets with his accordion try out some of the ideas we have for how a live music performance and interview might feel. In advance of our pitch at the ICA in London on Tuesday the 10th June, Zoot headed round the corner from the ICA to record some live music and wisdom in front of one of the statues.
While this is only a rough test, we have some great footage to try to edit together into a working mScape to demo in the bar after our presentation. The audience at the ICA should be able to head out round the corner of the gallery to trigger the live performance.
As a taster, here’s an out-take and an admission from Zoot that he might not have written the song he’s performing.
Last month we had the chance to visit the creators of the mScape platform in the SWRDA and HP Lab supported Pervasive Media Studio. After a kick off from Katz Kiely, we had a day of demos and discussion, and got to hear a lot of tips and tricks to getting the most out of the technology.
It was great to get a technical overview from Richard Hull, Jo Reid, Tom Melamed and Ben Clayton and then go straight out with the iPaqs to try out the suggestions they made. We talked about ‘magic moments’ - where the mScape media and the location in which it is being viewed sync up perfectly - like the narrator talking about seagulls and then an actual seagull flying past. The mScape experience guidelines suggest that interviewing and creating content in the final location is a key element of fostering magic moments.
For us, a sense of place is central to the performances in our project. The musicians will choose the city spot and then talk about why the location is important to them as we walk towards it. The live performance recordings will blur the sounds of the surroundings from the bands and the listeners together. To heighten this effect we will be using binaural microphones (two microphones worn in the ears) to give people listening with headphones a real feeling of shared experience.
Blast Theory are well know for their participatory events that fuse satellite technology, the web, and humans running around with handheld devices in a giant game of fused virtual and reality chase. Anyone I’ve met who have been involved in their projects or witnessed the event in action have had raved reviews about how much fun can be had while operating within the hybrid realities and responding to the elasticity that occurs between the GPS rendered map/points and the hard copy… They’ve had a blast! One point I find admirable about their project is their argument and pursuit to ‘establish a cultural space on these devices’.
I recommend reading their “Can You See Me?” conceptual background, or even better, getting involved in one of their projects.
The BBC has launched a new Beta platform, Sound Index, that crawls through popular music sites and blogs ( Bebo, MySpace, Last.FM, iTunes, Google and YouTube ) capturing public info off of them about what people are listening to, watching, downloading, and logging on to. It does some math.. crunches the data and makes an index of the top 1000 tunes & artists placing them in order of their popularity. The Index is updated every 6 hours.
It works along the similar principle as Jonathan Harris’ and Sep Kamvar’s, We Feel Fine, which searches the internet every 20 minutes for people blogging about their feelings. And all pulled together in a very pretty way.
Wild Sanctuary boast that they “are home to the largest private archive of natural sound, anywhere!”. Their database features over 15,000 different species of animals, and entire soundscapes. I went to their KML layer for google maps and enjoyed listening to the Aberdare Salient waterhole in Kenya, recorded by Bernie Krause in 1983.
Some of my favourite examples of location-based gaming are almost direct mappings of classic games on to real-world locations. GPS Tron for example, takes the the virtual lightbike race of the original game and allows people to play out the game on real roads. Similarly Pac Manhattan overlays the pac-man
board on the city grid of New York and challenges a costumed pac-man to avoid equally real Blinky, Pinky, Inky, and Clyde ghosts.
However, by linking in more closely with everyday life and social interaction, locative games can take on a much more addictive longevity. A great example of this is the Tokyo based game Mogi launched back in 2003. It challenges players to hunt for digital items from around the city. They are awarded points for each item they locate with their GPS mobile phones, and bonuses for collecting entire sets (of pixel flowers for example).
The simple Mogi phone interface comes with a richer online environment where players can trade doubles of items, look at where other players are in the city and send them live tips.
Justin Hall’s article on the game includes a great quote from mobile social designer Amy Jo Kim which summarises for me what mobile games, and locative games in particular, should hope to be:
[Mogi] is a good example of a style of entertainment suited for mobile devices. It’s very casual, playable on your way somewhere. It nestles in your every day life, rather than requiring you to change your behavior.
For more info, Paul Baron has an early write-up of Mogi as well as a great overview of location-based gaming.
Underground and subcultural city maps can be hard to get right. When they fail, it is often from a lack of any real content. Sites like the Wooster Collective however show that when done well, street culture can play a strong part in city identity and urban narrative.
Invader is a street artist who has experimented with mapping his pixel mosaic works. His maps are quirky and stylish and act as great alternative guides to the cities he has ‘invaded’. He also plays with the idea of gaming. Not only is the majority of his art derived from early arcade pixel sprites but he also awards himself points for each work executed. And, looking at his maps, it’s tempting to join him in collecting points for spotting the graffiti pieces. For more info - Shepard Fairey (of Obey Giant fame) summaries Invader’s work well in his Swindle article.
Part of what Our Music, Our City hopes to be, is an alternative to the franchise StarMcMaps found in tourist information centres. A useful guide to the quirkier parts of town from people who know interesting things about their city.
We’ve been playing with several ideas of what the small-screen, location-specific music video experience should be like. In our initial pitch, I described Our Music, Our City as “SpecialTen meets 20202 meets FixMyStreet. Oh, and Do Go See“.
If you haven’t seen Special Ten before, it’s a DVD magazine with a strong feeling of energy and independence. It has a real sense of a curatorial art aesthetic and comes with limited edition prints and a large format printed booklet. The music videos, short films and interviews they seek out tend to have quite an underground feel. This is definitely an energy we’d like to capture in our band interviews.
Check out Special Ten’s interview of the Brazilian band Bonde Do Role for a good example of the style. Now imagine being back in that cafe to listen to what the band have to say - hopefully a real feeling of shared experience.