Sunday, September 30, 2012

Entry 4

 9-20-12
RTF 344M Blog Prompt #4

Duck Hunt SNU feedback – Transition between game and reality is rough, clean it up and match frame, use audio. Re-time victory audio for hunters. Use game capture footage, introduce early. Ending should have video game dog laughing. Two players possible?
Thoughts – I agreed with pretty much all the feedback I got from this SNU. Audio is the trickiest part, but the rest is pretty easily done. I just have to watch it a few times to get a feel for when audio should be used. It's pretty important too; the only way the viewer will understand the point of the SNU is with audio. I also think I want to re-watch the hunters footage to see if there are any better takes. I don't think I'll find a Duck Hunt game with two players along, with or without good quality and steady camera, but I'll give it another look.

War Games SNU feedback – Add a beat at the end of the interview. Bring down the gamma to fix lighting issues. Audio out of sync? Bring up interview audio.
Thoughts – I didn't really think of any of these fixes so they are valuable pieces of feedback. Adding a beat at the end fixes the abrupt ending, and gamma fixes lighting. I didn't notice the audio being out of sync, but I can take a close look at it and see if it's true. The interview audio sounded low to me watching it on the projector, so I can pan that one up. Someone asked me how I got the shots to be steady if I shot on an iPhone. I said, “flat surface.” It seems so simple!

Korsakow is a neat tool, but it has it's limitations. While you have technological affordances in control over how the SNUs are shown, it really is just a presentational idea. The story comes from organization, and it unfolds through user interaction. But, by default, it isn't very different from just putting all the SNUs in a timeline and playing them back-to-back. And nothing new is coming from the footage itself; it's still a traditional scene. The good thing about Korsakow is that it provides interactivity without the stigma attached to modern video games (I often hear people think the learning curve of all the buttons turns them off to playing entirely). So this system is geared to a larger audience, but has a smaller following.

As we viewed the SNUs, my mind began to create the web already. I made connections between the individual pieces, not just one connection but several. I'm starting to think the best way to organize a Korsakow project would be to print out thumbnails of the SNUs and lay them out on a table. This way you can visualize the structure without having to keyword, play, keyword again, play again. I still want a 'three bins' structure that has some point to it as a project and not just as an assortment of clips loosely affiliated. If that's what I find my project turning out to be, I'll either have to blame myself or the clips. But the clips are pretty good, and by making associations early on, that's a sign that they will work well together. I just haven't figured out what the larger point is yet, or rather, how to convey that point. It is definitely harder than it seems, partly because the clips are static and I can't control them. Everything relies on structure.

Sunday, September 16, 2012

Entry 3

9 – 16 – 12
RTF 344M Blog Prompt #3


Production has been simpler than I thought. I had the idea to film the ducks out at the pond I live by, especially since they're supposed to be migrating soon. Originally I wanted to film someone else feeding the ducks, but instead I went for POV shots since I didn't have access to anyone at the time. The other half of this SNU is going to take some digging; I need to find good quality footage of a kid playing Duck Hunt, or even POV shots. I wish I still had my NES! Regardless, the juxtaposition of Duck Hunt and actual ducks could be powerful. What struck me the most while filming was when I saw the family of ducks, I didn't approach them or coax them with food. Even so, they walked up to me and greeted me like an old friend. It may be fun to shoot ducks in a virtual environment, but I'd have to be very hungry to shoot one of these little guys.
My second SNU filming will have to wait until my roommate gets back from drill later this evening; he's the one I'm interviewing about war games. I'm really curious as to why war games are fun to servicemen and women even with the reality being so present to them. I find some enjoyment in these games, but I feel like if I had actually been there then it wouldn't be fun anymore, or at least reality would put a damper on the experience. But he plays these games quite frequently, so maybe there's something I'm missing. How does he and other military trained people view war games, and what makes it appealing? How does reality and the virtual mesh? Are new opportunities presented in the virtual that chances your perception of reality, or the other way around?
Tacit knowledge is information that is imparted implicitly. For example: watching a K-film for the first time, you learn and understand clicking the previews continues the experience. It doesn't have a giant arrow pointed to the preview with directions. Tacit knowledge is either natural or easily figured out. Explicit knowledge is something directly told or shown, like the giant arrow. To put together a piece of furniture from the box, you must have the explicit instructions included with it. Tacit and explicit work very well together, but not as well separately.
A reflective practice is necessary to view your own work objectively. From an outsider perspective, you can fix your mistakes you might have missed from the design standpoint. Sometimes being too close to the details makes you fail to see the big picture. You have to watch your work and say “Okay, what would this be like if I had never seen it before? What bothers me? What message am I getting from this?” Of course, this is easier with another person, but most of the time you can't bother everyone with your work and you're alone.

Entry 2

9 – 9 – 12
RTF 344M Blog Prompt #2
I took an analytical view of the Korsakow project “The Way I Saw It” because of it's sorrowful rhetoric about working for a corporation feels like it strikes a common cord among corporation employees today. I've watched each SNU and have viewed the project in it's entirety. What I have found is that this project succeeds in presenting an overarching theme and non-linearity but fails in making a clear narrative arc.
The theme here is easy to determine; the project revolves around how corporations exercise their influence and control over their employees to achieve maximum efficiency and profit. Using training videos reveals the propaganda that a company may use to make their employees cooperate. Voice-over monologue does most of the interpretive work for the narrative while imagery takes on a support role by merely being Costco or Starbucks related B-roll in most cases. The hierarchy infrastructure insures everyone has power over 'something', and employees are rewarded more territory based on seniority in the Hierarchy SNUs. Rat race mentality is encouraged in the Profit and Checker SNUs where checkers compete for better performance numbers for bragging rights. Mission and Ideas SNUs exemplify the problems with top-down management when policy enforcement is different between the corporate and individual store levels while innovation is discouraged. Keaner, Lingo, and Family SNUs give the impression that the company tries hard to get the employees to be cooperative by indoctrinating them. 18-23 sec. and Taste SNUs highlight the arbitrary rules put forth by the company as the 'correct' way to do things whether or not they are always right. Buggies, ReBrand, and Trophy SNUs visit the rebellion of the employees and the resistance to the inception of corporate ideology. BUY, SELL, and WORK serve to illustrate the environment that the narrator is placed in; the pull of the corporation and the push of the consumer work to degrade the employee. Jim, Snap Shot, and Monkeys SNUs explore the relationship between employees and superiors where superiors are treated like royalty that spy on the performance of the workers to adhere to standards.
These SNUs together create a nice non-linear mesh of a theme, casting a wide net individual units where two or three are virtually different ideas fulfilling the same purpose. An average audience will not go through every single SNU, so the author intentionally used a scatter-shot method of delivery for his theme. In this way, an average user will get the gist of the depth of the project without needing to view every SNU. The connections between each SNU do not seem important; there are always three choices to move on (until you have exhausted all options) and they appear randomly. Narrative links between SNUs are completely interpreted by the participant due to this randomness and are not intentional bridges. My guess is that there is very little use of keywording in this project.
However, this random approach to non-linearity assures that there is no clear narrative arc to be experienced. The first SNU, the introduction to the narrator, can even be skipped over, killing that SNU for repeat and assuring that the participant will not even have a clear expository introduction to the project. The Quit SNU is the only pass at a project-wide narrative thread, but it is weakly supported by the random SNUs before it and often comes as an abrupt transition. I think this project could have benefited from a reorganization of SNU progression where the narrator's transition between happy employee to resentful prisoner was clustered in two halves. A participant should not progress to resentment without first experiencing the elation of the narrator, or else you lose the contrasting effect between the two. So, for example, SNUs like Keaner, Jim, Family, Lingo, BUY, and SELL are presented before SNUs like ReBrand, Trophy and Ideas, so that we get a chance to see the narrator going from excited to disenchanted, thus becoming a project-wide narrative arc. I feel that this opportunity is missed in the random approach that the author has taken.
SNUs in The Way I Saw It -
Coffee employee training video as intro.
Monologue on Costco and Starbucks, gives options even before the end of the intro
Keaner revisits archival, praises coffee. Narrator standing in front of store with uniform as frame gets larger. He talks about his Starbucks training and how at first he enjoyed it. He realized that the company imprinted ideals onto him.
Checker revisits archival, checker training video, checker competition. Narrator explaining the surveillance over checker performance and how employees would compete.
BUY forms a bar-code with shopping carts. Narrator explains buying power and customer agency.
Cover Up talks about the public image of Starbucks and the urge to hide the coffee cup.
Snap Shot explains the process of secret shoppers testing a store.
Hierarchy shows that seniority trumps everything within the company. Visual progress of the narrator moving up as his time there lengthens.
Mission shows how corporations encourage talking to superiors. Conflict between company mission and actual policy enforcing.
Lingo explores the arbitrary language and code of the employees that gives them a sense of community.
Hierarchy2 is the caste system within the corporation and who possesses control over operations. Employees setting their own standards.
Ideas explains that innovation is quashed and they own anything you suggest.
Profit revisits training video. Highlights rat race mentality.
Waiting shows the crowds outside the doors in the morning.
Hierarchy3 highlights the void between people in the employee/consumer relationship.
Buggies is the hell of rounding up carts, a mindless physical task.
Monkeys are inferior to machines scanning.
Trophy recounts the Starbucks book published that the narrator never read.
18-23 sec. Is about the arbitrary standards passed off as very important, all about image.
Jim, Mr. Costco visits throw warehouse into magical order.
Taste training presents the image of perfection in coffee brewing.
Family generic card from Costco signed by the manager on anniversaries. The corporation tries to build a false sense of family.
SELL is the corporate mindset of efficiency.
ReBrand about narrator defacing logo.
WORK finds the conflict between consumer demand and company policy.
Quit is the end of the project, a narration of the letter he sent notifying of his departure from his employment.
Group 1 Project Theme
We first considered the theme of Hands. These hands would be at work, or at play, doing everything from the exciting to the mundane. We liked this idea because of the variety of results we would get from it and it sounded interesting enough to work, but we had concerns about having our projects all look similar in style and execution carrying out this theme. I suggested in lab that a better theme would be a Day in the Life of 'Play', which seems to have sparked more interest. I feel the concept of Play is more interpretive and will give more creative freedom to each group member. Kids pretending in a park, students at a volleyball court, squirrels chasing each other, dogs quarreling over table scraps, a poker game; these images are varied and test the ideas of what we consider to be 'play' and what 'play' means, either socially or culturally. This gives a great expanse to explore without being too ambiguous and also gives us access to archival video should anyone choose to use it. I'm still thinking about what kind of play I want to film; my instincts say to do one simple video and one complex video. I thought the concept of cats playing from their POV would be interesting, but working with animals is difficult and I would need to make a camera mount for the cat (and borrow a GoPro). I have also considered some sort of video game montage of all the different multi-player and competitive games I know of, but I do not think I am the only one with that idea in our group.

Entry 1

9-2-12
RTF 344M Blog Prompt #1
I came into this interactive narrative class with the mindset that I would witness more of what I'm used to seeing. That is, I was expecting something like a video game; a clear goal in mind for the player, and a means of conveying a malleable story. I'm reminded of video games like Phoenix Wright: Ace Attorney on the Nintendo DS, which are reminiscent of the old Encyclopedia Brown novels where a mystery is presented and the interacting party is encouraged to solve that mystery using clues. Or The Walking Dead, an interactive story based on a comic book series revolving around the protagonist's hard moral decisions during a zombie apocalypse. These games tend to be on a more of a linear track, always reaching the same destination regardless of the path taken to get there. Through a series of puzzles, critical moments, and button pressing, a story is wrapped up neatly and sometimes takes on a new shape according to user input. This is the non-linear storytelling of video games; stretching it's content as far as it can while minimizing the chances of the player to go off on a tangent unrelated to the overall setting of the game.
The Korsakow projects definitely changed my perspective on the methods of delivering an interactive narrative to a participant. It's format begs for more non-linearity, almost completely doing away with structure in favor of abstraction. In the process, the project gains an almost dream-like quality, presenting no consequences for a 'wrong' choice yet still raising the stakes with the eventual exclusion of content. This type of project has no overt reaction or judgment based on a user selection, except the fact that 'the road not taken' is now barred from the user unless it happens to pop up again or the narrative is replayed. This is radically different from the video game method of delivery, which always remembers a critical decision point and will not hesitate to lock out content permanently during the course of a play-through. For example, the project “The Way I Saw It” gave a great impression of the powerful influence of big corporations without being too direct, almost passing it off as an objective view while being in a biased perspective. The user, after choosing keywords of interest, is presented with related voice-over and video that builds a perception of the corporate anatomy otherwise obscured by the customer/service employee relationship.
In this way, Korsakow projects feel even less linear than the most non-linear video games, casually mixing and weaving scenes together in seemingly unrelated sequence yet building on a common idea. Almost every game I have played had a clear beginning, middle, and end, regardless of the amount of fluff in between phases. “The Way I Saw It” has a similar structure, however, the boundaries between the phases are more obscured. There is a clear beginning and end (accounting for the retro 'intro' hook and the 'quit' monologues), but where the beginning becomes the middle and the middle becomes the end is up to the user. But the parallels between “The Way I Saw It” and gaming are clearer with the 'quit' sequence in two ways: One is with the way the selection is handled; 'quit' being an almost obvious signifier of the closing of the story in title alone, and two is with the delivery of the ending, simultaneously presenting the tail of the narrative, crediting the labor, and inviting further investigation with more keywords to move forward with. In non-linear games, there is often some sort of warning or sign of a point of closure, where the player will no longer be able to explore in the context of freedom, but instead will be locked onto a course with an immediate destination. This is also the case with the 'quit' sequence, which brings closure to the narrator's nagging animosity toward the corporations with which he was employed. The second similarity is at the crux of gaming: wrapping up the story while at the same time contradicting itself by encouraging further engagement. In a video game, the story will come to a close but beg a replay with various end-of-game unlocks that change game-play or branching narratives promising more content. In the same way, Korsakow closes a narrative while presenting possibly undiscovered keywords and previews that might further shade the story, if the participant is willing to engage. Because of this similarity, I think that the element of re-playability is a key feature of non-linear storytelling.