Google and Tate Modern teamed up to produce a collaborative art project that will run for approximately 6 months beginning this week. Commissioned artist have started this forest of animated artwork by planting a "tree", representing an acorn of an animated idea. Collaborators then can add to that seedling, creating more branches as the artwork expands.
I once participated in an evening of collaborative animation which was titled Drinking and Drawing, where anyone who wanted to participate would be given a number of index cards and about 10 minutes to create a sequence based on the last frame of the previous contributor.
This project is much bigger in scope. Once you have collaborated, you can plant your own tree. You don't need to be an animator by training, but you should have an interest in it.
www.exquisiteforest.com
Showing posts with label collaboration. Show all posts
Showing posts with label collaboration. Show all posts
Friday, July 20, 2012
Friday, April 29, 2011
Sandbox Summit: Vanished // Update on the Curated Game
Caitlin Feeley, and Dana Tenneson
Vanished
https://vanished.mit.edu/
Game that advertized some kind of mystery to create anticipation. The anticipation was a video of three MIT middle school students who introduced themselves. In the background of the video, every once in a while some letters appear that the students are oblivious to. The students talk about how their game has been hacked and they need help to fix it.
The video guided people to a forum called ‘hacking forum’ to figure out what happened to the game. Kids had to decipher a code to get to the next level.
It was interesting to see how kids collaborated – a lot of it was the process of being a scientist – data collection, processing and interpretation.
In this game example, a minimum of 99 people were needed as there were 99 parts to the message. However thousands actually got involved. The idea was that there was a message from the future asking to help the kids figure out what happened to civilization during ‘The Epoch’.
There were group challenges – eg. Calibrating units:
- distance
- temperature
- latitude and longitude
The message from the future asked them to translate these units in to units that are used in the future – so kids needed to figure out some complex mathematics, which they did. They were also asked to figure out why it appears to have been cooler in the ffuture and hypothesized about reasons for other environmental changes that had taken place.
How did kids who didn’t already have scientific concepts down pat play this game?
MIT students were on hand to help assist, provide clues. At Smithsonian there were also experts on hand to help guide them through concepts. In addition, there were video chats available with Smithsonian Scientists as well as flash games to help educate.
Where are the kids right now in the game?
They are now a month into the game. Kids have recently discovered an asteroid strike caused the Epoch – and now figuring out why it couldn’t have been stopped, and where the crater might have actually hit on the earth.
Next broadcast from the future is May 4th.
Vanished
https://vanished.mit.edu/
Game that advertized some kind of mystery to create anticipation. The anticipation was a video of three MIT middle school students who introduced themselves. In the background of the video, every once in a while some letters appear that the students are oblivious to. The students talk about how their game has been hacked and they need help to fix it.
The video guided people to a forum called ‘hacking forum’ to figure out what happened to the game. Kids had to decipher a code to get to the next level.
It was interesting to see how kids collaborated – a lot of it was the process of being a scientist – data collection, processing and interpretation.
In this game example, a minimum of 99 people were needed as there were 99 parts to the message. However thousands actually got involved. The idea was that there was a message from the future asking to help the kids figure out what happened to civilization during ‘The Epoch’.
There were group challenges – eg. Calibrating units:
- distance
- temperature
- latitude and longitude
The message from the future asked them to translate these units in to units that are used in the future – so kids needed to figure out some complex mathematics, which they did. They were also asked to figure out why it appears to have been cooler in the ffuture and hypothesized about reasons for other environmental changes that had taken place.
How did kids who didn’t already have scientific concepts down pat play this game?
MIT students were on hand to help assist, provide clues. At Smithsonian there were also experts on hand to help guide them through concepts. In addition, there were video chats available with Smithsonian Scientists as well as flash games to help educate.
Where are the kids right now in the game?
They are now a month into the game. Kids have recently discovered an asteroid strike caused the Epoch – and now figuring out why it couldn’t have been stopped, and where the crater might have actually hit on the earth.
Next broadcast from the future is May 4th.
Thursday, April 28, 2011
Sandbox Summit: Leadership in Online Collaboration
Plays Well With Others: Leadership in Online Collaboration
Amy Bruckman – Associate Professor, Georgia Tech
Showed a video:
Pass-My Flash2 http://www.youtube.com/watch?v=gFf8399UZMI
This movie was made by 7 different animators aged 17 – 29 who had never met each other. How did they do this?
WHY COLLABORATION MATTERS
Accomplishments are astounding:
- 61% of the web pages in the world built by apache, build by a bunch of people for free
- Firefox has 29% market share
- Wikipedia 8th most popular website.
What’s the next big thing and how do we facilitate that process?
One model is looking at how meaning is active – learning and meaning is active constructionism (Piaget’s Constructivism). Examples:
- LOGO
- LEGO Mindstorms
- StarLogo
- Scratch
Most constructiveness is inherently individual. The online community is a good example. The online community provides technical support, emotional support. The barrier between most people and the meaningful use of tech is emotional – some people are too afraid to try it. (eg people who are too afraid to comment on blogs)
COLLABORATION IS IMPORTANT:
- People can work together to create really innovative stuff, when that labor is co-ordinated effectively.
- When you include more people in the design and development, the thing you create shows the values of the people that contribute to it.
- People learn better when they are supported by other people (zone of proximal development)
- More educational theory is about the way people learn in realistic settings.
Legitimate Peripheral Participation
- Learning is a process of moving from the periphery to the center of a community practice.
- Online fosters a group interaction - Forms a community of practice.
MODES OF COLLABORATION
- REMIX: take someone else’s project and adapt it. However, each project has a single owner.
- BENEVOLENT DICTATORSHIP: Open Source Software follows this model. Someone starts a project, (eg Linux) and it has plausible promise. Then they show to other people who comment (eg find a bug or suggest a feature). Leader of the project accepts or declines submissions and adapts as necessary. Leader chooses and ultimately makes all decisions.
- OPEN CONTENT PUBLISHING: People working in parallel (eg. Wikipedia). No one tells anyone what to do – people edit and re-edit. In many cases, vandalism is often fixed in a matter of seconds. People check one another’s work. Surprisingly, content is very efficient and very accurate overall. A good example was the English article about the Japan earthquake – it’s comprehensive and factually correct. The more prominent a page, the more accurate it tends to be.
Coordination in Peer Production
Yochai benkler, “Coase’s Penguin”
Projects suitable for peer production must have:
- Modular contributions
- Small-grain size of each contribution
- Easy integration of parts
What inhibits people from contributing? (Bystander effect)
- Social cues
- Self awareness
- Diffuse responsibility
- Blocking
What encourages people to contribute:
Peter Kollock criteria:
- Expect help in return
- Improve reputation
- Efficacy – takes pleasure in having an effect on environment
Design Features can be used that can help people such as identity persistence, a group that has a sense of ‘us’ eg. Wikipedia now has wiki projects
If you have knowledge of interactions you are more likely to help, and particularly if it’s visible.
STUDY OF CREATIVE COLLABORATION
Valentine “29”
Narrative: in study, narrative of structure shapes the process of collaboration. Eg. A movie called Valentine ‘29’. Each one had s specific chapter so they were almost unique. If anything was not done properly, the person leading the project had to react. Also, people work in parallel.
Pass My Flash 2
Continuation: This was a continuation. You make a piece then hand it off to someone else. Work takes place not in process but in series. So bottleneck could take place at any step of the way.
When Farm Animals Attack
Collection: get assets in by a deadline, then the leader will accept and decline what they like then put them all together.
As you can see, there’s heavy demand on leaders in this collaborative process. They need to be strong producers.
CHARACTERISTICS OF COLLABORATION
- Is it a development in parallel or series?
- Does the final product need all contributions, or can some be filtered?
- Is the project ever ‘finished”?
- Is the creative style conventional or innovative?
A new suite of tools called ‘pipeline’ is being built to first try and scaffold existing process and transform it in an interesting way. This tool creates a more P2P open collaborative mode. People can automatically claim tasks, producers can set level of creative control. Alpha testing to be released at beginning of May.
How do you design a collaboration system? They’ve started by doing imperical studies. Then think up new possibilities, guided hy goal of broad diverse participation. Design tools to support new practicies.
This matters because they’re looking to see what the next Wikipedia or Linux? There is something else on the horizon that we can’t predict will work. Imagining new possibilities is an important research component. Also, tech increasingly surrounds the fabric of our day to day experience.
Amy Bruckman – Associate Professor, Georgia Tech
Showed a video:
Pass-My Flash2 http://www.youtube.com/watch?v=gFf8399UZMI
This movie was made by 7 different animators aged 17 – 29 who had never met each other. How did they do this?
WHY COLLABORATION MATTERS
Accomplishments are astounding:
- 61% of the web pages in the world built by apache, build by a bunch of people for free
- Firefox has 29% market share
- Wikipedia 8th most popular website.
What’s the next big thing and how do we facilitate that process?
One model is looking at how meaning is active – learning and meaning is active constructionism (Piaget’s Constructivism). Examples:
- LOGO
- LEGO Mindstorms
- StarLogo
- Scratch
Most constructiveness is inherently individual. The online community is a good example. The online community provides technical support, emotional support. The barrier between most people and the meaningful use of tech is emotional – some people are too afraid to try it. (eg people who are too afraid to comment on blogs)
COLLABORATION IS IMPORTANT:
- People can work together to create really innovative stuff, when that labor is co-ordinated effectively.
- When you include more people in the design and development, the thing you create shows the values of the people that contribute to it.
- People learn better when they are supported by other people (zone of proximal development)
- More educational theory is about the way people learn in realistic settings.
Legitimate Peripheral Participation
- Learning is a process of moving from the periphery to the center of a community practice.
- Online fosters a group interaction - Forms a community of practice.
MODES OF COLLABORATION
- REMIX: take someone else’s project and adapt it. However, each project has a single owner.
- BENEVOLENT DICTATORSHIP: Open Source Software follows this model. Someone starts a project, (eg Linux) and it has plausible promise. Then they show to other people who comment (eg find a bug or suggest a feature). Leader of the project accepts or declines submissions and adapts as necessary. Leader chooses and ultimately makes all decisions.
- OPEN CONTENT PUBLISHING: People working in parallel (eg. Wikipedia). No one tells anyone what to do – people edit and re-edit. In many cases, vandalism is often fixed in a matter of seconds. People check one another’s work. Surprisingly, content is very efficient and very accurate overall. A good example was the English article about the Japan earthquake – it’s comprehensive and factually correct. The more prominent a page, the more accurate it tends to be.
Coordination in Peer Production
Yochai benkler, “Coase’s Penguin”
Projects suitable for peer production must have:
- Modular contributions
- Small-grain size of each contribution
- Easy integration of parts
What inhibits people from contributing? (Bystander effect)
- Social cues
- Self awareness
- Diffuse responsibility
- Blocking
What encourages people to contribute:
Peter Kollock criteria:
- Expect help in return
- Improve reputation
- Efficacy – takes pleasure in having an effect on environment
Design Features can be used that can help people such as identity persistence, a group that has a sense of ‘us’ eg. Wikipedia now has wiki projects
If you have knowledge of interactions you are more likely to help, and particularly if it’s visible.
STUDY OF CREATIVE COLLABORATION
Valentine “29”
Narrative: in study, narrative of structure shapes the process of collaboration. Eg. A movie called Valentine ‘29’. Each one had s specific chapter so they were almost unique. If anything was not done properly, the person leading the project had to react. Also, people work in parallel.
Pass My Flash 2
Continuation: This was a continuation. You make a piece then hand it off to someone else. Work takes place not in process but in series. So bottleneck could take place at any step of the way.
When Farm Animals Attack
Collection: get assets in by a deadline, then the leader will accept and decline what they like then put them all together.
As you can see, there’s heavy demand on leaders in this collaborative process. They need to be strong producers.
CHARACTERISTICS OF COLLABORATION
- Is it a development in parallel or series?
- Does the final product need all contributions, or can some be filtered?
- Is the project ever ‘finished”?
- Is the creative style conventional or innovative?
A new suite of tools called ‘pipeline’ is being built to first try and scaffold existing process and transform it in an interesting way. This tool creates a more P2P open collaborative mode. People can automatically claim tasks, producers can set level of creative control. Alpha testing to be released at beginning of May.
How do you design a collaboration system? They’ve started by doing imperical studies. Then think up new possibilities, guided hy goal of broad diverse participation. Design tools to support new practicies.
This matters because they’re looking to see what the next Wikipedia or Linux? There is something else on the horizon that we can’t predict will work. Imagining new possibilities is an important research component. Also, tech increasingly surrounds the fabric of our day to day experience.
Subscribe to:
Posts (Atom)