View all posts filed under 'Technology'

Creativity and Technology

Sunday, 18. June 2023 21:46

A week or so ago, I was discussing AI with a professor of art; his outlook was very pessimistic. When the topic turned to creativity, he went into a small tirade about the potential impact of AI on creativity. He said:

I also wonder what it will do for creativity. Will it help or hinder? Already my students look to social media and the web to find inspiration for problem solving. They don’t look into themselves for ideas and possibilities. They want to see what someone else did and mimic that. It’s easier, and, of course, there is no baseline for quality in that research.

And he went on to elaborate.

Of course, he’s right—some people will always take the easy way. For example, I know of a small graphics department at a nearby company that, since the advent of the World Wide Web, has not created a single piece of creatively original work. They spend their time “researching”—which really means finding something to mimic, if not copy outright. In their defense, however, I must note that they are terribly understaffed, and are often faced with unrealistic deadlines, so copying and rearranging is simply a method for survival.     Not everyone, however, is interested in taking the easy way.

We know that students do spend enormous amounts of time on their phones, as do we all. But are we all looking at TikTok or Twitter or playing video games? Or are we rather doing legitimate research by using the tool that is most easily available? My guess is that there is a mix, and I have discovered that it is a fool’s game to try to guess what someone else is looking at on their phone at any particular time. Just yesterday, I was having lunch with a friend and we were discussing a movie, the name of which neither of us could remember, although we remembered the actors and the plot quite well. The answer was right there on the phone once we asked the right question. That was not exactly creativity, but it was legitimate research, albeit for conversational purposes.

And when one is working creatively, who is to say that looking one place is superior to looking another? Artists might well look into themselves for inspiration, but that self-search might well trigger the need to do some outside research, and there is no tool handier than the phone. Of course, one might prefer a desktop or laptop or a physical library or museum. The point is that in finding creative solutions to problems, one might use whatever technology is at hand for research. And that research can then trigger ideas and original solutions to whatever problem is being considered.

Certainly, we all know that it is really easy to waste time using technology. Whether one does that or not has nothing to with technology itself, but rather to do with personal discipline. We can fritter time away on various web sites, or we can utilize the same tools on different web sites to find that piece of information that we need to continue the project at hand.

To not use technology to aid creativity seems to be crippling ourselves for no good reason. If the tools exist to aid our creative work, we should learn to use them, and then pick the best tool to do the job.

Category:Creativity, Technology | Comment (0) | Author:

The Zoom Show

Sunday, 11. October 2020 22:51

We just closed our first ever virtual production, which, because we do not have the resources of SNL, we did it with Zoom. Here are some things we learned:

  1. Familiar terminology has different meanings—or no meanings. The term “closed” above indicates that the last streaming of the performance is over. There really is no final performance in the new world. “Opening” is similar, in that the actors are home, watching themselves in a streaming show, a luxury never afforded in a live theatre situation.
  2. The Zoom format is a workable format for creating a virtual production. We did a great deal of research and a whole lot of experimenting and discovered that there are a number of tools and switches and controls in Zoom that allow the director, via the Zoom operator, to control the arrangement of actors on the screen, to allow off-stage voices, and to determine what the audience sees and hears. Zoom managed well does not require that every show look like the opening of “The Brady Bunch.”
  3. Material must be chosen carefully. Unlike the empty stage which will accept, and conform itself to virtually any material, the Zoom format, for all of its flexibility, does have some limitations, which, in turn, limit what sort of material will play well and what will not. The fact that each actor is isolated in their own window is the most basic limitation. Some gimmicks, like passing a prop from window to window, are possible, but that’s very much the extent of window interaction.
  4. There are significant differences for actors. Virtual production is different from both film and stage. The actor receives information from some portion of the screen, but must respond to the little pinhole of a camera above that screen. And the actors are close enough to the camera that eye movements are perfectly visible to anyone  watching. And each actor may be seeing a different thing on their screen. And there is no audience feedback, which is almost incomprehensible to the stage actor, who very often builds their performance based on audience response.
  5. There are significant differences for directors. The director has to think cinematically, but within the restrictions of the form. Instead of blocking, they have to deal with the order of actors on the screen and with who is visible when and who disappears when. It’s a very different sort of thinking for either a stage or film director.
  6. Set design is completely different. The design and execution are virtual and, of course has to be backed with green screens in situations which keep the actors safe. Then there is the problem of making an individual background for each actor and then figuring out how those backgrounds will match when put beside each other on the screen.
  7. There are significant differences for all the staff. The stage manager’s work is very different. Light cues are minimal. There is now a Zoom operator who is the person who is actually determining the looks and is in control of the recording—if there is one. As noted, the audience is virtual, which changes the function of the front-of-house operation and the box office.
  8. What you see is not always what you get. Zoom has its own recording rules. For example, character names disappear on the recording unless you tell Zoom to record them. Sometimes ghosts of a just-exited character appear unbidden, and weren’t seen until the recording was viewed.
  9. Murphy’s Law is alive and well and does exactly what it says it will. Because of the newness of the medium and the multiple layers of technology, there are hundreds of things that can and do go wrong, many of which were never before encountered in a play production. Fixing one problem does not mean that there is not another waiting just around the corner. Backing up work is a necessity.
  10. It’s doable. It’s not easy. But even with all the problems, it is possible to mount a virtual production that is stands up dramatically and has solid production values.

This is not a complete list, of course, but will suffice to outline the major areas. Within each area, we learned hundreds of things, some large and some small, but all significant, because even the tiniest thing matters to the success of such a production.

And we’ll do it again. Using what we’ve learned but anticipating new challenges, we are now in production for our second attempt at this new format—with a very different show this time. We, of course, are both scared and excited.

Category:Technology, Theatre | Comment (0) | Author:

Extortion

Sunday, 15. September 2019 23:07

The subject matter of this post is a bit unusual. However, the topic is one that can impact anyone who works in the arts, whether commercially or not. In my experience, arts people, on the whole, are fairly honest and trusting. This can make them particularly vulnerable when it comes to the internet, where there are many people who are anything but honest and trusting. So, this cautionary tale; I hope you find it useful.

In addition to Unnatural Light, I have several other web sites. This week I received two emails in less than three hours through the contact form on one of those sites. The contact form is a favorite of spammers and phishing expeditions, but these were different. Both purported to be from content writers and demanded that I order some of their services. If I did not, they threatened to create thousands of backlinks from porn sites to my web site in order to hurt my rankings in search engines. One gave me two days to comply; the other vowed to remove the backlinks once I ordered their services. Interestingly, both had the same contact link although they allegedly came from different people. One, which Gmail had flagged as a probable phishing email, stated that it was the only way the writer had of getting work and asked me to not take it personally because it was “strictly business.” It was the first time that I have ever heard extortion referred to as “strictly business.”

These emails were, I think, delivered by bots. Evidently, these bots did not analyze the web site before posting their emails. Had they done so, they would have discovered that that particular web side uses no written content—it’s photos only. Thus there is no real market for written content, no matter who wrote it.

The second thing the extortionist(s) didn’t know is that this web site is not in competition with other web sites, so SEO (search engine optimization) is not a major concern. The web site was never intended to appear on page 1 of a Google search; it exists for people who already know it’s there. Thus the promise of dropping it in Google’s (or any search engine’s) rankings is not really a significant threat.

My first step was find the technology to prevent bots from sending me mail. Such technology exists, and does not seem all that difficult to implement. I am in the process of doing that; I suspect my volume of mail coming into that contact form will drop dramatically.

My second step was to learn something about malicious backlinks. Although I did not find mention of the sort of extortion I was facing, I found instances of unscrupulous site owners who used the technique against competitors. Evidently it is not terribly difficult or expensive—and it works. Some webmasters who depend upon search engine to drive traffic to their sites reported significant revenue loss after such attacks. Combine that with criminal intent and you have a virulent form of ransomware which targets your web site instead of your hard drive.

As of this writing I do not know whether the threat to my website was a bluff, a bit of phishing, or real. What I did discover is that Negative SEO is a thing and it impacts your search engine rankings. The good news is that there are tools to minimize the probability of such attacks and even ways of dealing with the situation if you have already been attacked. Just Google “malicious backlinks” or “negative SEO,” and you will find everything you need.

Well, everything except the time it takes to implement the tools. It turns out that website security is, in itself, almost a full-time job. You may not be able to protect your web site against all possibilities, but perhaps, armed with this information, you can at least improve the security of your web site.

Category:Technology | Comment (0) | Author:

Want Art? The Gallery Will Come to You

Monday, 2. January 2012 0:19

Not long ago, Jason Wilson sent me a link to an article on The Bygone Bureau that proclaimed 2011 as “the year the art world went online.” The writer of the article, Kyle Chayka, noted a number of online art world activities that occurred during the year, including a couple of very high profile ones.

One of the projects noted in the Chayka article was the online VIP Art Fair, founded by James Cohan. The Fair hosted its first interactive art show in January, 2011, and plans a second show , which will represent over 2000 artists from 115 “carefully selected” galleries worldwide, for February 3-8, 2012. This event brings together galleries and collectors from all over the globe and allows the collector to see many works of art and have conversations with the dealers without leaving home.

The second project is Art.sy, which is backed by Larry Gagosian, Dasha Zhukova and others. The website, currently in “private beta,” is essentially a search engine of fine art from over 250 galleries and museums in over 40 different countries which “will analyze users’ taste in art and show them other works and artists that they might like.”

Not only can you buy physical art pieces through the internet buy you can now buy signed, authenticated, limited edition digital art by some very famous artists. In addition to works by Shephard Fairey, Isaac Julien, and others, you can purchase an original Damien Hirst for $12.00. Prices range from £5 to £500 and increase as editions sell out. There are even plans for a secondary market—handled by the same site, of course.

While these projects involve the most famous artists and the most prestigious galleries, there is art for the rest of us online. A number of artists, of course, maintain their own websites; on some of these, the art is displayed and the viewer directed to gallery representation for sales, and on others, the work can be purchased online. Then there are the online galleries that are not as new or exclusive as those discussed above. For example, both Zatista and 20×200 sell only original and limited edition art. Other sites, such as Art Gallery Worldwide, sell originals and open edition prints. Others sell only prints, although some deal in limited editions. Then there are the print-on-demand sites, which reproduce digital images in a number of media, ranging from “art prints” to tee shirts.

And we have not yet touched on the educational use of digital media in the art world. For example, there are a number of initiatives by museums to allow patrons to use their smartphones or computers to get more information about the artwork. There are already virtual tours of museums available online through various portals. The Google Art Project provides virtual access to 17 museums and expects to add many more. Gagosian Gallery has published an iPad app which is essentially a free digital version of a quarterly art magazine; there are also a number of other apps which provide art reference, generally for no monetary investment.

There are some of us, however, who have reservations about the digital rendering of visual art. The digitization of art is on the increase , even though color calibration is known only to artists who used digital production methods. From an educational and a sales point of view, digitization of physical art or original digital art itself makes a great deal of sense. Still, because of the differences between color rendition on various devices, you never know whether you are looking at what the artist intended or not. Because of economic and marketing requirements, art digitization is no longer optional; still, I wonder, aside from sales potential, what artists think about having their work represented in such an uncontrollable way.

 

Category:Audience, Education, Marketing, Technology | Comments (1) | Author:

Art and the Potential of Technology

Monday, 31. October 2011 0:26

Make no mistake, I love traditional art forms—not necessarily traditional content—but the forms themselves: live theatre, dance, poetry, fiction, painting, film. And like everyone in the arts I have, for a long time, been aware of the impact of technology in the arts. Who can be involved in photography and not be aware of that? Most photography, however, just uses new technology to arrive at the same old place: a print on paper that can be put into an album or framed and hung on a wall. Much the same thing happens with other current uses of technology.

Our acceptance of technology is evolutionary. We adapt in order to do our jobs or our art and don’t think much about it. I sit here typing on one in a long line of successive keyboards; the hardware has changed, the operating systems have changed, the software has changed, but the keyboard is still the old qwerty design, albeit in a far more (for me) ergonomic package. So I don’t notice the changes so much.

We also don’t notice the evolution in publishing. Technology is what makes it possible for you to be reading this. Most of us don’t think what a recent innovation this is; we sit down at the keyboard, go online, read what we want, publish what we want. One of the ongoing themes of Seth Godin’s The Domino Project is the impact that technology can and is having on writing and publishing.

Despite our love for the feel of paper and page-turning and the physicality of books, many of us now read on mobile devices of some kind or another. It’s easier, more convenient, and (in most cases) cheaper. It also works better for publishers: same income, less investment, no inventory. So we download ebooks into our Kindles or Nooks or apps and read away.

None of this is big news. At least that’s what I thought until I was this week introduced to a “book” called The Fantastic Flying Books of Mr. Morris Lessmore by Moonbot Studios. It is really an iPad app that is designed to “revive a love of story in all.” The creators have used animation, words, voice, music and genuine interactivity to produce a work that is “old-fashioned and cutting edge at the same time.” It’s an amazing piece of work.

Then, all of a sudden, the capabilities of this technology hit me.

Now I have seen video and film in art exhibits and museums. I have played with “interactive” art pieces. Usually those pieces are unsatisfying. In many cases it is an issue of production or presentation values, a lack of understanding of interaction, or editing. Such work often engages one or two senses, but is not fully absorbing. This was the first instance where I have seen technology really used to its fullest. Morris not only engages all of the senses (except smell), but also activates the intellect and the imagination.

And it is not just the book, although it is truly delightful. What is really exciting the potential. This is finally immersive computer technology with a use other than gaming. This is technology used to create and present art, art which fully engages the viewer and is distributed via the internet. The possibilities are astounding.

At present, most, but not all, animated book apps seem to be geared toward children, and certainly they are appropriate to the young, but the implications of the technology are much bigger than that. It doesn’t take a great deal of imagination to see how this technology could be used to create all sorts of art projects. Yes, it requires a different sort of thinking: it is not applying paint to canvas, or even digital manipulation of captured images, or text-only story-telling. But it does allow artists to leap into what has become the mainstream of communication in this century.

Category:Creativity, Originality, Technology | Comment (0) | Author: