Current — AMT Lab @ CMU

Andre Bouchard

The Cloud

Moving your organization's data to a cloud server might be a good idea at this time.  There are several advantages to working off of a cloud server and a few drawbacks. Some advantages to going to cloud computing:

Accessibility is generally improved through cloud storage.  You can access data from anywhere that you have internet access.

Security on cloud storage services is up to the standard of where ever you have your cloud.  Google and Amazon have some of the best experts on digital security in the world for instance and using a cloud operated by them gives you a greater degree of safety for your data.

The Capacity of cloud storage is very flexible and is expandable with comparative ease.  The fact that cloud storage servers will never need to be upgraded or replaced does save you capital expenses as well as man hours.

The downside:

You don't own it and you have to play by someone else's rules.  If you are using a smaller company, please, make sure to check out their backup plans, security measures, and records regarding downtime and maintenance schedules.

It may be hard to use cloud servers with certain types of databases or other programs and as such may present an integration issue (ticketing systems, development programs, etc).  Make sure you have a plan to get the information from point A to point B if necessary.

In event that you don't have access to the internet you are completely cut off unless you back up to a physical source onsite.  It can be distressing for obvious reasons if your internet service goes sideways and you end up with multiple idle employees until it is restored.

 

Mobile Fundraising Applications: The Apple policy over one year later

Apple banned fundraising apps for the iPhone, iPad, and iPod over a year ago (to much controversy) just as the first fundraising app hit the market through eBay/MissionFish.  The field of software for fundraising as a result of the ban is anemic. Until this policy is removed it seems unlikely that major fundraising will take place via mobile applications.  As the iPhone is the number one smart phone on the market developers have much less incentive to build software for fundraising purposes.  It can be extrapolated that once the ban is lifted the fund-raising/development world will be playing catch-up for years.

Here are two notable successes/efforts to do fundraising through mobile apps over the last year:

eBay and Missionfish are on the verge of offering donation capabilities through eBay's mobile application for Android (it was originally intended for the iPhone).  These donations should be relatively easy to put through and involves the user downloading the mobile eBay application and then searching for your cause.  On the organization's end the donation item has to be set up as well as the account which will interface with paypal.

In the UK a group called Marie Curie Cancer Care managed to get around the ban by setting up an app that allows users to request donations from friends through text messaging.  The application itself doesn't collect the funds but is party to gathering them.

If you want to take action, you can sign the current petition to overturn the ban here.

 

Mobile Giving, Where is it now?

Natural disasters gave rise to the phenomena of donating money via text message to causes but where is Mobile Giving today?  Now that this technology is several years old it deserves review of efficacy as well as analysis of best practices in the field.  Mobile giving may be the province of national campaigns for the most part but there are some notable successes with regards to using this technology for regional or local campaigns.

The growth of the mobile market is well documented as is the growth of the smart phone market.  Some recent surveys indicate that over 95% of Americans have mobile phones and that over half of those mobile phones are smart phones.  Likewise the mobile giving market has fleshed out in the the last three years as there are dozens of vendors for this technology offering services for a variety of different types of clients.  Choosing a vendor can make the difference on the margin of the campaign but more to the point the way that you build your strategy around mobile giving can have an even greater impact.

Mobile giving vendors can take a hefty chunk of the income from any given donation.  Other vendors such as the Mobile Giving Foundation remit 100% of a donation to the non-profit to which it is intended within 30 days but require an application service partner to complete the interface with your donors (costing $90-400/month plus per transaction fees) and won't do business with you if you filed a 990 showing less than half a million dollar gross revenue.

Mobile giving seems to be most effective under the media spotlight.  It helps harness the free marketing of celebrity or press attention into a real action that can be taken by a patron or concerned community member.  The immediacy of the mobile medium allows a community to rally around a crisis quicker than any other avenue and as such makes it much easier to make spontaneous action.

Relatively new developments in mobile giving include higher maximum giving amounts, mobile bar-codes (aka QR codes), and application development for smart phones.  Every year more vendors become available for mobile giving which is driving down economic costs and driving better feature development.  One could extrapolate that before long it will become worthwhile even smaller arts organizations to use this tool as part of development strategies.

The Rise of Online Philanthropic Contests

Over the past couple of years or so there has been a steady rise in the phenomena of competitive voting contests for not for profit organizations to receive grants for projects or operations.  These contests are run by large corporations as well as not for profit groups.  Examples of corporate contests take different shapes such as Pepsi's with the Pepsi Refresh Project which gives grants ranging from $5k to $50k based on competitive community voting toChase Community Giving which touts donations over $600 million dollars through Facebook contests.  The National Trust for Historic Preservation has similarly put contests into place by granting to various historic restoration projects based on the number of votes they receive online.

Whether these contests sit well with critic's ethical concerns or not, the volume of web traffic generated for the recipients, the donor organizations, and the organizations who compete but do not win is remarkable.  According to Pepsi, the most recent contest in the fall of 2011 garnered more than half a million distinct registrations with over 3.5 million votes counted on the Pepsi site alone.  If you aggregate this number with all of the site visits, social network hits, and emails then you have a truly noteworthy phenomena.

Why are people so invigorated by these contests?  There are less time intensive ways to earn money in aggregate.  One can point to the idea that the contest is a game and the competition itself is what people are engaging in more than the philanthropic cause.  It could also be argued that the community effort of building a team to go online and vote for the cause for multiple days has an intrinsic value as well and that by the simple act of building this team you are building and drawing constituents deeper into the arts community.

As these online contest continue even more organizations are starting to do them. The Humane Society recently used a online photo contest to raise hundreds of thousands of dollars, the Case Foundation has been running a voter based contest for years, and American Express has also run contests in the past.

The following are some tips that have been gleaned from articles and criticism of various contests mentioned previously:

1)  Make sure that the contest aligns with your mission.  By diverting resources for a potential pie in the sky pot of money you can detract from your organization's true work.

2)  Ask what your organization can gain from competing for these pots of money?  Set forward goals of community building and identify volunteers to assist with these aims.

3)  If you are going to market this to your patrons identify your budget for staff time and delegate a reasonably proportional amount of money to pursue getting the word out.

4)  Don't start mid-steam.  Almost all winners of these contests have strong starts and once you are behind in the voting it is hard to keep up.  If you see a contest in progress that you would have liked to take part in simply put it on your calendar for an effort next year as your opportunity may all ready have passed.

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.

 

The Walker, venturing into online magazine style content

The Walker Center in Minneapolis has a new website that has broken the mold and is venturing into offering content in a way that could help define a new paradigm of online content for large arts organizations.  As the executive Director states in her press release:  "The intent of the new site is to make visible our role as a generative producer and purveyor of content and broadcast our voice in the landscape of contemporary culture."

By becoming broader purveyors of arts knowledge and information The Walker makes itself more relevant in the broader context of the arts across the country.  The expertise that was only available through a visit to a lecture, through a docent on a museum tour, or a talk-back during a performance is now available through the we interface as the Walkers experts are now the gatekeepers for the online content.  Thus the reach of the organization becomes multiplied by those people who share content and the organization.

This platform has the potential to lure entirely new audiences through the principle that traffic online follows quality of content.  Also by revealing the values of the artistic staff of the organization The Walker is potentially connecting with like minded individuals in the arts community across the world.  This in turn could make them into a destination city for arts tourists.   By using the multi-disciplinary focus of the institution they are harnessing the the trend but by putting it online they are making it about the global dialogue and making themselves a shining example of what is to come.

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

The Arts and the Race Against the Machine

Will art ever be created by a machine? This is the question that is sometimes asked, late at night over a glass of wine. Perhaps it has been already. Authors Erik Brynjolfsson and and Andrew McAfee ask similar questions and explore the answers in their new book “Race Against the Machine: How the Digital Revolution is Accelerating.” Machines are playing an increasingly prevalent role in the work force and millions of jobs have been changed or replaced by computers or automated process. There is now a program called Stats Monkey that is being used to write about sports. Stats Monkey uses pattern recognition to generate summaries about sporting events. Although this program does not seem to be in usage by any major publication, it highlights the progress that has been made in the advancement of technology and the subsequent replacement of millions of workers by automated, computer controlled devices. For now, the arts world can sigh with relief. It seems as though most endeavors which require intuition are safe from encroachment by computerized processes. We can assume that artists of all stripes are considered “high-skilled” and are intuitive in the creation process.  Both of these characteristics make artists of all stripes the safest categories of workers at this point in time. The pursuit of making art isn’t simple. Artists of all kinds exist within a complex cultural context and react intuitively to it. This context also makes it extremely difficult for machines to interact. You could argue that Heather Knight’s Silicon Based Comedy is the first inroad on this front, but it still seems a bit far away. The complex human interactions intrinsic in the performing arts are a distant land from the world of automated tasks and promise to remain that way for quite some time.

Another barrier to program or automaton generation of art in all forms is the fact that there is a plethora of artists who are working in the market for little or no money.   From the standpoint of economics the lack of money in the majority of the arts field gives developers little reason to make inroads artistic process by replacing people with automation. Aside from the rockstar phenomena in the arts world, there simply isn’t the money in it to make it worth the time.

As technology speeds along we can be assured that these advancements will affect the arts. Already kickstarter promises to reshape the field of development in the arts by cutting out the administrative middleman and connecting artists directly to funders. Will increasingly sophisticated templates and design programs begin to make inroads into graphic design? Will marketing in social media be able to be automated? Will marketing in general be able to be automated. Certain facilities tasks are already being monitored by computers. Vacuuming lobby or gallery floors could be taken over by a fleet of roomba robots.

How will the future of technology manifest in the arts world? Surely at some point in time it is conceivable that a computer will generate a work of art and sell to some museum. This will inevitably make the news. This will spark controversy. Will actors be replaced through cgi? Well, the clear answer to that is not yet. Stage actors are even safer from replacement, but how about stage crews?

It is impossible to discern how exactly machines will interact with the arts. Watching the development of cutting edge technologies can gives clues. Possibilities to interact with our patrons lie largely untapped in the areas of 3d, holography, and new software applications. As with other industries, it is incumbent on artists to watch the horizon and harness technology as it comes into being, otherwise we end up being reactive and being blind-sided by change.

Building online community: sketchcrawl.com

Seven years ago Enrico Casarosa, an artist working for Pixar went on a pubcrawl. He writes that the spirit of community inspired him to create a community for visual artists that he called Sketchcrawl. The first Sketchcrawl happened in 2004 in over 20 locations in six countires. Since then, there have been 33 Sketchcrawls and the event has grown to almost a hundred locations in over 20 counties and now has a website sketchcrawl.com.  The community now has over 3000 members and is still growing.  At first, only Enrico was moderating, but Sketchcrawl has since grown to have numerous other worldwide administrators organizing participation and the community has strong leadership in both Asia and Europe as well as in North America.

A Sketchcrawl is a day predetermined thoughout the world, where artists young and old, professional and amateur pledge to sketch for anywhere from 20 minutes to 8 hours.  The results of the event day are posted online for the whole worldwide community to see.  There are  some true gems in these online galleries. Participants speak of both the reward and difficulty of committing to draw for an entire day.  They recount the lucidity that comes from a full day of observation and moving from subject to subject.  They also comment on the difficulty of focusing their attention for so long. Side by side, these artists are creating a community through a shared experience and their love of art. Alongside their peers the collection of images lead us through a sense of movement throughout the day and objects and people that once were ignored as mundane become visible and interesting.

This community, built through a mutual love of the arts, is a strong sign of the growth of the arts online and should give the arts community at large hope for the future in the face of declines elsewhere.  The next Sketchcrawl is on January 21, 2012.  It is easy to sign up and there are also multiple social network sites for the community at large and for individual city groups.

What Makes Me, innovation from Down Under.

There’s a project going on in Australia that is the largest online digital storytelling project in the country. The project invites people to tell stories about what has made the arts special to them and how they’ve been touched by the arts. They tell their stories through audio, video and writing. The cool thing about it is, anyone in Australia can do it.  As of today, it has several thousand entries. The project was launched in July of 2010 and the results are aggregated into a into a giant, growing testimonial page with search-able contents by genre.

This website is called “What Makes Me”. There are three different sections: What Makes Me, What Makes You, What Makes Us. Each person claims a cube, a cleverly designed multimedia enabled object online and they decorate it with their images, video, and audio files.  Each one is very different. The first twelve entries talk about why each individual loves a certain art form or forms - whether it be dance, circus arts, graffiti or something else.  All of them are touching and told from the heart.  There’s a retired nurse that found out her next door neighbor was a circus performer and has since fallen in love with the circus. There’s a professional rugby driver who drives around looking at the graffiti all over the city. There’s a professional cook who while catering a party, discovered dance for the first time and has since developed a personal relationship with the choreographer.

The common thread that runs between most of these testimonials is the personal connection built with a specific artist or the arts in their neighborhood. It’s about relationships, rather than facilities, and community as the key to these relationships.

The idea around this project was to counteract the perception that the arts in Australia are “associated with images of snobbery and inaccessibility”.   The project is run by a company called Wanted Digital and initiated by the Australia Council for the Arts.  The participants of What Makes Me are cooperating to build something together- it’s a game.  A game that is getting the attention of philanthropic organizations in the US.  Wolf Brown recently used this interactive project as an example of participation in the arts in their recent study commissioned by the Jame Irvine Foundation “Getting In On the Act - How arts groups are getting opportunities for active participation”.

What Makes Me is worth taking a second look at. The project engenders enthusiasm that isn’t created from simply being a spectator.  Anyone in Australia can be a part of it and there is a hefty presence on the site from diverse populations with Aboriginal people, the disabled, and immigrant communities being well represented. Participants post links to their cube, to their facebook, to their twitter, to other social media sites. The individual act of creation combined with the community have a ground swell effect and foster even deeper love for individual artists and the arts contributions to the community.

Can the arts successfully have a game dynamic?

Play button A game dynamic simply put is an element of a game:  levels of achievement or rewards, economic systems to exchanging rewards or credits, cooperative and/or competitive aspects, design layers that change dynamics from one episode to another, and even a series of collectibles can be represented as game dynamic. Game dynamics have recently contributed towards solving medical mysteries, namely the gene folding break-through made on the fold.it puzzle game online.

Now this remarkable game is being put to use to solve the gene folding challenges of Parkinson’s disease among others.  Additionally, there have been arguments that game dynamics are what make sports sectors of the economy flourish.  Sports use a game dynamic that creates cooperation through competition. It is easy to see the potential between game dynamics and the arts but adoption of this idea has yet to garner a widespread support. Check out the previous blog: Planning for Engagement for how cell phone voting is being used at the Indianapolis Symphony Orchestra.  As another example, The AWARD show at the Joyce SoHo presents a level of competition driven by reward - in this case cash prizes for the winners of  voting contests.Some artists have ventured, guns blazing, into game dynamics; the show Best Before by Rimini Protokoll, for instance: “Pulls the multi-player video game out of the virtual realm and rewires it for an intimate theatre setting.”

The answer to the original question posed “Can the arts have a game dynamic successfully?”  is yes. Few creative artists or institutions choose to engage audiences through game dynamics whole-heartedly.  Through utilizing game dynamics, the arts world can overcome certain aesthetic hurdles and adopt  game dynamics for its potential for growth. The result could have an immense impact.

The tools to create these dynamics in the performing and visual arts are available at both high and low technologies, and can be relatively inexpensive. Cell phone voting systems can be purchased from vendors for under $100. At a small scale, usage of http://www.scvngr.com/ allows for a geographic based scavenger hunt and is relatively cost effective. Immediate interaction with audiences can be had by using audience response systems, which are shown to increase attentiveness in schools.

There are rewards at certain institutions for arts patrons who commit to a level of involvement.  There is the relatively common backstage pass, open rehearsal, or meet the artist offerings for subscribers or high-level donors, but these rewards carry with them seemingly little appeal to younger audiences in general. (Of course this is with exceptions.)  In the philanthropic world, voting contests abound to great success. In the coming months I will be using this blog to explore technological tools for implementing game layers in a variety of different ways.  I look forward to the conversations that I hope to have with everyone on this topic!

Protect Your Digital Images Online: Methods for Controlling Your Intellectual Visual Property

  “We Are More Often Treacherous Through Weakness Than Through Calculation.” -Francois De La Rochefoucauld

Large copyright sign made of jigsaw puzzle pieces

It is my intuitive belief that most theft of images happens online because it is really, really easy. Indeed, this isn’t the first and it won’t be the last article on the Internet about preventing people from stealing your visual images. The only real way of guaranteeing that no one steals the digital copies of your artwork is to not put it up. This, however, is n

ot necessarily a viable option for those interested in reaching an audience in the information age.

The following are a few simple ways to make it more difficult for others to copy your images.

1) Disable right click on images Code in commands to disable right click on images or <body oncontextmenu="return false;"> You will circumvent a good portion of casual illegal copying your images.

Pros: Easy, fast to implement Cons: Doesn’t block other common types of theft.

2) Digital watermarking Enter this term to any search engine for vendors who can help you acquire these services. They vary from simply imposing a subtle image onto your work once it is copied to embedded code that helps you track usage of your image whenever and wherever it is used.

Pros: You can embed visual trails back to your home website and boost your traffic, helps prevent people from passing off images (once they are stolen) as their own, and relatively fast to implement. Cons: The software will cost money and take time to implement. The watermarks are superimposed on your images and can detract from their impact.

3) Copy protection software Type ‘Copy Protection’ into your search engine and numerous software products will turn up for a variety of price points.

Pros: Copy protection software can be quite sophisticated and can dissuade a great majority of the population from coping your images. Cons: The software will cost money and take time to implement.

4) Adobe Flash Images in an Adobe Flash slide-show are much harder to copy.

Pros: You maintain quality, Flash is nifty Cons: Not everyone has Flash on their computer. People can still take screen shots. If you don’t know flash it will cost you money to implement through a designer.

Protecting intellectual property is also a matter of law and a serious one at that. For more information, legal information, please consult with a intellectual property attorney. Most states have pro-bono service organizations for artists. Simply enter in “lawyers for the arts <your state name>” into your search engine and you will be well on your way. For more general information about copyright law I would suggest you review a few more nifty articles about protecting your intellectual property.

(Photo: CC by Horia Varlan)