To be influenced or to influence? That is the question

An aspect of media studies I have personally always struggled with is the media vs society debate or, as Siapera (2013) would argue, the dynamic relationship between media, technology, society and humanity.

I have previously researched different communication theories on the relations between audience and the media, from the ‘hypodermic needle theory’ (Lasswell 1927) to the ‘users and gratification theory’ (Katz & Blumler 1974). The ‘hypodermic needle’ theory asserts that audiences are passive and susceptible to the influential power of the media (Lasswell 1927) while conversely the ‘users and gratification’ theory argues that the audience has agency and is actively using the media to gratify their needs (Katz & Blumler 1974). The relevancy of these two extremely contrasting theories is questionable as they are dated, focus on mass media and are relatively reductive in their perspective on media-audience relations. Yet, they provide a starting point and a context for the study of media and social relations. We have all got to start somewhere right?

source: <https://giphy.com/gifs/television-the-simpsons-zQGe42ja2h1N6>

When I started researching into these various communication theories for the first time my immediate thought was- obviously the ‘users and gratification’ theory is the most accurate. Humans are way too smart to be influenced by the media. We just use the media for our gain, that sounds about right. Honestly, this thinking was just anthropocentric. But I find it very difficult to accept the fact that I may be influenced by the media. Yet, I cannot deny that new media in particular plays a crucial role in my life and that I am affected by it.

In the text ‘Understanding New Media’, Siapera (2013) examines the interactions and relations between society and media, with an emphasis on the role of new media. She characterises new media as constantly evolving and asserts that “the rise of new media is associated with their ubiquity” (Siapera 2013). Pretty much everyone I know has a smart phone. The only people I know who don’t have smart phones are my grandpa and someone I went on a date with once who had a brick phone to be an ‘individual’.

source: <https://imgflip.com/meme/122982680/Zack-Morris-Brick-Phone>

When it comes down to it, I could come up with many arguments as to why I’m not influenced by traditional media. However, with new media I find it increasingly difficult. For example, as touched on in the lecture, traditional media has more of a hard shell approach to advertising in contrast to new media which has more soft shell advertising. With traditional media it is a lot easier to know when something is being advertised to you. With new media, advertisements are often subtler and it can be hard to know when something is an advertisement and when it isn’t. A few years ago the Advertising Standards Authority in the UK changed the law to stipulate that YouTubers need to tell their fans if they have been paid to promote a product (BBC 2014). This was following an advertisement campaign run by Oreo involving numerous famous YouTubers such as Dan Howell and Phil Lester. Online ‘influencers’ have been blurring the lines between content and advertisement, making it difficult for audiences to decipher what is honest and what is not. However, at the same time audience’s can have a direct influence on the content in new media, through commenting, sharing, liking and generally interacting online.

source: <https://www.bbc.com/news/uk-30203816>

Siapera (2013) argues that there is a “mutually conditioning relationship between human agents and technological artefacts”. She argues that the relations between technology and humans can bring about change in existing areas of life yet concurrently shifts in society can bring about change in technology. This gives a wide perspective on the overall relationship between humanity and technology and one that overall I agree with. However, with relation to social media I think that the concept of influence becomes more difficult to define as the lines are blurred between content producer and audience.

REFERENCES:

Siapera, E, 2013, Understanding New Media, SAGE Publications, London, pp. 1 – 16

BBC, 2014, Vloggers paid for promotions ‘need clearer labelling’,

Lasswell, 1927, Propaganda Technique in the World War, Knopf, Oxford

Katz, E and Blumler, J 1974, The Uses of Mass Communication, SAGE Publications, Beverly Hills, CA

Incoordination and Instagram

I come from a relatively clumsy family. Both my sister and father have have long lanky legs and are therefore constantly either falling over or banging their heads on things. Thankfully, in some ways, I was not blessed with long legs but somehow still inherited the uncoordinated gene. Some of my fondest memories include somehow falling over while standing in a sport class resulting in a twisted ankle, running into a pole in primary school and more recently, tripping up stairs at university. Just the other day I walked into a glass door at Melbourne Central thinking it was automatic.  Honestly, most of my unfortunate incidents can largely be attributed to my lack of coordination, however, I have realised that some can be attributed to poor design.

source: <https://www.funnyordie.com/2014/6/3/17741414/we-re-giving-you-animals-what-you-want-22-gifs-of-people-falling-down-stairs>

The term affordances considers the relations between an object and the person interacting with it. It ‘refers to the perceived and actual properties that determine just how the thing could possibly be used’ (Norman 1998), and consider literally any possible action one could do with an object. For example, an affordance of a book is that one can read it, but one can also throw it at someone, both of which are affordances. Perceived affordances, on the other hand, refer to what the user perceives to be possible when utilising an object (Norman 1999).

In his book ‘The design of everyday things’ Norman (1998) asserts that the concept of affordances can be utilised in the field of design in order to better convey the uses of a specific object. So, back to my incoordination problems, perhaps if the glass door at Melbourne Central was designed with the concept of affordances in mind it might have better conveyed that it would not, in fact, open automatically when I walked near it.

Bringing this concept back to the context of this course, affordances is a key aspect of the prompt that is guiding our learning throughout the semester.

How do the affordances of Instagram affect the way photos and videos are authored, published and distributed in the network?

I got Instagram for the first time when I was around fifteen, shortly after I downloaded Snapchat. I soon became absolutely addicted to Snapchat, something about the lack of permanence (unless you’re betrayed by screenshotters) and it feeling a bit more personal. When Instagram introduced its story feature my first thought was why would anyone use that, now I pretty much only use Instagram.

When all these apps were first introduced, their interfaces were much more simplistic. Moreover, each app had more of a separate function. As each of these social networking apps have developed they became more complex, I do not have much trouble using them but I know for a fact that someone who has not used social media to the extent I have may have trouble with understanding the affordances of the app. I have a friend who doesn’t use Instagram, and she was on my phone stalking people and accidentally liked a photo. She thought double tapping would zoom in on the photo but it actually resulted in ‘liking’ the photo. Reflecting back, there’s no design feature that indicates that the action of double tapping the photo affords ‘liking’ the photo.

source: <http://www.lovethispic.com/image/329283/when-you-accidentally-like-someone%27s-instagram-pic-from-47-weeks-ago>

I imagine my ability to utilise Instagram comes from previous experiences with other apps and software where similar actions result in similar outcomes but also just through use over time. One of my grandmas can’t use a brick phone and the other is addicted to her iPad and somehow has two Facebook accounts, so I suppose there’s a multitude of factors that contribute to technology literacy and understanding the perceived affordances of social media.
References:

Norman, D 1998, The design of everyday things, Basic Book, New York

Norman, D 1999, ‘Affordance, conventions and design (Part 2)’, Nielsen Norman Group, viewed 20 March 2019, http://www.jnd.org/dn.mss/affordance_conv.html

 

Tragedy, User Generated Content and Commercial Interests

‘It’s going to be a part of everyday life- creating and sharing media will be a thing that normal people will do all the time, every day, and it doesn’t seem strange.’ – Jimmy Wales (List, M et al 2009)

It’s not really debatable that most people of my generation are fairly addicted to the internet and social media. I myself am constantly checking my phone and utilising the social networking sites available to me to connect to other people. I would not say that I am addicted, however I do think that the internet has become a part of my everyday life and routine. Reflecting on the fact that producing and sharing media is such a thoughtless part of my day, I decided to check the screen time application on my phone. This application allows you to see the total hours per day you spends on your phone and also the categories of applications you are utilising. Unsurprisingly my most utilised app was Instagram. However, what did surprise me was the fact that I spend more than double the amount of time on Instagram compared to any other application.

In ‘New media: A critical introduction’ (List, M et al 2009), the authors assert assert that networked media developed through the need for communication alongside the pressures for commercialisation, ‘the tension between culture and commerce’. A major aspect of this is the way in which new media has flipped the concept of consumer and producer on its head, through allowing the consumer to become the producer. Personally, while I have previously analysed the implications of user generated content, particularly on the traditional media sector, I have never pondered the commercial aspect of it. How this kind of autonomy could have been created through commercial interests or how user created content could contribute to commercial gain for the company. The notion of certain use of the internet to be considered ‘free labour’ (List, M et al 2009), I found particularly disturbing solely because I’d never considered this. As while the internet has created this landscape where new media platforms are flourishing and two way content creation and sharing is easily facilitated, the author argues that these platforms have an ‘economic and material basis’ (List, M et al 2009). The internet marries both commercial and individual creative interests.

In light of the recent horrific tragedy that shook the world; the terrorist attack in New Zealand, I have been utilising social networking sites in order to obtain information. Social networking has allowed for personalised understanding of cultural events as media production becomes two way and consumers are able to produce media. For example, I was first made aware of the tragedy through Instagram as my cousin posted on his story. I am half kiwi and therefore feel quite personally connected to the tragedy and social networking allowed me to connect with family members in New Zealand. Later in the day many people were posting personal opinions, condolences but also sharing traditional news articles and broadcasts. This aspect of the content production made me realise how traditional and new media can work together but also the commercial aspect of user involvement in networked media. Nonetheless, I think that user generated content was integral in my understanding of the New Zealand terrorist attack and new media allows for easily accessible up to date information.

Reference:

Lister, M et al 2009, New Media: A Critical Introduction, Routledge, 2009

 

Rock Pools and Visual Content

I am definitely not the most avid social media poster, while I do use social media regularly I am not one to post weekly or even monthly. However, when I do choose to post a photo on Instagram I definitely analyse the image and its relevance.

My most recent post is a photo of me in a rock pool in New South Wales. Now that I think about it, an extensive amount of consideration went into choosing to upload this photo in particular. For example, I wanted to show the people that follow me that I am back in Australia as I have just been travelling overseas for six months. I want the photo to appear natural, not posed. The location was also a consideration as I wanted it to go with my other Instagram photos so that my feed was more cohesive.

The effort that goes into a social media post is typically about reach and relevance. An aspect of the class discussion on Monday was considering the impact of a particular post on social media. One can publish anything they like on social media, however, that does not necessarily mean that people will be receptive to it. The networked aspect of social media can allow for greater reach through relevance. For example, if I wanted my rock pool photo to gain further reach I could have used a variety of hashtags in order to group it within specific categories of photos. Moreover, this would allow to reach specific audiences within the network. I could also share the same post on Facebook, Twitter or Tumblr to generate further reach.

In his article ‘Networked Images’ (2018) Niederer asserts that we need to consider images as ‘networked content’ through tagging, sharing, liking or commenting. As such Niederer (2018) urges one to treat images not as a ‘solitary object, but rather as a part of a network of other images, users and platforms’. The internet has created a landscape where media artefacts exist within a network. Particularly in the context of Instagram, this kind of thinking becomes relevant as each image that is chosen to be uploaded exists within an individual and broader network both within and beyond the specific social media platform.

The above images are an example of how users can take advantage of the networked nature of Instagram. The account @minimalistbaker, networked her post across platforms as well as utilising hashtags to network her photo with other photos. This example displays how images can rest within network of other images tagged with #plantbased.

Niederer (2018) also suggests that visual content is ‘much more likely to be engaged with in social media today’ and that users are increasingly sharing and engaging with visual content as platforms facilitate it. Personally, I find Instagram, which is a predominantly image driven platform, to be more popular within my demographic than any other social media platform. Moreover, I definitely put a significant amount more effort into an Instagram post than I would for any other platform.

Image sources:

https://www.instagram.com/tarasrego/?hl=en

https://www.facebook.com/MinimalistBaker/

https://www.instagram.com/explore/tags/plantbased/?hl=en

https://www.instagram.com/minimalistbaker/?hl=en

References:

Niederer, S 2018, ‘Networked Images: Visual methodologies for the digital age’, Amsterdam University of Applied Sciences, Eburon Academic Publishers, Delft

 

FINAL REFLECTION (PB4)

Our final project, Place Pattern Flow explores movement and fluidity. It utilises the human body as an instrument to convey pattern and shape reflective of the physical world. The project is an experiential audio visual experience that intends to evoke an emotional reaction from the audience.

Online spaces are diverse and expansive and can allow for media that is specific, seemingly pointless, random, catered, linear, non linear, fiction, non fiction, immersive and interactive. Online spaces take down conventional barriers of media distribution and open a landscape where basically anything can be produced and consumed. In terms of content, our work Place Pattern Flow responds to these possibilities of online spaces. I would consider our final project to be very experimental and unique. It is not narrative driven, rather it is a modular, interactive, multilinear, non fiction exploration of movement, patterns and connections. In my third blog post, I considered the notion of the internet opening up spaces where content can exist for the purpose of “an aesthetic experience” (Miles 2015). Moreover, that the purpose of online documentary can simply be “to express” (Renov 1993) a certain emotion or feeling. Through our project we wanted to create a visual and auditory experience that made the audience feel something. Reflecting on the responses from the Media Presents exhibition, I found that generally people understood the work as a visual and auditory exploration.

In addition to content, what it means to be an audience is also changing through online spaces. The internet can allow for a more intimate audience experience, particularly through the use of interactive media. We utilised the software Korsakow to create our film, which authors contemplative interactive projects with a “multiplicity of relations” (Miles 2014). Online spaces create a landscape where “small scale” (Soar 2014), intimate works can be distributed and appreciated. Our film takes advantage of both the affordances of Korsakow and online interfaces. As a result, audiences can have a personal, intimate experience with our project. The audience can move through the project at their own pace, making visual and auditory connections between the landscapes and patterns. The interactive, multi-linear nature of the work means that each user experience will be unique as they create their own path through the project. Moreover,

Our project is highly web specific due to both its interface and content. The modular fragmented nature of the work makes it inherently web specific. The interface of the project, generated by the software Korsakow, affords a highly modular, fragmented and interactive project. This kind of modularity, the way in which each fragment operates separately yet as a whole creates a project that realistically would not be able to function on a traditional media platform. Moreover, the interactivity of the project also makes it web specific. The way in which the audience is able to move through the project, creating a unique journey would not be applicable to traditional media platforms. I would also argue that the content of the project caters it specifically for the web. The internet has allowed for niche content to be explored, such as ASMR, which has the sole purpose of creating an audio visual experience for the audience. The audio in our hands only clips is inspired by ASMR sounds which, combined with the visual component, created an associative yet upon feedback slightly strange or uncomfortable experience. The entire concept behind our project was derived from an understanding of web based content and affordances.

The process of creating this final work has allowed me to further develop upon my understandings of producing content for an online space. Throughout the entire process of creating Place Pattern Flow, I thought a lot about the work’s overriding intention or purpose and the effect the work could have on an audience. Online spaces are unrestrictive and permissive, therefore one has great freedom when producing online content. Given the expansiveness of the internet, creation of online content can be derived through striving to create a point of difference. In this way, I believe that our work is a unique audio visual experience that differs from the conventional web series.

Throughout the process of creating the work I intentionally attempted to consider the overall effect of the final project. We wanted connections between the hands only clips and the hands in landscapes clips to become apparent to the audience. Therefore, when shooting the fragments, we were thinking about visual connections and how best to utilise hands to recreate the physical world. Moreover, when creating the ASMR inspired sound, we were considering the associations between the movements in the videos and also what they were replicating. It was not our intention for the connections to be immediately apparent, rather that as the audience considers the project as they move through it visual and aural associations may become evident.

In the first week of classes, we considered the questions relevant to online media:

  1. How do we make engaging online content?
  2. Why is there such a big interest in online content?

Throughout the studio I have been considering how to make content that engages audiences, particularly with the fragmentary nature of online spaces. However, within the studio we created content that utilised the fragmentary nature of the internet to form a cohesive project. Content that is unique, aesthetically pleasing, experiential, variable, provoking and modular can be engaging to online audiences. I also think that interaction has a major part to play in audience engagement in online spaces. Interactive works are highly participatory and therefore are able to create a more personal connection with the audience. Moreover, interactive works on the internet are also creating broad interest with online content. The internet has revolutionised media content, creating online spaces where new forms of media are emerging. It is this kind of new interactivity that is so exciting and newfound that it attracts people. It is the way in which online content can be so engaging that has generated such large scale interest.

Miles, A 2015, ‘The Aesthetics of Documentary Interactivity: A Pamphlet that Emerged from a Curated Panel at Visible Evidence XXII’, Toronto

Renov, M 1993, ‘Theorizing Documentary’, Psychology Pres

Miles, A 2014, ‘Materialism and interactive documentary: sketch notes’, Studies in Documentary Film, pp. 205-220

Soar, M 2014, ‘Making (with) the Korsakow System: Database Documentaries as Articulation and Assembly’, New Documentary Ecologies: Emerging Platforms, Practices and Discourses, edited by Nash, K et al., Palgrave Macmillan

 

 

Development Post 4 (PB4)

We have commenced production and in doing so have made a few changes to the project. The most predominant change we made was that we decided to have four different landscapes from the one location rather than four different locations. The reason we decided to make this change was partially because of time constraints but also because we believe this change will make the work more of a cohesive project and more visually connected.

In terms of the process of shooting the media fragments for this project I found the process to be completely different. In creating the last project Spaces, we focussed a lot more on how people interact with spaces. We thought more about what normal interactions people had with specific spaces. In spite of this, due to the cinematography the actions looked bizarre regardless. Expanding on from this in this project, rather than thinking about what was a normal interaction with a space we just thought about what could be visually appealing. Once again the outcome was quite strange, we created almost jarringly weird visual shots of hands interacting with places. It kind of reminded me of distorted body art, just in the way that it was so weird but kind of beautiful.

We presented some of our fragments in class on Thursday, and in my opinion they were received with a mixed response. Some people completely understood what we were trying to achieve whereas I got the sense that some people found the videos weird and did not understand the point of them. However the experience of sharing the fragments was helpful in giving a bit more understanding of how audiences could receive our work. This is a unique situation as we were able to explain our intentions behind the work though, which you do not really get the opportunity to do in the real world.

Thinking more about audience reception and what our work could do for the audience, Hannah suggested in class that we could include a question in the project to guide the audience’s thinking. We discussed this and decided that we would include a few questions at the end of the work, more as something the audience can reflect on rather than dictate the audience’s initial reception of the work. The questions we have decided to include are:

  1. What did you notice about movement?
  2. Did you see any patterns?
  3. How does this project make you feel?

In terms of the effect our project has on the audience, we definitely want the work to evoke a certain feeling or emotion in the audience. We do not want to simplify the work’s potential or audiences as a whole by intending for the work to generate a single emotion or response. This caused me to think about audience theory, such as the hypodermic needle theory. I definitely do not view audiences as passive, rather I believe that both audiences and creators have autonomy in creating meaning from media. In Interactive documentary setting the field Aston and Gaudenzi (2012) describe ‘consumers of media content’ as ‘gradually becoming more active participants in the creation and interpretation of content’. Therefore, I believe that it is relevant to discuss the potential of the work and what emotions or responses it could evoke in an audience, rather than be guided by a singular perceived outcome. We explored what emotions we believe our work could evoke as a group and decided some possibilities were:

  • relaxation
  • confusion
  • curiosity
  • awkwardness
  • distaste
  • pleasure

Our work has the very real possibility of making the audience feel uncomfortable, or it could be understood as what we perceive it to be- an audio visual exploration of places, patterns and movements. Like ASMR, it has the possibility of generating many emotional outcomes. This article explores how some find ASMR creepy and others find it comforting, some find it intriguing. Our work could have a similar result.

Judith Aston & Sandra Gaudenzi (2012) Interactive documentary: setting the field, Studies in Documentary Film, 6:2, 125-139

 

DEVELOPMENT POST 3 (PB4)

“It is possible then to see documentary, not as a replication of the world but as an aesthetic experience in its own right that finds credibility through an indexical link” (Miles, 2015)

I found this quote from a pamphlet that emerged from a panel on the aesthetics of interactive documentary. I think that it is highly relevant to our final project and also allows me to expand on my perceptions on a concept of new media I have been developing throughout the course. As I explored in this blog post, does media have to have a meaning? Does all media inherently have a meaning or point simply because it exists and can evoke a response?

In terms of how the quote is relevant to my understanding, it highlights the side of new media that is purely for the value of aesthetics. I have realised that a major difference between traditional and new media is distribution and regulation. The internet has taken away the barriers of distribution and regulation and essentially simplified them making it easy for creators to post anything online. The internet has allowed for spaces where media can be produced and distributed for the sole reason of being an “aesthetic experience” (Miles 2015).

Traditionally, documentary has been perceived as factual and serving the purpose of conveying a specific message or information. However, as Hannah pointed out in class, documentary that tells us how something filters the world through subjectivity. Whereas, documentary that simply shows the world and intends to evoke a feeling is closer to showing our experiences of the world. As Renov (1993) states in Theorizing Documentary “the expressive is the aesthetic function that has consistently been undervalued within the nonfiction domain”, the idea of documentary serving the purpose of expressing a certain feeling or emotion through its aesthetic. This kind of documentary is relevant to the film that we intend to produce, we just need to consider what kind of response we intend to evoke in our audience. I think that this will be interesting to explore due to the highly experimental nature of our intended work.

To inform our work we having looking into the specific works within the Fluxus movement, and how such films can inform our own work. “Fluxus’ interdisciplinary aesthetic brings together influences as diverse as Zen, science, and daily life and puts them to poetic use.” (Ubu Web) – a number of the films focus on small every day aspects of life and depicts them in a way that makes it interesting to watch. For example, Yoko Ono’s One portrays the small (sometimes) everyday action of lighting a match. Whilst this action may be perceived as boring, the extreme close up shot portrays just the finger tips and depicts the action in a unique way. Moreover, the speed on the video, being slowed down, also adds another interesting element. Watching these Fluxus films have caused me to think about what feeling we want to evoke in our audience and how we will do this as creators. How can we use speed, variation, camera shots and angles to initiate audience engagement and express a certain emotion?

Miles, A 2015, ‘The Aesthetics of Documentary Interactivity: A Pamphlet that Emerged from a Curated Panel at Visible Evidence XXII’, Toronto

Renov, M 1993, ‘Theorizing Documentary’, Psychology Press

Ubu Web, ‘Fluxfilm Anthology’, viewed 15 May 2018 <http://www.ubu.com/film/fluxfilm.html>

DEVELOPMENT POST 2 (PB4)

We have continued to further refine our conceptual thinking with regards to our ideas for this final project. We have been researching relevant academic articles that explore interactive documentary and relevant art movements such as Fluxus to inform our work. One article I found particularly interesting was written by Adrian Miles titled Materialism and interactive documentary: sketch notes (2014). The interesting thing about this article is that it explores the agency of Korsakow and the impact utilising this specific software has on informing the outcome of an interactive documentary.

Miles argues that the software of Korsakow has agency, and its affordances and constraints invite an iterative form of construction and consumption that it a result of its ‘computional architecture’ (Miles 2014). Miles engages with the impact of such materiality on understanding of interactive documentary and specifically on the comprehension of both creation and reception of k-films. He contents that the result is that K-films are ‘complex, possibly autopoetic systems that rely on patterns of relation to emerge for author and users’ (Miles 2014). As we haven chosen to utilise Korsakow again to produce our film, the software’s agency is relevant to the outcome of our final film. The idea of creating a personal experience wherein the audience can see ‘patterns of relation’ between hand movements and the physical world (Miles 2014).

Additionally, we have also been looking into other online works that we can derive inspiration from. I managed to find a short video published on Vimeo titled Hands (2012). I will utilise this video largely as a visual reference to provide aesthetic inspiration for our project. Hands has numerous characteristics that indicate it was produced for the internet including content, temporal duration and aesthetics. Hands contains no narrative, rather it is very experimental and focuses on generating an audio-visual experience for the audience. The video portrays hands and forearms moving and creating patterns in a manner that appears to be replicating the physical world. It causes the audience to consider what the hands could be replicating, initiating audience interaction in that way.

Miles, A 2014, ‘Materialism and interactive documentary: sketch notes’, Studies in Documentary Film, pp. 205-220

Cooper, D & Arkelian, L 2o12, Hands, Vimeo, viewed 7 May 2018, <https://vimeo.com/37639703>

 

DEVELOPMENT POST 1 (PB4)

We have commenced our final project and for this we have chosen to expand on our previous work Spaces. Our last project explored how people interact with places, juxtaposing actions with the spaces they were in and other spaces. An unexpected aspect of the project that came through once we had completed it was the visual representation of human bodies and actions. Utilising extreme close up shots and the repetition of movements created interesting visual aesthetics. Feedback from the pitch in the last assignment indicated that we could consider further exploring this aspect of our project.

Therefore, we have decided to explore actions within places once again. However, we will be focussing solely on hands and the movements created with hands. This project will have less of a focus on the meaning, connections and understandings of the actions and is more about the visual experience. We have decided to continue to utilise Korsakow to create this project, as this software affords us the ability to generate the interface we believe is appropriate for our project. In class we discussed the importance of interface and design, and its relevance to an interactive project. The interactive documentary The Iron Curtain Diaries is an example an an interactive project that utilises interface in an integral way to convey information. The projects main interface is an interactive map that shows the iron curtain and 17 clickable hotspots along the line which correlate to cities. I like how the interface in this project provides context and is highly relevant to the project itself. In terms of relating this to our project, we need to think about interface and how to incorporate its relevance to the overall project.

Our current idea for the project is that it will have three clusters and two tags; landscapes and hands. The first section will consist of still photographs of four different landscapes with audio recordings of the place- this section will be tagged with landscapes. The second section will be videos of hands creating movements within the space with no audio- the tags will be both landscapes and hands for this section. The second section bridges the three sections, connecting to the third which consists of only hands and is tagged with hands. This final section will be videos of hands recreating movements from the landscape with ASMR style sounds from landscapes. Each section has an element taken away from it, for example in the first section the audience will be able to see the place, hear the movement but not be able to see the movement. In the second section the audience will be able to see the location and see the movement but not be able to hear it. In the third section the audience will be able to see the movement, here it but not be able to see the place it originates from.

The project will be responding to these four characteristics of online film production:

  1. Interactivity
  2. Variability
  3. Modularity
  4. Multilinearity

The project is intended to be once again an audiovisual experience, however this time we are focussing on a both visual and audio experience. I think that incorporating audio will create a more experiential project for audiences. Moreover, we will be attempting to recreate sounds from the landscape in an ASMR inspired way. For example, we intend to use water sounds like this ASMR video with clips of hands replicating the action of interacting with water.