Archive for November, 2011

Week 9- Mobile, Handheld Wearables & locative content

Murmur Toronto

Shawn Miscallef is currently a resident at the CFC Media Lab in Toronto. He works as an instructor at OCAD University, while also writing columns for Eye Weekly. His work and publications are usually about cities, cultures and art. Gabe Sawhney is a member of the board of directors of Heritage Toronto. Just being apart of this committee, it is apparent that he, like Miscallef, is interested in the culture and history of Toronto. He is a researcher and creative technologist, concentrating on mobile and interactive installations.

[Murmur] Toronto is a form of locative media; media communication bound to a location. It is an audio project set up in in various neighborhoods around the city (Kensington Market, Little India, Fort York, The Grange). At each location, an archive of stories is created; long-time residents record stories of memories created in that neighborhood, which are played when a user calls. Misallef and Sawhney wanted to create a project that enabled citizens to realize the importance of a certain spot to another Torontonian. This project adds such cultural significance to an ordinary spot. This is a very innovative way to learn about the city; and I would encourage anyone, who happens to pass by a sign, to participate.

In certain neighborhoods, [Murmur] has an ear sign is set up on a pole. When pedestrians see this sign, they can call the number posted on the sign, and key in the posted code. The code is what sorts the stories into specific sections, according to location. The caller can then listen to a personal story from a resident. [Murmur] Toronto requires active interaction on both sides of the project. It requires residents of the area to choose to interact with it, by sending in their recorded stories. Users also have to choose to participate, by deciding whether or not to call the number posted on the ear signs around the city. Without the help of the public, the project would not succeed. Hundreds, if not thousands have participated in [Murmur] Toronto, and as a result it has been able to grow to other cities, and other countries. This global expansion shows how powerful human interaction can be, and what can be accomplished if everyone worked together.

The goal behind [Murmur] Toronto is to provide Torontonians with insight about different neighborhoods around the city.  Through this project, people develop relationships with their surroundings. The stories they listen to relate and bring significance to the urban location they are in. The artists are able to enhance the city and catch the interests of others by designing an innovative locative project. When a user calls [Murmur] Toronto, they develop a relationship with the storyteller, a complete stranger. By allowing users to developing relationships, they bridge the gaps that prevent so many cultures and ethnicities from becoming closer.

Week 8- Gameplay

Coco- Cola: Grand Theft Auto Commercial (2006)

This commercial creates a fantasy world within this video game that everything is good, and all people are happy and caring. It is emphasized by the fact that the leading villain of GTA is the main character in this; he does several nice deeds after drinking a coco-cola. The commercial is a complete remix of the initial story; it changes from violence, and explosions and sirens to happy music, helping out local citizens and overall in a good mood. Coca cola is sending out the idea that their product puts everyone in a good mood. can change even the most violent people (or characters).

I like the marketing technique. By creating the commercial through the video game, Coco Cola is able to appeal to a much larger audience. Almost every single person (early teens- early adult) has played this game, and by seeing this commercial they are able to identify and connect to the character. Because so many people have experienced this game, they can better understand the change of the video game. The change from dangerous to safe will have a bigger impact on someone who has played the game regularly, than someone who has hardly played it.

I, for example, haven’t played this game in probably close to 8 years. I remember only playing it when my brother was around; so he could steal the cars for me. My only interest with this game was to drive the million dollar cars, or fly the helicopter around the city. I had no interest in performing the tasks that would get me more money or beating people up, I would let my brother do that. I just wanted to drive/ fly. So even though I never truly played this game, I was still able to quickly identify with what was going on because of the amount of time I spent watching my brother play it.

I this is a fairly clever commercial. A lot of people are able to identify with it, and it is funny to see the complete remix of the plot of the game. Although coco-cola is extremely emphasizing the effect of their drink (it does taste good, but would never result in a criminal turning saint-like), the concept of the commercial, and use of such a common game keeps the thought of coke in people’s heads.

Coco Cola Commercial