Fairy tales and Myths can provide a rich starting point for a digital media project. Passed down from oral storytellers through literary traditions to new media, they are always altered by retelling to reflect the needs of the storyteller and the aesthetics of the time. Because the story is so well known, it can be altered significantly and still remain resonant and recognizable to the contemporary audience. In 10 images, tell a a very old story in a new way. Final Reflections and links to webgalleries posted to comments here
Beauty and the Beast by Anna Frank
More examples of student projects... (see links in comments for more projects)
detail / Mitchell Ringness
The Story of the Youth Who Went Forth to Learn What Fear Was
retold as first person game
An ancient tale retold in a modern medium. Bring each of six present-day red ridinghoods to their grandmother's house at the other side of a dark forest. The path is straight and safe. The woods are wide and bewitching and teeming with terrifying treasures. A wolf waits there for every girl. http://tale-of-tales.com/ThePath/index.html
Explores the basics of how images communicate. Looks at various types of visual narratives. Presented to the Guild of Natural Science Illustrators at the 2011 national conference in Olympia, WA on July 12, 2011.
Books are in a conflicted state. Should they still exist in a digital era? Will they all be replaced by Kindles and Nooks? These questions dominate the discussion of books in our time. A select group of artists, who use books as their medium, engage this discussion from another angle. From pop culture pop-ups, to surreal sculptural stories, to reformations of antique sacred texts, these creators re-envision what the experience of a book can be. At times playful, and other times profound, this episode explores the boundaries of one of the most important human creations.
Matthew Reinhart, Paper Engineer
Andrea Dezso, Book Artist
Carole Kunstadt, Book Artist
In this TED talk, iPad storyteller Joe Sabia introduces us to Lothar Meggendorfer, who created a bold technology for storytelling: the pop-up book. Sabia shows how new technology has always helped us tell our own stories, from the walls of caves to his own onstage iPad.
Here are some links to works that migrate from comics / graphic novels into film...
Comic Book Confidential is a feature-length documentary that profiles twenty-two of the most significant artists and writers working in comic books, graphic novels and strip-art in North America today. Featuring: Lynda Barry, Charles Burns, Sue Coe, Robert Crumb, Will Eisner, Al Feldstein, Shary Flenniken, William M. Gaines, Bill Griffith, Jaime Hernadez, Jack Kirby, Harvey Kurtzman, Stan Lee, Paul Mavrides, Frank Miller, Victor Moscoso, Francaise Mouly, Dan O'Neill, Harvey Pekar, Gilbert Shelton, Spain, Art Spiegelman http://www.sphinxproductions.com/films/comicbook/
Songs of Imagination and Digitisation is an illuminated book for the digital age, published by if:book with support from Arts Council England. Unlike more conventional books on paper, Songs of Imagination and Digitisation contains sound and moving images, involves walks and talks, even an imaginary brain made of copper plates, plus opportunities to enter your own thoughts and ideas. The book grew over a few months, with commissions and themes emerging along the way.
We just ordered a copy of this software for the VizLab. SnapDragonAR is produced by the Augmented Reality Lab at York University in association with Mark Fiala and is now available to download. The groundbreaking software is inspired by the works of G. A. Rhodes' 52 Card Psycho and Caitlin Fisher's Andromeda. http://www.futurestories.ca/snapdragonar.html
We might test this software for use on our ReKnit Tales projects.
AR Art Projects + Experiments:
AR+RFID Lab is a collaboration initiative of the Royal Academy of Art (KABK) in The Hague, Delft University of Technology and local companies in the field of art and design. http://www.arlab.nl/projects.html
Also of interest:
ARTag markers on hand-held and wearable objects -see www.artag.net. A Magic Mirror
paradigm is an augmented reality (AR) system where a camera and display device act as a mirror where one can see ...
A Japanese ghost story adapted from Hearn's "Yuki-Onna"(Kwaidan). Directed by Michelle Pettit-Mee. Filmed entirely in the Sims 2, October 2006. Winner of Best Story at the European Machinima Festival '07.
Machinima (muh-sheen-eh-mah) is filmmaking within a real-time, 3D virtual environment, often using 3D video-game technologies.
In an expanded definition, it is the convergence of filmmaking, animation and game development. Machinima is real-world filmmaking techniques applied within an interactive virtual space where characters and events can be either controlled by humans, scripts or artificial intelligence.
By combining the techniques of filmmaking, animation production and the technology of real-time 3D game engines, Machinima makes for a very cost- and time-efficient way to produce films, with a large amount of creative control.
Machinima.com is a website, operated by Machinima, Inc., that aims to be a hub for machinima, the art of creating animated videos in real-time virtual 3-D environments. The site features machinima-related articles, news, and Internet forums.
ILL Clan Animation Studios is an award-winning machinima animation studio with over ten years of experience producing original content and work for hire. Called "machinima masters" by Wired Magazine we've been a key player in pioneering this medium since its origins in 1997.
Ferenc Cakó was born in Budapest (Hungary) in 1950. His individual and special sand animation show is very popular all over the world. Sand animation is done on a stage, where people can see Mr. Cako actually doing the performance. He is performing in total darkness, and the picture is projected out with a high power and resolution video projector.
ELO = Electronic Literature Organization
The Electronic Literature Organization 2008 conference will be held May 29 - June 1 2008, in Vancouver, Washington, USA (not to be confused with Vancouver, British Columiba, Canada).
Fairy tales provide a rich starting point for a digital media project. Passed down from oral storytellers through literary traditions to new media, they are always altered by retelling to reflect the needs of the storyteller and the aesthetics of the time. Because the story is so well known, it can be altered significantly and still remain resonant and recognizable to the contemporary audience.
Spring 2008 Digital Studio 1 students worked in teams to develop new versions of well worn tales. After presentation of individual storyboards and design concepts, students voted on the best ideas to move forward on. Teams generated 10 images that could tell their updated fairy tale or myth. Results took a range of final output formats, from digital movies to hand bound books.
Rumplestiltskin story images
by Jared Wick, Kevin Kramer and Max McGruder
I love the idea of this project... of translating the epic story into immersive film via the comic book / graphic novel talents of Neil Gaiman. But after viewing the film (on DVD admittedly) I question the choices of the director (Robert Zemeckis), and his overuse of performance capture techniques. The special effects work great for dramatic scenery, action, monsters, and group scenes. The scenic lighting is particularly good. But what a sorry misuse of acting talent... like Anthony Hopkins, John Malkovich and Robin Wright Penn in the human roles. There is some very tender writing here, with nuanced performances hidden beneath computer generated Botox. The 3D performance capture dots seem to miss enormous numbers of tiny movements that make up our facial expressions. Are Hollywood folks so accustomed to seeing faces frozen by cosmetic surgery that this feels real to them? It really got in the way of my enjoyment of this ambitious retelling of Beowulf. I'd rather watch Brad Bird's Iron Giant, an example of 2D animation that gets the emotion right on.
Our library now has a copy of The Art of Beowulf by Mark Cotta Vaz (Author), Steve Starkey (Author), Robert Zemeckis (Foreword), Neil Gaiman (Introduction)
Read articles about the performance capture and computer graphics techniques used in the recent film version of the epic Beowulf. Many visual stills from the film + process...
'Inanimate Alice' tells the story of Alice, a young girl growing up in the first half of the 21st century, and her imaginary digital friend, Brad.Over ten episodes, each a self contained story, we see Alice grow from an eight year old living with her parents in a remote region of Northern China to a talented mid-tw enties animator and designer with the biggest games company in the world.