<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><atom:link rel="hub" href="http://tumblr.superfeedr.com/" xmlns:atom="http://www.w3.org/2005/Atom"/><description>The Story Arcade discovers and celebrates new forms of storytelling. The Story Arcade began with 20 exhibits at the Future of StoryTelling in 2012. We’d love to hear of your favorite new kinds of stories —email us at storyarcade@futureofstorytelling.org.</description><title>Story Arcade</title><generator>Tumblr (3.0; @storyarcade)</generator><link>http://storyarcade.tumblr.com/</link><item><title>Dumb Ways to Die</title><description>&lt;p&gt;“Keep a rattlesnake as a pet…sell both your kidneys on the internet!” These are just what they sound like-–&lt;a href="http://dumbwaystodie.com/" title="Dumb Ways to Die" target="_blank"&gt;Dumb Ways to Die&lt;/a&gt;, featured in a video of the same name. In it, a variety of cute characters manage to kill themselves in idiotic ways, after which they cheerfully sing and dance about it. The video, along with accompanying &lt;a href="https://soundcloud.com/tangerinekitty/tangerine-kitty-dumb-ways-to" title="Dumb Ways to Die song" target="_blank"&gt;song&lt;/a&gt; and &lt;a href="http://dumbwaystodie.com/" title="Dumb ways to die website" target="_blank"&gt;website&lt;/a&gt;, are part of an effort by Metro Trains in Melbourne, Australia to promote rail safety (the dumbest ways to die involve getting hit by trains). In contrast to safety messaging that plays on fear using facts and statistics, the video is entertaining in and of itself, appealing to a wide audience who are drawn in by the catchy tune and the witty stories. After a few viewings, you may even find yourself singing along as these adorable bean-shaped characters meet their grisly ends. “Dumb Ways to Die” has become one of the most successful PSAs of all time, gaining 28 million views within two weeks and winning seven Webby Awards in 2013. It’s a great example of how smart storytelling delivered with today’s technology can spread a message far more widely and effectively than ever before.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://dumbwaystodie.com/" title="Dumb ways to die" target="_blank"&gt;&lt;img src="http://media.tumblr.com/3b0c9eee79c683c3c36e290244913380/tumblr_inline_mmynqdKlQt1qz4rgp.jpg"/&gt;&lt;/a&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/50674498445</link><guid>http://storyarcade.tumblr.com/post/50674498445</guid><pubDate>Fri, 17 May 2013 16:54:00 -0400</pubDate><category>dumb ways to die</category><category>metro trains</category><category>melbourne</category><category>webby</category><category>viral video</category><category>melcher media</category><category>future of storytelling</category><category>psa</category></item><item><title>A Boy and His Atom</title><description>&lt;p&gt;&lt;span&gt;This delightful, one-minute short film, “&lt;/span&gt;&lt;a href="https://www.youtube.com/ibm" title="A Boy and His Atom"&gt;A Boy and His Atom&lt;/a&gt;&lt;span&gt;“, has an incredible making-of story: it was created by moving individual atoms frame-by-frame, and the end result is magnified 100 million times in order to become visible. &lt;/span&gt;&lt;span&gt;Created by IBM&amp;#8217;s research group, this video now holds the Guinness World Record for the World&amp;#8217;s Smallest Stop-Motion film. Behind the scenes footage reveals the cutting-edge science that went in to moving the atoms and gives us fascinating details like the sounds they make as they are dragged to their next position. The final film is a charming story, a spectacular demonstration of IBM&amp;#8217;s technology, and a perfect example of how art and science can inspire each other to reach new heights of innovation.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://www.youtube.com/ibm" title="A Boy and His Atom" target="_blank"&gt;&lt;img src="http://media.tumblr.com/903a75a3a389593eae64dc11433344cb/tumblr_inline_mmwvg9p8ik1qz4rgp.jpg"/&gt;&lt;/a&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/50603338856</link><guid>http://storyarcade.tumblr.com/post/50603338856</guid><pubDate>Thu, 16 May 2013 17:49:00 -0400</pubDate><category>a boy and his atom</category><category>ibm</category><category>guinness world record</category><category>stop motion</category><category>film</category><category>atom</category><category>melcher media</category><category>future of storytelling</category></item><item><title>Welcome to the Story ArcadeDigital tools are fundamentally...</title><description>&lt;img src="http://24.media.tumblr.com/4141b50175a5345b7f7089b5b7fcd414/tumblr_mmwd6n52mn1rj4h6do1_500.jpg"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;big&gt;Welcome to the Story Arcade&lt;/big&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;Digital tools are fundamentally changing how we create and share stories. For the &lt;a href="http://www.futureofstorytelling.org/"&gt;Future of…&lt;/a&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;a href="http://fost.connectedfactory.com/welcome-to-the-story-arcade/"&gt;View Post&lt;/a&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/50579990032</link><guid>http://storyarcade.tumblr.com/post/50579990032</guid><pubDate>Thu, 16 May 2013 11:18:23 -0400</pubDate></item><item><title>I Love Your Work</title><description>&lt;p class="MsoNormal"&gt;&lt;span&gt;&lt;a href="http://www.number27.org/" title="Jonathan Harris" target="_blank"&gt;Jonathan Harris&lt;/a&gt;, a next-gen storyteller who was part of the inaugural Future of StoryTelling in 2012 and featured in Story Arcade for &lt;a href="http://storyarcade.tumblr.com/post/34107001082/cowbird" title="Cowbird at StoryArcade" target="_blank"&gt;Cowbird&lt;/a&gt;, has just released his latest project. &lt;a href="http://iloveyourwork.net/" title="I Love Your Work" target="_blank"&gt;I Love Your Work&lt;/a&gt; is an interactive portrait of the lives of nine women who make lesbian pornography. The format and interface are non-traditional, featuring 2,202&amp;#160;10-second video clips taken at five-minute intervals over 10 consecutive days. I Love Your Work not a straightforward documentary with a clear message. Instead, it offers an objective view into these women’s lives, challenging you to draw your own conclusions and find your own narrative in the sea of video clips. With Harris&amp;#8217; beautiful interface, intuitive interactions, and elegant presentation, doing so is a pleasure.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal"&gt;&lt;span&gt;&lt;/span&gt;&lt;span&gt;Harris&amp;#8217; business model is intriguing as well. Trying to bring scarcity into his monetization models, he limits viewing of the project to just 10 viewers per day, with tickets costing $10 each. With its subject matter, format, and pricing structure, I Love Your Work is provocative in more ways than one and challenges our preconceptions of what documentary storytelling can be.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal"&gt;&lt;a href="http://iloveyourwork.net/" title="I Love Your Work" target="_blank"&gt;&lt;img src="http://media.tumblr.com/4b63762e7244337c1b28ca4b59e98712/tumblr_inline_mmjwy7QveX1qz4rgp.jpg"/&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;!--EndFragment--&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/50039922308</link><guid>http://storyarcade.tumblr.com/post/50039922308</guid><pubDate>Thu, 09 May 2013 17:59:06 -0400</pubDate><category>i love your work</category><category>jonathan harris</category><category>documentary</category><category>webdoc</category><category>melcher media</category><category>future of storytelling</category><category>interactive</category><category>monetization</category></item><item><title>Mirror World</title><description>&lt;p&gt;&lt;p class="p1"&gt;Enchanted storybooks usually appear only in fantasies and fairy tales, but we get one step closer in the real life with &lt;a href="http://mirrorworldnovels.com/app" title="Mirror World" target="_blank"&gt;Mirror World&lt;/a&gt;, an iPad companion app to Cornelia Funke&amp;#8217;s &lt;a href="http://mirrorworldnovels.com/" title="Reckless and Fearless" target="_blank"&gt;Reckless &amp;amp; Fearless&lt;/a&gt; book series. Mirror World takes you into Ogre&amp;#8217;s tavern, a fully-realized 360-degree space which you navigate by holding your iPad up as if it&amp;#8217;s a window to another world. As you turn around, you can see every angle of the space and explore its nooks and crannies, where objects leading to all sorts of features and mini-stories lie. At the fire you can find a collection of child-eating witch recipes. At a hanging bugle horn you can read fully illustrated story about brothers and sisters Tom and Anna. With its wealth of content, MirrorWorld rewards exploration and fully immerses you in its fantastical world, becoming a great introduction or supplement to Cornelia Funke&amp;#8217;s novels.&lt;/p&gt;
&lt;p class="p1"&gt;&lt;img alt="image" src="http://media.tumblr.com/bda1eee1c427628ae3c78d3de4568774/tumblr_inline_mm8vsuiPlD1qz4rgp.png"/&gt;&lt;/p&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/49544872662</link><guid>http://storyarcade.tumblr.com/post/49544872662</guid><pubDate>Fri, 03 May 2013 19:00:46 -0400</pubDate><category>mirror world</category><category>app</category><category>ipad</category><category>cornelia funke</category><category>reckless and fearless</category><category>melcher media</category><category>future of storytelling</category><category>immersive storytelling</category><category>multimedia</category></item><item><title>#ComedyFest</title><description>&lt;p&gt;&lt;p class="p1"&gt;Twitter is playing host to more than the usual status updates, promotional links, and links to cat Vines this week. Starting Monday April 29, it has also been the mainstage for Comedy Central&amp;#8217;s &lt;a href="http://www.comedycentral.com/comedyfest" title="#ComedyFest" target="_blank"&gt;#ComedyFest&lt;/a&gt;, the first comedy festival contained entirely on Twitter. With heavy hitters like &lt;a href="https://twitter.com/MelBrooks" title="Mel Brooks Twitter" target="_blank"&gt;Mel Brooks&lt;/a&gt; and &lt;a href="https://twitter.com/juddapatow" title="Judd Apatow" target="_blank"&gt;Judd Apatow&lt;/a&gt; tweeting, #ComedyFest doesn&amp;#8217;t use the brevity of the form as an excuse to shirk on the quality of its content. It featured 68 comedians hosting live-tweeted episodes, Q&amp;amp;A panels, drinking games, and Vine parties. The success of #ComedyFest suggests that it is possible to mount a great show, story, or entirely in 140-character bursts. And though its pieces are bite-sized, #ComedyFest represents a whole, coherent experience that can be accessed by any of Twitter&amp;#8217;s 200 million active users&amp;#8212;a far larger audience than would fit into a basement comedy club.&lt;/p&gt;
&lt;p class="p1"&gt;&lt;a href="http://www.comedycentral.com/comedyfest" title="#ComedyFest" target="_blank"&gt;&lt;img src="http://media.tumblr.com/f668145f0bd799eb01250e09607af28c/tumblr_inline_mm6zt6ebDy1qz4rgp.png"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/49466116122</link><guid>http://storyarcade.tumblr.com/post/49466116122</guid><pubDate>Thu, 02 May 2013 18:30:42 -0400</pubDate><category>comedyfest</category><category>comedy central</category><category>judd apatow</category><category>mel brooks</category><category>Twitter</category><category>Vine</category><category>future of storytelling</category><category>melcher media</category></item><item><title>The Wider Image</title><description>&lt;p class="p1"&gt;&lt;a href="http://www.reuters.com/" title="Reuters" target="_blank"&gt;Reuters&lt;/a&gt;&amp;#8217; global network of 600 photographers distributes over half a million pictures each year of world events and breaking news. In &lt;a href="http://widerimage.reuters.com/" title="The Wider Image" target="_blank"&gt;The Wider Image&lt;/a&gt;, their free iPad app, you can gain access to most of them. With a beautiful interface that puts images front and center, The Wider Image is an engaging place to learn about what&amp;#8217;s going on in places as far-flung as Bangladesh and Chernobyl through the immediacy of full-screen, Retina-resolution photo essays. While there are accompanying captions and articles that supplement, for the most part The Wider Image allows the photographs to tell full, rich stories on their own. You can browse images by date, location, or photographer and save your favorites. You can even follow individual photographers&amp;#8217; work, becoming familiar with the people behind the camera. New images can be discovered by dragging across a world map and a timeline, allowing you instant access to what would otherwise be far-flung locales. With its intuitive interface, the Wider Image gives its users an beautiful, immediate way of engaging with real-life stories from around the world.&lt;/p&gt;
&lt;p class="p1"&gt;&lt;a href="http://widerimage.reuters.com/" title="The Wider Image" target="_blank"&gt;&lt;img src="http://media.tumblr.com/86e816075aaeee4c99f9a05391f380f2/tumblr_inline_mlvuif0aeQ1qz4rgp.png"/&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/48956695447</link><guid>http://storyarcade.tumblr.com/post/48956695447</guid><pubDate>Fri, 26 Apr 2013 18:03:48 -0400</pubDate><category>Reuters</category><category>the wider image</category><category>ipad</category><category>photo essay</category><category>app</category><category>photography</category><category>storytelling</category><category>future of storytelling</category><category>melcher media</category></item><item><title>Perrier Secret Place</title><description>&lt;p&gt;&lt;/p&gt;

&lt;p&gt;&lt;/p&gt;
&lt;p class="p1"&gt;&lt;span&gt;You approach a nondescript laundromat and hold out a ticket. The woman sees the tattoo on your wrist, nods knowingly, and lets you behind the counter. You push past racks of clothes, open a door, and enter&amp;#8230;&lt;a href="http://www.perriersecretplace.com/" title="Perrier Secret Place" target="_blank"&gt;Perrier Secret Place&lt;/a&gt;, where you experience one wild party from the points of view of 60 different characters. You&amp;#8217;re able to see all of your surroundings, interact with others, and explore your environment, all done through video. Whenever you get curious, you can click on any other character to &amp;#8220;inhabit&amp;#8221; them and see the party through their eyes. As you explore, you learn secrets and try to decode them to win a real-life prize: a trip to some of the world&amp;#8217;s biggest parties. With its premise of putting you in the shoes of different characters—each of them experienced through a true POV video—Secret Place becomes truly immersive. Other characters talk directly to you, and you can see &amp;#8220;your&amp;#8221; hands interacting with the world around you. With its rich world and intriguing premise, Perrier Secret Place is an impressive, fun example of interactive storytelling.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.perriersecretplace.com/" title="Perrier Secret Place" target="_blank"&gt;&lt;img src="http://media.tumblr.com/4ef415b2861988cd5a9c4da47ad87b1b/tumblr_inline_mltz2m5yYC1qz4rgp.jpg"/&gt;&lt;/a&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/48879685629</link><guid>http://storyarcade.tumblr.com/post/48879685629</guid><pubDate>Thu, 25 Apr 2013 17:48:27 -0400</pubDate><category>Perrier secret place</category><category>perrier</category><category>Secret Place</category><category>party</category><category>POV</category><category>video</category><category>immersive storytelling</category><category>future of storytelling</category><category>melcher media</category></item><item><title>Daybreak</title><description>&lt;p&gt;&lt;p class="p1"&gt;At the end of FOX&amp;#8217;s TV thriller Touch, viewers were introduced to a mysterious object: the glowing, powerful dodecahedron. With just a glimpse of the object during the show and associated commercials, intrigued viewers could follow clues to &lt;a href="http://www.daybreak2012.com/"&gt;Daybreak&lt;/a&gt;, a transmedia spinoff that told its own story about the wonders of technology. There, viewers watched web episodes, explored two websites, solved puzzles on a smartphone app, and could even find real-life street posters all integrated into Daybreak&amp;#8217;s story. Through their exploration across these platforms, viewers followed a character whose life was turned upside-down by the dodecahedron and engaged with the world of Touch more deeply. Sponsored by AT&amp;amp;T, and produced by &lt;a href="http://futureofstorytelling.org/film/?id=14"&gt;FoST speaker Tim Kring&lt;/a&gt;, Daybreak is a strong contender in the brave new world of branded content, as well as an exciting high production value transmedia experience.&lt;/p&gt;
&lt;p class="p1"&gt;&lt;a href="http://www.daybreak2012.com/"&gt;&lt;img src="http://media.tumblr.com/17910930398f79d70d180f3d890a6c75/tumblr_inline_mliwihLZ481qz4rgp.jpg"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/48386242302</link><guid>http://storyarcade.tumblr.com/post/48386242302</guid><pubDate>Fri, 19 Apr 2013 18:17:34 -0400</pubDate></item><item><title>Do Not Touch</title><description>&lt;p&gt;&lt;/p&gt;

&lt;p class="p1"&gt;Catch the Dot. Stay in the Green Zone. Make a Mask. Play the Bass. Do all these things and more at &lt;a href="http://www.donottouch.org" title="Do Not Touch" target="_blank"&gt;Do Not Touch&lt;/a&gt;, an interactive music video by Amsterdam design studio &lt;a href="http://studiomoniker.com/" title="Moniker" target="_blank"&gt;Moniker&lt;/a&gt; for the song Kilo by Dutch band &lt;a href="http://lightlight.bandcamp.com/" title="Light Light" target="_blank"&gt;Light Light&lt;/a&gt;. As you watch the video, your mouse cursor&amp;#8217;s location is recorded as you follow the instructions that appear at the top of the screen. Making it more fun, you can see the trails of all the mouse cursors that have watched the music video before. The result is a swarm of cursors, all acting together to fulfill the instructions. With its playful calls to action, Do Not Touch can be played like a game, enjoyed as a song, and appreciated for the great example of participatory, crowd-sourced art that it is.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.donottouch.org" title="Do Not Touch" target="_blank"&gt;&lt;img src="http://media.tumblr.com/9f6d7dba49c407a43fbc40f5edd4887a/tumblr_inline_mlgwem8q311qz4rgp.jpg"/&gt;&lt;/a&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/48298584743</link><guid>http://storyarcade.tumblr.com/post/48298584743</guid><pubDate>Thu, 18 Apr 2013 16:22:41 -0400</pubDate><category>moniker</category><category>do not touch</category><category>light light</category><category>kilo</category><category>interactive music video</category><category>music video</category><category>cursor</category><category>crowdsource</category><category>future of storytelling</category><category>melcher media</category></item><item><title>StoryPress</title><description>&lt;p&gt;&lt;p class="p1"&gt;Have you ever wished you could permanently capture your grandparents&amp;#8217; memories? Or save your great-aunt&amp;#8217;s amazing suffragette story for your children to hear? Collect your own oral histories using your iPad with &lt;a href="http://www.storypress.com/" title="StoryPress" target="_blank"&gt;StoryPress&lt;/a&gt;, an app that makes it easy to record, organize, and archive spoken stories. After recording, you can organize stories into audiobooks, interactive tours, audio diaries, and share them with whomever you wish. StoryPress puts the spoken word—the lowest-tech, most traditional form of storytelling—front and center, with technology only serving to enhance its power. The software suggests that at least part of the future of storytelling may lie in ways we can augment and amplify our oldest techniques. &lt;/p&gt;
&lt;p class="p1"&gt;StoryPress is currently running a Kickstarter campaign to produce version 2.0 of the app. &lt;a href="http://www.kickstarter.com/projects/storypress/storypress-human-history-told-through-personal-sto" title="StoryPress Kickstarter" target="_blank"&gt;Learn more here&lt;/a&gt;.&lt;/p&gt;
&lt;p class="p1"&gt;&lt;a href="http://www.storypress.com/" title="StoryPress" target="_blank"&gt;&lt;img src="http://media.tumblr.com/24e91fc280246b97472748d0e393750a/tumblr_inline_ml5o4eqeO11qz4rgp.jpg"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/47795816606</link><guid>http://storyarcade.tumblr.com/post/47795816606</guid><pubDate>Fri, 12 Apr 2013 14:46:38 -0400</pubDate><category>StoryPress</category><category>oral history</category><category>spoken</category><category>future of storytelling</category><category>melcher media</category><category>history</category></item><item><title>Times Haiku</title><description>&lt;p&gt;&lt;p class="p1"&gt;Can computers be poets? &lt;a href="http://haiku.nytimes.com/" title="Times Haiku" target="_blank"&gt;Times Haiku&lt;/a&gt; makes a pretty good argument for the case. Jacob Harris, senior software architect at the New York Times, has programmed a bot to find haikus in the front page of the newspaper. The algorithm counts syllables and finds naturally-occuring 5-7-5 combinations within articles, and while you might expect (and get) pure randomness, the results can also be surprisingly poignant (&amp;#8220;There is pleasure to/be had here, in flares of spice/ that revive and warm.&amp;#8221;) Times Haiku represents one in a growing field of algorithmic storytelling and art&amp;#8212;also in this category are &lt;a href="http://narrativescience.com/artificial-intelligence-data-engine/" title="Quill by Narrative Science" target="_blank"&gt;Quill by Narrative Science&lt;/a&gt; and &lt;a href="http://Scape%20by%20Brian%20Eno%20and%20Peter%20Chilvers" title="http://generativemusic.com/" target="_blank"&gt;Scape by Brian Eno and Peter Chilvers&lt;/a&gt;. The ability of Times Haiku&amp;#8217;s mindless algorithm to find its poetic gems demonstrates just some of the exciting potential for generative and code-assisted creativity.&lt;/p&gt;
&lt;p class="p1"&gt;&lt;img src="http://media.tumblr.com/c1b9936291c436fff4cfd7f5b5169a87/tumblr_inline_ml421gRJVO1qz4rgp.gif"/&gt;&lt;/p&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/47729914848</link><guid>http://storyarcade.tumblr.com/post/47729914848</guid><pubDate>Thu, 11 Apr 2013 18:05:03 -0400</pubDate><category>times haiku</category><category>new york times</category><category>jacob harris</category><category>quill</category><category>scape</category><category>narrative science</category><category>brian eno</category><category>peter chilvers</category><category>haiku</category><category>future of storytelling</category><category>melcher media</category></item><item><title>Recalling 1993</title><description>&lt;p class="p1"&gt;The &lt;a href="http://www.newmuseum.org/" title="New Museum" target="_blank"&gt;New Museum&lt;/a&gt;’s show “&lt;a href="http://www.newmuseum.org/exhibitions/view/nyc-1993-experimental-jet-set-trash-and-no-star" title="NYC 1993" target="_blank"&gt;NYC 1993: Experimental Jet Set, Trash and No Star&lt;/a&gt;” elevates that year, two decades ago, to a pivotal moment that shaped the art and cultural zeitgeist of the city and the world. With work from artists such as Mike Kelley, Cindy Sherman, Matthew Barney, and Kiki Smith, the show is a vivid evocation of the ferment of the early 1990s. &lt;a href="http://recalling1993.com/" title="Recalling 1993" target="_blank"&gt;ReCalling 1993&lt;/a&gt;, created by &lt;a href="http://www.droga5.com/" title="Droga5" target="_blank"&gt;Droga5&lt;/a&gt; and The &lt;a href="http://www.newmuseum.org/" title="New Museum" target="_blank"&gt;New Museum&lt;/a&gt;, enlists payphones to transport you back to the New York of 1993. Call 1-855-FOR-1993 from any of Manhattan’s 5,000 payphones and you’ll hear what was going on in that phone&amp;#8217;s location 20 years ago. From a phone on 42nd Street, porn icon Robin Byrd recalls the then-seedy neighborhood’s high spots (“it was a great time!”). From outside the Whitney Museum, critic Walter Robinson recalls the fake vomit in the year’s Biennial. Taking you out of the confines of the New Museum and into the bustling city streets, ReCalling 1993 is a fascinating exploration of time, space, technology, and one of the most dynamic cities in the world.&lt;/p&gt;
&lt;p&gt;&lt;iframe frameborder="0" height="281" src="http://player.vimeo.com/video/62631546?title=0&amp;amp;byline=0&amp;amp;portrait=0&amp;amp;color=52b646" width="500"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://vimeo.com/62631546"&gt;Recalling 1993&lt;/a&gt; from &lt;a href="http://vimeo.com/user14547711"&gt;Droga5 NY&lt;/a&gt; on &lt;a href="http://vimeo.com"&gt;Vimeo&lt;/a&gt;.&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/47216354531</link><guid>http://storyarcade.tumblr.com/post/47216354531</guid><pubDate>Fri, 05 Apr 2013 16:53:26 -0400</pubDate><category>Recalling 1993</category><category>1993</category><category>NYC</category><category>Droga5</category><category>New Museum</category><category>Museum</category><category>Storytelling</category><category>Future of Storytelling</category></item><item><title>Gallery One at the Cleveland Museum of Art</title><description>&lt;p&gt;&lt;p class="MsoNormal"&gt;You enter the room and are greeted by a 40-foot-wide screen filled with 3,000 glowing images inviting you to touch, swipe through, and explore. As you tap each one, the images reconfigure, grouping similar images together and highlighting trends in art and relationships between objects. If you like what you see, you can save the images to your iPad, take them home, and create customized collections for yourself.&lt;/p&gt;
&lt;p class="MsoNormal"&gt;This is &lt;a href="http://www.clevelandart.org/gallery-one/about" title="Gallery One" target="_blank"&gt;Gallery One&lt;/a&gt; at the &lt;a href="http://www.clevelandart.org/" title="Cleveland Museum of Art" target="_blank"&gt;Cleveland Museum of Art&lt;/a&gt;, developed by creative firm &lt;a href="http://localprojects.net/" title="Local Projects" target="_blank"&gt;Local Projects&lt;/a&gt;. (The President and Founder of Local Projects is Jake Barton, who some of you may recognize from &lt;a href="http://futureofstorytelling.org/film/?id=7" title="Jake Barton at FoST 2012" target="_blank"&gt;FoST 2012&lt;/a&gt;!) These images represent all of the items in the museum&amp;#8217;s collection, and as you and others browse the giant touchscreen you can view infinite configurations of images and create a personalized tour for yourself. Once you are exploring the museum, a companion iPad app, &lt;a href="https://itunes.apple.com/us/app/artlens/id580839935?mt=8" title="ArtLens" target="_blank"&gt;ArtLens&lt;/a&gt;, provides additional content, such as behind-the-scenes installation videos or historical context. Gallery One represents one of the most successful and well-integrated examples of technology in a museum context to date, as it serves to enhance the pieces and deepen our engagement with the artwork. At the Cleveland Museum of Art, futuristic technology serves to showcase classical art, bringing objects from the past to a modern audience.&lt;/p&gt;
&lt;p class="MsoNormal"&gt;&lt;strong&gt;This Wednesday April 3, we are hosting a Google+ hangout with Jake Barton&lt;/strong&gt;, President of Local Projects, who will be discussing this and other innovative experiences. For more details and to RSVP for this exciting conversation, &lt;a href="https://plus.google.com/events/cqhj25ff7va875s9d1ncbqmgicg" title="Google+ Hangout with Jake Barton" target="_blank"&gt;click here&lt;/a&gt;.&lt;/p&gt;
&lt;p class="MsoNormal"&gt;&lt;a href="http://www.clevelandart.org/gallery-one/about" title="Gallery One" target="_blank"&gt;&lt;img alt="image" src="http://media.tumblr.com/5f1f01930e43b41093cd61bc25514f9e/tumblr_inline_mkllx3SWZG1qz4rgp.jpg"/&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;&lt;/p&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/46885818444</link><guid>http://storyarcade.tumblr.com/post/46885818444</guid><pubDate>Mon, 01 Apr 2013 18:51:00 -0400</pubDate><category>gallery one</category><category>cleveland museum of art</category><category>museum</category><category>touchscreen</category><category>local projects</category><category>jake barton</category><category>artlens</category><category>art</category><category>interactive</category><category>ipad</category><category>gallery</category><category>curation</category><category>digital display</category><category>culture</category><category>melcher media</category><category>storytelling</category><category>future of storytelling</category></item><item><title>The Monster That Won't Let Children Go To School</title><description>&lt;div class="post_title"&gt;&lt;span&gt;At the beginning of &lt;/span&gt;&lt;a href="http://www.elmonstruo.org/en/" title="The Monster" target="_blank"&gt;The Monster That Won’t Let Children Go To School&lt;/a&gt;&lt;span&gt;, all seems well—the titular children travel happily through charming landscapes, backpacks on. However, it’s not long before each group of children is besieged by a monster that sends them running back home. Finally, at one critical moment in this interactive film and fundraising campaign by &lt;/span&gt;&lt;a href="http://www.unicef.org/" title="Unicef" target="_blank"&gt;Unicef&lt;/a&gt;&lt;span&gt;, &lt;/span&gt;&lt;a href="http://ing.us/" title="ING" target="_blank"&gt;ING Direct&lt;/a&gt;&lt;span&gt;, and &lt;/span&gt;&lt;a href="http://www.grupobassatogilvy.es/" title="Ogilvy Spain" target="_blank"&gt;Ogilvy Spain&lt;/a&gt;&lt;span&gt;, the viewer is able to send the children a text message in order to save them from the monster. What they choose to text changes the ending of the film—letting the viewer become the hero of the story. Cleverly, each text sent via this experience automatically donates 1.20 Euro to Unicef, which go towards real-life philanthropic initiatives that help children attend school. In a little over a month, the campaign raised 197,000 Euro. In addition to being an engaging instance of participatory narrative, The Monster is an inspiring example of how technology and storytelling can come together to involve the viewer, inspire action, and engender real change.&lt;/span&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://elmonstruo.org/en/" title="The Monster" target="_blank"&gt;&lt;img src="http://media.tumblr.com/79a6ca19cc0fc63ff5a88ba22b04d74b/tumblr_inline_mkfqtqCXfB1qz4rgp.jpg"/&gt;&lt;/a&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/46611403261</link><guid>http://storyarcade.tumblr.com/post/46611403261</guid><pubDate>Fri, 29 Mar 2013 14:48:56 -0400</pubDate><category>unicef</category><category>ogilvy spain</category><category>ing direct</category><category>the monster that won't let children go to school</category><category>google</category><category>creative sandbox</category><category>participatory storytelling</category><category>storytelling</category><category>interactive</category><category>web</category><category>fundraising</category><category>melcher media</category><category>future of storytelling</category><category>fost</category></item><item><title>BioShock Infinite</title><description>&lt;p&gt;&lt;a href="http://bioshockinfinite.com"&gt;BioShock Infinite&lt;/a&gt;, the third installment of the enormously popular BioShock franchise, comes out today to the delight of its many fans. From the beginning, BioShock has owed much of its success to the unusual depth of its in-game narratives and the sophistication of its themes. Perhaps owing from creator Ken Levine&amp;#8217;s background as a screenwriter, plots were complex and rich, featuring morally ambiguous characters, elaborate world building, and philosophical questions. BioShock Infinite follows in this trend of sophisticated storytelling. The game is set in Columbia, a city that floats in the sky and is based on the 1893 Chicago World&amp;#8217;s Fair. You play as detective Booker DeWitt who must rescue the herione Elizabeth from Columbia to take back to Earth. Though at first Columbia appears to be a wonderful place, you soon realize that it is plagued by xenophobia, racism, and growing class tensions&amp;#8212;all inspired by real, ugly American history. BioShock Infinite becomes a pointed comment on American exceptionalism, and represents one of the most sophisticated, mature examples of video game narratives to date. More than your typical first-person shooter, BioShock Infinite argues for games as the next great medium for high caliber storytelling.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://bioshockinfinite.com"&gt;&lt;img src="http://media.tumblr.com/480d1a5bbf25a4bf503ec5e03db11e03/tumblr_inline_mka5uzOHDR1r0h75m.jpg"/&gt;&lt;/a&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/46351876590</link><guid>http://storyarcade.tumblr.com/post/46351876590</guid><pubDate>Tue, 26 Mar 2013 14:44:43 -0400</pubDate><category>Future of storytelling</category><category>storytelling</category><category>games</category><category>bioshock</category><category>bioshock infinite</category><category>ken Levine</category></item><item><title>The Talking Shoe at Art, Copy, &amp; Code</title><description>&lt;p&gt;&lt;p class="MsoNormal"&gt;&lt;span&gt;Google’s&lt;/span&gt;&lt;span&gt; &lt;/span&gt;&lt;a href="http://www.artcopycode.com/" title="Art, Copy, &amp;amp; Code" target="_blank"&gt;&lt;strong&gt;Art, Copy, &amp;amp; Code&lt;/strong&gt;&lt;/a&gt;&lt;span&gt; &lt;/span&gt;&lt;span&gt;is “a series of experiments to re-imagine advertising.” Where the last revolution in advertising in the 1960&amp;#8217;s brought Art and Copy together, today we are witnessing the unprecedented creative intersection of Art, Copy, and Code.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal"&gt;The first experiment is a &lt;a href="http://www.artcopycode.com/#/project/0" title="Talking Shoe" target="_blank"&gt;talking shoe&lt;/a&gt;—“an experiment in connected objects.” A custom pair of Adidas trainers senses your level of activity, sends the data to your phone, and generates encouragement and some snark (&amp;#8220;I love the feeling of wind in my laces!&amp;#8221;). Via Google+, your shoes are also your personal storyteller, broadcasting your activity. The data also allows for custom ads that take your shoes—and your movement—into account.&lt;/p&gt;
&lt;p class="MsoNormal"&gt;We admire the perspective that storytelling is at the center of the best advertising—and its future. &lt;/p&gt;
&lt;p class="MsoNormal"&gt;&lt;a href="http://www.artcopycode.com/#/project/0" title="Talking Shoe" target="_blank"&gt;&lt;img alt="image" src="http://media.tumblr.com/59592f1dc83df8dfc1471d1b4ab8c08a/tumblr_inline_mk2xooSTkU1qz4rgp.png"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/46013481650</link><guid>http://storyarcade.tumblr.com/post/46013481650</guid><pubDate>Fri, 22 Mar 2013 16:48:00 -0400</pubDate><category>talking shoe</category><category>art copy &amp; code</category><category>google</category><category>adidas</category><category>zach lieberman</category><category>connected objects</category><category>internet of things</category><category>despina papadopoulos</category><category>studio 5050</category><category>advertising</category><category>future of storytelling</category><category>storytelling</category><category>melcher media</category></item><item><title>Year Walk</title><description>&lt;p&gt;&lt;p class="p1"&gt;You set off from your cabin into the night. Tentatively, you move to the next screen, not sure what kind of unsettling omen might await you&amp;#8230;this is &lt;a href="http://simogo.com/games/yearwalk/" title="Year Walk" target="_blank"&gt;Year Walk&lt;/a&gt;, an iOS game by Simon Flesser and Magnus &amp;#8220;Gordon&amp;#8221; Gardeback of the gaming studio &lt;a href="http://simogo.com/" title="Simogo" target="_blank"&gt;Simogo&lt;/a&gt;. The game takes you through a vision quest ritual whose object is to catch a glimpse of the future. However, by going on a year walk you risk great danger and encounters with powerful supernatural entities. Full of atmospheric details like an eerie soundtrack, a beautiful but disorienting navigation system, and cryptic runes, the game immerses you in its mysterious world. The puzzles you must solve to move forward make clever use of the iPad&amp;#8217;s capabilities including multi-touch and orientation sensitivity. You drag at the edge of a screen to reveal clues, listen for the sound of water to orient yourself, and brush aside obstacles in your path. These interactive gestures encourage you to engage deeply with the game, literally turning and touching it, which in turn engages you with the narrative and makes the scary moments that much scarier. The result is a thoroughly creepy, satisfying experience which reminds us of the power interaction has to immerse us into a story.&lt;/p&gt;
&lt;p class="p1"&gt;&lt;a href="http://simogo.com/games/yearwalk/" title="Year Walk" target="_blank"&gt;&lt;img src="http://media.tumblr.com/b909acbdf236b15a50e51a7d9659481d/tumblr_inline_mjyyugzIur1qz4rgp.png"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/45855840068</link><guid>http://storyarcade.tumblr.com/post/45855840068</guid><pubDate>Wed, 20 Mar 2013 16:31:39 -0400</pubDate><category>year walk</category><category>simogo</category><category>simon flesser</category><category>magnus gardeback</category><category>future of storytelling</category><category>storytelling</category><category>game</category><category>ipad</category><category>interactive</category></item><item><title>Hello Again</title><description>&lt;p&gt;&lt;p class="p1"&gt;Weren&amp;#8217;t able to make it to &lt;a href="http://www.beck.com/" title="Beck" target="_blank"&gt;Beck&lt;/a&gt;&amp;#8217;s live performance of David Bowie&amp;#8217;s &amp;#8216;Sound and Vision&amp;#8217;? No problem&amp;#8212;you can experience it just as well in &lt;a href="http://www.chrismilk.com/" title="Chris Milk" target="_blank"&gt;Chris Milk&lt;/a&gt;&amp;#8217;s interactive recording of the concert &lt;a href="http://loadbalancer.beck360-production.com/main/beck360.html" title="Hello, Again" target="_blank"&gt;&amp;#8220;Hello Again.&amp;#8221;&lt;/a&gt; Using technology like state-of-the-art 360 degree cameras and binaural microphones, Chris Milk has created an immersive virtual experience where you can &amp;#8220;move&amp;#8221; around the concert venue and view the stage from any spot or angle you desire. If you put your headphones on, the sound will change depending on where you are in the space, and if you turn on your webcam, the sound and video react to the direction you turn your head. &amp;#8220;Hello Again&amp;#8221; shows us the potential of technology for immersion, and we&amp;#8217;re just as inspired by the incredible virtual sensory experience as we are by Beck and Bowie&amp;#8217;s music.&lt;/p&gt;

&lt;p class="p1"&gt;&lt;a href="http://loadbalancer.beck360-production.com/main/beck360.html" title="Hello Again" target="_blank"&gt;&lt;img src="http://media.tumblr.com/7a1235a9ac2a359a95c94ae0f6da6a72/tumblr_inline_mjpx9tNWUr1qz4rgp.png"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/45437988683</link><guid>http://storyarcade.tumblr.com/post/45437988683</guid><pubDate>Fri, 15 Mar 2013 16:09:22 -0400</pubDate><category>future of storytelling</category><category>melcher media</category><category>beck</category><category>360</category><category>binaural audio</category><category>360 camera</category><category>chris milk</category><category>david bowie</category><category>sound and vision</category><category>immersive experience</category></item><item><title>Cart Life</title><description>&lt;p&gt;&lt;p class="p1"&gt;&lt;span&gt;&lt;a href="http://www.richardhofmeier.com/cartlife/" title="Cart Life" target="_blank"&gt;Cart Life&lt;/a&gt; by &lt;a href="http://www.richardhofmeier.com/" title="Richard Hofmeier" target="_blank"&gt;Richard Hofmeier&lt;/a&gt; is a &amp;#8220;retail simulation for Windows&amp;#8221; where you play as one of three down-and-out food cart vendors, each trying to make their way in the world and create a thriving business while dealing with personal problems. Gameplay involves tasks such as selling coffees, making bagels, and taking the bus. Deliberately immersing you in the mundanity of these characters&amp;#8217; daily lives and the difficulty of their personal concerns (one is recently divorced and fighting for custody of her daughter), this game is not your typical special-effects laden blockbuster. But something interesting happens as you complete the same game tasks over and over: you develop an empathetic bond with your character and become invested in their personal narrative. You want them to overcome the monotony and hardship of their in-game circumstances to reach their goal, and every small step forward or back becomes cause for great celebration or despair. Through asking you to experience first-hand the life of someone else, Cart Life elicits unusually deep investment in its characters&amp;#8217; stories.&lt;/span&gt;&lt;/p&gt;
&lt;p class="p1"&gt;&lt;a href="http://www.richardhofmeier.com/cartlife/" title="Cart Life" target="_blank"&gt;&lt;span&gt;&lt;img alt="image" src="http://media.tumblr.com/0b95da8917374be52436b3a9f22d25b0/tumblr_inline_mjo0es4NtM1qz4rgp.gif"/&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;/p&gt;</description><link>http://storyarcade.tumblr.com/post/45359055878</link><guid>http://storyarcade.tumblr.com/post/45359055878</guid><pubDate>Thu, 14 Mar 2013 15:22:00 -0400</pubDate><category>future of storytelling</category><category>storytelling</category><category>digital storytelling</category><category>video games</category><category>cart life</category><category>richard hofmeier</category></item></channel></rss>
