Columbia Digital Dozen media release.pages

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Jan 27, 2016 - ... the first annual “Digital Dozen: Breakthroughs in Storytelling,” its list of the .... directors, writers of poetry, fic on and nonfic on, playwrights, ...
   

COLUMBIA  UNIVERSITY’S  DIGITAL  STORYTELLING  LAB  ANNOUNCES  
 FIRST  ANNUAL  “DIGITAL  DOZEN,”  
 HONORING  GROUNDBREAKING  STORYTELLERS     NEW  YORK,  NY,  Jan.  27,  2016—Columbia  University’s  Digital  Storytelling  Lab  (DSL)  has   announced  the  first  annual  “Digital  Dozen:  Breakthroughs  in  Storytelling,”  its  list  of  the   most  creaTve  approaches  to  narraTve  from  the  past  year.  The  works  honored  for  2015   include  an  ad  campaign;  a  video  game;  an  art  installaTon;  an  experimental  opera;  an   online  community  whose  leaders  have  been  targeted  by  murderous  fundamentalists;   and  two  journalism  reports,  one  employing  nonlinear  narraTve  and  the  other  virtual   reality.  Together  they  show  the  extraordinary  range  of  narraTve  technologies  in  use   today,  from  simple  blogging  pla\orms  to  virtual  reality  to  face-­‐subsTtuTon  so^ware.     Chosen  by  members  and  associates  of  the  Digital  Storytelling  Lab,  a  project  of  Columbia   University  School  of  the  Arts  Film  Program,  the  12  examples  do  not  conform  to  any  one   idea  about  what  the  future  of  storytelling  will  be.  They  include  highly  structured   narraTves  as  well  as  those  that  let  the  user  determine  the  outcome.  Some  take  place   enTrely  online;  others  use  digital  technology  to  create  or  enhance  real-­‐world   experiences.  Some  celebrate  technology;  others  use  it  to  warn  of  a  dystopian  future.   What  unites  them  all  is  a  narraTve  approach  that  would  not  have  been  possible  25  years   ago.     The  Digital  Dozen  were  selected  by  Professors  Hilary  Brougher  and  Ira  Deutchman  and   Senior  Fellows  Frank  Rose  and  Paul  Woolmington  of  the  School  of  the  Arts;  David  K.   Park,  Columbia  University’s  Dean  of  Strategic  IniTaTves;  Lance  Weiler,  Director  of  the   Digital  Storytelling  Lab  and  Director  of  ExperienTal  Learning  at  Columbia;  and  Dennis   Tenen  of  the  Department  of  English  and  ComparaTve  Literature.  The  iniTaTve,  led  by   1

Lab  member  Frank  Rose,  author  of  The  Art  of  Immersion,  with  the  support  of  Lab  co-­‐ founder  Lance  Weiler  and  other  members,  is  intended  to  encourage  innovaTon,   creaTvity,  and  an  awareness  that  digital  is  changing  the  way  we  tell  stories  as  much  as   it’s  challenging  the  business  models  of  companies  that  tell  them.   The  Columbia  2015  Digital  Dozen  (in  alphabeXcal  order)  are:     •

Absolut  Silverpoint,  an  app-­‐based  adverTsing  campaign  for  Absolut  Vodka  that   for  two  weeks  in  London  combined  game,  story,  immersive  theater,  and  (for  some)  a   free  drink.    



The  Deeper  They  Bury  Me:  A  Call  from  Herman  Wallace,  an  online  documentary   in  the  form  of  a  phone  call  from  a  man  who  spent  40  years  in  solitary  confinement.    



The  Displaced,  a  virtual  reality  experience  that  introduced  readers  of  The  New   York  Times  Magazine  to  three  of  the  30,000  children  who  are  among  the  world’s   refugees.    



Door  into  the  Dark,  a  physically  immersive  experience  that  uses  digital   technology  to  encourage  people  to  think  about  what  it  means  to  be  lost.    



Freedom,  an  art  installaTon  that  employs  video  and  life-­‐sized  Teletubby  statues   in  SWAT  team  gear  to  provide  a  causTc  commentary  on  police  violence,  personal   data,  and  poliTcal  dysfuncTon.    



The  Hopscotch  Opera,  an  opera  performed  in  private  limousines  and  in  iconic   locaTons  in  and  around  downtown  Los  Angeles,  with  scenes  presented  seemingly  at   random.    



Karen,  an  app  from  a  “life  coach”  who  starts  off  professionally  enough  but   quickly  veers  into  inappropriate  territory.    



Life  Is  Strange,  a  video  game  about  a  high-­‐school  girl  who  discovers  she  can   rewind  Tme—a  useful  gi^  that  at  a  certain  point  turns  unexpectedly  problemaTc.    



Mukto-­‐Mona,  an  online  community  for  Bengali  free-­‐thinkers  and  secularists  that   lost  its  founder,  its  founder’s  book  publisher,  and  two  of  its  bloggers  to  machete-­‐ wielding  Islamic  fundamentalists  in  Bangladesh  last  year.    

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Network  Effect:  Human  Life  on  the  Internet,  an  online  video  experience  that   portrays  Internet  existence  as  freneTc  and  obsessive  and  suggests  we  periodically   disconnect.    



The  Pickle  Index,  a  comic  novel  told  in  three  forms:  a  paperback  book,  a  lavishly   illustrated  two-­‐volume  hardcover,  and  a  mobile  app  that  thrusts  the  reader  into  the   world  of  the  story.    



This  Is  the  Story  of  One  Block  in  Bed-­‐Stuy,  Brooklyn,  a  New  York  magazine  cover   story  about  urban  gentrificaTon  that  appears  online  in  its  true  form—as  a  nonlinear   series  of  linked  narraTves  and  data  visualizaTons.    

For  details  on  the  12  winners,  please  visit  the  Digital  Storytelling  Lab  website.     About  the  Columbia  Digital  Storytelling  Lab   A  mulTdisciplinary  project  spearheaded  by  Columbia  University  School  of  the  Arts  Film   Program,  the  Columbia  Digital  Storytelling  Lab  was  set  up  to  design  stories  for  the  21st   century.  Headed  by  co-­‐founder  Lance  Weiler,  Columbia’s  Director  of  ExperienTal   Learning  and  Applied  CreaTvity,  the  lab  builds  on  pracTces  originaTng  in  the  arts,   humaniTes,  and  technology.  Its  leading  contribuTon  to  date  is  “Sherlock  Holmes  and  the   Internet  of  Things,”  a  global  storytelling  experiment  led  by  Weiler  and  award-­‐winning   game  designer  and  lab  associate  Nick  Fortugno  that  uses  an  ever-­‐evolving  detecTve   narraTve  to  examine  the  policy  and  ethical  issues  surrounding  the  Internet  of  Things.     About  Columbia  University  School  of  the  Arts   Columbia  University  School  of  the  Arts  awards  the  Master  of  Fine  Arts  degree  in  Film,   Theatre,  Visual  Arts  and  WriTng  and  the  Master  of  Arts  degree  in  Film  Studies;  it  also   offers  an  interdisciplinary  program  in  Sound  Arts.  The  School  is  a  thriving,  diverse   community  of  arTsts  from  around  the  world  with  talent,  vision  and  commitment.  The   faculty  is  comprised  of  acclaimed  and  internaTonally  renowned  arTsts,  film  and  theatre   directors,  writers  of  poetry,  ficTon  and  nonficTon,  playwrights,  producers,  criTcs  and   scholars.  Every  year  the  School  of  the  Arts  presents  exciTng  and  innovaTve  programs  for  

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the  public  including  performances,  exhibiTons,  screenings,  symposia,  a  film  fesTval,  and   numerous  lectures,  readings,  panel  discussions  and  talks  with  arTsts,  writers,  criTcs  and   scholars.  This  year,  the  School  marks  the  50th  Anniversary  of  its  founding.  For  more   informaTon,  visit  arts.columbia.edu.     #  #  #   Press  Contact:   Rich  Dikeman   Director  of  CommunicaTons   Columbia  University  School  of  the  Arts   [email protected]   (212)  854-­‐7884    cell:  (201)  772-­‐4843  

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