All posts for Tag: CFC Media Lab

Expert Interview: Advice for New Startups

We have launched a new series of videos on our YouTube channel called Expert Interviews. Every Wednesday we will release a new interview with some of the thought leaders we have had the opportunity to meet through ideaBOOST.

Our first one, Advice for New Startups, features Bruce Croxon, Christopher Barnard, and Paul Woolner.

Be sure to subscribe to our youtube channel and stay tuned for next week’s Expert Interview about Predictions for Future Trends!

Don’t miss “3D For Real” our masterclass at the Reel Asian Film Festival!

3D Flic and CFC Media Lab are co-presenting “3D For Real”, a free masterclass on 3D filmmaking for independent filmmakers at the Toronto Reel Asian International Film Festival. The masterclass will feature a series of expert speakers and examples of their work will be shown in 3D at the theatre.

3D FLIC & CFC MEDIA LAB PRESENTS: 3D FOR REAL

SAT, NOV 10 | 2:30 PM – 4:00 PM | Jackman Hall AGO (317 Dundas Street West) | FREE | Open to the public

How can 3D be used to further storytelling with independent budget constraints? This type of filmmaking technology demands a fresh breed of director to harness unprecedented levels of creativity and resourcefulness. The rich possibilities of 3D filmmaking on a budget will spur lively discussion on visionary filmmaking that incorporates technology to extraordinary effect. 3D examples will be shown.

With: Park Hong-Min, Director (A Fish); Laurie Wilcox (3D Flic); Tim Dashwood, Stereographer
Moderator: Dean Vargas, Creative Director (Motion Pantry)

 

 

You Gotta Be There: CFC Media Lab Hits the WSFF Symposium

POWER HOUR: CFC Media Lab

Join Leonardo Dell’Anno, Operations and Special Projects Manager, CFC Media Lab; Joyce Wong, Technology and Production Manager, CFC Media Lab; and Andrea Mallozzi, Digital Operations and Social Media Coordinator for a discussion about the future of the CFC Media Lab.

The CFC Media Lab has a 15-year track record of success at building collaborative environments for creative transformation in interactive media. The next evolution of the CFC Media Lab is to focus on sustainability, innovation and the global footprint. Sit down with the CFC Media Lab for an amazing power hour that gives you an exclusive look at their new initiatives, launch dates and how you can be involved in their programs. You won’t want to miss this discussion as you get the inside scoop on the future of innovation in digital media in Canada.

Details…

Where: VICU 211 (Victoria College)
When: Wed. June 6, 2012  10:45 AM – 11:45 AM
More Info: http://worldwideshortfilmfest.com/symposium/symposium-2012/#medialab

The Power of Pennies: Film Funding & Crowd Sourcing

Crowd Sourcing is proving that every penny counts when funding your film! With platforms like Indie GoGo and the newly launched Hot Docs Ignite, crowd sourcing is an innovative way to connect with collaborators and collect cash for your next big project. But is finding funding through the internet really that simple? A panel of industry experts and filmmakers weigh the pros and cons, sharing their tales of triumph and woe from this new frontier in film financing.

Moderator:
Leonardo Dell’Anno, Operations Manager and Special Projects, CFC Media Lab

Panelists:
Adam Chapnick, Principle Business Development, Indie GoGo
Jonas Diamond, CEO, Smiley Guy Studios
Elizabeth Radshaw, Forum and Market Director, Hot Docs, Doc Ignite

Details…

Where: VICU 215 (Victoria College)
When: Wed. June 6th, 2012 2:00 PM – 3:30 PM
More Info: http://worldwideshortfilmfest.com/symposium/symposium-2012/#medialab

MaRS announces JOLT!

New technology accelerator will combine creative design and business expertise to build growth companies

Congratulations to MaRS as they announce the creation of JOLT, a new technology accelerator dedicated to building high-growth web and mobile companies that promise to transform the way consumers and enterprises connect, work and play.

Housed in the MaRS Commons, JOLT will select up to 15 high-potential startups annually, providing them with space, seed financing and mentorship, as well as access to partners and some of the top angel and venture capital investors in the industry. The goal of the program is to accelerate market validation and, in turn, help these companies secure the capital and talent necessary to scale efficiently.

To help support and guide startups to market entry, JOLT has attracted more than 70 experienced entrepreneurs and executives from many of Canada’s leading startups, and venture capital, technology and entertainment companies, including: Polar Mobile, Spark59, Virgin Gaming, Google, Zynga, Kobo, and more.

JOLT is collaborating with a number of key partners who will actively commit their time, expertise and services to help JOLT companies become market leaders, including the CFC Media Lab, a unique collaborative training, acceleration and creative production think-tank environment for emerging new media content developers, practitioners and companies; and JET Cooper, a leading user design and experience agency. By combining their expertise in the creative arts and design with MaRS’ business-building experience, JOLT will be a unique Canadian technology accelerator.

 

Retro Activity

It seems like wherever I go these days, I wind up looking at the past. Half of the photos my friends share on Facebook and Twitter are run through a gamut of filters to look like they were shot in 1969 (that’s even the name of one of Hipstamatic’s workflows), and now the same thing is happening with video thanks to apps like 8mm Vintage Camera.

While a major trend of late in digital content creation tools has been the retro styling of interfaces and artifacts, the last several years of PC and console gaming could be seen as a pilgrimage in the opposite direction. Solid Snake, Nico Bellic, and Nathan Drake all furrow their blemished brows and glower at us menacingly in 1080p… at least Master Chief had the decency to put on a helmet.

But not all games operate within this paradigm of photorealism – there are families of titles evolving on the plains outside of the Uncanny Valley, and groups of developers more interested in experimenting with gameplay than participating in the arms race of shader technology.

A great example of this trend towards retro visuals is the Swedish indie juggernaut known as Minecraft. The premise of the game is simple – wake up in a wilderness, prance about exploring for most of the day, find a way to build shelter before nightfall, avoid becoming dogfood for a menagerie of roving monsters – but the really interesting stuff at work in Minecraft is in the context of sandbox gameplay and open collaboration. You can work with friends online to architect elaborate in-game underground fortresses, treehouses, or even working arithmetic logic units; but everything you build has to be crafted from natural substances mined from the world around you and represented by blocks about one foot by one foot in size. While the world of Minecraft is vast, it’s also quite graphically granular. The experience looks and feels more like the result of some macabre mash-up of panspermia and Tetris than other sandbox games like Garry’s Mod, Little Big Planet, or Second Life. The easiest way to describe Minecraft’s gameplay to newcomers is as a digital version of Lego… a version where each block must be carefully smelted from elusive minerals at the core of the earth.

Trevor Haldenby's Minecraft Kingdom

My Minecraft Kingdom... not so meta-meta.

What could have compelled the game’s creator Markus “Notch” Persson to employ such a distinctly retro style in the creation of such an innovative game? And what features of the game are responsible for the sale of more than 1.8 million units in the last year?

Performance
Minecraft is built and sold as a Java application. As many have discovered, it runs in a corporate web browser approximately as well as it will on a dedicated gaming rig. 1999‘s Quake III finally moved into the browser as “Quake Live” last year after heavy modifications, but Minecraft was there from the start by drawing in the thousands of blocks making up each world dynamically and by not using particularly elaborate textures. You can customize your in-game character on the minecraft.net site using a 32×32 pixel image… about a third the size of what made for a decent LiveJournal icon ten years ago.

Familiarity
It seems like it’s often assumed that hyper-real graphics will feel good because they’re similar to how we perceive the world with the HD cameras embedded in our faces. The purveyors of gigabyte-packing graphics cards surely presume that visual accuracy is what’s behind the verisimilitude of a good gaming experience. But what about those of us who grew up under the supervision of the Super Mario Brothers and a 12” TV, or their ancestors from the Old Country of Atari? I think it stands to reason that 8-bit graphics and simplistic animations make the average 20 or 30-something gamer feel more at home than anisotropic filters.

Mechanics in Focus
When you’re playing a photorealistic 3D title you’re probably going to invest less effort into considerations of underlying gameplay mechanics than you might if you were enjoying a basement romp in a refrigerator box. Games defined by shiny pretty things certainly have a time and place, but when you’re playing a title that deliberately immerses you in a lo-fi look-and-feel, you’re more likely to be pleasantly surprised by the ingenuity or complexity of the mechanics at work.

Kenfagerdotcom's Minecraft Kingdom

Kenfagerdotcom's Minecraft Kingdom... meta-meta to the power of meta.

Minecraft isn’t alone in utilizing retro graphics to get audiences engaged, before challenging them with innovative gameplay concepts. Jason Rohrer and Daniel Benmergui are both developer-artistes putting out engaging and genre-busting titles with beautiful 8-bit looks.

Screenshot from Jason Rohrer's PASSAGE

Screenshot from Jason Rohrer's PASSAGE

If you’re hungry for a particularly well-executed experiment in innovation through nostalgia, there’s a brand new Toronto-bred iPad title you’ve got to check out: Superbrothers: Sword & Sworcery EP, a collaboration between Capybara Games, the Superbrothers squad of visual artists, and Jim Guthrie. If you spent any time with Sierra’s King’s Quest in 1990 (itself a visual retooling of the Adventure Game Interpreter 1984 original, rebooted once more last year), you’ll feel eerily at home here. But after only a few minutes of play it becomes clear that Sw&Sw is about experimenting with social gaming features that the retro aesthetic might have prevented you from anticipating. For instance, all of the game’s dialogue takes place in the form of 140-or-fewer letter exchanges – enabling players to tweet conversations as they progress, from within the game’s HUD. It’s quite a clever little innovation, allowing players to share their progress through a game that doesn’t quite align with the High Scores ‘n Headshots model of friendly competition familiar to many console gamers. Even the title of the game is displayed on my iPad’s home screen as a hashtag.

Superbrothers Sword & Sworcery EP Screenshot

Screenshot from Superbrothers: Sword & Sworcery EP

Could Capybara have gotten away with encouraging Sw&Sw players to tweet their progress in a photorealistic first-person shooter version of the game? Possibly. Could they have maintained as much of the delightfully corny Your Highness-esque dialogue with such an approach? Perhaps. But could they have made audiences from 15 to 35 feel immediately comfortable with the title while embracing its innovative idiosyncrasies? I’m skeptical.

For a particular group of gamers born in the final decades of the 20th century, 8-bit is the definitive visual vernacular – the lingua franca spoken by fans of racing, RPG, and shoot-em-up titles alike. Perhaps these audiences simply take comfort in the styles associated with a particular era of game development (just as classic rock inevitably trumps auto-tune in the minds of members of my parents’ generation), or perhaps there are valuable lessons to be learned here about how innovation can emerge from the juxtaposition of new ideas with the obviously ancient.

Trevor Haldenby is a producer and photographer living in Toronto. He has attended Wilfrid Laurier University, Rhode Island School of Design, CFC Media Lab, and is presently completing a Master’s of Design in Strategic Foresight & Innovation at OCAD University.

Musea and Media

If you live in Toronto, you might be familiar with the renovations that have taken place over the last several years at the Royal Ontario Museum. A $270,000,000 budget resulted in an expansion opening up a total of nearly 388,000 square feet of redesigned exhibition space. If you’ve visited the Art Gallery of Ontario since they attempted a similar renovation, you might have learned that it cost them nearly the same amount of money to build a hall out of Douglas Fir as it cost the ROM to build one of awkward glass crystals. Inside both institutions LCD screens dot the halls, and in the AGO’s elevators, video installations by Vera Frenkel break up (or help hold) the silence between visitors to the espresso bar.

But in the shadow of these enormous structural renovations, dramatic changes to the interactive experiences on offer have been few and far between.

Museums are places that inspire a sense of grandeur in the context of human, and natural, history. But modern museums and art galleries are also institutions racing to keep pace with ever-accelerating advances in the uptake of digital technologies. The museum is a unique cultural artifact that acts as our interface with the deep past, with timeframes rarely considered in our day-to-day lives. But in relation to the ancient systems with which they interface, museums are actually rather young. The first museums in Europe began materializing only 500 years ago. The first public museum, the Louvre, opened a good 280 years after that. The “Golden Age” that museums have named in their honour, like the Mesozoic of the dinosaurs, is bordered by the late 1800’s and the First World War.

But the huge advances that have come in the last 50 years of digital technology, scientific practice, and design have created a strange situation for museums. As leading-edge innovation and research shifted to universities over the course of the 20th century, museums went from being centres of scientific research to institutions facing real existential dilemmata. If emerging technologies and scientific advances offered better insight into the past, museums would have to innovate and refresh exhibitions at a faster rate. And if audiences came to expect technology they’d experienced elsewhere within the museum’s walls, they would have to leap into a sprint in completely new fields of interpretation.

Museums have a number of unique relationships to digital media, some resulting from the their unique situation as a tool for interfacing with deep time; physically, informationally, and procedurally.

  • Museums have digital media artworks or artifacts in their collections.
  • Museums are among the institutions that will oversee the curation of the emergence of digital media.
  • Museums make broad use of digital media in the design of exhibitions and interpretive displays.

Some of the most interesting exhibitions or tools in museums and galleries today take a look at how these three unique ties can be brought together, or strummed in harmony. The traditional toolkits of museum operators, designers, and audiences are evolving.

The Google Art Project, launched earlier this year, allows web surfers to head inside 17 famous museums and galleries around the world using Street View technology. Over 1,000 high-resolution (some of them excruciatingly high resolution) artworks can be accessed through the service, and they are all accessible through either a catalogue or from a virtual wall of the museum in which they reside. The influence services like this will have on the museum industry in the medium term is difficult to forecast. Will a technology company wind up becoming a dominant museum designer, in an interesting flip of the curation of media history by cultural institutions? Will curators and technicians begin preparing works solely for online exhibition? Will artists respond to this shift in curatorial process by creating more and more gigapixel artifacts that live on an external hard drive rather than in the rafters of the few remaining Queen West lofts?

Within the stacked halls of MoMA in New York City, another interesting approach to revising the interactive experience of the museum has just been unveiled.

Microsoft Digital Art is a system designed to emulate the experience of painting on canvas, using a variety of different media. “Digital Art” (an interesting name to decide upon, given the recent trademark spats between MSFT and AAPL over generic terms like “App” and “Windows”) introduces to the high-end museum space an unusual and sometimes uncomfortable element: user-generated content. When I designed Painting The Myth: The Mystery of Tom Thomson with a group of collaborators at the CFC Media Lab in 2004, our efforts were concentrated on creating a new opportunity for museum and gallery audiences to engage with works in an institution’s collection. Painting The Myth told the story of a famous Canadian painter’s mysterious death, while enabling users young and old to paint through one of his works, as he would have painted it nearly one hundred years ago.

Microsoft Digital Art, by enabling visitors to paint their own digital masterpieces, affords museums the opportunity to acquire, curate, and utilize digital media in a single device.

With the three units MoMA has been loaned through the end of August, they could encourage the creation of tens of thousands of original artistic works. It is not clear from Microsoft’s mammoth Terms of Use whether or not painters retain ownership of their works, or if the cycle between creation and institutional acquisition in the art world is compressing similarly to the time between paradigm-shifting technological advancements.

Microsoft Digital Art’s presence at MoMA seems indicative of the museum’s commitment to curating the history and evolution of digital media. Talk To Me, an exhibition opening at MoMA this July, will focus on the nature of the dialogue between human beings and the objects we’ve created. The exhibition’s site is a mildly confusing and hyper-categorized list of projects and ideas, but here and there you can get some real insight into the ideas behind the show. The curators see Talk To Me as an exhibition about the relationship between form, function, and meaning. Dead languages of innovation and metrics of techno-cultural impact will be on display in the museum alongside early daguerrotypes (some with an eerie meta-meta feel to them). MoMA isn’t necessarily trying to create another Massive Change with Talk To Me, but the exhibition has potential.

But in displaying Microsoft Digital Art, MoMA is also making a few interesting statements about the role of large institutions in rolling out digital interfaces to their collections. I think it’s telling that the museum is using Digital Art to enable user-generated content creation rather than a more engaging experience with the works in its collection. This says to me that while they think digital toys are fun, and by all means at home in the Material Lab, they’re not necessarily going to replace the LCD screens and more traditional interpretive displays scattered around the rest of the museum. Although less trendy, those traditional displays are hot media; and although it employs cutting-edge technology and big brand power, the Microsoft Digital Art system is cool… that’s McLuhan cool, not auto-tune cool. Hot media are best used for dealing explicitly with the artifacts in the collection, whether in the form of a digital audio player with tour information or a plaque. Cool media are best rolled out as creative interventions, engaging experiences ultimately divorced from the collection of the institution itself. The Virtual Museum of Canada put out a call a few weeks ago for proposals dealing with augmented reality, geo-location, and various museum collections across the country… so perhaps there is still hope for exciting innovation in digital interpretation closer to home.

In a recent piece on Rhizome, Michelle Kasprzak kicked off a great conversation on cultural institutions in an age of intangible culture. Through an examination of recent attempts at creating virtual museums, Kasprzak interrogates the nature of the museum, and how recent online incarnations such as Adobe’s Museum of Digital Media have used the word itself as a signifier for the culturally authentic. Is this what happens when we start keeping all of our deep-time lenses in a single basket, so to speak? What are the consequences of concentrating our thinking about history and artifacts into one word – museum – which can then be tossed about and attached to cultural institutions of all sorts?

Standards are emerging around what makes a 21st century museum “good” – but it’s unlikely we’ll arrive at a monocultural agreement any time soon. The very activities that used to be tended to exclusively by museums and galleries (or by the very wealthy with a fondness for the esoteric or macabre) – historical and natural artifact collection, preservation, interpretation, contextualization – are rapidly being taken up by the masses. Wikipedia is a museum of sorts, but of ideas as much as physical artifacts. Flickr may not be the best gallery in the world, but it certainly has one of the largest collections. As Michelle Kasprzak noted in her article, the US Library of Congress welcomed billions of tweets into its digital archive last year… and they had the good sense to announce the decision via Twitter.

In my previous post, I advocated the idea that designing something new often requires a new toolkit. It’s been very interesting for me to consider museums in this context… as institutions responsible for preserving our relationship with deep time in an engaging, accessible and decidedly modern manner. Ever-accelerating evolutions in technology as well as the changing expectations of diverse audiences must make the decision-making process in any modern museum even more complicated.

Trevor Haldenby is a producer and photographer living in Toronto. He has attended Wilfrid Laurier University, Rhode Island School of Design, CFC Media Lab, and is presently completing a Master’s of Design in Strategic Foresight & Innovation at OCAD University.

New Media Generation(s)

Trevor Haldenby is a producer and photographer living in Toronto. He has attended Wilfrid Laurier University, Rhode Island School of Design, CFC Media Lab, and is presently completing a Master’s of Design in Strategic Foresight & Innovation at OCAD University.


I would like to use my time as Guest Editor of to explore an idea that has stuck with me over the last ten years: designing something new often requires new tools.

The Strategic Foresight Group defines foresight as the merger of forecasting and insight. While I’ve long been a fan of clever enjambments in terminology, there really is some value to this one. Forecasting is an interesting tool, whether it’s being employed at the offices of brokers on Bay Street, at CTV’s meteorology desk, or on Yonge Street in the parlour of a psychic. All of these forecasters use specific models, methodologies, maths, and mantras in their process; and they each have unique sets of insights that provide the foundations for them.

Design is one of the areas where strategic foresight is really gaining traction, and in looking at the challenges presented by the evolution of digital media, you can see why.

While the weatherperson makes predictions that are influenced by climate change, his or her general assumption is that a new type of cloud will not suddenly emerge and wreak havoc upon Southern Ontario. Similarly, many of the traders on the TSE’s floor are thinking about change in terms of corporations and currencies, not sweeping economic models. When it comes to the design of new media and underlying technologies, you really do have to assume that what you’ll be working with in five or ten years’ time will be conceptually connectable to where you started, but changed almost completely in many other ways. When Tim Berners-Lee was developing HyperText Transfer Protocol and Universal Resource Locators, he probably didn’t think his technological darlings would even survive to become adolescent acronyms… let alone act as the foundation for petabyte-pushing video servers and social networks. Media (and media decisions, such as the CRTC’s regulations on bandwidth caps) may live long and tumultuous lives, or they may be swept away by the next disruptive technology on the block within just a few years. As people adapt their habits to match emerging media, they wind up inventing new behaviours and expectations that could generate boom or doom for existing media, and shape the subsequent generation profoundly.

Although change is a constant fact of life, big-picture change can be another beast entirely – it often involves a rewrite of so many of a system’s functions and processes that the result can be almost unrecognizable. This is what is happening in media at an ever-accelerating pace, making the ability to design for an ever-increasing pace of change more and more valuable… whether you work in climatology, or interface design.

Richard Dawkins made his name as a popular scientist in the mid-1970’s talking about the Selfish Gene, but his self-professed favourite work (and mine) is one that followed shortly after, titled The Extended Phenotype. The term phenotype refers in biological circles to the expression of genes in an organism that make it what it appears to be. You, me, and a fruit fly all have big complicated genes with surprising amounts of overlap. But the attributes that make us recognizable as humans and not as fruit flies largely result from what’s switched on in what order, not what’s scattered all over, genetically speaking. Dawkins argues in The Extended Phenotype that the ecosystems encompassing an organism and its behaviour are just as much a part of its phenotype as the colour of its eyes, or length of its fur. The beaver’s dam, for example, alters the entire surrounding landscape, and that dam is a direct result of the beaver’s more conventionally considered phenotype. You’re following along nicely if this idea of a single organism (think system) radically remaking the world around it (other interconnected systems) seems familiar – it sounds an awful lot like a certain Hominid and its relationship with technology, doesn’t it? The media phenotype, if you will, really can fundamentally shift every 10-25 years; and even if countless historical fads and meaningful innovations – like radio and television – remain present either conceptually or practically, the essence of the broader ecosystem may be fundamentally altered.

All analogies and biologies aside, there is a big question here: if the design of our media really can change the surrounding world within a generation, what are the best practices associated with making sure those media are the best they can be?

Fields of study dedicated to phenomena that are very big, very impactful, very interconnected, or all of the above are unfortunately few and far between. Economics and politics seem to fit the bill (occasionally), along with a handful of the arts and sciences. But at this point in time, it seems to me that strategic foresight exists natively at the intersection of the very big in time and space, and the very impactful. More succinctly, the field could be seen as being concerned with the creation of tools and best practices for dealing with the very important, in the medium and long term.

Through talking with Suzanne Stein, an expert in the world of strategic foresight, I’ve developed an appreciation of how diverse work in the field can be. Some proponents are interested in making sure that the verifiability of foreseen scenarios is what we focus on… others are more intrigued by using scenario generation techniques to understand group creative process. The CFC Media Lab uses scenario generation workshops to explore group dynamics and collaborative creation, and the focus of its resident-populated programs is iterative prototyping activity that might be familiar to fans of high-end design shops like IDEO, or firms like Changeist founded by Scott Smith.

When I was a resident at the CFC Media Lab in 2004, I set out to create a new kind of hands-on educational experience for museums and art galleries. The resulting prototype was called Painting The Myth: The Mystery of Tom Thomson. While I was learning about a huge diversity of prototyping processes and new tools during its creation, what really struck me was how my understanding of what to do next felt like it was coming to me intuitively.

As interesting as this field of strategic foresight is, it’s really only one way to think about identifying and shaping new possibilities. It’s only one way to look at the design of things that no-one has seen, or even thought of before. The new media landscape is full of people who have been innovating in a myriad of ways, sometimes through regimented process, and sometimes on intuition alone. What are their stories?

During Steve Jobs’ announcement of the iPad 2 last week, he reiterated how Apple’s existence has always been at the intersection of technology and the liberal arts. This reminded me of how unique the space I work within really is. The work to be done in designing and cultivating new media happens at the intersection of business, technology, and art. What can we learn from those who are only beginning to articulate their own way of working in the field? What can we learn about best practices for designing new media from products, people, and organizations that have conventionally been considered outside of its realm of influence – teachers, artists, venture capitalists, ecologists, primary school students?

My plan is to spend the guest editorship I’ve been offered exploring the new media growing up around us, and sharing observations about the creation and adaptation of new tools, the formalization of process that has heretofore only existed as intuition, and innovation that is taking place in strange and exciting new ways.

We hope you had a Cheer-ful Holiday!

CFC Media Lab would like to send a very big THANK YOU to everyone who purchased some WagJag “Cheer” during this holiday season. With your help, we raised $361 for Make a Wish Foundation and the CFC Media Lab Scholarship Fund!

A glimpse of the fun…

Check out the original post here: stabletalk.cfccreates.com/?p=3963

Thank you for your support!
…and yes, that was indeed Fred Penner.

CFC Media Lab Offers You Very Merry Cheer on WagJag.com!

Don’t miss this exclusive holiday offer!

Purchase some holiday “Cheer” from WagJag.com for only 99¢!
All proceeds go to Make-A-Wish Foundation and CFC Media Lab Scholarship Fund.

Check out the value you can get for less than a buck…

Thank you for your support and happy holidays!

“UPDATE” Book Launch Tomorrow

Snare Books and Coach House Books present the launch of Update by Bill Kennedy and Darren Wershler (CFC Media Lab Faculty member) with special guest Jon Paul Fiorentino (Indexical Elegies) and hosted by Christian Bök.

For writers Darren Wershler and Bill Kennedy, status updates are also poetry. Or,
rather, it becomes poetry after the RRS feeds of thousands of Facebook users have
been harvested, shorn of the user names and attached to the names of dead poets or
writers.

- Globe and Mail, Books section

The Deets!

The When: 7:30 PM TOMORROW! Wednesday, December 15 (Jon Paul Fiorentino’s b-day!)
The Where: Magpie Tavern, 831 Dundas Street West, Toronto, ON
The Why-wouldn’t-you?: FREE

Don’t miss “3D For Real” our masterclass at the Reel Asian Film Festival!

3D Flic and CFC Media Lab are co-presenting “3D For Real”, a free masterclass on 3D filmmaking for independent filmmakers at the Toronto Reel Asian International Film Festival. The masterclass will feature a series of expert speakers and examples of their work will be shown in 3D at the theatre. 3D FLIC & CFC MEDIA LAB PRESENTS: [...]

You Gotta Be There: CFC Media Lab Hits the WSFF Symposium

POWER HOUR: CFC Media Lab Join Leonardo Dell’Anno, Operations and Special Projects Manager, CFC Media Lab; Joyce Wong, Technology and Production Manager, CFC Media Lab; and Andrea Mallozzi, Digital Operations and Social Media Coordinator for a discussion about the future of the CFC Media Lab. The CFC Media Lab has a 15-year track record of [...]

MaRS announces JOLT!

New technology accelerator will combine creative design and business expertise to build growth companies Congratulations to MaRS as they announce the creation of JOLT, a new technology accelerator dedicated to building high-growth web and mobile companies that promise to transform the way consumers and enterprises connect, work and play. Housed in the MaRS Commons, JOLT [...]

Retro Activity

It seems like wherever I go these days, I wind up looking at the past. Half of the photos my friends share on Facebook and Twitter are run through a gamut of filters to look like they were shot in 1969 (that’s even the name of one of Hipstamatic’s workflows), and now the same thing [...]

Musea and Media

If you live in Toronto, you might be familiar with the renovations that have taken place over the last several years at the Royal Ontario Museum. A $270,000,000 budget resulted in an expansion opening up a total of nearly 388,000 square feet of redesigned exhibition space. If you’ve visited the Art Gallery of Ontario since [...]

New Media Generation(s)

Trevor Haldenby is a producer and photographer living in Toronto. He has attended Wilfrid Laurier University, Rhode Island School of Design, CFC Media Lab, and is presently completing a Master’s of Design in Strategic Foresight & Innovation at OCAD University. I would like to use my time as Guest Editor of to explore an idea [...]

We hope you had a Cheer-ful Holiday!

CFC Media Lab would like to send a very big THANK YOU to everyone who purchased some WagJag “Cheer” during this holiday season. With your help, we raised $361 for Make a Wish Foundation and the CFC Media Lab Scholarship Fund! A glimpse of the fun… Check out the original post here: stabletalk.cfccreates.com/?p=3963 Thank you for your [...]

CFC Media Lab Offers You Very Merry Cheer on WagJag.com!

Don’t miss this exclusive holiday offer! Purchase some holiday “Cheer” from WagJag.com for only 99¢! All proceeds go to Make-A-Wish Foundation and CFC Media Lab Scholarship Fund. Check out the value you can get for less than a buck… Thank you for your support and happy holidays!

“UPDATE” Book Launch Tomorrow

Snare Books and Coach House Books present the launch of Update by Bill Kennedy and Darren Wershler (CFC Media Lab Faculty member) with special guest Jon Paul Fiorentino (Indexical Elegies) and hosted by Christian Bök. For writers Darren Wershler and Bill Kennedy, status updates are also poetry. Or, rather, it becomes poetry after the RRS feeds of thousands [...]

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