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Supanova sets record PDF Print E-mail
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Tuesday, 31 March 2009 06:45

Photo of slave Leias at Supanova The Supanova Pop Culture Expo just took place in Brisbane for the fifth time.

This year audience figures set a new record for the Supanova expo, with over 10,300 visitors attending across the weekend. The gigantic queues that stretched around Exhibition Hall at the RNA Showgrounds in April caused residents of nearby apartment buildings to telephone the media. Not just because of the length of the lines, but because they were comprised of every conceivable pop-culture character - from the dainty Japanese soldier Sailor Moon to light sabre-wielding Jedi.

The expo, also held annually in Sydney, has become a Mecca for pop-culture enthusiasts and ‘kids of all ages’, many of whom travel from interstate to attend their jamboree. Many dedicated fans known as ‘cosplayers’ attend in costume, but ordinary families outnumber the dressed-up devotees.

This year, Supanova also included ‘extracurricular’ special events surrounding the expo, such as preview screenings of the sci-fi thriller SUNSHINE and the sold-out English-language premiere of animated feature TALES FROM EARTHSEA. In an industry first, Warner Bothers Movie World partnered with the Supanova Expo to hold a specially-themed fantasy and sci-fi night which attracted more than 6,000 attendees. The park kept its gates open until 10pm to accommodate the cavalcade of pop-culture fans.

Supanova was established in 2002 by event director Daniel Zachariou, who was then the proprietor of The Vault Comics, a Sydney-based comic-book trading company. The event had its debut in Sydney as Comicfest in 2000, but soon morphed into Supanova, with a broader scope and a presence in Brisbane.

Zachariou explains, ‘Brisbane blew me away with its energy when I visited in 2002. What was quickly noticeable was the Brisbane fans’ enthusiasm – they really got behind something they thought would be fun and exciting.’

Zachariou is thrilled with the possibilities presented by the Movie World event. ‘With Warner Brothers Movie World, it was great to see that Supanova had made such an impression up there that they called us to be our official evening event sponsor for Supanova 2007. And then to have so many thousands of fans turn up – most of them in costume – and have that celebration was fantastic!’

Supanova has added a new medium to its pop-culture armoury with the inclusion of Queensland’s gaming sector.

The global games industry is now worth $A40 billion, and with Queensland’s emergence as a powerhouse for electronic games development in Australia, there are many career opportunities for budding designers and animators.

Southeast Queensland is now home to more than 40 per cent of Australia’s electronic games developers, according to Queensland Games, a major exhibitor at the Brisbane 2007 Supanova event.

‘We knew that there was a huge gaming industry in Brisbane, and as we explored the industry relationships we were establishing we realised that Brisbane has Australia’s largest gaming and software development community,’ said Zachariou. ‘In order to make gaming more visible at Supanova, we developed a relationship with the Queensland Government and Queensland Games.’

Zachariou points out that the increasing potency of the Queensland gaming industry has led international organisations to establish their headquarters in Brisbane. One such company is Pandemic Studios, a games developer also located in Los Angeles, and another is the retailer EB Games, now a major sponsor of Supanova.

Queensland Games is a brand that combines all Queensland games developers and stakeholders under one banner in order to promote Queensland as the epicentre of games development for the region. It is managed by The Department of State Development.

The Minister for State Development, Employment and Industrial Relations, John Mickel, said that the state government was proud to be associated with Queensland Games, and saw the brand as an integral part of its endeavours to promote local talented games developers to publishers, agents and consumers throughout the world.

Mickel added that Queensland’s game developers have identified those who attend Supanova as a strong source of prospective employees and students for the local industry.

‘For this reason a whole-of-industry approach, under the Queensland Games banner, was adopted, allowing for unified branding of the stand showcasing the opportunities and career development available in the Queensland marketplace,’ Mickel said.

‘Supanova also provided local games companies the opportunity to take part in panel and speaker sessions to help students identify skill requirements and find out about recognised qualifications from universities and registered training organisations.’

Daniel Zachariou and his team are supportive of the development of local talent. ‘At Supanova, our objective is to give young fans of gaming and young creative minds the opportunity to realise that this is a viable career path for them, and that the companies to work for are right there under their noses in Brisbane. They could be developing the next TY THE TASMANIAN TIGER, DESTROY ALL HUMANS! or THE SIMPSONS games, which are smash-hits going out worldwide.’

Mickel has similar hopes. ‘I think it’s extremely important for local and international creative businesses, such as our game developers and universities, to be able to showcase what they do and the types of careers they can offer,’ he says.

‘Events like Supanova play an important part in exposing the wider Queensland community to our games development strengths and opportunities.

‘Aspiring games professionals can build a world-class career right here in their own backyard working alongside some of the most innovative companies and electronic games experts in the world.’

To this end, several tertiary and vocational training organisations exhibited at Supanova under the Queensland Games banner. These included Qantm College and QUT, plus Bond and Griffith Universities. Supanova’s professional exhibitors included Pandemic Studios (Star Wars® BATTLEFRONT I & II), Krome Studios (TY THE TASMANIAN TIGER), Auran Games (MMO title, FURY), THQ Studios (JIMMY NEUTRON AND SPONGEBOB SQUAREPANTS), The Creative Assembly (the TOTAL WAR suite of games), and Fuzzyeyes Studio (TWILIGHT).

Ka-LAN organised three projectors for the weekend, which ran Playstation 3, Xbox 360, and Nintendo Wii throughout the expo. This setup attracted punters all weekend, with the Wii proving most popular while running DRAGON BALL Z, BUDOKAI TENKAICHI 2, RAYMAN RAVING RABBIDS and WII SPORTS.

GEARS OF WAR made an appearance on the Xbox 360 and the PS3 showcased RESISTANCE: FALL OF MAN.

Supanova’s gaming coordinator, Drew Van Schoonhoven, observed, ‘This really showed a large shift back towards consoles for gaming. Consoles now have the graphical power of your standard PC so the games are finally on par and still within budget. Also the explosion of internet gaming has made meeting up for a PC LAN almost a thing of the past.’

Zachariou is delighted that gaming companies are coming onboard at Supanova. ‘Between EB Games and Queensland Games, and also 2K Games who promoted THE DARKNESS at the event and CNET.com.au as online partners, it has really transformed the gaming aspect of Supanova and taken it to a whole new level. This has been brilliant, because some organisations have viewed the expo’s comic-book origins with scepticism. Although we still love comic books, Supanova is so much more than comic books these days and we’re really pleased to have our sponsors’ recognition in the gaming market.’

Despite the games industry’s economic might, the influence of comic-books on other segments of the creative industries should not be underestimated. Comic-book-related properties make up a significant portion of print-to-screen adaptations, from blockbuster franchises like SPIDER-MAN and SUPERMAN to art-house specials such as 300 and SIN CITY. Iranian expatriate Marjane Satrapi’s historical graphic novel Persepolis recently had its film debut in Cannes, where it received critical acclaim.

Zachariou observes, ‘It’s amazing how easily one industry cross-pollinates to another. Take comic-writing legend Marv Wolfman as an example. He was in Brisbane developing an undisclosed gaming product with Pandemic Studios, but his credentials extend from the comic-book industry, where he created many pop-culture icons. He created the vampire hunter Blade – which is now a movie franchise starring Wesley Snipes – as well as THE NEW TEEN TITANS, which is an internationally-syndicated animated series. All of these pop-culture properties emerged from his comic-book writing at Marvel and DC. When he sat at the Pandemic Booth in the Queensland Games section of Supanova, where he was a gaming guest, people brought comic-books for him to sign. Many of them were purchased from comic retailers who had booths elsewhere at the expo.’

Traditionally, one of Supanova’s biggest drawcards for fans has been the opportunity to meet the celebrities behind their favourite pop-culture properties.

Every year, the event hosts numerous creators and stars of movies, TV series, comics, books and games.

Celebrity guests sign autographs, pose for portraits and deliver tell-all speeches for legions of fans. This year’s most popular star was Billy-Dee Williams, the suave African-American actor who shot to fame in the 80s as lovable rogue Lando Calrissian, a character in the STAR WARS movies. Other celebrity guests included Karl Urban (LORD OF THE RINGS), Aaron Douglas (BATTLESTAR GALACTICA), Dan Bacon (STARGATE SG-1), Ron Glass (FIREFLY / SERENITY), voice actors from animated serials YU-GI-OH! and NARUTO, and Australian actor Clayton Watson, who appeared in THE MATRIX as The Kid.

As the Supanova expo develops, Zachariou intends to forge closer ties with Australian screen industry professionals. Supanova has already collaborated with 20th Century Fox, Warner Bothers Movie World and Madman Cinema, but Zachariou hopes local producers and distributors will recognise that Supanova provides a platform to market screen products directly to their target demographics.

In the USA, studios shrewdly use conventions like San Diego ComicCon and NY ComicCon as platforms for publicity campaigns and stars’ promotional appearances. Supanova is the equivalent here in Australia. The event attracts diverse pop-culture audiences, but is particularly opportune for genre-specific creators.

Queensland indie producers Michael and Peter Spierig promoted their 2003 zombie flick UNDEAD at Supanova, which allowed them to reach out to an audience with a demonstrated interest in the genre without spending a fortune on marketing. UNDEAD, described by The Guardian as ‘a zombiesploitation splatterfest’, was a cult hit, and the Spierig brothers have commenced initial talks with Supanova with regard to promoting the sequel, DAYBREAKERS, at Sydney’s October Expo, as well as the 2008 Brisbane event. Ethan Hawke is slated to star in DAYBREAKERS as a researcher who joins forces with a group of vampires to save the human race.

Zachariou has a vision for Supanova. ‘We really do want to be more than just a Saturday and Sunday event,’ he says. ‘We aim to be like Fashion Week, eventually, in that preceding the event and based around it we want to have launches and gatherings related to pop-culture products. When Supanova is on in Brisbane, pop-culture fans focus on the city and await our announcements on guests and events. Fans fly in from all over Australia to attend the expo, which is known affectionately as BrisNova by our regulars.’

Zachariou and his Supanova team are, themselves, great fans of imaginary universes. ‘Whether you’re five or 50, if you’re a fan of pop-culture, this is the place to be,’ he says. ‘The imaginary meets reality for one really cool weekend.’

http://www.supanova.com.au
http://www.queenslandgames.com.au/

Felicity Blake is a freelance writer and independent documentary filmmaker

 
World first shot in Brisbane PDF Print E-mail
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Tuesday, 31 March 2009 06:44

Still from JACK KAIN A world first cross-platform murder mystery film and online game, JACK KAIN, will be launched by cricketer Ricky Ponting and actor Peter Phelps in late February. A $100,000 prize is up for grabs when people buy the DVD and sign up to play the game.

'Jack Kain' (played by Evert McQueen), is a Sydney detective. The murder of a high profile Sydney model is the start of a series of similar murders. Before long, Jack Kain and his new partner Steve Wells (played by Randall Mettam), are confronted with the dark reality that they are no closer to catching the killer. They work together and alone. As they dig deeper into the case, conflict arises - they both come up with a different suspect.

The DVD, which is available for sale online, includes only the first two acts of the film. The game challenges audiences to identify the ‘digit' serial killer and his or her motive by writing a convincing case supporting their theory. Clues will also gradually be released online. The best entry will win $100,000 and the third act, using a script based on their entry, will be filmed. Phelps has signed on to appear in the ending. Other actors can submit applications to star in the ending via the web site.

Created by Sydney-based Darren McNamara, JACK KAIN began its life as a script competition more than eight years ago.

After conceiving the original game concept, McNamara's first task was to find a screen writer who had the experience to write a quality murder mystery script - without knowing how the plot ended, who the killer was or what motivated them. McNamara says this took more than 12 months of solid worldwide research - until he found Don Rearden.

Reardon grew up in southwestern Alaska amongst the subsistence-based lifestyle of the Yup'ik Eskimo, immersed in a culture of a rich oral tradition. He now lives in Anchorage, Alaska, and is a professor at the University of Alaska.

In its early days, JACK KAIN invited screenwriters to complete the script online. Tim Hill, who completed QPIX's Certificate IV in Screen and most recently directed the QPIX Raw Nerve film BLUE RINSE BANDITS, was one of the players.

When Hill, who builds web sites for a day job, made a few suggestions to McNamara about how he could improve the JACK KAIN web site they got talking. Hill came on board as producer in late 2004.

The film that forms the centrepiece of the game was shot in Brisbane over 25 days in 2005 with a ‘micro budget' and predominantly Queensland crew. It was directed by Jason Vicary who also co-produced with Hill.

They were joined by Heather Garrett as producer and 1st AD. Since graduating from QPIX Producer's Lab under the mentorship of prolific filmmaker Mark Chapman, Garrett has gone on to produce successful short films which have played at numerous festivals. (Since JACK KAIN she moved back to her native USA.)

Nick Hallam was director of photography.

The project's inventive marketing strategy was soft launched with an email campaign in late January that invited people to pre-order copies of the JACK KAIN DVD.

The web site features profiles of the four victims and nine suspects. The film will also be available to download from 15 March, when the competition officially commences.

‘We aimed to create the world of the film online - to do what the producers of LOST did,' says Hill, who also designed and developed the web site.

‘Our aim is to continue the concept beyond this first film. JACK KAIN really leaves itself open to a sequel.'

Sydney marketing company Beyond the Square is managing marketing and publicity for the game, which has already created a buzz online with several posts in murder mystery blogs.

The game finishes on 7 June and the winner will be announced on 28 June.

http://www.jackkain.com/  

 
The truth is on its way PDF Print E-mail
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Tuesday, 31 March 2009 06:42

Still from MINISTRY OF TRUTH Pre-production has begun on the first episode of the new television series, THE MINISTRY OF TRUTH, which will be broadcast on ABC2.

THE MINISTRY is a political and satirical mash-up show, comprised of short video works under five minutes in a chaotic blend of styles - doco, pranks, drama, skits, animation and experiments. The creators are a collective of like-minded video makers across Australia creating work that they say is funny and meaningful. The eight part series is curated with one word themes that are explored in each of the episodes.

First up is DEMOCRACY? In an age of rigged elections, media moguls and wayward wheat boards the collective is asked to find the truth of the word ‘democracy'.

The themes for the remaining seven episodes are ‘freedom', ‘art', ‘God', ‘terror', ‘normal', ‘desire' and ‘survival'.

Producer Sarah-Jane Woulahan says the collective is looking for media makers who would like to join the team to make material for the first or subsequent episodes.

Watch an example of some of the satirical content available on Ministry of Truth:

Find out more at www.ministryoftruth.tv and watch some of the collective's video at www.youtube.com/ministryoftruthtv

 

 
Virtual worlds and avatars: Utopia or dystopia? PDF Print E-mail
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Tuesday, 31 March 2009 06:41

Headcase avatarWhen Jan Mallis introduces herself, she can describe her job in extraordinary terms, ‘I create digital humans’. Jan Mallis is the co-founder and creative executive producer of HeadCase HuManufacturing, a Los Angeles based company that is creating artificially intelligent animated characters.

The way in which she works is also extraordinary. Mallis lives in Ballina, on the far north coast of New South Wales, and conducts meetings with her colleagues (who are based in the United States and Europe) using Skype and three-dimensional virtual online worlds like Second Life and Hive 7.

Ever since Isaac Asimov wrote I Robot in 1942, science fiction writers have explored the potential for humans to use technology to create what has become known as artificial intelligence or AI (a term first coined in the 1950s) – and the perils inherent in exploiting this technology. In reality, attempts to develop AI have so far fallen well short of science fiction writers’ (and filmmakers’) imaginations.

Microsoft and Apple both made crude attempts at providing virtual assistants in the 1990s. ‘Clippit’ (disguised as a paperclip or dog) was introduced with Office 97. Clippit actually infuriated many users, as it would appear whenever it thought the user needed help, and was disabled by default in later product releases.

Mallis’ company, HeadCase HuManufacturing, has raised US$900,000 in venture capital investment to develop ‘a new class of digital humans’ that may very well, in the first instance, operate as much more sophisticated Clippits.

HeadCase describes the ‘digital humans’ as independent interactive characters that can ‘sense and reflect emotions, adapt to new conditions, improve with use and learn how to be autonomous’.

Based on proprietary Natural Language Processing (NLP) technology, these digital humans can answer questions, make jokes, provide opinion, and tell stories that are relevant to their existing content and context.

In these early development stages, HeadCase has used SIMS in Second Life and several other virtual worlds as well as Second Life ‘avatars’, the digital characters that represent computer users online, to act out the potential of their software.

Eventually, however, the HeadCase ‘digital humans’ will be able to interact with other avatars and with humans without every response being pre-programmed or directed by a real-life (RL) person behind the character.

Mallis says one of the shortcomings of using Second Life as a development platform for the HeadCase digital humans is that users must download software updates every Wednesday and that there are bugs and glitches from time to time.

However, while Mallis says Second Life is a little too unstable as a development platform (HeadCase are also using virtual worlds called Hive 7, IMVU and ActiveWorlds), it is arguably the most well known virtual world today (the ‘YouTube of VL’).

To join Second Life, broadband internet users who are equipped with a suitably powerful graphics card need to download the SL software, install it on their machine, create an account and then name and ‘design’ their ‘avatar’, the animated character that will represent them in the virtual world.

According to an article on gamespot.com, Second Life had only 165,000 residents in March 2006. Its population has now exploded to more than 1.5 million.

Second Life is basically a social networking site, where people can meet other people online and chat. What makes it extraordinary is that these meetings take place inside a three-dimensional animation that can be designed by the users themselves by purchasing ‘land’ (from US$5) or an entire ‘island’ (also known as a ‘SIM’, for simulated world) for US $1675. As well as this virtual land, players can also buy property, items, and clothes in Linden Dollars, which cost approximately $1 per L$250. At the time of writing, US$621,835 dollars (that’s real dollars) had been transacted in Second Life in the past 24-hour period.

Increasingly, businesses are opting to create virtual equivalents of their offices and show rooms inside Second Life. Reuters news agency has opened a bureau in SL (secondlife.reuters.com), to which it has posted its own real life (‘RL’) journalists.

According to a report from Reuters on 9 November (in RL), IBM has announced plans to invest roughly $10 million over the next 12 months in virtual worlds, including an expanded presence within Second Life in particular. The company has several virtual ‘islands’. Recently, Chairman and Chief Executive Sam Palmisano visited SL, following a ‘town hall’ meeting with some 7,000 employees in China, to speak with the more than 250 IBM employees on one of the company’s virtual islands.

In the same article, the company said it is already holding meetings and conducting development inside virtual worlds with about 20 major clients, including telecommunications and aerospace firms, a petroleum company that wants to use virtual worlds for training and ‘a major grocer in the UK’ that wants to build a virtual storefront that will allow consumers to buy real-world groceries online.

Mallis took QPIX NEWS on a tour of Second Life, during which time she introduced ‘Tai Southard’ (my avatar) to ‘builders’ named ‘Xandi Mars’ and ‘Random Cole’.

Xandi and Random are two of the most accomplished ‘builders’ in Second Life. On the tour, we visited a house they’d built to mimic one in DESPERATE HOUSEWIVES (commissioned by the show’s producers) and an entire ‘American college town’, which will become a campus for an English language school.

Xandi and Random also collaborated with Mallis to help her build the SIM (effectively a set) for her ‘machinima’.

Machinima is an entirely new film genre, in which computer generated imagery (animation) is rendered in real time using interactive three-dimensional game engines, rather than being created bespoke by commissioned animators. Machinima.com was launched in 2000 and there are now machinima film festivals around the world.

Mallis describes machinima as ‘the process of creating an animated story using tools that already exist.’

The HeadCase machinima is set in Second Life and features a cast of four avatars who interact with a RL character. The machinima was scripted, much the same as any animated short film, rendered in SL, recorded on camera and then spliced with the live action video that was shot in front of a green screen. The narrative of the machinima introduces HeadCase’s artificially intelligent avatars and explains the benefits of its ‘authoring toolkit’.

Initially HeadCase will focus on developing digital humans for the gaming world but envisions other possible applications as well, including educational products.

For example, a HeadCase digital human might act as a substitute for written instructions to games where players live in virtual worlds. The avatar could give the player an overview of the game and then answer the player’s questions as they come up.

In education, avatars could represent historical characters. ‘Imagine telling your kids, “I want you to go to this web site and talk to this character named Plato,”’ HeadCase chief executive Cathi Cox told the New York Times in October. ‘A digital Plato could ostensibly serve as an educational tool, holding conversations about his life and writing.’

Customer-service systems are another possibility, with avatars that could answer questions online - and know when to ‘bring in’ a human.

HeadCase will launch its web site in early December (www.headcaselabs.com) and the next stage of development involves the release of a small ‘widget’ (an application that sits on your desktop) in the form of an astrologer called Izatso. Visitors to the HeadCase site will be able to ask her questions about health, love, sex, career and money. Izatso will respond with humorous astrological snippets mixed with celebrity gossip (‘horoscoops’).

While engaging in these two-way conversations with visitors, Izatso will build up a huge data set to ‘train’ the HeadCase NLP software engine.

Mallis acknowledges there are a plethora of ethical issues associated with developing digital humans and operating in virtual worlds. Should the HeadCase digital humans be required to disclose the fact that they’re not real? When the Reuters journalists go scouting for a scoop in Second Life, does the journalists’ code of ethics apply? Will HeadCase avatars (aka ‘digital slaves’) lead to job losses in RL? In a world of increasing social isolation, is this technology exacerbating a more general social pathology? There is also the very real danger of sexual predators targeting children... The real world has a lot of catching up to do.

The burgeoning Second Life population, and media attention, has also attracted a ‘criminal element’ which has resulted in disruption for Second Life users. In November 2006, Second Life sustained a series of attacks including a CopyBot (which clones avatars and objects) and a worm-like malicious code (dubbed ‘grey goo’ by Second Life’s creators, Linden Lab) that replicated when touched by avatars and drove the software to a standstill.

Linden Lab took the game offline briefly as it ‘isolated the grey goo’, and ‘cleaned up the grid’. The Copybot, wrote Reuters, meant ‘concerned business people shuttered their stores and sold off Linden dollars, pushing down the value of the currency against the US dollar’. Remember, you have to spend RL dollars to buy Linden dollars.

Watch the HeadCase machinima:

Download the article in PDF format.

Originally published in the Summer 2007 edition of QPIX NEWS.

 
When will we get broadband telly? PDF Print E-mail
Written by Administrator   
Tuesday, 31 March 2009 06:41

 

Will television in the future be delivered over Australia’s subscription television network or by telecommunications carriers? Kerry Sunderland reports. Download article as PDF.

 

 
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