Showing posts with label Art. Show all posts
Showing posts with label Art. Show all posts

Sunday, October 3, 2021

When Magic Truly Happens Podcast No. 20 - The Inception Of My Fairytale Fantasy!

Narration of the inception of my fairytale fantasy - Here's the launch of another podcast campaign with another electronic voice, enjoy!
 

Sunday, December 1, 2019

The Words of Emily Logan Podcast No 1, In Between School Performances & Excitement!

For the multimedia lovers I created my first podcast introducing an excerpt from The Words Of Emily Logan, my recently self-published book at the global internet! Get a taste by a single voice narration of my romantic drama!

 
The Words of Emily Logan has gone into distribution and is already up in Amazon as a paperback and ebook as well! Get the book here:  https://amzn.to/2kC2oS3

Saturday, June 29, 2019

Discovery Questions, The Words of Emily Logan

Is Joel's and Emily's relationship love at first sight? What do they see at each other and which is the deep soul reason for falling in love? Are they acting on impulse? Are they both artists? Does art play a role on moving things forward? Is there a twist of fate?  

These questions and many more to come are inquiries and exploratory topics regarding my romantic drama. Emily and Joel are a unique duet. The main question is, can they do it when they have to?

Pay attention to the fact that Emily and Joel when the plot starts are 16 year old Americans with whom I created a plot and described characters based on the dominant American culture. The screenplay on the other hand will be distributed internationally for the global audience. 

Just pay attention at the book summary below and stay tuned for the book!

During their teenage years at high school, Joel and Emily fall in love.
But the two young people’s relationship will be tested, as they’re driven to different paths by following their educational and artistic pursuits.
At the age of thirty two, Joel and his family will be tested at all possible levels.  His father is at the hospital, Joel is unemployed and family relationships are at risk.
At Christmas parties with mutual friends, Joel and Emily find each other again. Caught up in a stream of memories and words, Emily is caring, interested, helpful, understanding and loving towards Joel. In the end, it is proved that destiny has a way of catching up with the man and changing his way of thinking.

Friday, December 26, 2014

The Building Partnerships Canvas, An Interactive Game by XPLANE!

Object of play: The partnership canvas is a tool that enables visualization of current and/or future partnerships. It can also be used for early testing of the value creating potential of a partnership between two partnership candidates. The tool’s purpose is to define your business priority for partnering, and empathize with your partner to explore whether there is potentially a match. The partnership canvas can be used as a stand-alone tool, but comes to full strategizing value when it is jointly used with the business model canvas.
Bart Doorneweert & Ernst Houdkamp www.valuechaingeneration.com
Number of players: This can be done by yourself, but preferably with 2 teams of max 5 people representing each side of the partnership. Alternatively, make multiple pairs if there are more people.

Duration of play: 
(60-90 min):
- Step 1- Define intent (15 min)
–Step 2- Design partnership (15 min/sketch)
–Step 3- Bring teams to the negotiating table (15 min)
–Step 4- Evaluate the negotiation results and define next steps (20 min)

How to play

1. Define intent
a)    Describe the aim or goal of the partnership for your business
b)    List what would be ideal partners to work with and why. Organize a post up. Select a top partnership candidate, or multiple candidates.
c)    Create (multiples of) 2 teams; 1 representing your business, 1 for a potential partner’s business.
2. Design partnership
a)    Each team identifies their desired assets in their respective partner’s business model
b)    Teams sketches out a partnership canvas from their own team’s perspective using stickie notes to define each building block
3. Bring teams to the negotiating table
a)   Each team presents their partnership canvas
b)   Compare the two partnership canvasses by mirroring the partnership perspectives. Compare between  value offers of one team, to desired value of the other team, and whether there is mutual understanding of the transfer activities. Check for a clear fit.
c)   Create agreement on the created value for each partner. Adapt partnership canvas and iterate step 3 if required.
4. Evaluate the negotiation results and define next steps
a)   Do the elements of created value provide clear added value to each partner’s business?
b)   Define next steps to effectuate the partnership
Mirroring Partnership Perspectives
Strategy: The partnership canvas can be used to explore the idea of engaging in a partnership. A team can use the canvas to prepare for an upcoming conversation with a potential partner. Alternatively the session can be conducted jointly with a potential partner if there is already a mutual interest to explore partnering possibilities. The tool can firstly be used to determine whether there is a technical fit between two businesses. By working in teams and negotiating certain rivalry is always invoked, and teams can also get a sense of cultural fit between two partnering businesses.
In order to obtain full strategizing value from use of the canvas, it is advised to integrally work with the business model canvas. In the end, the partnership discussion is a key step in business model innovation

Thursday, December 25, 2014

Gamestorming by XPLANE!


Creativity and invention has long been seen as a “black box.” As business people, we don’t typically try to understand this process. We fully expect that when designers, inventors, and other creative people go into a room with a goal, they will come out with more or less creative discoveries and results. Although when we watch them at work, we can observe some combination of sketching, animated conversations, messy desks, and drinking. But the fundamental nature of what happens in that room remains mostly a mystery.
It’s easy to leave creativity to the creative types, and say to yourself, “I’m just not a creative person.” The fact is that in a complex, dynamic, competitive knowledge economy, it’s no longer acceptable to take this position. If you are a knowledge worker, you must become, to some degree, creative.
That may sound a bit scary, but the fact is that successful creative people tend to employ simple strategies and practices to get where they want to go. It’s not so much that they employ a consistent, repeatable process that leads to consistent creative results. It’s more like a workshop with a set of tools and strategies for examining things deeply, for exploring new ideas, for performing experiments and testing hypotheses, to generate new and surprising insights and results.
So we set out, much like the brothers Grimm, to collect the best of these practices wherever we could find them, with a special focus on Silicon Valley, innovative companies, and the information revolution.
Many of these practices emerged from a kind of “Silicon soup” – the deeply interconnected network of Silicon valley, where ideas and people cross-pollinate like bees in a single massive hive. The practices live in a mostly oral culture, passed along from person to person by word of mouth. For example, a consultant uses an approach with a client, and the client begins to employ that approach internally. Over time, as more people employ a method, it evolves into something quite different, and over time the source of the original idea or approach may be lost. Sometimes methods are written down and sometimes, like folk tales, they exist in many different versions in many places.
We chose to call this practice “Gamestorming” because it seemed to come closer to describing the phenomenon than anything else we could think of.
Our goal with this collection was to find the best of these tools and practices and bring them together into a single place.
It is our hope that you will contribute games based on your personal knowledge and experience, that you will help us clarify the history of the ideas and practices, and that through your comments you can help us all better understand the complex and fascinating history of games at play in creative work.
Get the Book by Amazon!
Company source: http://www.xplane.com/

Wednesday, August 20, 2014

The Baroque Period of Arts

By The Encyclopedia Britannica

Baroque period, era in the history of the Western arts roughly coinciding with the 17th century. Its earliest manifestations, which occurred in Italy, date from the latter decades of the 16th century, while in some regions, notably Germany and colonial South America, certain of its culminating achievements did not occur until the 18th century. The work that distinguishes the Baroque period is stylistically complex, even contradictory. In general, however, the desire to evoke emotional states by appealing to the senses, often in dramatic ways, underlies its manifestations. Some of the qualities most frequently associated with the Baroque are grandeur, sensuous richness, drama, vitality, movement, tension, emotional exuberance, and a tendency to blur distinctions between the various arts.

The origin of the term

The term Baroque probably ultimately derived from the Italian word barocco, which was a term used by philosophers during the Middle Ages to describe an obstacle in schematic logic. Subsequently the word came to denote any contorted idea or involuted process of thought. Another possible source is the Portuguese word barroco (Spanish barrueco), used to describe an irregular or imperfectly shaped pearl, and this usage still survives in the jeweler’s term baroque pearl.

In art criticism the word Baroque came to be used to describe anything irregular, bizarre, or otherwise departing from established rules and proportions. This biased view of 17th-century art styles was held with few modifications by critics from Johann Winckelmann to John Ruskin and Jacob Burckhardt, and until the late 19th century the term always carried the implication of odd, grotesque, exaggerated, and overdecorated. It was only with Heinrich Wölfflin’s pioneer study Renaissance und Barock (1888) that Baroque was used as a stylistic designation rather than as a term of thinly veiled abuse, and a systematic formulation of the characteristics of Baroque style was achieved.

Three main tendencies of the era

Because the arts present such diversity within the Baroque period, their unifying characteristics must be sought in relation to the era’s broader cultural and intellectual tendencies, of which three are most important for their effect on the arts. The first of these was the emergence of the Counter-Reformation and the expansion of its domain, both territorially and intellectually. By the last decades of the 16th century the refined, courtly style known as Mannerism had ceased to be an effective means of expression, and its inadequacy for religious art was being increasingly felt in artistic circles. To counter the inroads made by the Reformation, the Roman Catholic Church after the Council of Trent (1545–63) adopted a propagandistic stance in which art was to serve as a means of extending and stimulating the public’s faith in the church. To this end the church adopted a conscious artistic program whose art products would make an overtly emotional and sensory appeal to the faithful. The Baroque style that evolved from this program was paradoxically both sensuous and spiritual; while a naturalistic treatment rendered the religious image more accessible to the average churchgoer, dramatic and illusory effects were used to stimulate piety and devotion and convey an impression of the splendour of the divine. Baroque church ceilings thus dissolved in painted scenes that presented vivid views of the infinite to the observer and directed the senses toward heavenly concerns.

The second tendency was the consolidation of absolute monarchies, accompanied by a simultaneous crystallization of a prominent and powerful middle class, which now came to play a role in art patronage. Baroque palaces were built on an expanded and monumental scale in order to display the power and grandeur of the centralized state, a phenomenon best displayed in the royal palace and gardens at Versailles. Yet at the same time the development of a picture market for the middle class and its taste for realism may be seen in the works of the brothers Le Nain and Georges de La Tour in France and in the varied schools of 17th-century Dutch painting.

The third tendency was a new interest in nature and a general broadening of human intellectual horizons, spurred by developments in science and by explorations of the globe. These simultaneously produced a new sense both of human insignificance (particularly abetted by the Copernican displacement of the Earth from the centre of the universe) and of the unsuspected complexity and infinitude of the natural world. The development of 17th-century landscape painting, in which humans are frequently portrayed as minute figures in a vast natural setting, is indicative of this changing awareness of the human condition.

The visual arts

The arts present an unusual diversity in the Baroque period, chiefly because currents of naturalism and classicism coexisted and intermingled with the typical Baroque style. Indeed, Annibale Carracci and Caravaggio, the two Italian painters who decisively broke with Mannerism in the 1590s and thus helped usher in the Baroque style, painted, respectively, in classicistic and realist modes. A specifically Baroque style of painting arose in Rome in the 1620s and culminated in the monumental painted ceilings and other church decorations of Pietro da Cortona, Guido Reni, Il Guercino, Domenichino, and countless lesser artists. The greatest of the Baroque sculptor-architects was Gian Lorenzo Bernini, who designed both the baldachin with spiral columns above the altar of St. Peter’s in Rome and the vast colonnade fronting that church. Baroque architecture as developed by Bernini, Carlo Maderno, Francesco Borromini, and Guarino Guarini emphasized massiveness and monumentality, movement, dramatic spatial and lighting sequences, and a rich interior decoration using contrasting surface textures, vivid colours, and luxurious materials to heighten the structure’s physical immediacy and evoke sensual delight.

Pronounced classicizing tendencies subdued the Baroque impulse in France, as is evident in the serious, logical, orderly paintings of Nicolas Poussin and the somewhat more sumptuous works of Charles Le Brun and the portraitists Hyacinthe Rigaud and Nicolas de Largillière. French architecture is even less recognizably Baroque in its pronounced qualities of subtlety, elegance, and restraint. Baroque tenets were enthusiastically adopted in staunchly Roman Catholic Spain, however, particularly in architecture. The greatest of the Spanish builders, José Benito Churriguera, shows most fully the Spanish interest in surface textures and lush detail. He attracted many followers, and their adaptations of his style, labeled Churrigueresque, spread throughout Spain’s colonies in the Americas and elsewhere. Diego Velázquez and other 17th-century Spanish painters used a sombre but powerful naturalistic approach that bore little direct relation to the mainstream of Baroque painting.

The Baroque made only limited inroads into northern Europe, notably in what is now Belgium. That Spanish-ruled, largely Roman Catholic region’s greatest master was the painter Peter Paul Rubens, whose tempestuous diagonal compositions and ample, full-blooded figures are the epitome of Baroque painting. The elegant portraits of Anthony Van Dyck and the robust figurative works of Jacob Jordaens emulated Rubens’s example. Art in Holland was conditioned by the realist tastes of its dominant middle-class patrons, and thus both the innumerable genre and landscape painters of that country and such towering masters as Rembrandt and Frans Hals remained independent of the Baroque style in important respects. The Baroque did have a notable impact in England, however, particularly in the churches and palaces designed, respectively, by Sir Christopher Wren and Sir John Vanbrugh.

The last flowering of the Baroque was in largely Roman Catholic southern Germany and Austria, where the native architects broke away from Italian building models in the 1720s. In ornate churches, monasteries, and palaces designed by J.B. Fischer von Erlach, J.L. von Hildebrandt, the Asam brothers, Balthasar Neumann, and Dominikus Zimmermann, an extraordinarily rich but delicate style of stucco decoration was used in combination with painted surfaces to evoke subtle illusionistic effects.

Music and literature in the Baroque period

One of the most dramatic turning points in the history of music occurred at the beginning of the 17th century, with Italy again leading the way. While the stile antico, the universal polyphonic style of the 16th century, continued, it was henceforth reserved for sacred music, while the stile moderno, or nuove musiche—with its emphasis on solo voice, polarity of the melody and the bass line, and interest in expressive harmony—developed for secular usage. The expanded vocabulary allowed for a clearer distinction between sacred and secular music as well as between vocal and instrumental idioms, and national differences became more pronounced. The Baroque period in music, as in other arts, therefore, was one of stylistic diversity. The opera, oratorio, and cantata were the most important new vocal forms, while the sonata, concerto, and overture were created for instrumental music. Claudio Monteverdi was the first great composer of the “new music.” He was followed in Italy by Alessandro Scarlatti and Giovanni Pergolesi. The instrumental tradition in Italy found its great Baroque composers in Arcangelo Corelli, Antonio Vivaldi, and Giuseppe Tartini. Jean-Baptiste Lully, a major composer of opera, and Jean Philippe Rameau were the masters of Baroque music in France. In England the total theatrical experience of the Stuart masques was followed by the achievements in vocal music of the German-born, Italian-trained George Frideric Handel, while his countryman Johann Sebastian Bach developed Baroque sacred music in Germany. Other notable German Baroque composers include Heinrich Schütz, Dietrich Buxtehude, and Georg Philipp Telemann.

The literature that may specifically be called Baroque may be seen most characteristically in the writings of Giambattista Marino in Italy, Luis de Góngora in Spain, and Martin Opitz in Germany. English Metaphysical poetry, most notably much of John Donne’s, is allied with Baroque literature. The Baroque period ended in the 18th century with a transition of its characteristic style into the lighter, less dramatic, more overtly decorative Rococo style.

(Source Britannica http://www.britannica.com/)

Wednesday, August 13, 2014

The Salvador Dali Biography

Salvador Felipe Jacinto Dali I Domenech was born at 8:45 on the morning of May 11, 1904 in the small agricultural town of Figueres, Spain. Figueres is located in the foothills of the Pyrenees, only sixteen miles from the French border in the principality of Catalonia. The son of a prosperous notary, Dali spent his boyhood in Figueres and at the family’s summer home in the coastal fishing village of Cadaques where his parents built his first studio. As an adult, he made his home with his wife Gala in nearby Port Lligat. Many of his paintings reflect his love of this area of Spain.
The young Dali attended the San Fernando Academy of Fine Arts in Madrid. Early recognition of Dali’s talent came with his first one-man show in Barcelona in 1925. He became internationally known when three of his paintings, including The Basket of Bread (now in the Museum’s collection), were shown in the third annual Carnegie International Exhibition in Pittsburgh in 1928.
The following year, Dali held his first one-man show in Paris. He also joined the surrealists, led by former Dadaist Andre Breton. That year, Dali met Gala Eluard when she visited him in Cadaques with her husband, poet Paul Eluard. She became Dali’s lover, muse, business manager, and chief inspiration.
Dali soon became a leader of the Surrealist Movement. His painting, The Persistance of Memory, with the soft or melting watches is still one of the best-known surrealist works. But as the war approached, the apolitical Dali clashed with the Surrealists and was “expelled” from the surrealist group during a “trial” in 1934. He did however, exhibit works in international surrealist exhibitions throughout the decade but by 1940, Dali was moving into a new type of painting with a preoccupation with science and religion.
Dali and Gala escaped from Europe during World War II, spending 1940-48 in the United States. These were very important years for the artist. The Museum of Modern Art in New York gave Dali his first major retrospective exhibit in 1941. This was followed in 1942 by the publication of Dali’s autobiography, The Secret Life of Salvador Dali.
As Dali moved away from Surrealism and into his classic period, he began his series of 19 large canvases, many concerning scientific, historical or religious themes. Among the best known of these works are The Hallucinogenic Toreador, and The Discovery of America by Christopher Columbus in the museum’s collection, and The Sacrament of the Last Supper in the collection of the National Gallery in Washington, D.C.
In 1974, Dali opened the Teatro Museo in Figueres, Spain. This was followed by retrospectives in Paris and London at the end of the decade. After the death of his wife, Gala in 1982, Dali’s health began to fail. It deteriorated further after he was burned in a fire in his home in Pubol in 1984. Two years later, a pace-maker was implanted. Much of this part of his life was spent in seclusion, first in Pubol and later in his apartments at Torre Galatea, adjacent to the Teatro Museo. Salvador Dali died on January 23, 1989 in Figueres from heart failure with respiratory complications.
As an artist, Salvador Dali was not limited to a particular style or media. The body of his work, from early impressionist paintings through his transitional surrealist works, and into his classical period, reveals a constantly growing and evolving artist. Dali worked in all media, leaving behind a wealth of oils, watercolors, drawings, graphics, and sculptures, films, photographs, performance pieces, jewels and objects of all descriptions. As important, he left for posterity the permission to explore all aspects of one’s own life and to give them artistic expression.
Whether working from pure inspiration or on a commissioned illustration, Dali’s matchless insight and symbolic complexity are apparent. Above all, Dali was a superb draftsman. His excellence as a creative artist will always set a standard for the art of the twentieth century.
(Source http://salvadordali.com/)

Sunday, July 27, 2014

Palette (Painting) of An Artist..

A palette /ˈpælɨt/, in the original sense of the word, is a rigid, flat surface on which a painter arranges and mixes paints. A palette is usually made of wood, plastic, ceramic, or other hard, inert, nonporous material, and can vary greatly in size and shape. The most commonly known type of painter's palette is made of a thin wood board designed to be held in the artist's hand and rest on the artist's arm. Watercolor palettes are generally made of plastic or porcelain with rectangular or wheel format with built in wells and mixing areas for colors.

From the original, literal sense above came a figurative sense by extension, referring to a selection of colors, as used in a specific art object or in a group of works comprising a visual style. This second, figurative sense is the one extended in the digital era to the computing senses of "palette".

Wet palette

A wet palette is a sealable container with a layer of absorbent material (such as tissue paper or sponge) that can be soaked with water and a semi-permeable membrane (such as parchment, greaseproof paper or baking paper (silicone paper)) over that. The paint sits on the membrane and is kept wet by osmosis. The main purpose of the wet palette is to keep acrylic paint, whose drying is unreversable, workable. Wet palettes are easily made, but can be bought.

(Source Wikipedia)

Saturday, June 21, 2014

History of Arts Vs Art History!

A talk of the history of the visual arts worldwide. For the academic discipline of art history, see Art history.

The history of art is the history of any activity or product made by humans in a visual form for aesthetical or communicative purposes, expressing ideas, emotions or, in general, a worldview. Over time visual art has been classified in diverse ways, from the medieval distinction between liberal arts and mechanical arts, to the modern distinction between fine arts and applied arts, or to the many contemporary definitions, which define art as a manifestation of human creativity. The subsequent expansion of the list of principal arts in the 20th century reached to nine: architecture, dance, sculpture, music, painting, poetry (described broadly as a form of literature with aesthetic purpose or function, which also includes the distinct genres of theatre and narrative), film, photography and comics. At the conceptual overlap of terms between plastic arts and visual arts were added design and graphic arts. In addition to the old forms of artistic expression such as fashion and gastronomy, new modes of expression are being considered as arts such as video, computer art, performance, advertising, animation, television and videogames.

The history of art is a multidisciplinary science, seeking an objective examination of art throughout time, classifying cultures, establishing periodizations and observing the distinctive and influential characteristics of art. The study of the history of art was initially developed in the Renaissance, with its limited scope being the artistic production of western civilization. However, as time has passed, it has imposed a broader view of artistic history, seeking a comprehensive overview of all the civilizations and analysis of their artistic production in terms of their own cultural values (cultural relativism), and not just western art history.

Today, art enjoys a wide network of study, dissemination and preservation of all the artistic legacy of mankind throughout history. The 20th century has seen the proliferation of institutions, foundations, art museums and galleries, in both the public and private sectors, dedicated to the analysis and cataloging of works of art as well as exhibitions aimed at a mainstream audience. The rise of media has been crucial in improving the study and dissemination of art. International events and exhibitions like the Whitney Biennial and biennales of Venice and São Paulo or the Documenta of Kassel have helped the development of new styles and trends. Prizes such as the Turner of the Tate Gallery, the Wolf Prize in Arts, the Pritzker Prize of architecture, the Pulitzer of photography and the Oscar of cinema also promote the best creative work on an international level. Institutions like UNESCO, with the establishment of the World Heritage Site lists, also help the conservation of the major monuments of the planet.

(Source Wikipedia)

Tuesday, June 10, 2014

Θέα Τριών Κόσμων, Από το Στούντιο Δραματικής Τέχνης του Εσωθεάτρου

Θέα-τρον = θέα τριών
Αναστάσιος Ασημακόπουλος (Ενωδών)

Το θέατρο, το αληθινό θέατρο, λέει όλη η εσωτερική φιλοσοφική παράδοση, είναι ΘΕΑ ΤΡΙΩΝ ΚΟΣΜΩΝ. Ο θεατής μετέχει δηλαδή κατ’ ουσίαν, σε μια μυσταγωγία, κατά την οποία ΘΕΑΤΑΙ ΤΑΥΤΟΧΡΟΝΑ:
α. τον απτό υλικό κόσμο, που εμπίπτει των αισθήσεων και αποκαλείται «πραγματικότητα»
β. τον λεπτοφυέστερο συναισθηματικό-ψυχικό, που διαβιεί μεταξύ λόγου και δράσης και μένει στην μνήμη ως ζωηρή εντύπωση και
γ. τους ανωτέρους υπερβατικούς κόσμους, τους κόσμους της Όντως -κατά Πλάτωνα- Πραγματικότητας.

Η επικοινωνία μεταξύ σκηνής και πλατείας σ’ αυτές τις συνθήκες, καθίσταται ευκρινής, γιατί το κείμενο ερμηνεύεται από  ηθοποιούς ειδικά εκπαιδευμένους, με δραματική συγκρότηση και ευαισθησία, ικανούς να ανασύρουν από το ψυχικό τους βάθος  πρωταρχικές αλήθειες, οι οποίες, «υλοποιούμενες» στην σκηνή, συγκινούν τους θεατές και ανυψώνουν τις ψυχές σε τέτοια επίπεδα ταύτισης, όπου θεατής, θεώμενος και θέαμα γίνονται Ένα.
Όταν επιτυγχάνεται αυτή η εσωτερική συγκινησιακή φόρτιση, απότοκη της θέασης των τριών κόσμων, τότε μόνον έχει συντελεστεί μια ουσιαστική δραματική πράξη. Οι θεατές αποκαθαίρονται και οι ηθοποιοί νιώθουν ευτυχή πληρότητα, αφού πέτυχαν να συντονιστούν με την ανώτερη έσω-ύπαρξή τους, καταθέτοντας υλικό από τα ψυχικά τους αποθέματα.

Το δε έργο, στον λόγο και στην δραματική του απόδοση, πρέπει να διαθέτει ουσία, αισθητική και μέτρο, κυρίως όμως μέγεθος.  Το ασήμαντο, το ευτελές, το ποταπό… πώς να συγκινήσουν; Το θέατρο οφείλει να τέρπει τις αισθήσεις των θεατών. Το ωραίο πρέπει να γεμίζει τα μάτια τους και ο λόγος να είναι γλυκύς -«ηδυσμένος», όπως λέει ο Αριστοτέλης στην Ποιητική, στον ορισμό του για την τραγωδία- και να έχει ρυθμό, εναλλαγές και μουσικότητα. Η κίνηση των ηθοποιών στον χώρο να είναι αρμονική, με μέτρο και χάρη και το σκηνικό, τα κοστούμια, οι φωτισμοί, οι ήχοι και η μουσική να συμβάλλουν στην προσφορά ενός άρτιου και υψηλής ποιότητας αισθητικού αποτελέσματος.

Το θέατρο που εμείς υπηρετούμε, έχει αλήθεια. Αποσκοπεί μεν στην αισθητική παρουσίαση του φαινόμενου αλλά ζητά να συλλάβει και το νοούμενο. Δεν μας ενδιαφέρει η φωτογραφική απεικόνιση μιας μίζερης «πραγματικότητας» αλλά το αιώνιο και συνεχές που είναι πίσω από τα πράγματα, που φωλιάζει ανάμεσα στις γραμμές του κειμένου και στις παύσεις του. Μας αφορά η Αλήθεια και όχι η περιγραφή της. Μας συγκινεί το θέατρο που από μία συγκεκριμένη κατάσταση σε δεδομένο τόπο και χρόνο, οδηγεί τον θεατή στο συμβολικό διαχρονικό επίπεδο και από εκεί, στο Αρχετυπικό, στο άχρονο Τώρα, στο Είναι, όπου νιώθει και συνειδητοποιεί την Αλήθεια και τον εαυτό του μέσα σε αυτήν, ως αιωνιότητα, συνείδηση και ευδαιμονία.
Αυτό είναι το θέατρο: λούσιμο στο Απολλώνειο φως και εσωτερική βύθιση στην θεία Βακχική μανία. Έχοντας αυτές τις σκέψεις για οδηγό, κάνουμε θέατρο για την ψυχή μας –όπως έλεγε ο δάσκαλος Κάρολος Κουν- μα και για την ψυχή των θεατών.

Monday, March 24, 2014

Film Director by Wikipedia!

A film director is a person who directs the making of a film. Generally, a film director controls a film's artistic and dramatic aspects, and visualizes the script while guiding the technical crew and actors in the fulfillment of that vision. The director has the "final day" in choosing the cast members, production design, and the creative aspects of filmmaking.

Responsibilities

Film directors create an overall vision through which a film eventually becomes realized. Realizing this vision includes overseeing the artistic and technical elements of film production, as well as directing the shooting timetable and meeting deadlines. This entails organizing the film crew in such a way as to achieve his or her vision of the film. This requires skills of group leadership, as well as the ability to maintain a singular focus even in the stressful environment of a film set. Moreover it is necessary to have an artistic eye to frame shots and to give precise feedback to cast and crew, thus, excellent communication skills are a must. Since the film director depends on the successful cooperation of many different creative individuals with possibly strongly contradicting artistic ideals and visions, he or she also needs to possess conflict resolution skills in order to mediate whenever necessary. Thus the director ensures that all individuals involved in the film production are working towards an identical vision for the completed film. The set of varying challenges he or she has to tackle has been described as "a multi-dimensional jigsaw puzzle with egos and weather thrown in for good measure". It adds to the pressure that the success of a film can influence when and how they will work again. Omnipresent are the boundaries of the films budget. Additionally, the director may also have to ensure an intended age rating. Theoretically the sole superior of a director is the studio that is financing the film, however a poor working relationship between a film director and an actor could possibly result in the director being replaced if the actor is a major film star. Even so, it is arguable that the director spends more time on a project than anyone else, considering that the director is one of the few positions that requires intimate involvement during every stage of film production. Thus, the position of film director is widely considered to be a highly stressful and demanding one. It has been said that "20-hour days are not unusual".

Career pathways

Some film directors started as screenwriters, film editors or actors. Other film directors have attended a film school to "get formal training and education in their craft". Film students generally study the basic skills utilized in making a film. This includes, for example, preparation, shot lists and storyboards, blocking, protocols of dealing with professional actors, and reading scripts. Some film schools are equipped with sound stages and post-production facilities. Besides basic technical and logistical skills, students also receive education on the nature of professional relationships that occur during film production. A full degree course can be designed for up to five years of studying. Future directors usually complete short films during their enrollment. The National Film School of Denmark has the student's final projects presented on national TV. Some film schools retain the rights for their students' works. Many directors successfully prepared for making feature films by working in television. The German Film and Television Academy Berlin consequently cooperates with the Berlin/Brandenburg TV station RBB (Berlin-Brandenburg Broadcasting) and ARTE.
A handful of top directors made from $13 M to $257 M in 2011, such as James Cameron and Steven Spielberg. The average movie director makes a lot less. In May 2011, the average US film director made $92,220.

Friday, March 7, 2014

The Art of Stagecraft by Wikipedia!

Stagecraft is the technical aspect of theatrical, film, and video production. It includes constructing and rigging scenery, hanging and focusing of lighting, design and procurement of costumes, makeup, procurement of props, stage management, and recording and mixing of sound. Stagecraft is distinct from the wider umbrella term of scenography. Considered a technical rather than an artistic field, it is primarily the practical implementation of a designer's artistic vision.
In its most basic form, stagecraft is managed by a single person (often the stage manager of a smaller production) who arranges all scenery, costumes, lighting, and sound, and organizes the cast. At a more professional level, for example modern Broadway houses, stagecraft is managed by hundreds of skilled carpenters, painters, electricians, stagehands, stitchers, wigmakers, and the like. This modern form of stagecraft is highly technical and specialized: it comprises many sub-disciplines and a vast trove of history and tradition.
The majority of stagecraft lies between these two extremes. Regional theatres and larger community theatres will generally have a technical director and a complement of designers, each of whom has a direct hand in their respective designs.

History

Greeks were the earliest recorded practitioners of stagecraft. "Skene" is Greek, translating roughly into "scene" or "scenery", and refers to a large scenic house, about one story tall, with three doors. On the audience-side of the Skene, what are now known as "flats" could be hung. Flats developed to two-sided painted flats which would be mounted, centered, on a rotating pin, with rope running around each consecutive pin, so the flats could be turned for a scene-change. The double-sided-flat eventually evolved into the periaktoi (pl. periaktos).
As well as flats, the Greeks also used such machines as the ekkyklema, essentially a platform on wheels, and the deus ex machina, a hand-cranked lift to be used to lift a character/scenery over the skene. Over 20 such scenic inventions can be traced back to the Greeks. No light but that of the sun was used; plays started at sun-rise and continued until sun-down.
Plays of Medieval times were held in different places such as the streets of towns and cities, performed by traveling, secular troupes. Some were also held in monasteries, performed by church-controlled groups, often portraying religious scenes. The playing place could represent many different things such as indoors or outdoors (plain-an-gwarry (theatre)). They were played in certain places so the props could be used for the play. Songs and spectacles were often used in plays to enhance participation.
More modern stagecraft was in developed in England between 1576-1642. There were three different types of theaters in London - public, private and court. The size and shape varied but many were suggested to be round theaters. Public playhouses such as the Globe Theatre used rigging housed in a room on the roof to lower and raise in scenery or actors, and utilized the raised stage by developing the practice of using trap-doors in theatrical productions. Most of the theatres had circular-design, with an open area above the pit to allow sunlight to enter and light the stage. It was a penny admission to stand in the pit. Prices increase for seating. Court plays were used for holidays and special occasions.
Proscenium stages, or picture-box stages, were constructed in France around the time of the English Restoration, and maintain the place of the most popular form of stage in use to-date, and originally combined elements of the skene in design, essentially building a skene on-stage. Lighting of the period would have consisted of candles, used as foot-lights, and hanging from chandeliers above the stage.
Lighting continued to develop, first with the help of the English, in an effort to accurately map the coast of England, would triangulate cliff locations by using flame, and two ships at sea. Due to extreme fog, limestone had to be burned in order to see the light from the ocean. English sailors, propagators of many modern stagecraft practices, brought the use of limestone as a light source into the theatre for the purposes of spotlighting, hence the phrase "limelight". To control the focus of the light, a Fresnel lens was used.
Originally intended to replace large, convex lenses in lighthouses, Dr. Fresnel sectioned out the convex lens in a series of circles, like tree-rings, and keeping the angle of the specific section, moved the section much closer to the flat side of the convex lens.
After candles, came gas lighting, utilizing pipes with small openings which were lit before every performance, and could be dimmed by controlling the flow of gas, so long as the flame never went out. With the turn of the 20th century, many theatre companies making the transition from gas to electricity would install the new system right next to the old one, resulting in many explosions and fires due to the electricity igniting the gas lines.
Modern theatrical lighting is electrically-based. Many lamps and lighting instruments are in use today, and the field is rapidly becoming one of the most diverse and complex in the industry.

Sub-disciplines

Stagecraft comprises many disciplines, typically divided into a number of main disciplines:

Thursday, March 6, 2014

Music Workstation by Wikipedia!

A music workstation is an electronic musical instrument providing the facilities of:
It enables a musician to compose electronic music using just one piece of equipment.

History

The concept of a music sequencer combined with a synthesizer originated in the late 1970s with the combination of microprocessors, mini-computers, digital synthesis, disk-based storage, and control devices such as musical keyboards becoming feasible to combine into a single piece of equipment that was affordable to high-end studios and producers, as well as being portable for performers. Prior to this, the integration between sequencing and synthesis was generally a manual function based on wiring of components in large modular synthesizers, and the storage of notes was simply based on potentiometer settings in an analog sequencer.
Examples of early music workstations included the New England Digital Synclavier and the Fairlight CMI.

 

Key technologies for the first generation


Low-cost computer hardware
Leveraging the technology of personal computers, adding a microprocessor enabled complex control functions to be expressed in software rather than wiring. In 1977, the Sequential Circuits Prophet-5 and other polyphonic synthesizers had used microprocessors to control patch storage and recall, and the music workstations applied it to control sequence storage and recall as well. The Fairlight used a dual Motorola 6800 configuration, while the Synclavier used a mini-computer called the ABLE.
Digital synthesis
While it was possible to create a music workstation with digitally controlled analog synthesis modules, few companies did this, instead seeking to produce new sounds and capabilities based on digital synthesis (early units were based on FM synthesis or sample playback).
Disk-based storage
Again leveraging the technology of personal computers, music workstations used floppy disks to record patches, sequences, and samples. Hard disk storage appeared in the second generation.
Control devices
In a music workstation, the keyboard was not directly connected to the synthesis modules, as in a Minimoog or ARP Odyssey. Instead, the keyboard switches were digitally scanned, and control signals sent over a computer backplane where they were inputs to the computer processor, which would then route the signals to the synthesis modules, which were output devices on the backplane. This approach had been used for years in computer systems, and allowed the addition of new input and output peripherals without obsoleting the entire computer. In the case of the music workstations, the next output devices to be added were typically computer terminal displays (some with graphics), and in the case of the Fairlight, the next input device was a light pen for "drawing" on the display screen.
The result was that music workstations evolved rapidly during this period, as new software releases could add more functionality, new voice cards developed, and new input technologies added.

 

Second generation music workstations

By 1982, the Fairlight CMI Series II represented another advance as it now offered more RAM-based sample memory than any other system with an improved sample rate, and in the Series III (1985) changed from 8-bit to 16-bit samples. The Synclavier introduced hard-disk based sampling in 1982, storing megabytes of samples for the first time.
Other products also combined synthesis and sequencing. For instance the Sequential Circuits Six-Trak provided this possibility. The Six-Trak was a polyphonic analog synthesizer, which featured an on-board six-track sequencer.
Still other products focused on combining sampling and sequencing. For instance the E-mu Emulator models, first introduced in 1982, combined sample memory (read from floppy disks) with a simple sequencer in the initial model, and an 8-track sequencer in later models.
The biggest change in the industry was the development of the MIDI standard in 1983 for representing musical note sequences. For the first time, sequences could be moved from one digitally controlled music device to another.
In the late 1980s, on-board MIDI sequencers began to appear more frequently on professional synthesizers. The Korg M1 (released 1988) was the first widely known and popular music workstation, and became the world's best-selling digital keyboard synthesizer of all time. During its six-year production period, more than 250,000 units were sold.

 

Key technologies for the second generation


MIDI
As mentioned above, MIDI data represents pitches, velocities, and controller events (e.g. pitch bend, modulation wheel). MIDI information could be used on the backplane that linked the elements of the workstation together, connecting the input devices to the synthesizers, or it could be sent to another device or received from another device.
Display technologies
Music workstations adopted the most effective input/output devices available for their price range, since there were complex control settings to display, complex waveforms, and complex sequences. The lower-end devices began to use LED displays that showed multiple lines of characters and later simple graphics, while the higher-end devices began to adopt personal computers with graphics as their front-ends (the Synclavier PostPro used an Apple Macintosh).
Large memory banks
Music workstations soon had megabytes of memory, located on large racks of cards.
Modular software
Music workstations had software that was organized around a set of common control functions, and then a set of options. In many cases, these options were organized as 'pages'. The Fairlight was known for its "Page R" functions which provided real-time composition in a graphical form which was similar to that later used on drum machines such as the Roland TR-808. The Synclavier offered music notation.
Digital signal processing
This enabled the music workstation to generate effects such as reverb or chorus within its hardware, rather than relying on external devices.
SMPTE
Since the primary users of the high-end workstations were film composers, the music workstations added hardware and software to generate SMPTE timecode, which is a standard in the motion picture industry. This allowed one to generate events that were matched to scenes and cuts in the film.

Third generation music workstations

Although many music workstations have a keyboard, this is not always the case. In the 1990s, Yamaha, and then Roland, released a series of portable music workstations (starting with the Yamaha QY10). These are sometimes called walkstations.
 
The concept of the workstation mutated around mid-1990s by the emergence of groove machine-concept birthed in mid-1980s - a keyless version of a workstation, still with a self-contained sound source and sequencer, mostly aimed at dance. Again, nowadays they also feature a sampler. The groove machines were realized in 1980s (ex. Linn 9000 (1984), SCI Studio 440 (1986), Simmons SDX (1987), well known E-mu SP-12/SP-1200 (1985/1987) and Akai MPC60 (1988)), and finally the concept have been widely accepted. Then in mid 1990s, Roland entered to the hype, with the MC-303, and also Korg and Yamaha followed suit. Korg created the much-used Electribe series.
Akai developed and refined the idea of the keyboard-less workstation, with the Music Production Center series of sampler workstations. The MPC breed of sampler freed the composer from the rigidity of step sequencing which was a limitation of earlier grooveboxes.

 

Key technologies for the third generation


Low-cost, high-capacity memory
By 1995, a music workstation might have 16 to 64 megabytes of memory in a few chips, which had required a rack of cards in 1985.
Sample libraries
While a second-generation workstation could be sold with just a few sounds or samples and the ability for the owner to create more, by 1995 most workstations had several additional sample sets available for purchase on ROM, and an industry had been created for third-party sample libraries. In addition, there were now standard formats for sound samples to achieve interoperability.
Battery power
Since music workstations were now used by wide range of performers, down to individual dance music DJ's and even street performers, portable designs avoided power-intensive components such as disk storage and began to rely on persistent memory and later flash-memory storage.
Interoperability with personal computers
Initially through custom interfaces and later USB standards.

Modern music workstations

Yamaha, Roland and Korg now have sampling as a default option with the Yamaha Motif line (introduced 2001), the Roland Fantom series (introduced 2001) and the Korg Triton (introduced 1999), Korg OASYS, and Korg M3 Workstations have a fairly large screen to give a comprehensive overview of the sound, sequencer and sampling options. Since the display is one of the most expensive components of these workstations, Roland and Yamaha initially chose to keep costs down by not using a touch screen or high-resolution display, but have added such in later models.
Another path of music product development that started with the feature set of music workstations is to provide entirely software-based products, using virtual instruments. This is the concept of the digital audio workstation, and many of these products have emulated the multitrack recording metaphors of sequencers first developed in the music workstations.
Open Labs introduced the Production Station in 2003, which changed the relationship of the music workstation and the personal computer from a model where the music workstation interfaces to the PC into one where the music workstation is a PC with a music keyboard and a touch screen display.
A variation on Open Labs' approach, Korg released the Korg OASYS in 2005. OASYS housed inside a keyboard music workstation housing a computer running a custom operating system built on the Linux kernel. OASYS was an acronym for Open Architecture SYnthesis Studio, underscoring Korg's ability to release new capabilities via ongoing software updates. OASYS not only included a synthesizer, sampling, and a sequencer, but the ability to digitally record multi-track audio. OASYS was discontinued in 2009, and Korg Kronos, an updated version built on the same concept, was introduced in January, 2011.

 

Evaluation of a music workstation

While advances in digital technology have greatly reduced the price of a professional-grade music workstation, the 'time cost' of learning to operate a complex instrument like this cannot be underestimated. Hence, product selection is critical, and is typically based upon:
  • Ease of use
  • Number of tracks in the sequencer
  • Expansion options and modularity
  • Size of user and support community
  • Support for standards such as MIDI, SMPTE, Internet, etc.
  • Reliable functioning
  • Adaptation to most requirements of music production.

Wednesday, March 5, 2014

WebTV by Wikipedia!

Web television (abbreviated web TV) is original television content produced for broadcast via the World Wide Web.
Web television content includes web series such as Husbands (2011–present); original miniseries such as Dr. Horrible's Sing-Along Blog (2008); animated shorts such as those of Homestar Runner; and exclusive video that supplements conventional television broadcasts.
Some major distributors of web television are YouTube, Myspace, Newgrounds, Blip.tv, and Crackle.
Some examples of web television production companies are: Next New Networks, Vuguru, Revision3, and Generate LA-NY.
In 2008, the International Academy of Web Television (an organisation headquartered in Los Angeles) formed with the mission to organize and support web television authors, actors, producers, and executives. The organization administers the selection of winners for the Streamy Awards.
In 2013, Netflix made history for earning the first Primetime Emmy Award nominations for web television web series House of Cards, Arrested Development, and Hemlock Grove at the 65th Primetime Emmy Awards.

History


1994 to 2000: Pioneers

In 1995, New York advertising creative Scott Zakarin convinced his employers Fattal and Collins to finance an online television drama along the lines of the contemporary television drama Melrose Place. The Spot became the first episodic fiction website, the first web soap opera. Fattal and Collins asked their Vice President, Sheri Herman, to obtain venture capital to finance it, because it was draining the resources of this boutique agency. Herman raised 7 million in a round led by Intel. She brought in advertisers including Visa and Apple to sponsor both The Spot and additional pieces through via banner ads and product placement. This was the first time advertising sponsored novel fictional content on the web. The Spot featured beautiful actors in a Santa Monica, California beach house called “The Spot”. The characters authored what would be later termed blogs, with movie clips and photos of their current activities. Viewers could post to the site and email the cast to offer advice and became part of the storyline. Audience opinion was used by the writers to shift the plot-lines around.
According to Zakarin, at its height the site received over 100,000 hits a day. The site earned one of the original Webby Awards. However, the business was unable to generate sufficient revenue The site had competitors such as The East Village. Zakarin sold his interest in 1996 to investors who formed American Cybercast and was later fired. Zakarin produced another comic soap, Grape Jam, before returning to television and film (notably producing the Shatner-Nimoy dialogue Mind Meld before returning to the Internet with Soup of the Day and Roommates. The Spot continued alongside other American Cybercast web series, notably the first sci-fi series Eon-4 and The Pyramid, until the company fell into bankruptcy in 1997.
In January 1999, Showtime licensed the animated sci-fi web series WhirlGirl, making it the first independently produced web series licensed by a national television network. A month later, the series, created by David B. Williams and produced by his Visionary Media studio, premiered on Showtime in a first-ever simultaneous web/telecast. The WhirlGirl character went on to appear occasionally on Showtime, hosting a “Lethal Ladies” programming block, for example, but spent most of her time online, appearing in 100 webisodes.
In 1999, Santa Monica based Television Internet premiered the eight-minute weekly series Muscle Beach. It was a sitcom, news and fitness program in one, viewable for free with the just introduced Windows Media Player. The series lasted three seasons.
In 2000, The Raven started Daytona Beach Live. The station showed video about life, events, and attractions in the Daytona Beach area for up to 17,000 viewers.
Other early web television pioneers included Harold O'Bryant Jr., who was inspired by a CNN interview with Ted Turner that sparked the creation of webcentraltv.com in 2002, as well as icebox.com, Digital Entertainment Network, Shockwave, pop.com, and cyberserial.com.

2000 to 2005: Streaming

As broadband bandwidth began to increase in speed and availability, delivering high quality video over the Internet became a reality. Web Central TV, YouTube, Vimeo and DailyMotion launched their services to deliver original video. Shows such as Rocketboom appeared and post-dot-com-bust video networks such as ManiaTV!, iSTATION TV and the Ripe Digital Entertainment networks launched. In 2003, The Spot executive producer and head writer Stewart St. John revived the brand for online audiences with a new cast, and created a separate mobile series to air on Sprint PCS Vision-enabled phones. St. John and partner Todd Fisher produced over 2,500 daily videos of the first American mobile phone soap, driving story lines across platforms to the web counterpart, The Spot (2.0). By 2005, St. John-Fisher created and launchd the first online half-hour scripted drama, California Heaven.

2006: Independents

In mid-2006, several independent Web series began to achieve popularity, most notably lonelygirl15 (created by Miles Beckett, Mesh Flinders and Greg Goodfried),Soup of the Day (Zakarin and Rob Cesternino), California Heaven (St. John and Todd Fisher) and SamHas7Friends (Big Fantastic). These series were distributed independently, often using online video portals YouTube and Revver. All series acquired audiences in the millions, led by lonelygirl15s over 100 million views during its 26-month run. The series was so successful that it secured a sponsorship deal with Neutrogena. Soup of the Day was later re-crafted and edited as a feature length film, making it the first web series distributed on disc by distribution company Echo Bridge Entertainment. SamHas7Friends was nominated for an Emmy and temporarily removed from the Internet when it was acquired by Michael Eisner. March 2006 also saw the debut of Goodnight Burbank (created and (Hayden Black) as a "webisodic" series. The original series was named one of iTunes best podcasts of 2006. Also hitting the scene during the summer towards the end of the year was Feed Me Bubbe which ended up showcasing that even a Grandmother and Grandson can achieve internet celebrity status.

2007: Expansion, interactivity and social networking

In 2007, Beckett and Goodfried followed up their lonelygirl15 success with KateModern, a series which debuted on social network Bebo, and took place in the same fictional universe as lonelygirl15. Big Fantastic created and produced Prom Queen, which was financed and distributed by Michael Eisner's nascent online studio Vuguru, and debuted on MySpace. These web serials highlighted interactivity with the audience in addition to the narrative on relatively low budgets.
In contrast, the web series Sanctuary, starring actor/producer Amanda Tapping, cost $4.3 Million to produce. Both Sanctuary and Prom Queen were nominated for a Daytime Emmy Award. Award-winning producer/director Marshall Herskovitz created Quarterlife, which debuted on MySpace and was later distributed on NBC. Meanwhile, IronSink produced Roommates, the second original series hosted by MySpace. Roommates ran for two seasons, was sponsored by companies such as Ford, and was known for its sophisticated product placement. Felicia Day created and starred in the independent comedy web series The Guild, which won the 2007 YouTube Video Award for Best Series.

2008: Hollywood

The Internet continued to grow as a marketing tool and outlet for independent creators to display their work. Web television continued to improve in quality, rivaling network television. Online viewing was becoming less foreign to viewers and creativity flourished. Independent producers gained popularity, demonstrating that web television was a legitimate medium, and that web series would be more than a passing fad. The major networks and studios took notice of the trend, and began to debut their own original series. ABC started the year with the comedy web series "Squeegies," created by Handsome Donkey and produced by digital studio Stage 9. NBC debuted Gemini Division, a science fiction series starring Rosario Dawson, produced and created by Electric Farm Entertainment (the creators of the cult web series Afterworld). Warner Bros. relaunched The WB as an online network beginning with their first original web series, "Sorority Forever", created and produced by Big Fantastic and executive produced by McG. With the rise of studio based web series, MTV announced a new original series created by Craig Brewer that brought together the indie music world and new media expansion.
Established creators also started producing high profile original web series in 2008. Joss Whedon created, produced and self-financed Dr. Horrible's Sing-Along Blog starring Neil Patrick Harris and Felicia Day. Big Fantastic wrote and produced Foreign Body, a mystery web series that served as a prequel to Robin Cook's novel of the same name. Beckett and Goodfried founded a new Internet studio, EQAL, and produced a spin-off from "lonelygirl15" entitled "LG15: The Resistance". Dedicated media coverage of the web television space debuted with organizations such as GigaOm's NewTeeVee and Tubefilter News. Mainstream press also began converate. In the UK, KateModern ended its run on Bebo. That site also hosted a six-month-long reality/travel show, The Gap Year, produced by Endemol UK, who also made Kirill, a drama for MSN.
Australia emerged separate market for online series. Most notable was the made-for-MySpace series the MySpace Road Tour produced by FremantleMedia Australia. The first series, which ran from July to October 2008 drew the MySpace audience and the show received positive press. During MipCom in October 2008 MySpace announced plans for a second series and indicated that it was in talks with cable network Foxtel to distribute series 1 on network television. Additionally MySpace spoke of their plans to produce versions of the MySpace Road Tour in other countries.

2009: Network interest


The International Academy of Web Television formed in 2009, followed by the first awards program for the web television industry, called the Streamy Awards.
The emerging potential for success in web video caught the attention of top entertainment executives in America, including former Disney executive and current head of the Tornante Company, Michael Eisner. Torante's Vuguru subdivision partnered with Canadian media conglomerate Rogers Media on October 26, securing plans to produce upwards of 30 new web shows a year. Rogers Media agreed to help fund and distribute Vuguru's upcoming productions, thereby solidifying a connection between old and new media.

2010-2011 Cross-channel distribution

In the last eighteen months web shows have been picked up by networks, including Childrens Hospital, Sanctuary, Web Therapy, and Goodnight Burbank.

2012-present: Taking steps into the mainstream

With the advent of shows such as House of Cards and the revival of Arrested Development on Netflix, the number of sitcom and children's show introduced Amazon.com, and brief revivals of the long running soap operas All My Children and One Life To Live on Hulu and iTunes before the shows were cancelled again a short time later. Despite these momentary setbacks, the future of web based television series otherwise looks brighter and brighter. Time will only tell if free online services such as Amazon.com, Hulu, or iTunes will sooner or later produce or distribute an original dramatic series of network primetime or basic cable quality with 250,000 viewers and 100 episodes or more to become profitable and have web based series finally break out into the mainstream. One answer might be more cross-platform storytelling involving a cable series.

Production and distribution

The rise in the popularity of the Internet and improvements in streaming video technology mean that producing and distributing a web series is relatively cheap by traditional standards and allows producers to reach a potentially global audience who can access the shows 24 hours a day.

Methods used for distributing online television


Technologies