Yet another in our postings on senior multimedia thesis projects. See them all this Friday, 5-8 pm at the IML! (click the Gala link to the left for details).
February 24, 2004 – just a month into the second semester of the existence of IML Honors Program – is now known as Grey Tuesday. Over 100,000 copies of DJ Danger Mouse’s Grey Album were downloaded from hundreds of sites across the Internet. An estimated million copies of this celebrated remix, which creatively combined the Beatles’ White Album with Jay-Z’s Black Album, were traded over peer-to-peer networks within 24 hours. This was a symbolic gesture perhaps, but the electronic civil disobedience of Grey Tuesday eloquently spoke to both consumer frustrations with increasingly restrictive copyright laws and the growing power of peer networks to subvert their enforcement. And it spoke to a generation of university students ready to test the potential of remix, along with a host of other so-called amateur media practices, within the confines of the university. It should come as no surprise, then, that several of the Honors Program Thesis projects reflect these cultural practices, which have been “hacked” to function within an academic setting.
[from left: Matt Lee, Matt Jung, Freddie Wong; pictured below: Anastasia; not pictured: Patrick]
Perhaps the most direct reflection of this ethos is Matt Jung’s interactive game Mashupoly, which he says parallels the music mashup in which two songs are combined in order to create a new and different song. “Mashupoly combines elements from the board game Monopoly with information about the progression of the mashup artform into a fast-growing, independent and yet still illegal genre,” he writes. Within the game, different squares represent different songs, or, as Jung points out, different intellectual properties. These properties are in turn organized along a timeline, which demonstrates the evolution of musical appropriation across several decades, going back to early jazz and moving forward. The game nicely illustrates the ways in which this kind of borrowing is codified differently relative to historical context, and coyly references the frustrated efforts of the Recording Industry Association of America, which seeks to punish college students for illegal downloads. The association figures in the game directly in that players must carefully orchestrate their listening habits by listening to as many intellectual properties as possible before incurring the RIAA’s legal wrath.
If deploying pop cultural media tools was the only criteria for graduation, Freddie Wong would have moved on to grad school months ago. With several million viewers to his credit, Wong is a YouTube sensation, and that was precisely his goal. Titled The 106 Project, Wong’s thesis tackles a deceptively simple question: What does it take for a video to become viral? Through the analysis of other successful viral videos on YouTube, Wong isolated the key characteristics, created a series of projects that included those characteristics, and watched as his videos spread like wildfire across the Web, with the numbers of viewers skyrocketing. His project charts his various experiments, inviting users to consider the strange viewing predilections of the world.
Second Life, the multi-user virtual environment that has grown increasingly popular over the last four years for everything from gambling to art to even education, is home to Matthew Lee’s Rivenscryr, a space that allows users to explore a particular aspect of Shakespeare’s The Tempest. Lee argues that the invisible character Sycorax plays a key role, despite the fact that his most important actions take place prior to the play’s start. Lee takes us back to those actions, “allowing users to travel through a remnant of the island, encountering fragments of the past.” While many have considered creative uses of Second Life, Lee takes full advantage of the virtual environment’s immersive features, crafting an entire world rich with texture and detail.
If 2004 brought us one of the most popular instances of remix culture, 2005 formally introduced another key moment when Henry Jenkins wrote, “Welcome to convergence culture” in an essay about the growing array of media platforms. He was describing the “flow of media content across delivery channels to expand revenue,” as well as the ways in which increasingly active consumers demand more options in ways to enjoy media. “Convergence is both a top down corporate-driven process and a bottom up consumer-driven process,” Jenkins wrote, but Patrick Skelly shows how convergence affects narrative itself. His project, media://hack, is an interactive examination of Project.hack, a Japanese multimedia franchise that moves across several media platforms, including anime, manga, novels and video games. Skelly dissects the ways in which the different media elements converge and diverge, allowing the story to mutate in different directions depending on the affordances of various storytelling devices.

Anastasia Shepherd delves into another pop cultural phenomenon – the cinematic remake – with her project Face to Face: A Blind Remake. Noting the prevalence of remakes in contemporary cinema, Shepherd ponders the elements that make a particular story worth revisiting, and notes that she’s less interested in what stays the same as works get remade than in what’s different. To explore ideas of the remake, Shepherd gave herself an assignment: she read Ingmar Bergman’s screenplay for Face to Face, and without having seen the film, selected two scenes to remake. Her interactive project compares Bergman’s project and her own version, and in the process, becomes a sly commentary on several key themes both in contemporary pop cultural media practices and those that take place in academia, namely authorship and authority, as well as on notions of originality and “the original.”
Perhaps one of the strongest shifts that occurred during the four years of the Honors Program’s first cohort was a movement from a Web 1.0 ethos in which users encountered relatively static Web sites, to a Web 2.0 paradigm in which sites became platforms encouraging user creativity. The IML’s Honors students cheerfully seized these tools and the corresponding mentality, and their projects reflect their ability to merge academic goals with participatory media.