MESH
Let's Go AIMIA!

Here's a new bit of jargon, something you will all no doubt be familiar with. Gazzamathics. The origin of this word is a fellow with whom I used to work called Garry who was something of a sales and marketing expert - a thug in a suit. We were running a small bike courier company at the time and he was prone to driving down Greenhill Road pointing to the rows of office buildings there and saying things like "Y'know mate, there's gotta be two hundred businesses here - and I reckon they'd shift about $200 worth of freight each per month. So say we get 25 percent of that pie we'd be making oh $10,000 per month". He'd then go on to extrapolate these figures ad infinitum until we were all as rich as, um, well, a rich thing.

On the surface this all seems to be reasonable but if you actually get stuck in with the fingernails of common sense you reveal the essentially spurious nature of such calculations.

Now, I've seen a few projections in my time and have developed a keen nose for Gazzamathics. Believe me, once you recognise the smell you can smell it everywhere. Take the multimedia industry for an example, please. Before you go anywhere near multimedia you have to get a few bits of jargon under your hat. Multimedia is the first one. Multimedia is the combination of text, graphics, moving picture and sound - usually generated or displayed on a computer. By that definition the closing credits of Superman the Movie were multimedia. But we all know what we mean, right? We must be talking about CD-Rom. If not CD-Rom then internet or some other delivery system. For some people multimedia implies interactive. Most CD-Roms are little more than glorified 'choose your own adventures', glorified slide shows, or games. Games offer the highest levels of interactivity. So perhaps multimedia is really just a fancy way of saying games. No, but when it boils down, who cares.

An attach rate is something I'd never heard of before but in context it makes quite a deal of sense. The PC market is looking at an attach rate of 37 percent. Okay! Translation: 37 percent of personal computers sold last year had CD-Roms attached to them. Cool jargon eh? There are now more CD-Rom drives than television sets being sold. If this is just because we all already have at least one television set in our homes and just don't need more is besides the point.

A few more stats. There will be 100 million CD-Rom drives out there in hungry consumer-land by the end of the year. These figures I must add came from a talk by a 'respected publisher'. Apparently every person with a CD-Rom will buy about 10 titles each year at an average cost of $20 per title. Are we having fun yet? A process of simple Gazzamathics can then be applied to generate the figure $20 billion; the guestimated (or gazzamated - mate!) size of the global multimedia industry.

Now the bad news. Apparently 96 percent of CD-Rom titles are hopelessly unsuccessful. The obvious implication is that 4 percent of the CD-Rom titles are scooping the lion's share of that $20 billion carcass. How do they do it?

Well according to Mr 'Reputable Publisher' and his ilk, the golden rules are quite simple:
1) Expect to starve and get eager young college grads to work like bastards for free in anticipation of a share of the pie later on.
2) Sign up with a reputable publisher - natch!
3) Beg, borrow or buy a brand name. I'm not talking about a small one either. To make it big you have to be Disney or Warner or the like.
4) Keep in mind that your audience is a teenage boy living in Idaho. Great!
5) Remember that it's packaging that sells, not quality.
6) Burn Creative Nation, as the last thing the industry needs is an $80 million dollar shot in the arm.
7) Flee the film industry, it has nothing to offer the real multimedia maker.

This same genius then went on to explain that there's really more money in localising other people's product, that is, in converting the text to other languages rather than actually producing content of our own. Apparently no-one else thinks we're the clever country. We just have to settle down and come to terms with the "fact" that Hollywood owns popular culture and: "there ain't nuthin' we can do 'bout it".

So what does this really mean? A whole bunch of useless stats backed up by the flimsiest of logic and delivered by a philistine in a suit do not a conference make. AIMIA (the Australian Interactive Multimedia Industry Association) did a surprisingly credible job of putting together a diverse range of talent for this conference, but by and large the place was chock full of suits and multimedia wannabes, all snuffling about for a gulp of the Creative Nation cash. There were a few "content developers" there - and I blame the PR industry for such terms.

Pretty soon all filmmakers, writers, photographers, poets, software developers and game designers will simply just be content developers. And believe me, content is really the new buzz word. While there are people out there willing to fork out huge sums of cash to put lame shit onto CD-Rom, there will be a tidal-like swell of people, mostly former desktop publishers, who can't wait to fill up 600 megs of plastic with trite, hard-to-interact with rubbish.

One example of the kind of shit being touted as the cutting-edge of multimedia was a combination Laser Disk and DOS based software package designed to teach people how to use the aperture settings on their 35mm camera. Great huh? For starters, the stupid thing is klutzy, for seconds, just how hard is it to set the f-stop correctly on a camera anyway? Depth-of-field is a concept that takes less than 10 minutes to grasp and certainly didn't need a ton of money thrown at a retarded teaching system designed for an outdated, user unfriendly system. For less money each student could buy a camera and 10 rolls of film and work it out themselves.

The first question to ask yourself when producing some sort of multimedia product is: "Is this the best way to do what I want to do?" So many people are producing CD-Roms because they can, not because they are better. Other CD-Rom titles demonstrated shoddy acting in front of lame blue screens, user interfaces which turned basic controls into some kind of Where's Wally adventure, and subject matter best suited for one of those old books you dig up in your grandparent's attic - and decide to leave there.

I did see some incredible stuff at the AIMIA Conference though. Apple's quicktime VR and quickdraw 3D impressed a crowd eager to be impressed by Mr Frank Casanova, head of Apple's Advanced Research team. Mark Snoswell showed us some user interface concepts which should have been obvious but I'd never seen before. Buttons that jiggle excitedly as the mouse moves near them. We were given a sneak preview of the new Journeyman project which was very impressive and inspired me to start working on some sort of game myself - just as soon as I finish my book, my next film and a worldwide web site devoted to furthering political unrest in the USA.

Down in the exhibition hall a diverse clutch of technology/ art folks had propped up their wares. ANAT, the Australian Network for Art and Technology, had a stand running its new web site and showing off a few groovy CD-Rom titles. Silicon Graphics had a bloody great Onyx reality engine which made it easy to show off the new graphics engine developed by Adelaide based Emergent Software. Emergent is developing a game of some description which currently uses all the grunt of a supercomputer to handle the interaction. I'm prepared to be impressed.

Apple had its usual bunch of casual looking people there explaining why people would be better off developing content for e-world instead of the internet at large. The most compelling reason is that as a developer you get paid every time someone accesses your site. How this will still work as prices for access to e-world come down is anyone's guess though. I had a fiddle and sucessfully managed to connect via e-world to the computer back at my studio with no dificulty, so at least it works. Telstra and (sic) Microsloth were there, too, showing us the Info-superthingo the Bill Gates way. I looked, I fiddled, I sniggered and then I left. Sorry Bill.

Philips showed off its CD-i full-length movies at ultra high resolution on a CD and I think this impressed more than anything. The image quality was awesome - no more 32,000 colour limits here folks 16.8 million colours all the way in crystal clear, non-interlaced full-motion beauty. I can see these little beauties in video stores just in time for video stores to become obsolete in the wake of video-on-demand services. Ooops.

There were a few other toy makers there too; Kodak was showing off its digital cameras, while various multimedia content developers hawked their talent (or lack thereof).

By and large the conference was a good chance to catch up with people and chat about what a cool place the future is going to be. The challenge for everyone involved in the multimedia industry now is to give the creative people as free a hand as possible and let them churn out a wealth of stuff as they dip their toes into the new media pool. Very little really good product is going to emerge for a while yet - not until the delivery mechanisms get just that much faster and user interfaces get just that much smarter. The average public toilet hand-drier has a better user interface than most multimedia at the moment, a point made by Frank Cassanova as he sat in front of his Powermac and waved his hands at it in vain.

Computers have been powerful enough to handle most business applications for almost 10 years now. I mean, how much grunt does it take to drive a spreadsheet or a word processor? The real challenge is to make computers smarter so that people can behave dumber. The growth of services like internet are going to provide global forums for people to work, play and generally collaborate, and we are still only seeing the first few glimpses of what such massive collaboration can produce.

Innovations such as the world view project ­p; which allows you to spin a globe while standing in front of a screen upon which are projected realtime satellite images of the earth to any level of detail, right down to street level - are going to fundamentally alter our perception of the earth. The evolution of the so-called time-compact-globe is almost upon us. What will the world be like when over a billion people are on-line? How will societies change when newborn babies are able to share their first conscious experiences with others on-line? These are questions we should be pondering now, not "how can I turn this kids book into a CD-Rom"? Zoom out a little and take in the bigger picture. We have the tools to start doing this now and in a few years time we will wonder how we ever got by with tools this primitive.

In life, just as in a mandelbrot set, all the exciting stuff happens on the edge where the limits are tested. If there were to be a credo for the new media it would be along the lines of: Don't imitate, don't regurgitate, just create. And spend someone else's money doing it, then put it into the public domain. Bugger the teenagers of Idaho and the suits who serve them.


Dave Sag is director of Virtual Artists Pty. Ltd., a company that spends most of its time finding new and interesting things to do with all of its pretty looky toys.

dave@va.com.au
http://www.ozemail.com.au/~davesag/

Pull out quotes

The challenge for everyone involved in the multimedia industry now is to give the creative people as free a hand as possible and let them churn out a wealth of stuff as they dip their toes into the new media pool.

The first question to ask yourself when producing some sort of multimedia product is: "Is this the best way to do what I want to do?" So many people are producing CD-Roms because they can, not because they are better.

© David Sag MESH#6 Winter, 1995. MESH film/video/media/art is the journal of Experimenta Media Arts