Beruflich Dokumente
Kultur Dokumente
Introduction
The
Alternative
Digital
Arts
Festival
(ADAF)
of
2015
was
a
virtually-hosted
conference
sponsored
by
Hitbox.tv.
The
festival
was
produced
by
Zolani
Stewart,
Austin
C.
Howe,
Solon
Scott,
TJ
Thomas,
and
Iris
Bull;
and
it
was
made
possible,
in
part,
thanks
to
the
support
of
Courtney
West
of
Hitbox.tv
and
Rachel
Raymond.
Lucas
J.W.
Johnson
and
Claris
Cyarron
of
Silverstring
Media,
Zoya
Street
of
Memory
Insufficient,
and
Aevee
Bee
of
Zeal
also
made
significant
contributions
to
the
production
of
our
live
show.
This
postmortem
serves
to
recognize
the
process
behind
our
production
because
we
think
it
is
vital
to
the
ongoing
production
of
culture
to
document
and
remember
our
successes
and
mistakes,
and
to
share
what
weve
learned
with
people
who
want
to
listen.
We
hope
that
this
document
serves
as
a
source
of
insight
into
the
challenges
characteristic
of
virtual
conferencing
for
a
mass
audience.
Following
this
introduction,
we
will
contextualize
ADAF
historically,
describe
our
production
methodology,
and
review
our
execution
of
the
event.
The
conclusion
details
our
ideas
for
2016
in
the
ways
we
hope
to
maintain
and
grow
ADAF
as
an
alternative
media
touchstone
for
multimedia
artists
and
appreciators
alike.
The
Project
ADAF
was
originally
conceived
as
a
spiritual
successor
to
Indi3,
a
virtual
conference
produced
by
Zolani
Stewart,
Austin
C.
Howe,
TJ
Thomas,
Solon
Scott,
and
James
Hearn
in
2014.
Indi3
ran
concurrently
during
E3,
and
it
was
promoted
on
Twitter
and
This
conference
demonstrated
the
viability
of
using
a
streaming
service
like
Hitbox.tv
and
a
voice
chat
service
like
Mumble
to
bring
alternative
voices
in
conversation
across
disparate
locations
around
the
globe.
Although
minimally
organized,
the
reception
of
Indi3
also
demonstrated
a
demand
for
both
critical
discussion
of
media
production
and
showcase
programming
of
ephemeral
media.
Indi3
helped
establish
an
ethos
for
ADAF
that
informed
how
we
advertised
and
marketed
the
event
as
alternative.
For
us,
the
games
showcase
needed
to
provide
a
space
for
people
and
projects
underserved
by
mainstream
media
outlets,
and
that
might
not
be
complete
or
entirely
actualized.
The
panels
needed
to
engage
a
diversity
of
topics
seldom
seen
in
popular
discourse,
but
that
nonetheless
stage
timeless
themes
(e.g.,
marginalization,
limitations,
improvisation,
etc.).
Indi3
also
attracted
a
modest
cohort
of
opinion
leaders
who
have
been
working
to
establish,
support,
and/or
maintain
a
supportive,
positive,
and
welcoming
alternative
arts
1
of
6
scenethe
emphasis
on
art
and
not
necessarily
game
being
a
key
facet
to
that
cultural
project.
Methodology
As
a
virtual
conference,
ADAF
was
produced
as
an
weekend
event
broadcast
live
over
the
internet
between
the
of
10am-10pm
PST,
July
24-26,
with
a
preshow
of
the
event
broadcast
for
about
an
hour
on
July
23.
This
date
was
chosen
so
as
to
not
compete
with
concurrent
game-related
conferences
and
festivals
also
being
broadcast
online.
The
programming
was
free
to
watch,
although
Hitbox.tv
users
also
had
the
option
to
Subscribe
for
the
privilege
of
select
chat
emoticons.
Programming
was
split
across
two
channels,
ADAF
and
ADAF2;
the
primary
channel,
ADAF,
showcased
games,
event
announcements,
and
preshow
material.
ADAF
would
also
co-broadcast
programming
live
on
ADAF2
when
the
channel
was
not
scheduled
with
programming.
The
ADAF2
channel
was
principally
reserved
for
showcasing
panel
presentations.
Altdigitalfestival.com
and
Twitter.com/Altdigifest
were
used
as
the
primary
conduits
for
advertising
event
information
and
soliciting
suggestions
for
event
programming.
Programming
was
curated
by
submissions
to
an
open-call
advertised
on
Twitter.
Festival
producers
participated
in
the
submission
process,
and
on
occasion
helped
people
in
the
process
of
recruiting
others
for
a
panel
presentation.
There
was
not
a
restriction
on
the
number
of
panel
proposals
or
games
trailers
someone
could
submit,
and
a
few
people
took
advantage
of
that
by
participating
on
several
panels
and/or
pitching
several
video
trailers.
One
or
two
reviewers
hosted
the
games
showcases;
they
introduced
each
game
trailer
and
provided
commentary
following
the
video.
We
were
very
fortunate
to
have
representatives
from
Silverstring
Media
travel
to
the
event
from
Vancouver,
British
Columbia
to
help
host
several
showcases.
Commentary
generally
focused
on
redeeming,
positive,
or
critical
aspects
of
the
project
showcased
by
each
trailer.
Typically,
a
video
would
run
between
1-4
minutes,
and
approximately
10
videos
were
showcased
in
thematically
programmed
blocks
scheduled
for
hour-long
blocks
of
time;
blocks
were
followed
by
break
periods
of
about
an
hour.
Showcases
featured
a
live
video
stream
of
the
hosts,
who
streamed
their
appearances
from
a
staged
living
room
set
run
out
an
apartment
in
Olympia,
WA.
Panels
were
hosted
in
an
adjacent
bedroom
of
the
apartment,
but
they
did
not
feature
a
live
video
stream.
Using
Mumble,
panelists
joined
a
sanctioned
ADAF
chat
server
in
advance
of
their
program
time.
A
host
in
Olympia
ensured
that
participating
panelists
were
able
to
communicate
with
each
other
before
broadcast,
and
that
Open
Broadcast
Software
(OBS)
was
properly
configured
with
the
appropriate
splash
screen
assets.
Hosts
would
typically
introduce
the
panel
before
ceding
the
broadcast
to
panelists,
and
they
would
monitor
the
live
stream
for
audio
2
of
6
and
visual
quality;
the
host
was
responsible
for
concluding
panel
discussions,
as
well.
Panels
tended
to
follow
an
informal,
conversational
format,
and
they
were
occasionally
directed
with
posed,
open-ended
questions.
Panelists
present
in
the
apartment
used
the
computer
and
microphone
dedicated
to
the
stream,
but
on
occasion
we
used
2-3
additional
laptops
for
sound
monitoring.
All
except
one
panel
streamed
with
a
static
splash
screen;
the
Emergent
Architectures
panel
did
prepare
a
Youtube
video
playlist
in
advance
for
playback
for
during
their
discussion,
which
Iris
and
Zolani
helped
manage
while
monitoring
the
stream.
Branding,
splash
screens,
video
playback,
and
other
textual
assets
for
each
show
were
organized
in
advance
by
Tess
Young,
Zolani
Stewart
and
Solon
Scott.
We
infrequently
used
OBS
to
incorporate
textual
elements
into
the
production,
relying
instead
on
prepare
slides
in
case
of
an
emergency
situation;
these
assets
were
prepared
and
organized
on
multiple
computers
before
the
festival
officially
began.
Our
set
was
arranged
over
the
span
of
2
days
immediately
preceding
the
festival.
We
spent
a
few
days
surveying
Craigslist
for
the
most
inexpensive
solutions,
but
found
the
most
affordable
options
at
Goodwill
on
July
22.
The
framed
art
of
Mt.
Rainier
was
a
donation
from
the
Hoyle
Family
Estate.
Light
and
camera
equipment,
folding
tables
and
chairs
were
supplied
by
Rachel
Raymond.
The
microphone
for
the
ADAF
channel
was
supplied
by
Iris;
our
standing
microphone
for
the
ADAF2
channel
was
supplied
by
Zolani.
Our
backup
web
camera
was
supplied
by
Courtney
West
of
Hitbox.tv.
Ethernet
cable
support
for
ADAF2
was
supplied
by
Iris.
The
apartment
space
and
utilities
were
volunteered
by
Austin
and
his
roommates.
Estimated
Costs
Infrastructure
Apartment
Rent
Apartment
Utilities
Internet
Infrastructure
(e.g.,
installation,
modem,
router,
cables)
Couch
&
Pillows
Coffee
Table
Art
Fauna
(i.e.,
2
Trees,
1
Wreath)
Non-technical
supplies
(e.g.,
hammer,
nails,
adhesives,
etc.)
Transportation
Labor
Cost
$1055
$100
$138
$25
$10
$0
$30
$41
???
???
Review
Generally
speaking,
were
incredibly
proud
of
the
festival
we
managed
to
organize
and
facilitate.
Although
we
encountered
some
challenges
and
unexpected
technical
3 of 6
difficulties
with
the
production
of
the
festival,
we
felt
very
energized
by
the
contributions
people
made
to
ensure
this
event
was
representative
of
their
work
and
their
interests.
Overall,
the
attitude
and
collaborative
spirit
behind
the
scenes
was
very
strong
and
positive.
Although
this
was
the
first
time
that
many
of
the
festival
organizers
had
met
face-to-face,
several
of
us
have
spent
the
last
year
following
Indi3
getting
to
know
each
other
online
both
privately
and
on
Twitter.
Although
we
were
not
entirely
aware
at
the
time
of
the
dynamics
that
helped
make
this
festival
a
reality,
in
hindsight
its
clear
that
our
willingness
to
navigate
personal
and
professional
relationships
with
measured
amounts
of
respect,
trust,
and
compromise
was
paramount.
A
few
stressful
moments
tested
our
compassion
for
one
another,
but
our
ability
to
problem
solve
through
some
of
the
most
difficult
and
tenuous
circumstances
was
also
incredibly
rewarding.
Our
initial
organization
of
the
event
was
sufficient,
but
our
ability
to
locate
a
set
for
the
show
was
a
journey
on
its
own
right.
Austin
moved
into
the
apartment
we
used
for
the
show
just
a
little
over
a
week
before
the
event,
and
there
was
a
serial
drama
ongoing
with
various
internet
providers
for
several
days
leading
up
to
July
22.
It
should
also
be
said
that
Austin
moved
into
the
apartment
with
little
more
than
a
single
suitcase
worth
of
possessions.
Over
the
course
of
organizing
this
festival,
we
helped
Austin
literally
make
his
apartment
a
livable
home.
1
person
ended
up
sleeping
on
the
couch
for
their
stay,
and
4
of
us
enjoyed
the
firm
embrace
of
a
carpeted
floor
beneath
a
nest
of
spare
sheets
donated
from
the
Hoyle
Estate.
During
the
event
we
fended
for
ourselves
on
a
small
selection
of
snacks
and
grocery-bought
foods
throughout
the
day,
and
enjoyed
local
fare
in
downtown
Olympia
at
night
(mostly
because
we
were
too
exhausted
at
the
end
of
each
day
to
do
much
else).
@ceMelusine
generously
supplied
celebratory
drinks
during
the
festival,
as
well
(which
you
may
or
may
not
have
seen
during
the
final
hour
of
the
show).
This
is
all
to
say
that
we
literally
didnt
have
much
in
terms
of
infrastructure
for
the
event.
In
some
ways
this
helped
with
our
ability
to
manipulate
the
space
to
suit
our
needs,
but
at
other
times
we
struggled
to
make
do
with
very,
very
little.
It
was
also
a
fairly
rewarding
experience
to
pop-up
a
set
overnight,
andfortunatelythis
didnt
interfere
dramatically
with
our
ability
to
technically
prepare
for
festival
activities.
Our
preshow
of
the
event
revealed
a
lot
of
problems
with
our
original
design
of
the
production
set
up.
The
first,
and
most
notable,
error
involved
the
art
we
had
hung
behind
the
couch.
Thinking
that
punching
holes
in
the
wall
might
cause
a
problem,
we
initially
tried
using
special
wall
mount
adhesives.
We
were
confident
that
the
art
was
not
too
heavy
for
the
adhesive,
but
we
did
not
anticipate
that
the
art
was
not
designed
to
hang
that
way.
It
tolerated
the
adhesive,
at
first,
for
2
hours,
and
then
fell
2
minutes
before
we
went
live
with
the
show.
Iris
applied
double
the
amount
of
adhesive
seconds
before
going
live,
but
the
attempt
was
obviously
not
enoughthe
art
fell,
again,
after
about
10
minutes.
The
chat
room
went
wild.
Other
problems
came
up
that
related
to
our
audio/video/streaming
setup.
We
had
hoped
to
use
a
Canon
7D
to
stream
the
living
room
stage,
but
the
camera
driver
utility
repeatedly
failed
during
the
preshow
to
consistently
feed
the
video
stream.
4
of
6
This
was
a
problem
for
OBS,
which
required
we
resize
the
capture
screen
every
time
the
source
feed
reset
or
failed.
We
were
unable
to
isolate
what
the
problem
was
with
the
driver,
but
users
online
have
reported
problems
with
overheating,
weak
cable/port
connections,
and
buggy
utility
performance
in
the
past.
We
also
had
a
problem
with
the
microphone
we
used
during
the
preshow;
it
was
too
sensitive
to
the
ambient
sounds
in
the
apartment,
so
we
switched
to
a
higher
quality
microphone
with
a
fitted
wind
screen.
This
necessitated
an
emergency
supply
run
for
a
mini-tripod
and
batteries.
Desperate
to
dampen
some
of
the
ambient
noise
sourced
in
the
back
of
the
apartment,
we
also
tried
hanging
curtains
but
did
not
have
the
resources
for
proper
sound
proofing
measures
on
such
short
notice.
We
experienced
some
mild
problems
with
the
wifi
connection
prior
to
the
event,
and
so
also
decided
to
invested
at
the
last
minute
in
a
second
Ethernet
cablethis
was
incredibly
poor
planning,
as
Ethernet
cables
are
much
more
expensive
when
purchased
in-store
than
online
(by
about
3-4x).
Iris
spent
about
2
hours
running
around
on
the
morning
of
July
23
scrounging
for
inexpensive
solutions
to
these
immediate
problems,
but
everything
was
found
and
fixed
up
by
early
afternoon.
In
terms
of
technical
performance
difficulties
during
the
festival,
there
were
a
couple
instances
on
the
first
day
when
hosts
inappropriately
set
up
the
audio
stream,
but
these
errors
werent
very
egregious.
Our
second
day
was
more
varied.
One
of
the
panels
we
hosted
in
the
apartment
was
not
properly
prepared
with
splitters
for
proper
audio
monitoring,
which
means
we
needed
to
set
up
3
extra
laptops
without
notice.
The
problem
lay
in
the
fact
that
we
had
3
people
in
the
room
who
were
going
to
share
a
microphone,
but
who
needed
to
be
able
to
hear
1
other
panelist
who
was
conferencing
in
with
Mumble.
Panelists
needed
their
own
headphones
in
the
room
to
prevent
echo
from
reverberating
with
the
microphone,
but
we
didnt
have
a
working
audio
splitter
to
minimize
the
need
for
more
laptops.
Our
panelists
were
very
flexible
to
the
circumstance,
but
we
wont
be
making
that
mistake
again
in
the
future.
Our
last
panel
event
nearly
fell
apart
behind
the
scenes
because
of
problems
with
OBSfor
inexplicable
reasons,
OBS
crashed
3
times
during
the
presentation
and
required
a
restart
each
time.
The
laptop
we
used
for
the
stream
had
also
lost
its
charger
at
some
point
during
the
afternoon,
and
we
couldnt
locate
it
because
of
space
and
accessibility
limitations
imposed
by
our
stage
set
up
(basically,
there
was
too
much
stuff
in
the
way
to
properly
look
high
and
low
for
the
proper
laptop
charger).
We
were
able
to
appropriate
a
charger
made
for
a
differently
branded
laptop,
but
it
was
a
tenuous
circumstanceone
wrong
move
and
the
computer
would
flash
a
big
banner
warning,
WARNING!
10%
BATTERY
REMAINING!
It
was
a
bit
harrowing.
Finally,
probably
our
biggest
problem
this
year
was
timeliness
and
scheduling.
We
didnt
provide
panelists
with
enough
scaffolding
in
order
to
maintain
a
timely
schedule.
Fortunately
only
one
person
wasnt
able
to
get
Humble
to
work
for
them
(they
ended
up
Skyping
in),
but
others
generally
didnt
know
when
to
connect
to
the
Mumble
server.
Most
arrived
minutes
before
their
panel,
but
this
didnt
provide
the
host
with
enough
time
to
troubleshoot
problems
with
their
audio
or
internet
connection.
We
also
didnt
have
an
established
protocol
for
starting
panels
late,
5
of
6
which
greatly
affected
the
schedule
for
panels
on
the
first
day.
A
couple
people
were
unable
to
participate
in
the
panels
they
were
scheduled
to
give
because
of
the
dramatic
shift
in
time
on
the
first
day.
Next
year
were
going
to
provide
panelists
with
documentation
on
what
to
expect
so
that
theres
a
general
reference
for
people
to
use
in
preparation
for
their
panel.
Conclusion
Generally
speaking,
we
learned
a
lot
about
small
aspects
of
this
production
that
were
going
to
carry
forward
in
events
to
come.
We
found
the
sponsorship
by
Hitbox.tv
to
be
adequate
for
this
years
event,
but
we
also
recognize
that
this
event
couldnt
be
done
for
less.
We
hope
that
next
year
were
able
to
build
upon
the
foundation
weve
established
this
year
because
yes,
were
absolutely
hyped
and
energized
(already!)
at
the
idea
of
an
ADAF
2016.
Weve
begun
soliciting
suggestions
from
ADAF
followers
on
Twitter
(feel
free
to
share
your
ideas
here),
and
we
also
have
some
ideas
of
our
own
for
how
to
incrementally
grow
this
project
for
the
#altgames
and
alternative
digital
arts
community
online.
One
of
the
ways
in
which
we
would
like
to
augment
the
video
archives
for
ADAF
2015
is
to
have
the
panels
transcribed
so
that
more
people
can
access,
search,
and
archive
the
sessions.
We
would
like
to
institute
this
as
a
fundamental
part
of
ADAF
and
incorporate
the
costs
associated
with
this
effort
in
future
budgets.
We
think
that
archiving
the
work
people
are
doing
in
#altgames
and
in
alternative
publication
spaces
are
incredibly
valuable
and
incredibly
vulnerable
to
digital
rot
and
cultural
erasure.
We
recognize
that
the
project
of
remembering
alternative
and
marginalized
work
is
part
of
what
it
means
to
have
infrastructure
on
which
to
build
a
future.
Another
way
we
hope
to
grow
and
improve
upon
the
festival
format
is
to
incorporate
more
panels
facilitated
by
non-English
speakers.
One
of
the
seeming
impenetrable
barriers
between
Western
and
Eastern
communities
is
language,
and
the
other
is
obviously
infrastructural.
We
think
we
can
help
facilitate
a
solution
to
the
infrastructural
problem,
but
were
not
as
well
networked
with
alternative
art
communities
that
exist
online
outside
of
North
America.
Over
the
course
of
this
coming
year
we
hope
to
make
some
progress
locating
and
networking
with
groups
and
individuals
who
are
every
bit
as
committed
to
alternative
digital
arts
work
as
we
are,
but
who
also
happen
to
be
non-English
speaking
or
multi-lingual.
6 of 6