Tumblelog by Soup.io
Newer posts are loading.
You are at the newest post.
Click here to check if anything new just came in.

April 20 2011

15:33

Designing a Newsgame Is an Act of Journalism

elements of journalism book.jpg

A common thread woven through our various projects in the Newsgames research group has been our subscription to the tenets of journalism. Our first endeavor was not related to games at all. We bought a stack of copies of Bill Kovach and Tom Rosenstiel's "The Elements of Journalism" book and immersed ourselves in not just the business of news but rather the practice of news. Sure, we could have seen videogames as a way to add exciting features that would draw readers to websites -- and if we were an Internet startup, we probably would have -- but as members of an academic institution our inclination was to understand how videogames can do journalistic work.

As we've described before on the Idea Lab and wrote about extensively in our book Newsgames: Journalism at Play, videogames are valuable for journalism because they don't just describe -- they demonstrate. Written stories and filmed television segments tend to focus on the who, what, where, and when of a story. It's easy for readers and viewers to identify with these questions that position an event in the world. These questions quickly satisfy the appetite for immediacy in the 24-hour news cycle. The how and why of these stories, on the other hand, can be pushed aside either temporarily or permanently. Reporting that merely makes citizens aware of an event doesn't seem to merit answers to these inquiries.

The How and Why

Games, on the other hand, are nothing without answers to how and why.

'How' governs programming the game on the designer's end or interpreting the game on the player's end. If someone wants to make a game about air traffic safety they need to understand the mechanisms by which air traffic controllers manage the take-off and landing of planes. If someone then wants to deftly play as an air traffic controller, they need to understand those same mechanisms as portrayed by the game's designer. 'How' lets you understand the system.

'Why' can either be a rhetorical position taken by the designer that informs their creation or it can be how the player understands the ways that the pieces in the system interact. Food Import Folly demonstrates the difficulties of container inspection at understaffed shipping ports. Here's a screenshot from that game:

food import folly.jpg

So if E. coli contaminated spinach was introduced into the country by a missed inspection, it's clearly demonstrable that more port authority inspection agents might have prevented the spread of this bacteria.

Bringing in a Journalist's Expertise

Short newsgames can't simulate all of the conditions that may have given rise to an event, though. So what we play are not faithful recreations of the world in all its messy detail, but rather models that use the most relevant information to govern their functions. And here's where the professional journalist's expertise comes into play.

Let's think about three kinds of news stories: a written article, an edited television segment, and a programmed game. The three primary acts of creating each are gathering the data, selecting and assembling the relevant information, and producing the final output.

The first two are journalistic tasks. They require the author understand the situation at hand and the desires of their constituency. Journalists synthesize the world into manageable chunks of visual and verbal models. But writing, editing, and programming? These aren't journalistic tasks. Sure, they're required to concretize information -- and a well edited segment on the evening news is going to be more compelling than a series of loosely joined clips. But The Onion demonstrates on a daily basis that it's entirely possible to have output that merely looks like news.

Designing a newsgame is not just about recounting the events of the day as a series of videogame tropes, nor is it about loading up a spoonful of sugar to make being aware of events of the day fun and more palatable. Designing a newsgame is about forming a model and executing on it to help people better understand a situation.

A Game About Diversity of Groceries

Last Spring, during the transition between our initial newsgames inquiry and our current Cartoonist project, a small team of us worked on a newsgame design exercise. The topic was the Buford Highway Farmers Market, an international grocery store located a few miles north of downtown Atlanta. A story in the Atlanta Journal Constitution described the changing ethnic composition of the store's products. The diversity of the groceries represented the diversity of the foreign populations who had moved to the area in the past few decades: melting pot (or salad bowl or bouillabaisse or your other favorite analogy) personified.

We wanted to design a game that embodied the foreign population composition as a grocery store. It was a click-management game about meeting the needs of an ethnically diverse shopping population. Presented with data about population trends, the player would first buy their stock with demographics in mind and then help their shoppers find ingredients for specified dishes. In the process of playing, the players learns about the dish that is the ever-shifting local ingredients of their city flavored by all the seasonings of this extended culinary metaphor.

Concept solidified, we sought out data. Delving into the yellowed pages of United States census data pulled from a dusty library shelf, we recorded the number of foreign born or mixed-parentage individuals as a percentage of a total urban population throughout the 20th century. But the process was, unsurprisingly, not that straightforward. Different cities recorded data differently. It was not until 1960 that Seattle differentiated the many countries of Southeast Asia into their own categories. Country of origin was not recorded in any of the southern states until 1960.

Accounting for Data Gaps

So how do you make a game that accounts for giant gaps in the data? If all you wanted to do was make a game, then you could just make up the numbers and be on your merry way. But as a journalist you don't have the luxury of making stuff up. Nor do you have the luxury of just ignoring the messiness. If you were writing a story, you could conceivably leave out the paragraph and the article would continue on. Designing a game, on the other hand, requires a whole model or else the whole thing breaks. You have to account for it somehow because it governs how the system functions. So you either transparently demonstrate the gaps or you modify the game to be about the data.

When working on the grocery store game we started with a story we thought we understood -- a kind of puff piece that would easily turn into the click management game we wanted to make. But, in the process of doing research and trying to synthesize the data into something playable, we learned about the complexities of the census and were forced to incorporate this into our design.

Had the game gone into production, the result would have hopefully been a demonstration of not just the changing local population, but the recording of that population. Further research could have even delved into alternative sources of data that might have more accurately recorded the ethnic makeup.

One thing was clear, though. Creating an accurate model for a newsgames -- the rules and processes that demonstrate how that system works -- requires subscribing to principles of journalism as well. Drawing from Kovach and Rosenstiel, newsgame design should be truthful and transparent, strive to make the significant interesting and relevant, and subject to verification. So long as they're accomplishing this, they can fit into the rest of the ecosystem of journalism.

March 08 2011

16:52

How to Design a Simple Newsgame Authoring Tool

Our teams at Georgia Tech and UC Santa Cruz have been working on an authoring tool that helps journalists quickly create bite-sized newsgames. The Cartoonist has been the working title for the tool because our intention is to create games akin to editorial cartoons, in terms of the amount of information being conveyed and the style of representation. But despite this small scope, the promise of this tool requires intense research and design.

Over the past half-year, we have been faced with a daunting question: How do you create something that can generate games for a seemingly endless list of topics?

Where to Begin?

We started by looking at classic arcade and Atari 2600 games and broke them down into their various components. We then asked questions about what these components mean individually and when interacting with each other. Does Pac-Man eating ghosts map to something metaphorically? Does splitting a dangerous object into two pieces in Asteroids have rhetorical implications? How do familiar game mechanics like shooting, chasing, jumping, racing, and getting power-ups parallel real-world actions?

Games are good at explaining systems and can work through processes to produce variable outcomes. A journalist might report on a story about a local business that gave a politician money in hopes of securing the passage of a beneficial ordinance. What we want is for a journalist to enter this kind of simple relationship into the tool and for it to generate a game that explains the process.

A Unique Concept

Trying to understand how the dynamics of news stories relate to the dynamics of games we found a middle ground of representation in the form of a concept map. This is a way of thinking about actors, relationships, and actions in a news event.

The story is distilled into verb relations between actor nodes while the game is distilled into mechanical relations between actor nodes. The authoring tool is able to group relations and nodes together to produce patterns of events. If one politician is receiving large donations when running for office against another politician, the tool interprets the effect of the donations on the race and makes up tasks for the player and goals to achieve in a game.

rio.png

Consider the example above. Some citizens of Rio de Janeiro are buying drugs from the gangs, who terrorize the rest of Rio's population. Citizens are demanding help from the Brazilian government, which is using the police to arrest the gangs, who are fighting back. It appears to be a complicated set of relationships that don't obviously translate into a game.

But our tool can interpret these relationships as meaningful patterns: The fear of the citizens is self-perpetuating; the government is indirectly battling the gangs by enabling the police; the gangs have the resources to fight back. Rather than take each of the bubbles piece by piece, the tool looks for groups of relationships to turn into game dynamics.

Simplifying Complexity

What actually makes this happen is far more complex than this description implies. It involves picking appropriate and compatible game mechanics (things moving around the screen, colliding with each other, competing for resources, etc.). But it has been important to have a simple layer of representation that makes it easier to think about this process in our project and discuss it with the journalists who will use it when it is completed.

Our goal is for the journalist to never have to think about how the game is being built. Instead, they focus on what they do best -- synthesizing current events -- and leave the rest to us.

December 14 2010

15:05

A Brief History of Newsgames: Combining News + Videogames

The newsgames project, which this year won a News Challenge grant, began two and a half years ago with a single question: What is the relationship between videogames and journalism? With the help of the two dozen fellow students at Georgia Tech who've joined us over the past five semesters, we identified and explored seven categories of newsgames on our class blog and in our book, "Newsgames: Journalism at Play". Below is a brief overview of the book in order to encourage people to read the findings of our research.

Current Event Games

The earliest examples of newsgames were games that editorialized about current events. Georgia Tech alumnus Gonzalo Frascas was responsible for one of the first. Kabul Kaboom -- a game based on the Activision classic for the Atari VCS -- comments on the absurdity of providing aid to a country while simultaneously bombing it. There was also September 12th, which was an indictment of the United States' tactical missile strikes on Middle Eastern cities. It sent the message that, rather than killing terrorists, these strikes harm innocent people and give civilians reason to take up arms. Current events games can also report on stories without an editorial line, like Wired's Cutthroat Capitalism. Additionally, just as there are news sources dedicated to celebrities and gossip, there are tabloid games like So You Think You Can Drive, Mel?

Infographics

Infographics, while different on the surface from how we typically imagine games, actually have a common experience with gaming. While many infographics -- like the bar charts that colorfully adorn the front page of the USA Today -- are simplistic presentations of numbers, good infographics serve the purpose of making sense of complex data.

Journalists can use infographics to guide readers through data in the same way a game guides players through rules. Like games, digital infographics enable manipulation, exploration, and variable outcomes. For example, American Public Media's Budget Hero gives players not only the daunting task of balancing the nation's budget, but also forces them to do so within the constraints of self-selected goals. A balanced budget means nothing if the player fails to live up their promise to increase the salaries of public school teachers.

Documentary Games

Documentary games are a familiar form of newsgame because they resemble the historical scenarios major game developers have tackled in games like Call of Duty and Medal of Honor. These series, of course, have little to no journalistic content, but they serve as a way of imagining the documentary game form. Some documentary games exist as spatial realities, like a recreation of the Berlin Wall during the Cold War. That game produces a familiar setting in 3D, but fails to recreate the experience of living in Soviet-occupied Berlin.

In addition to spatial realities, there are operational realities. This type of documentary game recreates the way an event unfolded. John Kerry's Silver Star Mission, by a company called Kumar\War, positions the player as Senator Kerry when he was a swiftboat pilot in Vietnam. The player tries to reenact the military maneuver that earned him his Silver Star. The purpose of the game was to question the plausibility of the event, an issue that had been raised by the media during the election. A successful mission is supposed to absolve Kerry; a failure condemns him.

Lastly, there exists the potential for a procedural reality. It is a reality that doesn't just recreate a place or reproduce an occurrence, but operates under a set of rules and logic determined by real world events. It helps explain not only what happened, but how it happened. PeaceMaker, a game about Israel and Palestine, plays out the conflict according to a set of rules that govern how each side responds to the other. In doing so, the player can experiment with different policy choices on each side, revealing the extraordinary complexity of the matter.

Puzzles

Puzzles have long been a familiar form of games in the news. The crossword puzzle, originally the word cross, is over a hundred years old. In the 1920s, crossword-mania swept the United States, leading to, ironically, the New York Times condemning crosswords as a "sinful waste."

Puzzles have served the important purpose of drawing people to the newspaper. We would all like to say we first flip to the important events of the day, but in reality people open up the paper to the sports section, the comics, and the daily crossword or Sudoku.

Puzzles tend to be void of journalistic content; however, in a world where the casual gamer has turned to Bejeweled and Facebook games, perhaps journalistic significance will bring readers back to playing the news. The Crickler is a hybrid crossword-trivia game that requires players know current events. And Scoop! gets its crossword solutions from the headlines of website feeds. The relationship between the news and the puzzle is one that would do well to be rekindled.

As has been explored in extensive research, games have the ability to teach. In the process of examining newsgames as learning aids, we arrived first at an obvious answer: There are of course games that teach the practice of being a journalist. Games like Global Conflicts: Palestine put the player in the shoes of a reporter covering the story, helping them to learn to ask the right questions and take accurate notes.

We also came to the realization that the lesson here is not only about becoming a journalist -- it can be about understanding the importance of journalism. In other examples, watchdog media help the player through games like Beyond Good & Evil and Fallout 3, and intrepid photojournalist Frank West's survival of a zombie attack in Dead Rising means nothing without uncovering the truth behind the living dead outbreak.

Community Games

Another type of game is what we call community games -- an umbrella term we came up with to describe everything from big games and scavenger hunts to alternate reality games. As the name implies, these are games to be played with and within a community. Some, like World Without Oil, which asks players to blog and create videos about living in a world where peak oil has caused prices to skyrocket, exist entirely online.

Others, however, like collaboration between the Rochester Institute of Technology and the Rochester Democrat-Chronicle newspaper, encourage readers and players to make a connection with their local community. Picture the Impossible offered puzzles to play online, scavenger hunts in the city, and clues to riddles hidden in the pages of the printed paper. From what was reported, the game was at least moderately successful. And, more importantly, it showed a news organization willing to take a risk on something new.

Platforms

Which brings us to our final category of newsgames: Platforms. In the loosest sense, a platform is anything you build that makes it easier to build other things. Once you've devised the inverted pyramid structure of the news story, you don't need to reinvent the printed format every time you want to publish.

Platforms aren't about building things entirely from scratch. We encourage news organizations to take a look around them to see what resources they already have available. Fantasy football does this on a weekly basis by assigning points to on-field results. It's simple, but wildly successful.

Play the News turned reading into a prediction game. Each story was crafted such that it involved stakeholders and outcomes. After reading through the material and viewing supplementary media, players could predict how an event might play out. Not only did they base their game on existing material (the events of the world), but they designed it so it could be syndicated to other news outlets, which could then use the game to draw readers to their site.

There are all sorts of tools out in the world just waiting for someone to make creative use of. Making a game doesn't have to be about learning to program from scratch -- it can be about taking advantage of things that have already been built. It can be as simple as putting a real news ticker into the Times Square of Grand Theft Auto, or, as complex as using current events to change the system dynamics of your global political strategy game, like in Democracy 2.

The variety outlined in these categories should be encouraging to journalists. What we found is that there is an amazing range of opportunities to experiment with new ideas, and we hope that news organizations are willing to try new things.

November 10 2010

18:31

Understanding How Political Cartoons Intersect with Newsgames

We are midway through the semester and the newsgames project studio at Georgia Tech is running at full steam. Newsgames: Journalism at Play, a survey of the field of newsgames by project director Ian Bogost, graduate assistant Simon Ferrari, and myself, is out and is available online and in bookstores.

We've spent the semester breaking down popular arcade and Atari games to find relevant structures for game generation, and identifying elements of meaning that we're calling "micro-rhetorics." Each student has also sought out related topics for analysis and critique on our research studio blog, which we update two to three times a week. Recently we've covered Soviet arcade machines, a game about the Chilean miner rescue, and the online migration of political cartoonists.

A few weeks ago, Mike Mikula, editorial cartoonist for the Atlanta Business Chronicle, paid our studio a visit. He shared a number of insights from his profession and fielded our questions about how we should go about interacting with other cartoonists and local newspaper editors.

Life of an Editorial Cartoonist

Every workday begins with Mikula spending hours (sometimes even half the day) doing research. He has a subscription to a number of papers and he reads them all over breakfast. Then he peruses blogs after sending his kids off to school, sifting through everything from The Huffington Post to TMZ. He draws inspiration from whatever catches his eye, following his time-honed instinctual humor and playing off the work of colleagues. The typical turnaround for one of his traditional cartoons is a day.

We were particularly interested in the interactive work Mikula did for CNN. His "poll cartoons" present users with a cue frame that invokes the issue at hand, typically posing a direct question. Users then vote on one of three choices: A liberal choice, a conservative one, and a toss-up drawn from celebrity news or other tabloid sources. Usually, the resulting frame shares many of the formal elements of the cue frame, and users can see how many people voted for each of the choices. Comparing the three result frames conjures many of the pleasures of hypertext fiction, without the accompanying anxiety that the user might have "missed" alternative paths.

Mikula explained that the exercise of making these interactive cartoons allowed him to tackle events from multiple perspectives, something that cartoonists usually aren't able to do. The poll cartoons also allow Mikula to transcend party lines and appeal to both major constituencies, despite his left-leaning views.

We also looked at a few variations on the animated political cartoon, a form being refined by Mikula and other cartoonists such as Ann Telnaes. Telnaes, the second woman to win the Pulitzer for editorial cartooning, makes motion cartoons for the Washington Post. Many of these are minimally animated, but they combine traditional panel techniques with poignant editing to great effect. Mikula said many cartoonists are struggling to adopt new technologies, such as Flash, to expand their digital work. The time required to refine new techniques and produce the additional material is daunting, but the results definitely seem to be catching the eye of some news media sources.

Removing Passion

One of the most intriguing suggestions from Mikula was that we learn to separate our passions from our interests. He explained that there are a number of political issues that he personally feels strongly about, but he avoids making cartoons about them in order to ensure he doesn't come off as a skipping record. This is actually a fairly uncommon practice in the design of newsgames, where personal issues tend to drive creation. Perhaps this passion is necessary for maintaining the persistence and teamwork required to make a game, but the expediting features of the Cartoonist project may be a way to bring interest and passion back to a healthy balance.

It meant a lot to us that Mikula was willing to visit and consult on our project, despite the fact that some cartoonists see it as a potential threat to their business. He was genuinely interested in the hurdles we were facing and finding out where our research might best be directed. By figuring out how humorists like Mikula scope out topics and find angles of attack, we'll be able to refine the user interface for our tool. We're welcoming more local cartoonists and AAEC members to the studio in the coming months in an effort to learn from them and figure out how to help them develop interactive work through our tool.

September 02 2010

16:21

The Cartoonist Aims to Bring Newsgames to the Masses

The Cartoonist, our winning entry in the 2010 Knight News Challenge, emerged from two research programs. For the past two years, my research group at the Georgia Institute of Technology has been cataloging and analyzing the burgeoning genre of "newsgames" -- videogames about current and past real-world events. That research produced a book, Newsgames, which will be published next month by MIT Press.

Meanwhile, on the other side of the country, professor Michael Mateas and his Expressive Intelligence Studio at UC Santa Cruz have been working on the problem of game generation by creating artificial intelligence tools to create a virtually infinite number of games.

The goal of our two-year Knight grant is to create a tool for generating newsgames on the fly, making it viable to create a videogame about a breaking event. This is done by identifying the issue and an angle for editorial or reporting, boiling the story down into its constituent agents and their relationships, and selecting from a range of rhetorical archetypes. Anyone who understands how to use the tool will be able to create a newsgame, remixed from the structures and mechanics of popular arcade games, within five minutes or less. The game will output to Flash and HTML 5 for instant uploading to the web, where it can be paired with reportage, columns, video, infographics, and cartoons covering the same current event.

Early Newsgames

Our project strives to enhance the online viability of local newspapers and to lower the technical barrier required to produce videogames with editorial intent. We see it as as an extension of, rather than a replacement for, the tradition of editorial cartooning. The creator of the earliest newsgames, Gonzalo Frasca, was the first to describe his work as "playable political cartoons." The French-language history and geography textbooks Frasca encountered in high school featured many cartoons drawn by an artist from Le Monde, and they were, according to him, all that made civics education bearable.

By now, anyone studying or working in journalism understands the great loss to news revenue caused by the shift of classifieds to online sources such as Craigslist and eBay. It is our contention that the abandonment of staff cartoonists at many papers -- a tragic and highly visible symptom of overall budget cuts during the recent recession -- represents a similarly vital loss, though of a different kind. For over a century, editorial cartoons drew attention to issues of local importance and generated a sense of regional pride. Their contribution to the wellbeing of local papers has never been easily quantifiable, but it's clear that they've always served a pivotal role in maintaining product loyalty and funneling readers toward the rest of the paper.

Appeal of Puzzles

Games accomplish a similar goal: Studies by the New York Times, the London Times, and a number of local papers showed that a significant percentage of their readerships bought the paper primarily for the puzzles. Although the crossword retains its loyalists, and despite the advent of Sudoku having ushered in a new generation of puzzlers, the rise in popularity of online web game portals represents yet another threat to the growth and retention of news readerships.

The new online news media require a new form of game, one that draws from the accessibility of arcade games and the capability of videogames to present an editorial opinion. Indeed, The Cartoonist has uses far beyond interactive cartoons, and as a result we will be changing the final product's name to reflect its broad potential. More on that as things progress.

Once it is fully developed, our studios will work with local reporters, columnists, and cartoonists in Atlanta and Santa Cruz to introduce them to the authoring system. Later, we'll make the tool and its source code available to everyone, from veteran cartoonists, to indie game developers, to citizen journalists. Until then, we'll be publishing findings, problems, and points of interest twice a month on this blog, along with other articles on our own Newsgames and Expressive Intelligence Studio websites. We look forward to your questions, comments, and continued support.

16:21

The Cartoonist Aims to Bring Newsgames to the Masses

The Cartoonist, our winning entry in the 2010 Knight News Challenge, emerged from two research programs. For the past two years, my research group at the Georgia Institute of Technology has been cataloging and analyzing the burgeoning genre of "newsgames" -- videogames about current and past real-world events. That research produced a book, Newsgames, which will be published next month by MIT Press.

Meanwhile, on the other side of the country, professor Michael Mateas and his Expressive Intelligence Studio at UC Santa Cruz have been working on the problem of game generation by creating artificial intelligence tools to create a virtually infinite number of games.

The goal of our two-year Knight grant is to create a tool for generating newsgames on the fly, making it viable to create a videogame about a breaking event. This is done by identifying the issue and an angle for editorial or reporting, boiling the story down into its constituent agents and their relationships, and selecting from a range of rhetorical archetypes. Anyone who understands how to use the tool will be able to create a newsgame, remixed from the structures and mechanics of popular arcade games, within five minutes or less. The game will output to Flash and HTML 5 for instant uploading to the web, where it can be paired with reportage, columns, video, infographics, and cartoons covering the same current event.

Early Newsgames

Our project strives to enhance the online viability of local newspapers and to lower the technical barrier required to produce videogames with editorial intent. We see it as as an extension of, rather than a replacement for, the tradition of editorial cartooning. The creator of the earliest newsgames, Gonzalo Frasca, was the first to describe his work as "playable political cartoons." The French-language history and geography textbooks Frasca encountered in high school featured many cartoons drawn by an artist from Le Monde, and they were, according to him, all that made civics education bearable.

By now, anyone studying or working in journalism understands the great loss to news revenue caused by the shift of classifieds to online sources such as Craigslist and eBay. It is our contention that the abandonment of staff cartoonists at many papers -- a tragic and highly visible symptom of overall budget cuts during the recent recession -- represents a similarly vital loss, though of a different kind. For over a century, editorial cartoons drew attention to issues of local importance and generated a sense of regional pride. Their contribution to the wellbeing of local papers has never been easily quantifiable, but it's clear that they've always served a pivotal role in maintaining product loyalty and funneling readers toward the rest of the paper.

Appeal of Puzzles

Games accomplish a similar goal: Studies by the New York Times, the London Times, and a number of local papers showed that a significant percentage of their readerships bought the paper primarily for the puzzles. Although the crossword retains its loyalists, and despite the advent of Sudoku having ushered in a new generation of puzzlers, the rise in popularity of online web game portals represents yet another threat to the growth and retention of news readerships.

The new online news media require a new form of game, one that draws from the accessibility of arcade games and the capability of videogames to present an editorial opinion. Indeed, The Cartoonist has uses far beyond interactive cartoons, and as a result we will be changing the final product's name to reflect its broad potential. More on that as things progress.

Once it is fully developed, our studios will work with local reporters, columnists, and cartoonists in Atlanta and Santa Cruz to introduce them to the authoring system. Later, we'll make the tool and its source code available to everyone, from veteran cartoonists, to indie game developers, to citizen journalists. Until then, we'll be publishing findings, problems, and points of interest twice a month on this blog, along with other articles on our own Newsgames and Expressive Intelligence Studio websites. We look forward to your questions, comments, and continued support.

June 16 2010

19:30

Knight Announces News Challenge Winners for 2010

knight placard.jpg

CAMBRIDGE, MASS. -- I am at MIT for the announcement of the latest round of News Challenge winners. First up is the president and CEO of the Knight Foundation, Alberto Ibarguen. (Note: The Twitter widget on Idea Lab is now a feed taken from the conference's hashtag: #fncm.)

Alberto Ibarguen, Knight Foundation CEO: We didn't have a clue as to how to deal with the changes in the media business, so we started the News Challenge. We've had thousands of applicants. It was designed to be open, and was meant for news and information to be shared in a community using a digital platform. We got sidetracked looking for technical innovation but righted the ship by looking at information that engages communities.

We're actively engaging community foundations. Have of the community of foundations in the U.S. have applied to a separate contest we have for them to meet the needs of communities. It's also open ended, and we match funding they get. The Knight fellows program at Stanford, where we have no power, has also shifted onto an entrepreneurial, digital-based solutions. We also gave a grant to NPR to train all of their personnel on digital, and are about to do a second round with them, trying to bring NPR into the digital age.

We are about to enter our fifth year for the contest, but we will remain committed to innovation in the field after that.

*****

Here's the full list of Knight News Challenge winners for 2010, the fourth year of the contest that awards grants to people who are helping to reinvent community news. The winners will be blogging here on Idea Lab over the next year or more, so you'll get to know them even better.

CityTracking
Award: $400,000
Winner: Eric Rodenbeck, Stamen Design
Web URL: http://stamen.com; http://crimespotting.org
Twitter: @stamen
Location: San Francisco
Summary: To make municipal data easy to understand, CityTracking will allow users to create embeddable data visualizations that are appealing enough to spread virally and that are as easy to share as photos and videos. The dynamic interfaces will be appropriate to each data type, starting with crime and working through 311 calls for service, among others. The creators will use high design standards, making the visuals beautiful as well as useful.

Bio: Eric Rodenbeck is the founder and creative director of Stamen, a leading mapping and data visualization design studio based in San Francisco. Recent Stamen projects for the London 2012 Olympics, MSNBC and the City of San Francisco push the boundaries of online cartography and design. In addition, the studio's contribution to open source mapping projects are helping to make possible a bottom-up revolution in how maps and data visualization are made and consumed. Rodenbeck led the interactive storytelling and data-driven narrative effort at Quokka Sports, illustrated and designed at Wired magazine and Wired Books, and was a co-founder of the design collective Umwow. His work is in the permanent collection of the Museum of Modern Art. Rodenbeck received a bachelor's in the history and philosophy of technology from The New School for Social Research in 1994. In 2008, he was named one of Esquire magazine's "Best and Brightest" new designers and thinkers, and one of ID Magazine's top 40 designers to watch. He is on the board of directors of the Kenneth Rainin Foundation.

*****

The Cartoonist
Award: $378,000
Winner: Ian Bogost and Michael Mateas
Web URL: http://www.gatech.edu
Twitter: @ibogost
Location: Atlanta
Summary: To engage readers in the news, this project will create a free tool that produces cartoon-like current event games -- the game equivalent of editorial cartoons. The simplified tools will be created with busy journalists and editors in mind, people who have the pulse of their community but don't have a background in game development. By answering a series of questions about the major actors in a news event and making value judgments about their actions, The Cartoonist will automatically propose game rules and images. The games aim to help the sites draw readers and inspire them to explore the news.

Bio: Ian Bogost, a videogame designer, critic and researcher, is associate professor at the Georgia Institute of Technology and founding partner at Persuasive Games. His research and writing considers videogames as an expressive medium, and his creative practice focuses on political and art games. Bogost is the author of "Unit Operations: An Approach to Videogame Criticism," "Persuasive Games: The Expressive Power of Videogames," the co-author of "Racing the Beam: The Atari Video Computer System" and the forthcoming "Newsgames: Journalism at Play." Bogost's videogames cover topics as varied as airport security, disaffected workers, the petroleum industry, suburban errands and tort reform. His games have been played by millions of people and exhibited internationally.

Michael Mateas is an authority on artificial intelligence for games and interactive entertainment. His research group at the University of California, Santa Cruz, The Expressive Intelligence Studio, is one of the largest technical game research groups in the world. He holds the MacArthur Endowed Chair and helped create the first game design program in the University of California system. With Andrew Stern, he created the award-winning Façade, the first artificial intelligence-based interactive drama.

*****

Local Wiki
Award: $350,000
Winner: Philip Neustrom and Mike Ivanov
Web URL: http://daviswiki.org
Twitter: @philipn; @mivanov
Location: San Francisco
Summary: Based on the successful DavisWiki.org in Davis, Calif., this project will create enhanced tools for local wikis, a new form of media that makes it easy for people to learn -- and share -- their own unique community knowledge. Members will be able to post articles about anything they like, edit others and upload photos and files. This grant will help create the specialized open-source software that makes the wiki possible and help communities develop, launch and sustain local wiki projects.

Bio: Philip Neustrom is a software engineer in the San Francisco Bay area. He co-founded DavisWiki.org in 2004. For the past several years he has worked on a variety of nonprofit efforts to engage everyday citizens. He oversaw the development of the popular VideoTheVote.org, the world's largest coordinated video documentation project, and was the lead developer at Citizen Engagement Laboratory, a nonprofit focused on empowering traditionally underrepresented constituencies. He is a graduate of the University of California, Davis, with a bachelor's in mathematics.

Mike Ivanov is a software engineer in the San Francisco Bay Area. He co-founded DavisWiki.org in 2004. He, along with Philip Neustrom, was awarded the Excellence in Community Involvement Award by the City of Davis for his work on the DavisWiki, an honor usually reserved for traditional local media formats such as radio and television. He is a graduate of the University of California, Davis, with a bachelor's in mathematics.

*****

windycitizen profile.jpg

WindyCitizen's Real Time Ads
Award: $250,000
Winner: Brad Flora, WindyCitizen.com
Web URL: http://nowspots.com
Twitter: @bradflora
Location: Chicago
Summary: As a way to help online startups become sustainable, this project will develop an improved software interface to help sites create and sell what are known as "real-time ads." These ads are designed to be engaging as they constantly change -- showing the latest message or post from the advertiser's Twitter account, Facebook page or blog. Challenge winner Brad Flora helped pioneer the idea on his Chicago news site, WindyCitizen.com.

Bio: Brad Flora is a journalist and entrepreneur in Chicago. He is the founder and president of WindyCitizen.com, which gives Chicagoans a place to share, rate and discuss their favorite local stories, events and deals. His work has appeared in Slate magazine and Chicago-area newspapers. He was a 2008 Carnegie-Knight News 21 Fellow and is a graduate of the Medill School of Journalism at Northwestern University.

*****

GoMap Riga
Award: $250,000
Winner: Marcis Rubenis and Kristofs Blaus, GoMap Riga
Web URL: www.gomap.org; www.KristofsBlaus.com
Twitter: @kristofsblaus; @MarcisRubenis
Location: Riga, Latvia
Summary: To inspire people to get involved in their community, this project will create a live, online map with local news and activities. GoMap Riga will pull some content from the web and place it automatically on the map. Residents will be able to add their own news, pictures and videos while discussing what is happening around them. GoMap Riga will be integrated with the major existing social networks and allow civic participation through mobile technology. The project will be tested in Riga, Latvia, and ultimately be applicable in other cities.

Bio: Marcis Rubenis is a social entrepreneur in Riga, Latvia. In 2006, he initiated the first non-governmental organization (NGO) network in Riga, to foster greater transparency, sustainability and public participation in large-scale development plans in the capital. Rubenis is a multiple business competition award winner, including garnering second place in the biggest international student team business competition in Europe in 2006. Rubenis is also the founder of the crowdsourcing organization, "House of Ideas," and the co-founder of the event format, idejuTalka (ideaCamp), which uses crowdsourcing to fuel grassroots solutions for business and society. Rubenis studies economics at the University of Latvia and is researching how crowdsourcing, open source and similar models of social organization can benefit real world communities and businesses.

Kristofs Blaus is a European entrepreneur managing various innovative businesses in the Baltics. Since 2007, he has successfully worked with teaching-aid software for mobile phones, advanced marketing solutions, payment systems and delivering advanced IT services. Blaus, the winner of various business competitions in Latvia, is founder and CEO of Education Mobile Ltd., Technology Mobile Ltd. and Politics Mobile Ltd., and founder of the Society Technologies Foundation. He has lectured and presented to young entrepreneurs, teachers, young leaders and business students across the Baltic region.

*****

Order in the Court 2.0
Award: $250,000
Winner: John Davidow, WBUR
Web URL: www.wbur.org
Twitter: @johndavidow
Location: Boston
Summary: To foster greater access to the judicial process, this project will create a laboratory in a Boston courtroom to help establish best practices for digital coverage that can be replicated and adopted throughout the nation. While the legislative and executive branches have incorporated new technologies and social media, the courts still operate under the video and audio recording standards established in the 1970s and '80s. The courtroom will have a designated area for live blogging via a Wi-Fi network and the ability to live-stream court proceedings to the public. Working in conjunction with the Massachusetts court system, the project will publish the daily docket on the web and build a knowledge wiki for the public with common legal terms.

Bio: John Davidow was named WBUR's executive editor of new media in July of 2009, where he has overseen the growth of the award-winning wbur.org. Davidow joined WBUR as news director/managing editor in 2003 after spending more than two decades as a journalist in Boston. Davidow's work has been recognized with regional awards from the Radio Television Digital News Association, the Associated Press and UPI. He has also recieved a number of regional Emmy Awards. Davidow graduated cum laude from Tufts University with a bachelor's in economics.

*****

Front Porch Forum
Award: $220,000
Winner: Michael Wood-Lewis, Front Porch Forum
Web URL: http://frontporchforum.com
Twitter: @MichaelFPF
Location: Burlington, Vt.
Summary: To help residents connect with others and their community, this grant will help rebuild and enhance a successful community news site, expand it to more towns and release the software so other organizations, anywhere can use it. The Front Porch Forum, a virtual town hall space, helps residents share and discuss local news, build community and increase engagement. The site, currently serving 25 Vermont towns, will expand to 250.

Bio: Michael Wood-Lewis has been pulling neighbors together into community since his Indiana childhood spent organizing ball games and visiting neighbors on his evening paper route. Decades later, he founded Front Porch Forum, which hosts a pilot network of 140 online neighborhood forums that blankets 25 northwest Vermont towns. More than 18,000 households subscribe to Front Porch Forum. The resulting news sharing and community building is attracting recognition from PBS MediaShift, the Vermont legislature, the Rural Telecom Congress and the Case and Orton Family Foundations. Previously, he led an innovative trade association of New England utilities. Earlier, he guided a Washington, D.C.-based consortium of U.S. municipal leaders in developing environmental technologies, building on his experience as an inventor of high-tech recycling equipment. He earned a master's in engineering from the University of Illinois at Urbana-Champaign, as well as an MBA.

*****

One-Eight
Award: $202,000
Winner: Teru Kuwayama
Web URL: www.novembereleven.org; www.lightstalkers.org/teru
Twitter: @terukuwayama
Location: Chicago
Summary: Broadening the perspectives that surround U.S. military operations in Afghanistan, this project will chronicle a battalion by combining reporting from embedded journalists with user-generated content from the Marines themselves. The troops, recently authorized to use social media while deployed, and their families will be key audiences for the online journal -- steering, challenging and augmenting the coverage with their feedback. The approach will directly serve the stakeholders and inform the wider public by bringing in on-the-ground views on military issues and the execution of U.S. foreign policy.

Bio: Teru Kuwayama is a photographer who has spent most of the past decade reporting on conflict and humanitarian crisis. He has reported in Afghanistan, Pakistan, Kashmir and Iraq - traveling both independently and as an embedded reporter with military forces. His photographs have appeared in publications including Time, Newsweek, Outside and National Geographic. Kuwayama is the co-founder of Lightstalkers.org, a web-based network of media, military, aid and development personnel serving more than 40,000 members. He is currently a John S. Knight Fellow at Stanford University. Kuwayama received a bachelor's degree from the State University of New York at Albany.

*****

Stroome
Award: $200,000
Winner: Nonny de la Peña and Tom Grasty, Stroome
Web URL: http://stroome.com
Twitter: @nonnydlp; @stroome
Location: Los Angeles
Summary: To simplify the production of news video, Stroome will create a virtual video-editing studio. There, correspondents, editors and producers will be able to upload and share content, edit and remix with friends and colleagues -- all without using expensive satellite truck technology. The site will launch as eyewitness video -- often captured by mobile phones or webcams -- is becoming a key component of news coverage, generating demand for supporting tools.

Bio: Recently named an "Innovator to Watch" by the University of Southern California's (USC) Stevens Institute for Innovation, Tom Grasty is an entrepreneurial digital and media strategist with a diverse, 15-year background across the entertainment, advertising, public relations and Internet industries. Most recently, Grasty was head of creative development at Blaze Television, where he was responsible for the company's digital media operations. Grasty has a degree in journalism from the University of North Carolina, Chapel Hill and a master's from USC's pioneering program in online communities.

Nonny de la Peña is a senior research fellow in immersive journalism at the University of Southern California (USC) Annenberg School for Communication and Journalism. At USC, she is pushing boundaries for entrepreneurial and technologically innovative journalistic endeavors. A graduate of Harvard University, she is an award-winning documentary filmmaker with 20 years of journalism experience, including as a correspondent for Newsweek magazine and as a writer whose work has appeared in the New York Times, Los Angeles Times Magazine, Premiere magazine and others. Her films have screened on national television and at theaters in more than 50 cities around the globe, garnering praise from critics like the New York Times' A.O. Scott, who called her work "a brave and necessary act of truth-telling."

*****

CitySeed
Award: $90,000
Winner: Retha Hill and Cody Shotwell, Arizona State University
Web URL: www.painteddesertmedia.com; http://codyshotwell.com
Twitter: @codyshotwell; @rethahill
Location: Phoenix
Summary: To inform and engage communities, CitySeed will be a mobile application that allows users to plant the "seed" of an idea and share it with others. For example, a person might come across a great spot for a community garden. At that moment, the person can use the CitySeed app to "geotag" the idea, which links it to an exact location. Others can look at the place-based ideas, debate and hopefully act on them. The project aims to increase the number of people informed about and engaged with their communities by breaking down community issues into bite-size settings.

Bio: Retha Hill is the director of the New Media Innovation Lab and professor of practice at Arizona State University's Walter Cronkite School of Journalism and Mass Communication. The innovative laboratory conducts research and development for the media industry. She joined the Cronkite School in fall 2007. Previously, Hill was vice president for content development for BET Interactive, where she was the executive in charge of content strategy, convergence and integration with the BET Network. She worked for The Washington Post Company in a variety of capacities, including as a reporter and a founding editor of Washingtonpost.com. Hill also is the owner of Painted Desert Media, LLC, a Phoenix-based media consulting company.

Cody Shotwell has lived in downtown Phoenix since 2008. A fresh graduate of the Masters of Mass Communication program at Arizona State University's Walter Cronkite School of Journalism and Mass Communication, the Seattle-area native keeps his fingers on the pulse of the journalism community through his day job as web coordinator at the Society of American Business Editors and Writers.

*****

PRX StoryMarket
Award: $75,000
Winner: Jake Shapiro, PRX
Web URL: www.prx.org
Twitter: @jakeshapiro
Location: Boston
Summary: Building on the software created by 2008 challenge winner Spot.us, this project will allow anyone to pitch and help pay to produce a story for a local public radio station. When the amount is raised (in small contributions), the station will hire a professional journalist to do the report. The project provides a new way for public radio stations to raise money, produce more local content and engage listeners.

Bio: Jake Shapiro is CEO of PRX, The Public Radio Exchange, an online marketplace connecting stations, producers and the public. Since its launch in 2003, PRX has been a leading innovator in public media, pioneering new digital distribution models and social media applications. In 2008, PRX received the MacArthur Award for Creative and Effective Institutions. Prior to joining PRX, Shapiro was associate director of the Berkman Center for Internet & Society at Harvard University, where he remains on the Fellows Advisory Board. Shapiro is also an independent musician and has recorded and performed on guitar and cello with numerous groups, most frequently with original rock band Two Ton Shoe.

*****

Tilemapping
Award: $74,000
Winner: Eric Gundersen, Development Seed
Web URL: www.developmentseed.org
Twitter: @ericg
Location: Washington, D.C.
Summary: To inspire residents to learn about local issues, Tilemapping will help local media create hyper-local, data-filled maps for their websites and blogs. Journalists will be able to tell more textured stories, while residents will be able to draw connections to their physical communities in new ways. The tools will be tested in Washington, D.C. Ushahidi, a 2009 Knight News Challenge winner, used a prototype after the earthquake in Haiti to create maps used to crowdsource reports on places needing aid.

Bio: Eric Gundersen is the president and co-founder of Development Seed. Over the past seven years, Gundersen has developed communications strategies and tools for some of the largest international development organizations in the world, in addition to working with U.S.-based public health and education organizations. He is especially interested in improving information flows within large organizations and visualizing information in actionable ways.

Gundersen, a 2009 winner of the Federal 100 award for his contributions to government technology, earned his master's in international development from American University in Washington, D.C., and has dual bachelor's degrees in economics and international relations. He co-founded Development Seed while researching technology access and microfinance in Peru. Before starting Development Seed, Gundersen was a journalist in Washington, D.C. writing on the environment and national security.

*****

What do you think about the winning grantees? Which are you most excited about? What do you think is missing among the winners? Share your thoughts in the comments.

18:30

Announcing the 2010 Knight News Challenge winners: Visuals are hot, and businesses are big winners

They started out last year as a crowded field of hopefuls from around the world, each dreaming of a chance to perform under the big lights. Over months, their numbers dwindled as the level of competition rose; each successive round brought new disappointment to those eliminated and new hope to those left in the running. And now, whittled down to an elite few, they’re ready for the global stage.

Okay, I’m giving myself a yellow card: So maybe the World Cup isn’t the perfect metaphor for the Knight News Challenge. But the News Challenge is the closest thing the future-of-news space has to a World Cup, and while this year’s 12 winners — just announced at MIT — won’t be forced to battle each other for global supremacy, they do represent the top of a sizable pyramid of applicants — nearly 2,500 in all. You can judge for yourself which ones are Brazil and Germany and which are New Zealand and North Korea.

I’ve got information on all the winners below, but first a few observations:

Visuals seem to be this year’s theme: lots of projects about things like mapping, data visualization, video editing, and games inspired by editorial cartoons. Just one winner focuses on the business-model end of the equation (Windy Citizen’s real-time ads).

— This year’s new grants total $2.74 million. That’s up from last year’s total of $1.96 million, but still down substantially from the really big checks Knight was writing in the first two years of the News Challenge ($11.7 million in 2007, $5.5 million in 2008). The number of grantees is also up a bit from 2009 but well below earlier years (26 in 2007, 16 in 2008, 9 in 2009, 12 this year).

But that doesn’t necessarily mean that Knight’s overall commitment has decreased over time. Many of its grants are distributed over multiple years, so some of those early commitments are still being in force.

— Despite extending this cycle’s application deadline in part to encourage more international applicants, the winners are quite domestic — 11 American winners out of 12. In 2008, there were six international winners, and last year there were two projects that, while technically based in the U.S., were internationally focused — Ushahidi and Mobile Media Toolkit. (You could argue that this year’s One-Eight should count as international, since it’s about covering Afghanistan, but through collaboration with the U.S. military. And while Tilemapping will focus on Washington, D.C., a version of its software was used after the Haiti earthquake.)

That said, the deadline extension was also about reaching out for other kinds of diversity, and that happened in at least one way: Knight reports that nearly half of this year’s winners are private companies, up from 15 percent in 2009. That’s despite Knight’s elimination of a separate category for commercial applicants last cycle.

Below are all the winners — congratulations to one and all, and my sympathies to the thousands eliminated along the way. In the coming days, we’ll have profiles of all of the winners and their projects. In the meantime, for context, you can also read all we wrote about last year’s News Challenge and what we’ve written so far about this cycle.

CityTracking

The winner: Eric Rodenbeck of Stamen Design

The amount: $400,000

The pitch: “To make municipal data easy to understand, CityTracking will allow users to create embeddable data visualizations that are appealing enough to spread virally and that are as easy to share as photos and videos. The dynamic interfaces will be appropriate to each data type, starting with crime and working through 311 calls for service, among others. The creators will use high design standards, making the visuals beautiful as well as useful.”

The Cartoonist

The winner: Ian Bogost of Georgia Tech and Michael Mateas of UC Santa Cruz

The amount: $378,000

The pitch: “To engage readers in the news, this project will create a free tool that produces cartoon-like current event games — the game equivalent of editorial cartoons. The simplified tools will be created with busy journalists and editors in mind, people who have the pulse of their community but don’t have a background in game development. By answering a series of questions about the major actors in a news event and making value judgments about their actions, The Cartoonist will automatically propose game rules and images. The games aim to help the sites draw readers and inspire them to explore the news.”

Local Wiki

The winner: Philip Neustrom and Mike Ivanov of DavisWiki.org

The amount: $350,000

The pitch: “Based on the successful DavisWiki.org in Davis, Calif., this project will create enhanced tools for local wikis, a new form of media that makes it easy for people to learn and share their own unique community knowledge. Members will be able to post articles about anything they like, edit others and upload photos and files. This grant will help create the specialized open-source software that makes the wiki possible and help communities develop, launch and sustain local wiki projects.”

WindyCitizen’s Real Time Ads

The winner: Brad Flora of WindyCitizen.com

The amount: $250,000

The pitch: “As a way to help online startups become sustainable, this project will develop an improved software interface to help sites create and sell what are known as real-time ads. These ads are designed to be engaging as they constantly change showing the latest message or post from the advertisers Twitter account, Facebook page or blog. Challenge winner Brad Flora helped pioneer the idea on his Chicago news site, WindyCitizen.com.”

GoMap Riga

The winner: Marcis Rubenis and Kristofs Blaus

The amount: $250,000

The pitch: “To inspire people to get involved in their community, this project will create a live, online map with local news and activities. GoMap Riga will pull some content from the Web and place it automatically on the map. Residents will be able to add their own news, pictures and videos while discussing what is happening around them. GoMap Riga will be integrated with the major existing social networks and allow civic participation through mobile technology. The project will be tested in Riga, Latvia, and ultimately be applicable in other cities.”

Order in the Court 2.0

The winner: John Davidow of WBUR

The amount: $250,000

The pitch: “To foster greater access to the judicial process, this project will create a laboratory in a Boston courtroom to help establish best practices for digital coverage that can be replicated and adopted throughout the nation. While the legislative and executive branches have incorporated new technologies and social media, the courts still operate under the video and audio recording standards established in the 1970s and ’80s. The courtroom will have a designated area for live blogging via a Wi-Fi network and the ability to live-stream court proceedings to the public. Working in conjunction with the Massachusetts court system, the project will publish the daily docket on the Web and build a knowledge wiki for the public with common legal terms.”

Porch Forum

The winner: Michael Wood-Lewis of Front Porch Forum

The amount: $220,000

The pitch: “To help residents connect with others and their community, this grant will help rebuild and enhance a successful community news site, expand it to more towns and release the software so other organizations, anywhere can use it. The Front Porch Forum, a virtual town hall space, helps residents share and discuss local news, build community and increase engagement. The site, currently serving 25 Vermont towns, will expand to 250.”

One-Eight

The winner: Teru Kuwayama

The amount: $202,000

The pitch: “Broadening the perspectives that surround U.S. military operations in Afghanistan, this project will chronicle a battalion by combining reporting from embedded journalists with user-generated content from the Marines themselves. The troops, recently authorized to use social media while deployed, and their families will be key audiences for the online journal steering, challenging and augmenting the coverage with their feedback. The approach will directly serve the stakeholders and inform the wider public by bringing in on-the-ground views on military issues and the execution of U.S. foreign policy.”

Stroome

The winner: USC Annenberg’s Nonny de la Peña and Tom Grasty

The amount: $200,000

The pitch: “To simplify the production of news video, Stroome will create a virtual video-editing studio. There, correspondents, editors and producers will be able to upload and share content, edit and remix with friends and colleagues — all without using expensive satellite truck technology. The site will launch as eyewitness video — often captured by mobile phones or webcams — is becoming a key component of news coverage, generating demand for supporting tools.”

CitySeed

The winner: Arizona State’s Retha Hill and Cody Shotwell

The amount: $90,000

The pitch: “To inform and engage communities, CitySeed will be a mobile application that allows users to plant the ’seed’ of an idea and share it with others. For example, a person might come across a great spot for a community garden. At that moment, the person can use the CitySeed app to geotag the idea, which links it to an exact location. Others can look at the place-based ideas, debate and hopefully act on them. The project aims to increase the number of people informed about and engaged with their communities by breaking down community issues into bite-size settings.”

StoryMarket

The winner: Jake Shapiro of PRX

The amount: $75,000

The pitch: “Building on the software created by 2008 challenge winner Spot.us, this project will allow anyone to pitch and help pay to produce a story for a local public radio station. When the amount is raised (in small contributions), the station will hire a professional journalist to do the report. The project provides a new way for public radio stations to raise money, produce more local content and engage listeners.”

Tilemapping

The winner: Eric Gundersen of Development Seed

The amount: $74,000

The pitch: “To inspire residents to learn about local issues, Tilemapping will help local media create hyper-local, data-filled maps for their websites and blogs. Journalists will be able to tell more textured stories, while residents will be able to draw connections to their physical communities in new ways. The tools will be tested in Washington, D.C. Ushahidi, a 2009 Knight News Challenge winner, used a prototype after the earthquake in Haiti to create maps used to crowdsource reports on places needing aid.”

Older posts are this way If this message doesn't go away, click anywhere on the page to continue loading posts.
Could not load more posts
Maybe Soup is currently being updated? I'll try again automatically in a few seconds...
Just a second, loading more posts...
You've reached the end.

Don't be the product, buy the product!

Schweinderl