Showing posts with label Digital storytelling. Show all posts
Showing posts with label Digital storytelling. Show all posts

Saturday, February 09, 2019

“Matamata”: Storytellers


IN the flesh. Enfleshed.

An artist’s rendering shared on social media brought me back to those mornings in Sanciangko, the street behind my son’s downtown campus.

Whenever we brought him to his morning classes, I often saw this woman washing clothes like any dutiful homemaker.

Yet hers was no humdrum chore. She wore not a stitch, all fleshy contours carnally glisteningly wet as she squatted on the sidewalk, rinsing clothes in an overflowing canal.

My first reaction was to look away. Where was this woman’s family? What if she came to be harmed by more than the fetid wastewater or a jeepney driver racing to meet the day’s rent?

I spared her the few seconds it took to form these thoughts and then forgot her. Life took over.

It became part of the morning ritual to see and not see her, this woman who blended with the city waking up around her, the still-shuttered stores, bars, honky-tonks. She was a face on the other side of our car windows.

Yet, she was me. We had chores; on some days, I could not say I looked forward to mine the way she pinned her attention on those bits she rinsed along with the city’s waste.

Then my friend H. shared a sketch of the woman posted on the Facebook page, “JuanMiguel does Art”.

Juan Miguel Cañeda, a comics creator who started and manages the page, transformed the woman I saw years ago washing in the gutters of Sanciangko into a graphic novel “bida (hero),” surrounded by a halo of half tones and dingy blotches on bulging acreages of exposed skin.

Only rabid comics readers recognize the sigil representing the power of this misbegotten creature: the half-note or minim, universal notation for music.

In his caption for “Our Nudist Neighbor,” Cañeda wrote: “I don’t know her personally but she reminds me to just do what you love to do…”.

Like the spinners of tales of old Cebu, Cañeda’s sketch sparks other riffs. Some of the 900 people following his page commented that they have seen the same woman turn up in other streets, other gutters in Cebu City, still washing clothes. One Netizen recognized her, saying the woman’s family looked for her and brought her back home each time she ran away. In the end, they let her be.

Through their FB page, Cañeda and his partner, Rio Maghinay, make and sell shirts and hoodies. Their real passion are the stories of the people sketched by Cañeda.

Or enfleshed. Just as the woman washing in Sanciangko brings me back to the days my mother brought me across the same street to the now defunct Paul’s Bookstore, which started my girlhood’s collection of novels.

And, yes, I learned her name: Helen. In my favorite stories, no one, not even a character named Nameless, remains nameless.


(mayette.tabada@gmail.com/ 09173226131)

*First published in SunStar Cebu’s February 10, 2019 issue of the Sunday editorial-page column, “Matamata”



Saturday, October 10, 2015

Bend the rules



EMPOWER the player. The principle of interactivity marks the digital from the traditional.

For three days, the Arts and Humanities cluster of the University of the Philippines (UP) Cebu was cloistered in a room in uptown Cebu, learning the art and technology of new media narratives.

The art side reminds me of scenes in Umberto Eco’s “The Name of the Rose”. In a 14th-century Italian monastery, medieval monks copied books by hand in a labyrinthine library that spawned murder and all the other deadly sins. As centers of learning, Catholic monasteries alleviated the Dark Ages.

Contrasting starkly with the wizened masters of the medieval manuscript culture, some of our new media mentors looked as if they just crawled out of the crib. But there was no mistaking the authority with which these digital natives guided our navigation of the Web.

Loren Kara Leonardia is a multimedia artist. Khail Santia, an indie game developer, is the founder and developer of Moocho Brain and the Bamboard Game Project.

At 24, Kara is an old hand at parking her pony-tailed self in front of a screen for hours that flow into days. That’s partly the reason why she was the perfect guide for our tour of visual storytelling from multimedia articles in the Web to digital storybooks, apps, games, music videos and advocacy.

Creative technology transforms the ageless curiosity of audiences into preternatural storytelling, Kara argued. Taking her cue, I read at home the webcomic “Margot’s Room”.

I didn’t experience the story as it was first released to followers of Emily Carroll, who publishes some of her short comics on her website, www.emcarroll.com. For five consecutive Fridays from September to October in 2011, Carroll released a set of verse that serves as clues to what actually took place in Margot’s Room.

Like Kara, I came upon the homepage of “Margot’s Room,” dark save for a slip of poetry and the illustration of a child’s room bearing the unmistakable signs of savagery. While the verses chanted inside my head in an eerie singsong voice, I looked in vain for an arrow or an icon to click so I could leave that room, where horror is made more acute because it is merely hinted at but seemingly inescapable.

At last, I found that the objects in the room are clickable and lead to other verses and pieces of the puzzle-story. Relief mixes with foreboding. Yes, I can finally leave that unspeakable room. Wait, where will it take me?

This interactivity makes digital storytelling superior in many ways to the tales spun by our parents and grandparents, pointed out Kara. By randomly clicking objects in Margot’s Room, the audience can experience the story in a different chronology as it was intended by its creator.

These alternative streams, where the end can seem like a foreshadowing and the beginning can become a flashback, subvert the traditional linear form of storytelling but achieves the same end: the audience rushes to close the tale.

Seeking a social end, game developer Khail partnered with two other Silliman University students to design a bamboo board game. For teaching math as a game in schools that are challenged by technology and the drop-out trend, the Bamboard team was the first Benilde Prize Winner.

Kara and Khail show how the game infinitely changes when the rules focus on the players.


(mayette.tabada@gmail.com/ 09173226131/ mayettetabada.blogspot.com)


*First published in Sun.Star Cebu’s October 11, 2015 issue of the Sunday editorial-page column, “Matamata”