DIGITAL REACH Environmental Scan - February 2020 Prepared for Prepared by Nordicity and Lord Cultural Resources - The National Ballet of Canada

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DIGITAL REACH Environmental Scan - February 2020 Prepared for Prepared by Nordicity and Lord Cultural Resources - The National Ballet of Canada
DIGITAL REACH Environmental Scan

February 2020

Prepared for                                                                                     Prepared by

Digital Partner Organizations                                               Nordicity and Lord Cultural
                                                                                             Resources

                                Copyright 2017 © NGL Nordicity Group Ltd. All Rights Reserved.
DIGITAL REACH Environmental Scan - February 2020 Prepared for Prepared by Nordicity and Lord Cultural Resources - The National Ballet of Canada
Table of Contents

1. Project Overview
2. The Digital Landscape
3. Content Big Review
4. Content Small Review
5. Immersive Experiences
6. Conclusion

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                           Copyright 2017 © NGL Nordicity Group Ltd. All Rights Reserved.
DIGITAL REACH Environmental Scan - February 2020 Prepared for Prepared by Nordicity and Lord Cultural Resources - The National Ballet of Canada
Purpose of this Document

▪ Digital Reach aims to explore ways that arts organizations can use their
  content to connect with existing and new audiences.
▪ This document summarizes the research conducted by Nordicity and Lord
  Cultural Resources for Phase One of the project.
▪ This research aims to provide Digital Reach partners with an overview of:
  ▪ Network broadcasters and production companies with experience in bringing live performance
    and exhibitions to the screen
  ▪ Emerging OTT platforms for streaming arts content
  ▪ Arts organizations that have used their content for audience engagement in interesting and
    successful ways
  ▪ Digital usage trends and audience engagement with the arts online
▪ This research has been funded by
  Fund, with additional support for the City of Toronto.

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DIGITAL REACH Environmental Scan - February 2020 Prepared for Prepared by Nordicity and Lord Cultural Resources - The National Ballet of Canada
Project Overview
DIGITAL REACH Environmental Scan - February 2020 Prepared for Prepared by Nordicity and Lord Cultural Resources - The National Ballet of Canada
Project Overview | Project Partners
Consulting Partners                                              Steering Committee
                                                     Lead Organization

                                                         Participating Organizations

     Funders

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                        Copyright 2017 © NGL Nordicity Group Ltd. All Rights Reserved.
DIGITAL REACH Environmental Scan - February 2020 Prepared for Prepared by Nordicity and Lord Cultural Resources - The National Ballet of Canada
Project Overview | Project By Phase

Phase One:                 Phase Two: Pilot                                                   Phase Three:
Exploration                Projects                                                           Implementation and
                                                                                              Sharing

      One-on-one                          OCADU facilitated                                         Evaluation of pilot
      meetings with                       review and                                                projects
      organizations**                     selection session                                         Longer term
      Environmental                       Identification,                                           implementation
      Scan**                              selection and                                             planning
      Infrastructure                      refinement of pilot                                       Formalized sharing
      whitepaper*                         projects                                                  of learnings
      Informational                       Launch pilot
      sessions and                        projects
      workshops*

      * in-progress
      ** completed

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                             Copyright 2017 © NGL Nordicity Group Ltd. All Rights Reserved.
DIGITAL REACH Environmental Scan - February 2020 Prepared for Prepared by Nordicity and Lord Cultural Resources - The National Ballet of Canada
How does Digital Reach understand content
Project Overview | How Digital Reach Understands Content

The Digital Reach initiative is exploring content in two buckets, self-defined as

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DIGITAL REACH Environmental Scan - February 2020 Prepared for Prepared by Nordicity and Lord Cultural Resources - The National Ballet of Canada
THE DIGITAL LANDSCAPE
DIGITAL REACH Environmental Scan - February 2020 Prepared for Prepared by Nordicity and Lord Cultural Resources - The National Ballet of Canada
The Digital Landscape | Overview of Section

▪ This section of research provides insights into audiences in this increasingly
  digital world.
▪ This section addressed the following research questions:
   ▪ Where and how are audiences spending their time online?
   ▪ What does the increasing time spent online mean for the arts?
   ▪ How are audience engaging and desiring to engage with arts online?

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                                Copyright 2017 © NGL Nordicity Group Ltd. All Rights Reserved.
DIGITAL REACH Environmental Scan - February 2020 Prepared for Prepared by Nordicity and Lord Cultural Resources - The National Ballet of Canada
The Digital Landscape | Audience Trends in a Digital World

▪                                                         , where leisure time is limited and there is increasing

▪ Canadian and global audiences are spending increasingly more of their time online, and
  increasingly so on mobile devices.
▪ Audience expectations are shifting. They want to engage with content digitally. They want to
  have integrated digital experiences in all aspects of their lives. They want easy access to digital
  content, for free. And they want to be able to use that content without restrictions.
▪ In this context, cultural institutions need to respond to audience demands and embrace
  integrated digital engagement to maintain relevance and successfully build relationships
  with younger audiences.

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The Digital Landscape | What does this mean for Arts Organizations?

▪                                                                                                     organizations are facing
                                                                   .
▪                                                                                Time spent
  engaged in arts and culture activities dropped every year from 1994 to 2005, and has
  been level since (2016 report).
▪ On average, Canadians are spending about one hour less each month engaged in the arts
  (2016 report).
▪ With increased competition for limited leisure time and attention, accessing audiences in new
  ways is increasingly important.

                                                                                                       Source: Canadian Wellbeing Index, Hill Strategies Cultural Participation 2016

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The Digital Landscape | Where are Audiences Online?

▪   Pretty evenly split, along gender    ▪ Skews slightly more female (39%                                    ▪ 74% of females online use
    lines (24% of females online           of female online use Instagram, to                                   Facebook, vs. 62% of males
    compared to 23% of males online        30% of males online)                                               ▪ Older demographic, with 72% of
    are engaging on Twitter)
                                         ▪ Heavily leans toward a younger                                       30-49 year old's using the
▪   40% of those 18-29 years old use       audience (72% of 13-17 year old's                                    platform, and 62% of those 50-64,
    Twitter, compared to 32% of those      use Instagram, 64% of those 18-                                      and 62% of those 65+
    aged 3-17, and 27% of those aged       29, and 40% of those 30-49.                                        ▪ Has the most urban penetration of
    30-49 years old.
                                         ▪ Lowest penetration in under 30k                                      all the platforms (75% of urban
▪   Lowest penetration among               income bracket among all the                                         dwellers), as well as of college
    college-educated users (Only 32%       platforms.                                                           educated users (75%).
    of college educated internet users
    engage on the platform).                                                                                      Source: 2019 Social Media Demographics, Sprout Social

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The Digital Landscape | Audience Behaviour
                                                More contextually
▪ The ultimate end goal is                      influenced process

  for audiences to consume
  or engage with your                                                           SITUATION – where are you? time?

  content.
▪ Interests, preferences,                                                       DEVICE – what device are you using?
  and motivations are
  more important                                                                SERVICE – do I have access to it?
  indicators of
  consumption behaviour                                                         CONTENT – is it good? will I like it?
  than demographics.
▪ These consumption
  behaviours also impact
  discoverability.                               More active
                                                                                                          Source: Ericsson ConsumerLab TV and Media 2015-2018

                                                 intentional process
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The Digital Landscape | Where are Audiences Globally?

▪ Global internet use is high and
  continues to grow steadily.
▪ 91% of users are accessing the
  internet on a mobile device.
▪ Time spent on social media is
  increasing globally:
   ▪ Users spent 135 minutes per day
     on social platforms in 2017, up
     from 126 minutes daily in 2016.
▪ Online platforms open up
  institutions to international
  audiences.                                                                                    Source: Statista, Rijksmuseum and Adweek

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The Digital
Digital     Landscape
        Penetration    | Where
                    Trends      are Audiences in Canada?
                           in Canada

▪ Canadians are spending increasing amounts of time online.
   ▪ 89% of Canadians use the internet daily.
   ▪ Canadian adults spend on average 22.8 hours a week online (any device).
▪ People are frequently accessing online content from mobile devices.
   ▪ 76% of Canadians own a smartphone
   ▪ 90% own more than one device.
   ▪ Consumers in Canada spend on average 3 hours a day on smartphones/tablets
     (not including voice activities).
   ▪ Apparent higher tolerance for advertising on mobile vs. desktop
▪ Younger audiences are the primary digital users, but older age groups are also
  increasing their use in a limited set of activities.                                        Sources: Arts and Heritage Access and Availability Survey (2016-2017)
                                                                                              Culture Track: Canada

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The Digital Landscape | Online Engagement

▪ Among forms of content, audiences wish to engage with video.

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The Digital Landscape | Consumption

▪ Video is the form of content that captures the most of audiences attention.

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The Digital Landscape | Digital Engagement with Arts and Culture

▪ Institutions need to embrace digital in order to successfully engage younger
  audiences in the future.
▪ The vast majority of younger audiences engage with arts and culture
  online.
  ▪ 81% of Canadians under 35 engage with the arts online.
  ▪ 84% of youth (16-24) have used technology or the Internet as a way to access the arts
    (compared to 66% for the total population).
▪ Indigenous and people of colour also show a higher than average online
  engagement.
  ▪ They are nearly twice as likely to want a digital or virtual component as part of their ideal
    cultural experience.

                                                                                                       Source: Culture Track Canada

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The Digital Landscape | Digital Experience is Driving Live

▪ Digital experiences are driving people to live experience, not taking away.
▪ Canadians under 35 are most likely to say their online arts consumption has
  led to an increase in live attendance (28% vs. 18% aged 35 and older).
▪ Digital engagement can spark relationships that eventually bring people in the
  door.
▪ Among Canadians that have streamed or watched pre-recorded content on the
  Internet, almost one-quarter (23%) say they attend more live arts events as
  a result. And for most people (67%) it is not having any impact on attendance.

                                                                                                Source: Environics Arts and Heritage Access and
                                                                                                Availability Survey 2016-2017

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The Digital Landscape | Digital Experience is Driving Live (Cont.)

A recent study on streaming opera found that 35.7% of respondents have
watched a livestreamed performance, and 72.8% say they are at least
somewhat interested in doing so there is definitely room to grow.

                                                                                               Source: Digital Opera Research and Intelligence Study

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The Digital Landscape | The Discoverability Matrix

▪ Content is an additional avenue to

▪ Discoverability is about connecting
  the right people, with the right
  content, in the right place, at the
  right time.
▪ Discoverability is made up of three
  key elements audiences, content
  and channels.
▪ These three elements are interacting
  forces that impact what is discovered,
  by whom and how easily.

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The Digital Landscape | The Discoverability Journey

▪ Discoverability does not end once an audience member finds your organization
  or content online, it is a journey that must be constantly maintained and
  invested in.

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CONTENT BIG
Content Big | Overview of Section

▪
    questions:
    ▪ In what ways are arts organizations getting their long form content out to
      audiences?
    ▪ What platforms are emerging that are working with arts content steaming
      and distribution?
    ▪ What are traditional broadcast networks doing in terms of arts streaming?

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Content Big | What is the Goal?

                       What are we trying to
                    achieve with content online?

   Awareness and                                                                             Accessibility of arts to
    promotion                                                                                   new audiences

Archival purposes
                                                                                               The (long road to)
                                                                                                 monetization

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Content Big | Barriers to Success

From our discussions with each partner organization, we heard of many similar
barriers:
▪ Upfront costs of new technologies are often prohibitive (although dropping
  rapidly)
▪ Understanding and managing the artist rights related to capturing/sharing
  content remains a challenge
▪ Infrastructure limitations to streaming or displaying content once captured
▪ How to file/search/use content with ease once captured, for ease of re-usability
▪ Understanding of what technology might be useful
  in the 21st century
▪ Ensuring purity of experience with digital- balance between intimacy of direct
  experience and digital content

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Broadcast
  Content Big | Rights Landscape

▪ Rights pose a huge challenge in capturing long form content.
▪ No one size fits all solution.
▪ Rights make it difficult to monetize in the new streaming context.
   ▪ Union regulations add a level of complexity to this issue
   ▪ There is a lot of negotiation, and therefore time, that goes into putting together
     streaming deals in this industry
▪ Changing landscape, e.g. a few years ago CBC excused itself from covering fees for
  rights for opera, putting that back on the COC.
▪ Solutions needs to be developed internally, on a contract by contract basis.

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Content Big | Storage Trends

Once you have all this video content, how do you store it in an easily searchable
way?
▪ General Content Management Systems (e.g. Google drive, SharePoint) not designed
  to support video.
▪ Different platforms are better, depending on organizations needs (e.g. how much
  content they need to store, whether they need to capture and edit video through
  platform), and ultimate end goals (e.g. simply storage, or reach audiences).
▪ Video Hosting Services both store content, and also reach audiences when content
  is public facing/not protected.
▪ Examples include:
  ▪ YouTube- free, unlimited videos, but video limited to 15 mins in length unless verified, has ads
    unless buy premium YouTube Red, larger audience size and reach, not ideal to host private videos
  ▪ Vimeo- ad free, free up to 25G/year, more storage requires subscription fee, no limit to length of
    video regardless of verification, smaller audience but still very large, offers more privacy options
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Content Big | Storage Trends (Cont.)

▪ Video Content Management Systems are not generally open platforms for
  audiences to find content, but allow for more editing, integration with other internal
  systems.
▪ Examples include:
  ▪ Panopto used by a lot of universities for online videos for learning
  ▪ Brightcove organize, search, create playlists, restrict viewing. Can integrate with SharePoint,
    Wordpress
  ▪ YuJa storage, video capturing, DAMS integration
▪ Note that this is the type of platform a broadcaster would use, having moved from
  storing analog, to digitally, now use (enterprise) Video Content Management
  Systems.

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Content Big | Distribution Strategies

Content can reach the public through one of two ways:

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Content Big | Create Your Own Platform

▪ Metropolitan Opera developed
  streaming service with catalogue of
  600 Met performances.
▪ HD videos, classic telecasts and radio
  broadcast (audio-only) dating from
  1935.
▪ Unlimited access subscription for
  monthly or yearly fee ($14.99/month or
  $149.99/year USD).
▪ Certain members get discount.
▪ Rotating lineup of free opera preview
  clips.

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Content Big | Hybrid Approach

▪ Stratford Festival has gone the web portal
  route.
▪ Presents catalogue on website, but then
  sends visitors to other platforms for
  delivery.
  ▪ CBC Gem free for Canadians.
  ▪ Rent from Amazon Prime, iTunes, Google Play for a
    fee.
▪ Began filming in HD in 2014, On Demand
  service launched in 2016 with six Shakespeare
  shows.
▪ Sponsored by SunLife Financial.

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Content Big | Marquee TV

▪ Royal Opera House uses third-party platform
  Marquee TV for distribution.
▪ B2C VOD platform dedicated specifically to
  performing arts.
▪ Monthly subscription model, with potential to

▪ Monthly subscription $10.99 USD.
▪ Current subscriber size: In the low five-figures
▪ Opportunity to help collect audience data and
  test engagement.
▪ Seeing highest conversion rate among 25-35,
  from trial to subscription.

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Content Big | Stingray Classica

▪ Stingray mainly a B2B company- sells its music
  services to cable operators in 55 countries.
▪ Stingray Classica is dedicated to classical music,
  opera and ballet (distributed via cable as well as
  online).
▪ Arts organization can share 25% of the
  subscription revenues.
  ▪ Remaining revenue is split 50-50 with the acquired music owners,
    and the allocation is based on # of plays.
  ▪ They pay about ~$2000 for digital rights per hour of performance
    on a non-exclusive basis
▪ Opportunity to work with a platform that has a
  broad reach (e.g. cross-promotion through cable
  channels).

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Content Big | Stingray Classica (Cont.)

▪ Stingray is in the midst of making deals with LG,
  Apple, Panasonic, Roku and soon Comcast for
  integration into their subscription services and
  physical products
▪ Among their many priorities is the modernization
  of the classics
  ▪ Focus on appealing to youth in response to facing an
    elderly market
▪ Their Unique Value Proposition for content
  provides (i.e. arts organizaitons) is to work with a
  platform that has a broad reach (e.g. cross-
  promotion through cable channels).

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Content Big | Medici TV

▪ Both B2B and B2C streaming platform, which offers the
  largest library of classical music.
▪ $12.99/month, $129/year USD.
▪ Approximately 280,000 registered users.
▪ Licenses over 3000 works of classical music, including
  concerts, documentaries, operas and master classes from
  university libraries and conservatories.
▪ Every year over 200 new videos are added to the catalogue.
▪ Also broadcasts live events in partnership with arts
  organizations (e.g. Berliner Philharmoniker, London
  Symphony Orchestra, New York Philharmonic)
▪ Offer is to expand audiences through its partnerships with
  luxury brands (e.g. Rolex, BMW).
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Content Big | BroadwayHD

▪ BroadwayHD is a B2C streaming platform
  featuring over 100 stage to screen feature titles, as
  well as free behind the scenes and educational
  content.
▪ Operates on a subscription model for US
  $8.99/month or US $99.99/year.
▪ They cover the cost of capturing the
  performances, which range from $300K-$500K for
  off-Broadway shows to the excess of $3M for
  standard Broadway productions.
  ▪ Capture and share performances in specific regions after
    the company has completed its run.
▪ Streams internationally (specific regions not
  provided).
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Content Big | OperaVision

▪ OperaVision is a B2C streaming website dedicated
  to bringing opera to everybody, in particular young
  audiences.
  ▪ The platform provides videos of performances, live streams
    and materials for professional development in the sector
  ▪ They currently have 29 partners from 17 countries
  ▪
    Programme
▪ OperaVision uses
  embedded into their site.
▪ They employ a production company to capture VOD
  and Livestreamed performances.

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Content Big | National Theatre Live

▪
▪ Broadcasts live via satellite, to cinemas around the world.
  ▪ Live broadcasts are now shown in over 2500 movie theaters in 65 countries,
    and it is now financially sustainable.
  ▪ Average costs for one live broadcast ranges between £250,000 (US$311,900)
    and £300,000 (US$374,280).
▪ Use state-of-art technology and tailor each broadcast to the
  play. A typical capture will include more than a dozen
  cameras, a direct sound linkup, and carefully arranged
  angles that recreate the live-theater experience.
▪ Substantial production costs but extends reach
  significantly.
▪ The Metropolitan Opera, The Royal Opera House and Paris
  Opera also broadcasting in cinemas around the world.
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Broadcast
Content Big | Broadcast

▪ Broadcasters have the potential to collaborate with local institutions and bring the

▪ Costs are dropping when it comes to equipment, video capturing, storage and
  production. Although, challenges remain for broadcasters around the high cost of
  rights.
▪ CBC Gem:                                                     -
  programming slate, which includes CBC Arts. It is free for registered CBC members
  and for $4.99 a month, Canadians can enjoy premium features such as ads free and
  live stream CBC News Network.
▪ PBS All Arts: A free, on-demand service that features programs in dance, music,
  theater, visual art etc. All Arts also partners with institutions and artists to produce and
  promote content.

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Content Big | Arte European Culture Channel

▪ ARTE is a publicly funded public television channel,
  based in Germany but offers content for all of Europe.
▪ Founded in 1991, it develops and produces television
  programs which are cultural and international in character
  and conducive to promoting understanding and

  these programmes or to authorise their broadcast.
▪ Recently moved from just traditional broadcasting into
  also streaming its content online, and subtitling in English
  to launch in North America.
▪ Since its creation, ARTE has been committed to cultural
  diversity and multilingualism.

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Content Big | Live Streaming : Big Reveals

▪                      Expedition
  Unknown: Egypt Live opened an ancient
  Egyptian sarcophagus live on TV and
  the web during a two-hour show.
▪ During the live broadcast, viewers were
  taken into the inner chambers of an
  excavation.
▪ Revealed the identity of the mummy
  which has been a mystery for
  thousands of years.
▪ Keep audience engaged by created
  suspense and a narrative.

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Content Big | Live Streaming : Spectacle

▪                    finale for a week-long
  festival by Artichoke to celebrate the
  historic event.
▪ A 120m-long replica of 17th-century
  London was fixed on a barge and set
  alight on the Thames River.
▪ Maximum physical capacity was 50,000
  people bankside.
▪ Live stream resulted in enormous
  international reach, with 3.8 million
  burn viewers and the wider content
  created around the festival reaching 6.7
  million.
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Content Big | New Storytelling Formats

▪                         Giselle VR in partnership
  with Sky TV and Factory 42.
▪ Mixed leading-edge technology, new
  choreography and world-class talent.
▪ First a two-minute piece and behind the scenes
  trailer as a teaser.
▪ Full Giselle VR experience became one of the

    reality app.
▪
    tour of Giselle.

Note: this is example could also be considered an immersive experience (further discussed in
the last section of this report).

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Content Big | Virtual Concerts

▪ Wave is a platform for creating and
  sharing virtual concerts.
▪ In August 2019, 400K live viewers tuned in

  of her new album Artemis.
▪ Using an XSens 3D motion capture suit and
  Manus VR Gloves, Stirling was able to
  capture all her movements and dance
  routines and translate them into VR in
  real-time.
https://www.youtube.com/watch?time_continue=90&v=mK5Jb1vgrgw

Note: this is example could also be considered an immersive experience
(further discussed in the last section of this report).

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Content Big | Art On Demand

▪ In 2018, Samsung has released The Frame,
  a 4K Smart UHD TV

▪ Has customizable bezel, invisible wiring,
  stand and wall-mount, and can be hung at
  an angle to replicate a canvas.
▪ Paid membership to the Art Store grants
  unlimited access to more than 1,200 works
  of art and photography, spanning classics
  to contemporary.
▪ Curated from world renowned institutions
  like Saatchi Art, Museo del Prado, V&A,
  Tate, and the Hermitage.
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Content Big | Virtual Exhibition

▪ The Met developed a companion
  website to support the Tim Burton
  Exhibition.
▪ Mimics the same graphic design style
  and narrative of the physical
  exhibition.
▪ Includes information about the objects
  and drawings in the exhibition, also
  installation images.
▪ Additional interpretive information
  and video content layered in; behind
  the scenes footage, interviews, and
  movie clips.
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CONTENT SMALL
Content Small | Overview of Section

▪ This section will look at examples of what organizations are doing around

    ▪ How should content be adapted for different platforms?
    ▪ What are some examples of successful content small implementation?
▪
  many considerations around its use.
▪ This section begins with insights gleaned through consultations with Chocolate
  Films, a UK-based agency specializing in content creation for arts organizations,
  several insights about how to think about platforms and what content to put on
  each.
▪
  should be integrated within an organizations overall audience development plan.

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Content Small | Audience Viewing Behaviours

▪
▪ Each platform captures audiences in a different way- in a different context
  and for a different amount of time.
▪ These platforms can be placed along a spectrum, and different content is
  required for each step along this spectrum:

                                                                                               Source: Chocolate Films   50
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Content Small | What Content is Best for What Platform?

Identical content does not work on every platform. Content needs to be cut for
each platform.

                                                                                                Source: Chocolate Films
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Content Small | Think about Video in Three Categories

HERO
A HERO video is your marketing blockbuster; may only commission one every
couple of years.

HELP
HELP videos are designed to provide the answers to practical questions or area of

HUB
HUB videos are content for your loyal visitors to keep in touch with them (e.g.
documentary series, conversations with cast members).

                                                                                                 Source: Chocolate Films
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Content Small | Content Small Applications

▪ The following slides will look at examples of the use of content small for
  different applications, including:
   ▪ Educational Purposes
   ▪ Innovative storytelling
   ▪ Apps or partner websites
   ▪ In-gallery experience

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Content Small | Dynamic Educational Content

▪ PerformancePlus free multi-media
  study tool launched 2016.
▪ Performance is presented side-by-side
  with Shakespeare's text, which is
  highlighted as it is spoken by the actor.
▪ Accompanying toolkit: discussion
  questions, cast and creative team
  interviews, and step-by-step lesson plans,
  curriculum connections, video series that
  follows students exploring scenes and
  speeches guided by a director.

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Content Small | Adding to Mainstream Databases

▪ National Theatre Live ensures there is a
  full profile created for all new
  performance recordings. on IMDb
  (Internet Movie database).
▪ Does not include full video, but creates
  additional opportunity to market the
  recorded performance.
▪ 47th most visited website in the world
  and averages 570 million monthly
  visits.
▪ Has built in recommendation
  functions, a space for ratings, etc.

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Content Small | Innovative Storytelling

▪ The New York Public Library
  developed graphic versions of
  classic books specifically for
  Instagram Stories called InstaNovels.
▪ Designed to double as a flip book that
  you control with your thumb.
▪ Animated by different artists, each
  with a unique conceptual look.
▪ 5 classic literature books so far: Alice's
  Adventures in Wonderland, The Yellow
  Wallpaper, The Metamorphosis, The
  Raven, and A Christmas Carol.

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Content Small | Location-Based Content

▪ Placing content on an app creates additional
  opportunities for audiences to engage with organization.
▪ Driftscape app integrates location-based tours or
  content onto the platform and is activated as people
  are walking around.
▪ Goal is to increase awareness of local arts, culture, and
  history.
▪ Free for users, but tiered subscription model for non-
  profits and BIAs.
▪ Cultural organizations provide tours and
  informational content (e.g. Toronto Public Library,
  Fringe, Word on the Street) through dashboard feature,
  which now includes an AR mode.
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Content Small | Virtual Events, Gatherings and Collaborations

▪ Content can be used to connect with
  audiences and institutions around the world.
▪ Van Gogh Sunflowers - Five masterpieces, from
  five different institutions, on three continents
  were reunited for the first time in 125 years on
  Facebook.
▪ A 360° digital exhibition was created showing
  the works side-by-side in a virtual gallery space.
▪ Supported with a consecutive relay of five, 15-
  minute Facebook Live broadcasts. Each took
  place in front of a different 'Sunflowers'
  painting with that gallery director.

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Content Small | Gamification for Education

▪ Paul Gaugin Interpretive Centre created a
  multiplayer trivia game to create a fun
  and easy way to look closer at the works
  and learn about the artist at the same
  time.
▪ Tate used Minecraft to build virtual
  worlds that were inspired by works in
  the collection. Users can explore how
  artworks were made, what inspired the
  artists and understand stories behind
  them. This game offers a combination of
  art appreciation, art history and free-
  roaming fun.
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Content Small | Layering Digital Art on to Physical Art

▪ Reblink was an in-gallery AR exhibit
  launched at the Art Gallery of Ontario.
▪ More than just novelty AR that
  encourages greater interactivity with
  physical works.
▪ Reblink was a digital artistic
  commentary on contemporary life and
  each of the works itself.
▪ Heavily researched and layered using AR,
  Reblink could be considered a digital
  work of art in its own right.

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Content Small | Audience and Donor Development

▪ New Instagram Donate Sticker allows
  charities or Instagrammers to add
  stickers to their stories to encourage
  people to donate to their chosen
  charities.
▪ Non-profits receive 100% of the
  proceeds made through the donation
  sticker.
▪ WWF successfully using it in
  combination with Instagram Stories
  content to target younger audiences
  and donors.

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Content Small | Donor Recognition

▪ Sunnybrook Hospital Foundation installed a
  state-of-the-art digital donor wall in the
  atrium.
▪ A custom Content Management System
  allows complete control over scheduling and
  real-time updates.
▪ CMS controls multiple playlists, screen take
  over for events, and instant updates to donor
  listings and stories.
▪ Content area of the screens are zoned to
  display specific types of content from
  multiple categories.

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Content Small | Exterior Signage and Trailers

▪ Kipnes Lantern is the signature feature of

    rejuvenation.
▪   Transparent LED screens on four sides of
    the tower transform into a high-definition
    video wall, for both still images and short
    video content.
▪   Lighting and animation is done in
    partnership with Moment Factory.
▪   Used to promote NAC and other national
    arts partners.
▪   Programming is supported by a gift of $5
    million.
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IMMERSIVE EXPERIENCES
Immersive Experiences | Overview of Section

▪ Technology is increasingly being incorporated into the content consumption
  experience.
▪ The following section looks at examples of interesting used of technology, and
  how that is bringing content to audiences in new ways.

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Immersive Experiences | Simulcasting with 5G

▪ Epiphany is a large-scale immersive theatre, music,
  and visual art installation which features spatial
  audio.
▪ First global application of 5G technology. Thanks
  to unprecedented speeds offered by 5G, audiences
  in London and NYC simultaneously experienced
  the performance.
▪
  alongside soloist Holly Brown live from Guildhall in
  London. The performance was streamed into the
  Roman Amphitheatre in London, and presented
  using innovative, immersive video and audio

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Immersive Experiences | Enter into the Painting

▪ Woofbert VR is a cross-platform app that
  allows you to explore rooms in an art
  gallery as though walking through it.
▪ Users can also zoom in close to works of art
  to see key details and brushwork.
▪ For select pieces like the Courtauld
                          Foiles-Bergère

  the painting.
▪ In the virtual Turner Contemporary, clicking
  on the image of artist Helen Frankenthaler,
  takes visitors into a VR tour her studio
  which no longer exists.
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Immersive Experiences | Enter into the Painting

▪
  from the William Farquhar Collection at
  National Museum of Singapore into 3D
  projected and animated mural.
▪ Allows visitors to interact with 19th century
  wildlife and plants of Malay Peninsula.
▪ Companion mobile app lets visitors

  images and learn more about them.
▪ Collaboration with Japanese artist collective
  teamLab and Panasonic.

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Immersive Experiences | Binaural (3D) Audio Drama

▪ The Owl Field produces original 3D
  audio dramas.
▪ Each audio book/drama places the
  listener at the centre of the story and
  surrounds them with a full cast of
  voices, immersive sound effects and
  original music using 3D audio.
▪
  recording audio in a way that mimics
  this human sound localization and
  creates a 3D soundscape.

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Immersive Experiences | New Forms of Performance

▪ Creator Jordan Tannahill and creative tech studio, All
  Seeing Eye, in collaboration with the National Film
  Board of Canada &
  Storytelling Studio created the VR performance
  experience
  ▪                                  blur the worlds of live
    performance, virtual reality and animation
  ▪ This is an individual immersive experience taking audiences
    through a memoir of the relationship between a mother and
                                                   -cancer
  ▪ The audience is entered into the performance as the
    protagonist alongside a live performer
  ▪ It is making its North American debut at Soulpepper Theatre
    in June 2020

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Immersive Experiences | Changing the Viewing Experience

▪ The Dutch National Ballet created the first ballet

  collaboration with Samhound Media, the
  viewer is taken to center stage during this VR
  experience, placed among the dancers as
  opposed to being in the traditional
  audience seat.
▪ In an effort to bring opera to hospital patients
  who could not attend live performances, The
  Maryland Opera Studio worked with the
  Maryland Blended Reality Center to offer 360-
  degree videos of the stage and orchestra pit
  during live concerts on VR.

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Immersive Experiences | Augmented Reality

▪ Theatrical Outfit
  MARTA through the augmented reality experience

  ▪ When visitors connect to the Platform Performance Wi-Fi and visit the experience website
    on their phones a 360-degree performance appears before their eyes
▪ The artistic group Mondo Forma created an interactive tech art exhibit in

 world that is inspired by integrating cutting-edge technology, performance
 and music.

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Immersive Experiences | Artificial Intelligence & Holograms

▪ Yamaha AI developed a virtual piano and
  had world-famous dancer Kiji Moriyama
  play it through dance. The system was able to
  accurately transfer his movements onto the
  keyboard.
▪ Base Entertainment brought back the opera

▪ The heavy metal band Dio used footage and
  audio from lead singer Ronnie James         live
  performances translated into hologram form to
  take the singer with them on a revival tour.

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▪ There are many innovative and interesting use cases around arts content
  both big and small.
▪ The examples profiled in this report are stand-outs, although the overall
  sector adoption and impact of innovative uses of content is not clear.
▪ So far, innovation around content costs money without evident monetary
  return but so much happening, it is a critical type of experimentation to be
  a part of.
▪ Content use on a variety of platforms (big and small) seems to be highly related
  to audience development, discoverability, and awareness.
▪ Pilot projects are needed to test more in a Canadian context and make more
  content from more institutions more accessible.

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Public Funding Acknowledgement

We acknowledge the support of the Canada Council for the Arts.

We acknowledge the support of the City of Toronto.

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Thank you!

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