CAPE® Digital Media Syllabus, Specimen Paper and Mark Scheme

Total Page:16

File Type:pdf, Size:1020Kb

CAPE® Digital Media Syllabus, Specimen Paper and Mark Scheme Caribbean Examinations Council CAPE® DigitalMediaDigital Media MediaDigital DigitalMedia MediaDigital SYLLABUS SPECIMEN PAPER DigitalMediaMARK SCHEME Macmillan Education 4 Crinan Street, London, N1 9XW A division of Macmillan Publishers Limited Companies and representatives throughout the world www.macmillan-caribbean.com ISBN 978-0-230-48198-5 AER © Caribbean Examinations Council (CXC®) 2014 www.cxc.org www.cxc-store.com The author has asserted their right to be identified as the author of this work in accordance with the Copyright, Design and Patents Act 1988. First published 2014 Permission to copy The material in this book is copyright. However, the publisher grants permission for copies to be made without fee. Individuals may make copies for their own use or for use by classes of which they are in charge; institutions may make copies for use within and by the staff and students of that institution. For copying in any other circumstances, prior permission in writing must be obtained from Macmillan Publishers Limited. Under no circumstances may the material in this book be used, in part or in its entirety, for commercial gain. It must not be sold in any format. Designed by Macmillan Publishers Limited Cover design by Macmillan Publishers Limited and Red Giraffe CAPE® Digital Media Free Resources LIST OF CONTENTS ® CAPE Digital Media Syllabus Extract 3 ® CAPE Digital Media Syllabus 4 ® CAPE Digital Media Specimen Papers & Mark Schemes Unit 1 Paper 1 Specimen Paper 62 Unit 1 Paper 1 Mark Scheme 70 Unit 1 Paper 2 Specimen Paper 71 Unit 2 Paper 2 Mark Scheme 74 Unit 2 Paper 1 Specimen Paper 78 Unit 2 Paper 1 Mark Scheme 87 Unit 2 Paper 2 Specimen Paper 88 Unit 2 Paper 2 Mark Scheme 91 Digital Media In the Caribbean, knowledge and information are increasingly communicated through digital images and electronic media. The creation and manipulation of digital media serves to disseminate this information and build bridges to the evolving national, regional and international society in the digital era. Digital Media competencies are therefore of great relevance and practical value. By increasing the cadre of digital media practitioners, such as content creators, animators, web developers, graphic artists and mobile app developers, the region secures the skillsets and knowledge base that are essential to building and sustaining the digital economy in the Caribbean. The CAPE Digital Media Syllabus offers students the opportunity to acquire a variety of experiences and skills in the areas of digital media conceptualisation, design and development. It also fosters interest and enjoyment in the practical application, production and consumption of digital media and seeks to develop informed citizens, competent practitioners and raise the standard of digital media production among students and across industry. The Digital Media Syllabus consists of two Units of 150 hours, each comprising three Modules of 50 hours each. Each Module is compulsory. Unit 1: Digital Media Fundamentals Module 1 – Understanding Digital Media Module 2 – Digital Media Ecosystem Module 3 – Creative Solution Design Unit 2: Applied Digital Media Module 1 – Visual and Interactive Design Module 2 – Web and Digital Publishing Module 3 – Mobile App Development CARIBBEAN EXAMINATIONS COUNCIL Caribbean Advanced Proficiency Examination ® CAPE® DIGITAL MEDIA SYLLABUS Effective for examinations from May-June 2014 CXC A33/U2/13 Published in Jamaica, 2013 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form, or by any means electronic, photocopying, recording or otherwise without prior permission of the author or publisher. Correspondence related to the syllabus should be addressed to: The Pro-Registrar Caribbean Examinations Council Caenwood Centre 37 Arnold Road, Kingston 5, Jamaica Telephone Number: + 1 (876) 630-5200 Facsimile Number: + 1 (876) 967-4972 E-mail Address: [email protected] Website: www.cxc.org Copyright © 2013 by Caribbean Examinations Council The Garrison, St Michael BB14038, Barbados CXC A33/U2/13 Contents INTRODUCTION .............................................................................................................................i RATIONALE ....................................................................................................................................1 AIMS .............................................................................................................................................1 SKILLS AND ABILITIES TO BE ASSESSED ..........................................................................................2 PRE-REQUISITES OF THE SYLLABUS ................................................................................................3 STRUCTURE OF THE SYLLABUS .......................................................................................................4 EQUIPMENT AND SOFTWARE ........................................................................................................4 UNIT 1: DIGITAL MEDIA FUNDAMENTALS MODULE 1: UNDERSTANDING DIGITAL MEDIA ....................................................................7 MODULE 2: THE DIGITAL MEDIA ECOSYSTEM ......................................................................13 MODULE 3: CREATIVE SOLUTION DESIGN ............................................................................16 UNIT 2: APPLIED DIGITAL MEDIA MODULE 1: VISUAL AND INTERACTIVE DESIGN ....................................................................20 MODULE 2: WEB AND DIGITAL PUBLISHING ........................................................................24 MODULE 3: MOBILE APP DEVELOPMENT.............................................................................28 OUTLINE OF ASSESSMENT .............................................................................................................32 REGULATIONS FOR RESIT CANDIDATES ..........................................................................................49 REGULATIONS FOR PRIVATE CANDIDATES .....................................................................................50 ASSESSMENT GRID ........................................................................................................................50 APPENDIX I – GLOSSARY ................................................................................................................51 CXC A33/U2/13 First issued in 2013 Please check the website www.cxc.org for updates on CXC’s syllabuses. CXC A33/U2/13 Introduction he Caribbean Advanced Proficiency Examination (CAPE) is designed to provide certification of the T academic, vocational and technical achievement of students in the Caribbean who, having completed a minimum of five years of secondary education, wish to further their studies. The examinations address the skills and knowledge acquired by students under a flexible and articulated system where subjects are organised in 1-Unit or 2-Unit courses with each Unit containing three Modules. Subjects examined under CAPE may be studied concurrently or singly. The Caribbean Examinations Council offers three types of certification. The first is the award of a certificate showing each CAPE Unit completed. The second is the CAPE Diploma, awarded to candidates who have satisfactorily completed at least six Units, including Caribbean Studies. The third is the CAPE Associate Degree, awarded for the satisfactory completion of a prescribed cluster of seven CAPE Units including Caribbean Studies and Communication Studies. For the CAPE Diploma and the CAPE Associate Degree, candidates must complete the cluster of required Units within a maximum period of five years. Recognised educational institutions presenting candidates for the CAPE Associate Degree in one of the nine categories must, on registering these candidates at the start of the qualifying year, have them confirm, in the required form, the Associate Degree they wish to be awarded. Candidates will not be awarded any possible alternatives for which they did not apply. CXC A33/U2/13 i Digital Media Syllabus RATIONALE The Digital Media area of study encompasses all the domains of learning, namely, cognitive, affective and psychomotor. The field of study covers such topics as the theory and history of digital media, the impact of digital media on society, digital media business and entrepreneurial models and elements and principles of digital design and manipulative or practical skills. In the Caribbean, knowledge and information are increasingly communicated through digital images and electronic media. The creation and manipulation of digital media serves to disseminate this information and build bridges to the evolving national, regional and international society in the digital era. Digital Media competencies are therefore of great relevance and practical value. By increasing the cadre of digital media practitioners, such as content creators, animators, web developers, graphic artists and mobile app developers, the region secures the skillsets and knowledge base that are essential to building and sustaining the digital economy in the Caribbean. The CAPE Digital Media course will facilitate the development of important learning and problem- solving skills, foster creativity, encourage innovation and entrepreneurship, and inculcate a sense of value in students for their own work and respect and regard for the work of others. This syllabus in Digital Media will contribute to the development of the Ideal Caribbean Person, by
Recommended publications
  • A Study on Development and Current Application of Motion Graphic in Taiwan’S Popular Music
    PEOPLE: International Journal of Social Sciences ISSN 2454-5899 Chen & Chang, 2019 Volume 5 Issue 1, pp. 124-134 Date of Publication: 23rd March 2019 DOI-https://dx.doi.org/10.20319/pijss.2019.51.124134 This paper can be cited as: Chen, C. M., & Chang. Y. J., (2019). A Study on Development and Current Application of Motion Graphic in Taiwan’s Popular Music. PEOPLE: International Journal of Social Sciences, 5(1), 124-134. This work is licensed under the Creative Commons Attribution-Non Commercial 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. A STUDY ON DEVELOPMENT AND CURRENT APPLICATION OF MOTION GRAPHIC IN TAIWAN’S POPULAR MUSIC Chia Min Chen Department of Graphic Arts and Communications, National Taiwan Normal University, Taipei, Taiwan [email protected] Yen Jung Chang Department of Graphic Arts and Communications, National Taiwan Normal University, Taipei, Taiwan [email protected] Abstract With the advances in technology, the way of communications has become more diverse. Motion graphic combines graphic design, animation design, and film languages. Motion graphic is a new industry with intense performance styles and can be used in different media and platforms, such as commercials, music videos, film and television titles, web pages, and various display screen sizes, etc. Because motion graphic is a non-narrative time-based media, mostly it combines with music. The Taiwan 25th Golden Melody Awards introduced motion graphic design for the first time in 2014.
    [Show full text]
  • Blender Instructions a Summary
    BLENDER INSTRUCTIONS A SUMMARY Attention all Mac users The first step for all Mac users who don’t have a three button mouse and/or a thumb wheel on the mouse is: 1.! Go under Edit menu 2.! Choose Preferences 3.! Click the Input tab 4.! Make sure there is a tick in the check boxes for “Emulate 3 Button Mouse” and “Continuous Grab”. 5.! Click the “Save As Default” button. This will allow you to navigate 3D space and move objects with a trackpad or one-mouse button and the keyboard. Also, if you prefer (but not critical as you do have the View menu to perform the same functions), you can emulate the numpad (the extra numbers on the right of extended keyboard devices). It means the numbers across the top of the standard keyboard will function the same way as the numpad. 1.! Go under Edit menu 2.! Choose Preferences 3. Click the Input tab 4.! Make sure there is a tick in the check box for “Emulate Numpad”. 5.! Click the “Save As Default” button. BLENDER BASIC SHORTCUT KEYS OBJECT MODE SHORTCUT KEYS EDIT MODE SHORTCUT KEYS The Interface The interface of Blender (version 2.8 and higher), is comprised of: 1. The Viewport This is the 3D scene showing you a default 3D object called a cube and a large mesh-like grid called the plane for helping you to visualize the X, Y and Z directions in space. And to save time, in Blender 2.8, the camera (left) and light (right in the distance) has been added to the viewport as default.
    [Show full text]
  • The Uses of Animation 1
    The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator.
    [Show full text]
  • After Effects Duration: 3 Days Fundamentals
    AFTER EFFECTS DURATION: 3 DAYS FUNDAMENTALS COURSE DESCRIPTION Adobe After Effects is a powerful program used for creating motion graphics and special effects for video and animation projects. In this beginner’s workshop you will learn tools and skills to effectively use this powerful program. This hands-on course is suitable for beginners and will teach you how to use After Effects for video editing, motion editing, adding special effects and compositing. This class is aimed at graphic and video professionals who need an essential understanding of motion graphics, title animation, plus powerful effects compositing. Experienced users will also benefit from many hands-on projects and tricks learned in the class. Live face-to-face instructor - still the best way to learn! DETAILED COURSE OUTLINE GETTING TO KNOW AFTER EFFECTS UNIT 2: WORKING WITH MASKS UNIT 5: AFTER EFFECTS DYNAMIC WORKFLOWS | | After Effects: What it is (and is not) Alpha channels, Masks, mattes, and keys - | | The After Effects enterprise workflow oh my! Packaging, prepping, and importing | | The power of Creative Cloud Creating Masks with the vector Shape and Illustrator files | | Leveraging your Creative Cloud subscription Pen Tools Working with Illustrator layers | | | Integrating After Effects with other file Creating Bezier Masks Packaging, prepping, and importing | formats Editing corner and smooth points Photoshop files | | | Linked media: Organizing your Projects Feathering the edges of a Mask Managing Photoshop layers | | | Tips and best practices for After Effects
    [Show full text]
  • Ait 321 E-Content Development Using Advance Multimedia 3(1+2)
    AIT 321 E-CONTENT DEVELOPMENT USING ADVANCE MULTIMEDIA 3(1+2) Objective(s) After completing the course the student shall be able to create advance e-content creation for different field and devices as per industries/organization needs using Vector Graphics, Logo, Icon in 2D and 3D, controlling a puppet, typographic portrait and cartoon character, video compositing, motion graphics design, 3D animation, green screen composition, Create high- quality visual effects(VFX), Creating Interior Visualizations, Modeling Lighting and Rendering, Create virtual studio and virtual product workflow, Learn the creative aspects and finer nuances of animation and video production, starting from pre-production to post production, including storyboarding and character animation. UNIT I Adobe Illustrator CC/ Inkscape - Workspace basics, Properties panel, Tools, Drawing basics, Draw simple lines and shapes, Perspective drawing, Symbols, Create 3D objects, Edit artwork using Image Trace, Select colors, About painting, Select and arrange objects, Reshape objects, Import, export, and save. Character Animator Workspace – Start, Rig, Record, stream, Character Animator workflow - Create Character Animator project, Create your first character, Control the puppet using webcam, microphone, and mouse, Adjust the behaviour of your puppet, Record and refine your performance, Export the recorded scene, Use your scene in other applications UNIT II After Effects Planning and setup, General user interface items, Working other applications, Workspaces, panels, and viewers, Projects and compositions basic, Precomposing, nesting, and pre-rendering, Importing footage - Working with footage items, Layers and properties - 3D layers, Cameras, lights, and points of interest, Animation and keyframes - Compositing tools for VR/360 videos, Apply immersive video effects, Create Motion Graphics templates in After Effects, Speed, Time-stretching and time-remapping, Tracking 3D camera movement, Animating with Puppet tools, Tracking and stabilizing motion.
    [Show full text]
  • Rowland's Motion Graphics Video Process
    rowland video. Rowland’s Motion Graphics Video Process You know it’s essential to tell your story as clearly as possible. Getting it right isn’t as easy as it sounds. There’s always one more product spec or customer success story to share. How can you get the message across while being authentic, informative and, dare we say, entertaining? And most important of all, brief. The solution? Video. At the most basic level, videos combine the aural and visual parts of our brains – meaning that when it catches our attention, more of our brains are involved. More importantly, presenting information via video lets us tell clear stories about complex problems—which is what Rowland does best. Complexity is what Minitab’s Companion software is designed to solve. The leading provider of statistical software needed to introduce their new process implementation product in a clear and visually engaging way. So they turned to Rowland. We used our signature motion graphics style to create a video that triumphantly announced the product to the world. And we made sure everyone knew why it mattered. rowland video. 1/ Discovery 2 / Story & Script Development 3/ Storyboards & Style Frames 4/ Narration 5/ Animation Photography & Video 6/ Post-Production, Delivery & Promotion Phase 1: Discovery It might seem like overkill to do in-depth research into your audience and competitors for just A deep dive into product positioning and potential users a video project. We firmly believe it’s not. Here’s why: even the best visual execution won’t and decision makers for Companion by Minitab had reach your goals if there’s no meaning behind it.
    [Show full text]
  • Marcom - Motion Graphics Experience Apple
    Marcom - Motion Graphics Experience Apple. There’s the typical job. Punch in, make widgets, punch out, repeat. Then there’s a career at Apple. Where you’re encouraged to defy routine. To explore the far reaches of the possible. To travel unchartered paths. And to be a part of something far bigger than yourself. Because around here, changing the world just comes with the job description. Apple is looking for an enthusiastic and sincere design student who is able to follow direction and be self-motivated, to join our Motion Graphics and Film & Video group. You will be closely involved with the day-to-day operations within the group. Projects may vary from video shoots, post-production, asset preparation to motion graphic animation. You will get an understanding of how the Motion Graphics, Film & Video team play a vital role within Apple, especially in partnership with Retail, Web, and Channel. Some responsibility includes: • Organization, production and animation across a range of deliverables including, but not limited to: screen savers, brag reels, attract loops, window displays, channel plinths, web quick tours, guided tours and keynote animations. • May be expected to help out with non-creative tasks such as asset management and project archiving. Qualifications • Strong conceptual thinking; able to convey strong ideas in your design and animation, without just relying on visual effects • A solid ground in basic design principles of type, color, layout and presentation. Not just an animator. • Proven abilities in After Effects. Modeling, texturing, lighting and animating in Cinema 4D is a bonus • Ability to storyboard and convey ideas/motion through style frames • A team player • A good attitude Please send resumes and sample of work to Amber at [email protected] .
    [Show full text]
  • Modeling and Animation Using Blender Blender 2.80: the Rise of Eevee
    apress.com Ezra Thess Mendoza Guevarra Modeling and Animation Using Blender Blender 2.80: The Rise of Eevee One of the first books on Blender Eevee Gives an idea of the future of the game environment in Blender 2.80 Starts at the beginning and assumes no knowledge Discover the 3D-modeling and animation power ofBlender 3D. This book starts with a brief introduction to Blender 3D including installation and the user interface. The following two chapters then introduce you to the upgraded tools in Blender 2.80 for 3D modeling, texturing, shading, and animation. The last chapter discusses the Blender game engine and all its core features. Along the way you’ll see why Blender 3D has proved its competency in UV unwrapping, texturing, raster graphic editing, rigging, sculpting, animating, motion graphics, and 1st ed., XVII, 295 p. 266 illus., 40 illus. in video editing through the years. Modeling and Animation Using Blendergives a thorough tour of color. Blender Eevee, covering its new features and how to make best use of them. After reading this book you will have the confidence to choose Blender for your next project. What You Will Learn Printed book Master the features of Blender Eevee Work with modeling, animation, and much more using Softcover the updated software Understand important concepts such as physics and particles Who This 44,99 € | £39.99 | $49.99 Book Is For Art enthusiasts and professionals who want to learn Blender 3D. Blender 3D [1]48,14 € (D) | 49,49 € (A) | CHF professionals who want to learn about the latest version would find the book useful.
    [Show full text]
  • Digital Arts
    DIGITAL ARTS PROGRAMS . Associate of Arts (A.A.) . Certificate of Achievement DESCRIPTION TRANSFER PREPARATION The Digital Arts program offers a certificate and associate degree in Courses that fulfill major requirements for an associate Digital Arts. Classes include training in graphic design, digital graphics, degree may differ from those 2D digital illustration, 2D digital photographic imaging, digital video needed to prepare for transfer. and audio editing, 2D and 3D digital animation, 3D modeling, Students who plan to transfer to storyboard development for animation and interactive digital media a four‐year college or university interface design. The AA degree in Digital Arts offers 3 tracks of should schedule an appointment specialization; graphic design for print, screen and time‐based, digital with a Hartnell College counselor photography and video, or digital animation and illustration. An to develop a student education imaginative blend of art, design, photography, video, animation and plan before beginning their illustration is applied to producing digital media presentations for program. business, education, entertainment, telecommunication and medical TRANSFER RESOURCES industries graduates in Digital Arts are qualified for positions in graphic design, digital art, web design, game design, 2D illustration, www.ASSIST.org – CSU and UC digital photographic imaging, audio engineering, video editing, digital Articulation Agreements and video, or digital media interface design. Graduates in Digital Arts with Major Search Engine animation specialization are qualified for positions in 3D digital art, CSU System Information ‐ game design, storyboard art, 3D modeling, character animation, http://www2.calstate.edu digital 3D broadcast logo design, digital 3D volumetrics, 3D animation and compositing, 2D digital art, 2D compositing, 2D chroma key, 2D FINANCIAL AID texture painting, or rotoscoping.
    [Show full text]
  • Structuring Theory and Practice for Motion Graphics in Spatial Contexts
    Networking Knowledge 9(3) Make, Mistake, Journey Method through motion – structuring theory and practice for motion graphics in spatial contexts ARTHUR MARIA STEIJN, The Royal Danish Academy of Fine Arts, School of Design ABSTRACT Contemporary scenography often consists of video-projected motion graphics. The field is lacking in academic methods and rigour: descriptions and models relevant for the creation as well as in the analysis of existing works. In order to understand the phenomenon of motion graphics in a scenographic context, I have been conducting a practice-led research project. Central to the project is construction of a design model describing sets of procedures, concepts and terminology relevant for design and studies of motion graphics in spatial contexts. The focus of this paper is the role of model construction as a support to working systematically practice-led research project. The design model is being developed through design laboratories and workshops with students and professionals who provide feedback that lead to incremental improvements. Working with this model construction-as-method reveals aspects of the tension between theory and praxis. KEYWORDS Motion graphics, spatial, design model, theory, praxis 1. Introduction and background The experience of contemporary scenography increasingly includes elements that involve digital technologies. Digitally created or manipulated visual content that is video-projected on (or emitted from) screens contribute to the narrative and add to the drama of performances. These projections consist of images (either still images or images changing over time) that appear interconnected to the physical three-dimensional setting. I shall refer to images-changing-over-time as motion graphics.
    [Show full text]
  • Additional Courses Animation & Motion Graphics Animation
    Table of Contents INNOVATION CAMPUS Additional Courses E-13 Additional Courses #100051 One Semester Animation & Motion Graphics 1 Fine Art Credit This class provides an outlet for original imagery and self-actualization through the use of animation, video, and motion graphics. The visual artists will conceive, animate, and execute short-form 2D and 3D motion graphic content. It will focus on fiction, non-fiction, and experimental moving picture work. This is a double block course. In the future, the opportunity exists to expand courses within the Visual Arts Academy. #100053 One Semester Animation & Motion Graphics 2.0 1 Fine Art Credit This course builds on the tools and techniques learned in Motion Graphics and Animation. Emphasis will be on traditional animation, expertise in compositing, and storytelling in live action, and creating an original voice and vision with moving pictures. Secondary emphasis will be on mastery of sofware (Afer Efects, Animate, and Premiere). Students will be expected to participate regional and national moving picture competitions. This is a double block course. Prerequisite: Animation & Motion Graphics #350027 One Semester Design IT: Interiors & Textiles 1 FCS Credit From the clothes we wear to the homes we live in, fashion and interiors surrounds our global world. This course will explore design principles linked to the fashion and interior design industries. Is fash- ion your passion? Dream big as to what fashion pieces you sketch and construct - dresses, dog gear, purses. In addition, students will create floor plans, which include furnishings, floors, and wall coverings in living spaces, kitchens, and baths. Let your creativity flow! This is a double block course.
    [Show full text]
  • After Effects, Or Velvet Revolution Lev Manovich, University of California, San Diego
    2007 | Volume I, Issue 2 | Pages 67–75 After Effects, or Velvet Revolution Lev Manovich, University of California, San Diego This article is a first part of the series devoted to INTRODUCTION the analysis of the new hybrid visual language of During the heyday of postmodern debates, at least moving images that emerged during the period one critic in America noted the connection between postmodern pastiche and computerization. In his 1993–1998. Today this language dominates our book After the Great Divide, Andreas Huyssen writes: visual culture. It can be seen in commercials, “All modern and avantgardist techniques, forms music videos, motion graphics, TV graphics, and and images are now stored for instant recall in the other types of short non-narrative films and moving computerized memory banks of our culture. But the image sequences being produced around the world same memory also stores all of premodernist art by the media professionals including companies, as well as the genres, codes, and image worlds of popular cultures and modern mass culture” (1986, p. individual designers and artists, and students. This 196). article analyzes a particular software application which played the key role in the emergence of His analysis is accurate – except that these “computerized memory banks” did not really became this language: After Effects. Introduced in 1993, commonplace for another 15 years. Only when After Effects was the first software designed to the Web absorbed enough of the media archives do animation, compositing, and special effects on did it become this universal cultural memory bank the personal computer. Its broad effect on moving accessible to all cultural producers.
    [Show full text]