The Analysis of Interactive Media and Digital Culture
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DIGITAL Filmmaking an Introduction Pete Shaner
DIGITAL FILMMAKING An Introduction LICENSE, DISCLAIMER OF LIABILITY, AND LIMITED WARRANTY By purchasing or using this book (the “Work”), you agree that this license grants permission to use the contents contained herein, but does not give you the right of ownership to any of the textual content in the book or ownership to any of the information or products contained in it. This license does not permit uploading of the Work onto the Internet or on a network (of any kind) without the written consent of the Publisher. Duplication or dissemination of any text, code, simulations, images, etc. contained herein is limited to and subject to licensing terms for the respective products, and permission must be obtained from the Publisher or the owner of the content, etc., in order to reproduce or network any portion of the textual material (in any media) that is contained in the Work. MERCURY LEARNING AND INFORMATION (“MLI” or “the Publisher”) and anyone involved in the creation, writing, or production of the companion disc, accompanying algorithms, code, or computer programs (“the software”), and any accompanying Web site or software of the Work, cannot and do not warrant the performance or results that might be obtained by using the contents of the Work. The author, developers, and the Publisher have used their best efforts to insure the accuracy and functionality of the textual material and/or programs contained in this package; we, however, make no warranty of any kind, express or implied, regarding the performance of these contents or programs. The Work is sold “as is” without warranty (except for defective materials used in manufacturing the book or due to faulty workmanship). -
TRANSCRIPT Editing, Graphics and B Roll, Oh
TRANSCRIPT Editing, Graphics and B Roll, Oh My! You’ve entered the deep dark tunnel of creating a new thing…you can’t see the light of day… Some of my colleagues can tell you that I am NOT pleasant to be around when I am in the creative video-making tunnel and I feel like none of the footage I have is working the way I want it to, and I can’t seem to fix even the tiniest thing, and I’m convinced all of my work is garbage and it’s never going to work out right and… WOW. Okay deep breaths. I think it’s time to step away from the expensive equipment and go have a piece of cake…I’ll be back… Editing, for me at least, is the hardest, but also most creatively fulfilling part of the video-making process. I have such a love/hate relationship with editing because its where I start to see all the things I messed up in the planning and filming process. But it’s ALSO where - when I let it - my creativity pulls me in directions that are BETTER than I planned. Most of my best videos were okay/mediocre in the planning and filming stages, but became something special during the editing process. So, how the heck do you do it? There are lots of ways to edit, many different styles, formats and techniques you can learn. But for me at least, it comes down to being playful and open to the creative process. This is the time to release your curious and playful inner child. -
Interactive Media Program
Interactive Media Production Students enrolled in Interactive Media Production will discover the fundamental elements of effective visual communication including sound, video and motion graphics. Media literacy and ethics relating to design are emphasized while creating media appropriate for the client and target audience. Parameters relating to color, resolution, and composition will determine the design process. Students develop problem solving skills, working independently as well as in teams, aligning the workflow of a typical commercial operation, based on the three pathway areas. 1. Graphic Design: Plan and project ideas and experiences with visual and textual content, and illustrate art concepts and skills, including composition, lighting, color theory, drawing, and painting, basic photography, and typography. 2. Digital Media: Encode or digitally compress audio, video, and photo content into a digital media file, and manipulate, distribute, and play media files over computer networks. 3. Interactive Media: Integrate digital media, including combinations of electronic text, graphics, moving images, and sound, into a structured digital computerized environment that allows people to interact with the data for appropriate purposes. The program is outfitted with an industry-standard Macintosh computer lab, with Adobe products, enabling the students to create exceptional results in print, web, interactive and mobile design. Students will learn basic camera operations with state of the art equipment. The course also introduces students to document construction for publishing on the World Wide Web using authoring software. Hands-on activities are used as students develop skills, master techniques, and prepare products for a client-based environment. Required Courses: All three (3) of these courses are required to achieve Completer Status. -
Children and Interactive Media
Children and Interactive Media Research Compendium Update Ellen A. Wartella, June H. Lee, and Allison G. Caplovitz University of Texas at Austin November 2002 Acknowledgements Funding for this research was provided by National Science Foundation Grant #BCS-0125731. This research was conducted under the auspices of the Children’s Digital Media Center at the University of Texas at Austin. The authors would like to thank Barbara O’Keefe for her support and guidance. Correspondence concerning this article should be addressed to Ellen A. Wartella, University of Texas at Austin, College of Communication, 1 University Station A0900, Austin, TX 78712 (e-mail: [email protected]) 2 1.0 Introduction This is an update of the Children and Interactive Media: A Compendium of Current Research and Directions for the Future report to the Markle Foundation from October 2000. In this update, we examine the literature that has been published on the topic between June 2000 and May 2002, focusing on children’s in-home use of interactive technologies (see Wartella, O’Keefe, & Scantlin, 2000, for details on our search strategy). In addition, we have organized our review of this literature according to the categories of the original research compendium, including children’s use and access to interactive media; cognitive and social outcomes of such interactive media use, health and safety issues, and policy concerns. In developing the bibliography for this review, we noted that since publication of our original compendium, there have been four books or special issues of journals devoted to this topic (Calvert, Jordan, & Cocking, 2002; The Future of Children: Children and Computer Technology; Singer & Singer, 2001; Zero to Three: Babies, Toddlers, and the Media, 2001) and an additional set of six research reviews of the literature (Buckingham, 2002; Cordes & Miller, 2000; Subrahmanyam, Greenfield, Kraut, & Gross, 2001; Subrahmanyam, Kraut, Greenfield, & Gross, 2001; Tarpley, 2001; Villani, 2001). -
Free Video Tools
Free Video Tools How do you choose the right video editing software especially when you are a newbie and want a free video editing software before you dig deeper? Interface: For a newbie, a user-friendly interface can help you save a lot of time from learning and getting familiar with the program. Some users like to use modern and intuitive free video editor, while others just like to use old style editors. Formats: Make sure the software you choose enables you to export common used formats like MP4, MOV, AVI, MKV, etc, so that you can easily share your work on YouTube or other social media platform. Friendly reminder: generally speaking, MP4 is the most used format, so it is wiser to find a free video editor that supports MP4 at least. Below are some of the most popular free tools. Screen Recording Tools Ezvid is a 100% free video creation tool that allows you to capture everything that appears on your computer screen. It also allows you to edit your recorded videos by splitting your recordings, inserting text and audio, controlling the speed and even drawing directly on your screen. There’s also a Gaming Mode specially designed for gamers to avoid black screen problems when recording games such as Diablo III and Call of Duty which are full screen games. You can save your edited videos for later use or you may directly upload them on YouTube. https://www.ezvid.com/ TO LEARN MORE, VISIT US AT NVCC.EDU Blueberry Flashback Express recorder This recorder enables you to capture your screen while recording yourself through a webcam. -
Video Storytelling Narratives for Impact
Video Storytelling Narratives for Impact February 8, 2017 | Washington, DC Types of Video Promotional Video Public Information & Awareness Video A promotional video is a marketing tool. It shows A public information or awareness video is used to what an organization is doing while eliciting a give a brief overview of a situation and is usually response from the viewer. This response may be to followed by a call to action. join the organization, donate to the organization, or simply click to the website to learn more. Public information and awareness videos typically Promotional videos typically should be 30 seconds should be around a minute and 30 seconds long, to a minute and 30 seconds long. and no longer than five minutes. Educational or Training Video Documentation Video An educational or training video aims to either A documentation video documents a specific teach viewers to do a specific task by going through project or issue, or an entire program and its a step-by-step demonstration or to educate on a work. These are often used to document or general topic with key information explained. evaluate work and can serve as a promotional, informational, or educational tools as well. Educational or training videos can be five minutes Documentaries can be five minutes long or longer, long or longer, depending on content. depending on content. The Narrative Arc The narrative arc is the Climax chronological construction of plot in a novel or story Rising Action Falling Action Conflict Introduced X Exposition Resolution Basic Video Tips Production Budget Production Equipment An intentional video and strong message are Speaking of equipment, what do you need to make a more important than HD, special effects, or sleek video? videography! • A camera for recording video What might you need to include in your budget? • Microphone • Audio recorder Item Cost • Tripod • Memory cards Camera Equipment • External hard drive Video Editing Software Travel You have multiple options when purchasing a camera. -
Choosing Between Communication Studies and Film Studies
Choosing Between Communication Studies and Film Studies Many students with an interest in media arts come to UNCW. They often struggle with whether to major in Communication Studies (COM) or Film Studies (FST). This brief position statement is designed to help in that decision. Common Ground Both programs have at least three things in common. First, they share a common set of technologies and software. Both shoot projects in digital video. Both use Adobe Creative Suite for manipulation of digital images, in particular, Adobe Premiere for video editing. Second, they both address the genre of documentaries. Documentaries blend the interests of both “news” and “narrative” in compelling ways and consequently are of interest to both departments. Finally, both departments are “studies” departments: Communication Studies and Film Studies. Those labels indicate that issues such as history, criticism and theories matter and form the context for the study of any particular skills. Neither department is attempting to compete with Full Sail or other technical training institutes. Critical thinking and application of theory to practice are critical to success in FST and COM. Communication Studies The primary purposes for the majority of video projects are to inform and persuade. Creativity and artistry are encouraged within a wide variety of client- centered and audience-centered production genres. With rare exception, projects are approached with the goal of local or regional broadcast. Many projects are service learning oriented such as creating productions for area non-profit organizations. Students will create public service announcements (PSA), news and sports programming, interview and entertainment prog- rams, training videos, short form documentaries and informational and promotional videos. -
A Review of User Interface Design for Interactive Machine Learning
1 A Review of User Interface Design for Interactive Machine Learning JOHN J. DUDLEY, University of Cambridge, United Kingdom PER OLA KRISTENSSON, University of Cambridge, United Kingdom Interactive Machine Learning (IML) seeks to complement human perception and intelligence by tightly integrating these strengths with the computational power and speed of computers. The interactive process is designed to involve input from the user but does not require the background knowledge or experience that might be necessary to work with more traditional machine learning techniques. Under the IML process, non-experts can apply their domain knowledge and insight over otherwise unwieldy datasets to find patterns of interest or develop complex data driven applications. This process is co-adaptive in nature and relies on careful management of the interaction between human and machine. User interface design is fundamental to the success of this approach, yet there is a lack of consolidated principles on how such an interface should be implemented. This article presents a detailed review and characterisation of Interactive Machine Learning from an interactive systems perspective. We propose and describe a structural and behavioural model of a generalised IML system and identify solution principles for building effective interfaces for IML. Where possible, these emergent solution principles are contextualised by reference to the broader human-computer interaction literature. Finally, we identify strands of user interface research key to unlocking more efficient and productive non-expert interactive machine learning applications. CCS Concepts: • Human-centered computing → HCI theory, concepts and models; Additional Key Words and Phrases: Interactive machine learning, interface design ACM Reference Format: John J. -
SENSAREA, a General Public Video Editing Application Pascal Bertolino
SENSAREA, a general public video editing application Pascal Bertolino To cite this version: Pascal Bertolino. SENSAREA, a general public video editing application. ICIP 2014 - 21st IEEE International Conference on Image Processing, IEEE, Oct 2014, Paris, France. hal-01080565 HAL Id: hal-01080565 https://hal.archives-ouvertes.fr/hal-01080565 Submitted on 7 Oct 2015 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. SENSAREA, A GENERAL PUBLIC VIDEO EDITING APPLICATION Pascal Bertolino GIPSA-lab, Grenoble Alpes University ABSTRACT In [9], we proposed a first version of Sensarea that was dedi- cated to accurate video object tracking only. The version that we In this demonstration, we present an advanced prototype of a novel present here (figure 1) is functionally and technically enriched with general public software application that provides the user with a set particularly (1) the possibility to apply effects to the tracked objects, of interactive tools to select and accurately track multiple objects in (2) a novel video object tracking algorithm and (3) a key frame based a video. The originality of the proposed software is that it doesn’t morphing. With this new release, we want to gather both the power impose a rigid modus operandi and that automatic and manual tools of several tracking algorithms and the necessary set of tools to pos- can be used at any moment for any object. -
Interactive Media 1
Interactive Media 1 INTERACTIVE MEDIA http://com.miami.edu/programs Dept. Code: CIM Introduction The Department of Interactive Media offers major in Interactive Media and minors in Game Design (GAME) and Interactive Media (CIMI). The Department of Interactive Media strives to foster active learning in the design and research of technologies that improve society and people's lives. Our hands-on curriculum allows students to explore the role that interactive technologies play in communication and how they shape our world. The majors and minors offered by the Department of Interactive Media are designed to enable students to customize their education within a learning environment that is collaborative and conducive to the pursuit, exchange, and development of ideas and information. The curriculum also further provides students with the tools necessary to succeed in a range of careers defined by a rapidly changing technology and media landscape and equips them to best leverage interactivity, emerging technologies, and innovative developments in the field. Goals of the Program are: • To provide students with the technical and practical skills needed to make them career-ready through hands-on learning, problem- solving based inquiry, and advanced study. • To nurture the individual talent, creativity, and discovery process of every student by fostering principles of collaboration, professionalism, and intellectual curiosity. • To support the educational process through mentoring and advising by renowned faculty and seasoned professionals. • To encourage students to integrate theory and practice, to cultivate the capacity to think critically, and to connect technology and art and/or design. • To familiarize students with theoretical, historical, and cultural approaches and expose them to a range of traditions within the field of study. -
THE COMPUTER SCIENCE with HCI
IOSR Journal of Computer Engineering (IOSR-JCE) e-ISSN: 2278-0661,p-ISSN: 2278-8727 PP 52-54 www.iosrjournals.org THE COMPUTER SCIENCE with HCI Shubhangi M. Sherekar1 1([email protected], Dept of Computer Science, Shivaji Science College, Nagpur, India) Abstract: The intention of this paper is to provide an overview on the subject of Computer science with Human computer Interaction. Human computer interaction (HCI) is the study of people design, implement, and use interactive computer systems. In this paper we study why do human uses computing system? , what do human uses computing system for? And the computer science of HCI. Keywords: Human Computer Interaction, computing system, computer science of HCI. I. INTRODUCTION Human–computer interaction (HCI) is the study of interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study. Interaction between users and computers occurs at the rapid growth of computing has made effective human-computer interaction essential. Increased attention to usability is also driven by competitive pressures for greater productivity, the need to reduce frustration, and to reduce overhead costs such as user training. As computing affects more aspects of our lives the need for usable systems becomes even more important. II. HUMAN-COMPUTER INTERACTION: The Association for Computing Machinery defines human-computer interaction as "a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them. Because human-computer interaction studies a human and a machine in conjunction, it draws from supporting knowledge on both the machine and the human side. -
Digital + Interactive Media
Effective Fall 2020 Last revised: 10/30/20 Bachelor of Science in Digital MAJOR: INTERACTIVE + DIGITAL MEDIA Communication and Media NAME: ______________________________________________________________________________ PANTHER ID #: _ Undergrad Reqs*= 2.85 cumulative GPA (including all transfer and FIU), MMC 3003 GL = GLOBAL LEARNING COURSE 2.75 minimum GPA is a graduation requirement for CORE/MAJOR SPECIFIC/SCJ TRACK A grade of “C” or better is required in all courses listed below. ELECTIVE COURSE sections below. CORE REQUIREMENTS (15 credits) Credit Semester Completed Grade MMC 3003 JOURNALISM + MEDIA ORIENTATION 0 MMC 3123 WRITING FUNDAMENTALS FOR COMMUNICATORS (Prereq: ENC 1101 & ENC 1102) (replaced MMC 3104C) 3 MMC 3303 GLOBAL MEDIA AND SOCIETY – GL 3 MMC 4200 MASS COMMUNICATION LAW AND ETHICS 3 VIC 3400 VISUAL DESIGN FOR GLOBALIZED MEDIA – GL 3 IDS 3309 HOW WE KNOW WHAT WE KNOW (GRW/GL) (Prereq: ENC 1101 & ENC 1102) 3 MAJOR SPECIFIC REQUIREMENTS (27 credits) Credit Semester Completed Grade DIG 3001 INTRODUCTION TO DIGITAL MEDIA 3 RTV 3531 MULTIMEDIA PRODUCTION (Prereq: (MMC 3123 or MMC 3104C), VIC 3400, Undergrad Reqs*) (Coreq: VIC 3400) 3 DIG 3146 THE SOCIAL MEDIA AUDIENCE (Prereq: RTV 3531, Undergrad Reqs*) 3 DIG 4394 MOTION GRAPHICS (Prereq: RTV 3531, Undergrad Reqs*) 3 DIG 4800 DIGITAL THEORIES (Prereq: DIG 3001) 3 DIG 3110 INTERACTIVE MEDIA I: PRODUCING FOR THE WEB (Prereq: RTV 3531, Undergrad Reqs*) 3 DIG 3181 INTERACTIVE MEDIA II: INTERACTIVE VISUALIZATIONS (Prereq: DIG 3110, Undergrad Reqs*) 3 DIG 4293 MULTIMEDIA PRODUCTION II (Prereq: RTV 3531, Undergrad Reqs*) 3 DIG 4552 ADVANCED MULTIMEDIA PRODUCTION [CAPSTONE] (Prereq: Core reqs, DIG 3146, DIG 4800, DIG 3110, DIG 4293, 3 DIG 4394, DIG 3181, Undergrad Reqs*) SCHOOL OF COMMUNICATION AND JOURNALISM MAJOR ELECTIVES (6 credits) Please select 2 courses from the departments of Communication, and Journalism and Media.