Class Notes - March 29

Posted on March 29th, 2007 in Notes by spazeboy

Keyframes
–Sort of like plot points
–significant events that happen in a story

Free Image Hosting at www.ImageShack.usProfessor Ersinghaus is taking photographs at 7 megapixels. Now he’s asking what to do with the pics. Put the SD card into the slot. Open the folder, and view the pictures in thumbnail format in a folder. He copied the pictures into a folder named “Tunxis” on the computer, which he could do because they were recorded in a digital format.

He opens the picture in photoshop, and resizes it from 3k pixels wide to 450 pixels wide. Saves it back into the Tunxis folder. Opens FireFox, logs into WordPress, uploads the picture and then previews before publishing. Voila, here it is:

We discussed three act structure in class, but instead of reinventing the wheel, I just reposted the lecture from Professor Timmons’ online Film Art class at this link.

Key frames are the decision points. Like in a basketball videogame, if the digital ball hits the digital basket, a point is registered and the ball is shown going through the basket.

In class demonstration of Macromedia Flash Professional 8.

In class demonstration of Adobe Photoshop.

(Some things just aren’t conducive to note taking)

Understanding Games

Posted on March 23rd, 2007 in Journal by spazeboy

Found this via BoingBoing.net. It does seem to be an homage to McCloud’s book.

Apparently there is a part four coming, but I enjoyed parts one, two, and three.

Also via BoingBoing (actually, from a link to a “related post” to the one where I found the Understanding Games links, which shows that automated recommendation engines can work very well), I find an e-book by Ralph Koster that may or may not be an excerpt from his real book, Theory of Fun.

Politics and New Media

Posted on March 22nd, 2007 in Journal by spazeboy

Recently, a video made last summer by a friend of mine named CT Bob ended up on CNN.

CNN on CTBob
Uploaded by CTBob

How the hell does this happen?

Well, Bob doesn’t really blog anonymously, and he’s a prolific political video creator. This explains why his original 1984/Lieberman ad didn’t get much play last summer. It was good, but compared to some of CT Bob’s other work, it just didn’t command that much attention (especially when you add in that videos by myself and by CTBlogger were also garnering attention).

The 1984/Clinton clip was put together in a very professional way. It was distributed anonymously. It was basically an attack ad targeted at one high profile Democrat that championed another high profile Democrat. The media seems to love this kind of crap, and when they learned that the 1984 mash-up concept for a political ad wasn’t original, I think they were a little shocked.

And so when traditional media catches up with people-powered media, my friend CT Bob (who’s IMDB listing can be found here, right next to my IMDB listing) gets a mention on CNN.

Immersion vs. Realism

Posted on March 22nd, 2007 in Journal by spazeboy

I was just thinking about this. It seems that a lot of people equate realism in video games with immersion. This comes from talking to my brother who is hung up on games like The Godfather and Gears of War on XBOX 360.

I’m not really in to those kinds of games, and am quite a loyal customer of Nintendo products to the exclusion of all other systems. My brother spoke to me enthusiastically about Gears of War, trying to convince me of its greatness by virtue of its realism. I’ve never played the game, but it’s not something I can see myself getting into. It may be as close to “real” as games have come so far, but that’s still quite a ways off from reality. At risk of making a Bill Gates-ish statement (one that was falsely attributed to him anyway), I do not foresee any technology that will completely and totally blur the lines between reality and fantasy. There is no matrix in our future.

But an experience doesn’t have to be realistic to be immersive. Take the Nintendo Wii. I covet the Nintendo Wii–and I’m not the only one, because the damn thing is sold out everywhere–because it’s got a slew of games that don’t even pretend to look realistic, but are arguably more immersive than the Gears of War.

I think this is because the games leave a little room for projection. Even though you create an avatar that resembles you, it isn’t a high-resolution photograph. You have to make that leap, and put yourself onto that avatar and into that space. Having to get off your ass and move your body to play the game certainly helps.

I guess that the more realistic something pretends to be, the more disappointment with the experience is possible and likely. If something looks real, and you can’t interact with it the way you would interact with something real, then it’s immediately clear that it’s NOT real. In my opinion this ruins the experience.

If you’re in a game environment that doesn’t pretend to be realistic, you don’t bring in your real-world expectations.

Class Notes - March 15

Posted on March 15th, 2007 in Notes by spazeboy

Identifying relationships, and the first one that we’re identifying is reality.

Real Space and Fictional Space.

We exist in reality and we cannot physically go into the story, the world of the story. We want to, and while we’re experiencing the story we “get into” it and forget about the real world. We actually believe that the events taking place in the story are real. We suspend disbelief and buy into the story world being real. A story creates its own reality.

For example, the Julio Cortazar (I may be spelling his name wrong, I forgot my texts at home!) story creates a story space within a story space.

These things happen in the real world within the story space:
Signs Power of Attorney. Gives someone joint ownership of his estate. Goes to his study to read. Sits in a green chair. He’s in the final chapters of the book. Starts to read, metaphorically moving into it. The characters take over.

These things happen in the story space within the story space:
The man and woman character meet in the cabin. The woman patches up the man’s cut on his back. They both leave the cabin, and split up. Man goes to estate. He goes through the house and finds another man sitting in a green chair reading a book and kills him.

Is it possible for a character in the story to kill the person who is reading the story? Only if the events in the story by some coincidence mirror the events in the readers life exactly.

The narrative of the Cortazon story is linear, because it was written by a typewriter.

We’re checking out Microsoft Word, which is just a digital transcoding of a typewriter. Across the top are several icons, some of them outdated (like the floppy disk for saving files). MS Word is a good linear representation of a typewriter. It makes sense, and is usable. Microsoft Word is a linear environment.

Steve Ersinghaus doesn’t think in a linear way.

Information Explosion
You can’t easily or practically deal with massive amounts of information in a linear way.

Memex may have been the first hypertext machine. Vannevar Bush article in the Atlantic called As We May Think.

Cross-referencing systems are non-linear, and as such the memex is proto-hypertext (according to Wikipedia).

The Limitations of Technology
1. The amount of information that you can see on the screen at one time.

Shitty Software (David Winer’s term) is always under development, and is never complete. It always asks for user input to make it better. By his definition, all software is shitty.

According to John Timmons, most people use 10% or less of Microsoft Word’s functions.

Hypertext - Deena Larsen’s Nine Vicious Little Hypertexts
We check out a hypertext story called Firewheel, and click arbitrarily. The text window that pops up has a passage with four hyperlinks. Is it the beginning of the story? It is now, because it’s where we begin. If we want to find out where we are, we can check out the storyspace, which is a map of the non-linear hypertext story. In hypertext, we traverse the text. We traverse the text by using the links as paths.

In the course of traversing the the text, we are editing the story. Every link we choose to follow is an edit. We can find our own meaning in whatever path we take.

In hypertext there is always an origin and a destination.

The origin is the text box that you begin in (in a web browser, the origin is the home page). The destination is the place you go when you click the hyperlink.

Lies by Richard Pryll

Will Wright @ SXSW

Posted on March 13th, 2007 in Journal by spazeboy

Holy moly, I just found one post on the internet that could fuel the journals of every student in the New Media class for the rest of the semester. An excerpt from the tail end:

You can take any human technology and take it as a new extension of our body. Telescopes extend our eyes, cars our legs, telephones our voice. Computers do a lot of these things but the most important thing is that they extend our imagination.

This is a very powerful thing, an amplifier for imagination.

We use computers for entertainment, education, social spaces. How is this going to impact the world going forward? Every now and then the world goes through a huge paradigm shift… sometimes by social shifts, sometimes only once or twice in a lifetime. Some are grass roots, some are top down, and some take us by surprise.

We have a lot more heading our way. More political and social issues. Obviously environmental issues. Some people are issuing warnings.

But when we look at games specifically and entertainment in general, games often have this perception of mindless toys, but they can be much more than that. They can help us develop systematic thinking. They can help us build accurate models of the world around us; and hopefully these things will help us change the world just a little bit for the better.

All I can do is encourage you to go read it. I have been remiss in updating this blog, I know, but I could pull material from that keynote and riff off it for a long time. I just might.

Uhm, Assignment #4.1?

Posted on March 9th, 2007 in Journal by spazeboy

I used two pictures of Colin McEnroe for Assignment #4, never dreaming that he’d find out. Well, he did. So I called up and explained myself on his radio show today.

Class Notes - March 8

Posted on March 8th, 2007 in Notes by spazeboy

Editing in Film — New Media as Cinema
What is editing?

  1. It is a language
  2. It is comprised of codes and structures
  3. It can be invisible (continuity)
  4. It can be visible (disjunctive)

Editing is the process that sets film apart as an art form.

Juxtaposition
A placing or being placed in nearness or contiguity, or side by side; as, a juxtaposition of words.

Juxtaposition creates meaning and indicates that time has passed or that a change has taken place. In comics, the gutter is the edit.

Editing is the joining of two shots.

Take this word:

tire

Now when a letter is added:

tires

Or a different letter:

tired

The juxtaposition changes the meaning. Adding context changes the meaning too:

“My tire is flat.” or “I tire of you.”

The way we juxtapose the word “tired” changes its meaning:

“I am tired” versus “I am tired of you” versus “I am tired of you telling me what to do”

An example of something that was re-cut over 20 years ago–non-digitally:

Editing is the relationship between shots:

  • Graphic
  • Rhythmic
  • Spatial
  • Temporal

The four editing relationships in terms of the word Sky

  • Graphic: crimson sky
  • Rhythmic: crimson sky at night
  • Spatial: vast crimson sky above
  • Temporal: the crimson sky morphed into darkness

The physical act of editing:

  • Transitions: Cut, Wipe, Dissolve, Fade-in, Fade-Out

Assignment #4

Posted on March 8th, 2007 in Assignments by spazeboy

Part 1: Collection and Identification

For this exercise you will be working with both traditional forms of media and new forms. You will also be using the language of visual iconography as it is used and explained by Scott McCloud in his book Understanding Comics. One goal here would be to identify and apply different forms, variations, and degrees of the icon using the “pictorial vocabulary” (McCloud 51) of comics.

First, use newspapers, magazines, textbooks, appliance or game “feelies” to assemble and group icons used by these “texts,” including the use of strips, logos, graphs, and other visuals. You may use non-pictorial and pictorial icons for this assignment. Describe where these icons fall on McCloud’s version of the picture plane (52-53) and how the icons are used in their context to shape narrative or a meaningful sequence of ideas or concepts. You should address at least three examples of a range of icons. (Minimum of nine icons).

Secondly, take your show on the web or to other digital texts, such as cellphone/iPod/Zune displays, and do the same for these, assembling and grouping icons according to the same criteria as in part one.

For collection use: scissors, box cutters, cameras, screen captures, Diigo.

The Non-Digital Icons

Icon #2 is the picture used with Colin McEnroe’s weekly column in the Sunday edition of the Hartford Courant. It’s down near the representational edge (the bottom line) and very close to the retinal edge (the left-hand diagonal line) because the detail of the picture is very close to reality. I see Colin’s nose, glasses, eyes, facial hair, and the grumpy look on his face–it’s unlikely that anyone but Colin will identify himself with that picture. However, I didn’t rank the icon all the way over in reality corner because it’s a low resolution newspaper print and it’s in black and white.

Icon #4 is the word “DIRECTIONS” cut from a box of Easy Mac. I placed this icon nearly all the way to the right, and slightly above the absolute meaning intersection because it’s just a word. It’s barely dressed up with a little bit of color and boldness, which helps the reader to “receive” the message faster than the words in this paragraph. If I didn’t know what the word meant or was illiterate, there’s virtually no way for me to interpret the importance of the icon (word) aside from it’s placement and coloring on the package. It’s only because of my accumulated knowledge that I can interpret this icon.

Icon #7 is the Nike® Swoosh. Besides being a ubiquitous icon/logo for their brand, I can’t think of anything that it actually represents. The fact that I call it a Swoosh is interesting to me because I can’t recall where I picked up the whole concept of the swoosh. Swoosh seems onomatopoeia-ish (onomatopoeiac?), but since it doesn’t closely resemble anything real or tangible, McCloud says on page 49 panel 3 that it requires “greater levels of perception, more like words.” That’s why I placed the Swoosh in the picture plane at the intersection of the retinal edge, the language border (second line from right) and the conceptual edge (right-hand diagonal line).

The Digital Icons

Icon #1 was included for comparison with Icon #2 in the non-digital icon set. That’s the picture of Colin McEnroe that is used on his official blog at the Hartford Courant. It being in color makes it more representational and realistic.

Icon #2 is from Bloglines.com and is a rendering of the earth from outer space. It’s recognizable as our planet, but it doesn’t contain so much detail that it could not be mistaken for something else. However, just because we’ve never seen pictures or drawings of a planet similar to ours doesn’t mean that such a planet does not exist. The icon is closer to reality than it is to language.

Icon #6 is from Courant.com and is a digital rendering of the words in the masthead from their print edition. I ranked this icon between the language border and the conceptual edge because the words are dressed up a bit, in order to help them stand out and be more easily received.

Icon #9 is from Wunderground.com and is supposed to indicate forecasted rain. What’s interesting to me about this icon is that the cloud has been personified. It’s been given a mouth, nose and eyes. I ranked it far to the right and near the top because it is hardly representative of reality. Though we often perceive figures in the clouds, rarely are rainclouds seen with pursed lips.

Icon #11 is the universal RSS icon. Like the Nike® Swoosh, it’s almost perfectly abstract. It’s not quite in the picture plane, because the lines, colors and shapes are assembled to represent something–but RSS? That’s why it has to be near the language border. Only through learned experience does this icon have any meaning whatsoever. The concept of RSS as a kind of broadcast (hence the dot and “airwaves” in the icon) is still a strange one to grasp. Broadcast television is something that is ongoing. If you tune in to the 6:30 news at 6:40, you can’t start watching from the beginning. RSS is a time and place shifting concept that a great many people still don’t get. Perhaps I didn’t rank this icon as abstract enough…

Part 2: Application

In comic book format, use both pictorial and non-pictorial (but no words) icons to teach a person how to make a hot cup of tea on the stovetop. This person, for some reason, is from a place where tea and technology and alphabetic reading are not common.

For both Parts 1 and 2, you may team up with a partner and develop a collaborative work. You may be called upon to present this work to the class, so be sure you are prepared to make your audience understand what you have done and why.

Here is a scan of my comic book format instructions on how to make tea. Now that I’ve read the directions again, it seems that perhaps I should have used pictorial icons (as in cut out pictures) but I’m not quite sure–I try not to make things more difficult than necessary.

Partly because my drawing is crappy, partly because I wanted a 10-minute diversion, and partly because JPEGs are static, I made a “video” of the instructions, and set it to music:

Class Notes - March 1

Posted on March 1st, 2007 in Notes by spazeboy

Topics for this evening:

  • Systems
  • Sequences
  • Relationships
  • Flow

We’re looking at 2Advanced.com. Where is the eye first attracted when looking at the main page there? It’s a non-linear open system.
Is it the old and the new? I think it looks like the little guy on the screen is checking out the big picture.

Oh, and the words are floating over the town, which I’m quite sure means something. And the words do mean something, the words are links which represent paths from the home page.

The 2Advanced site incorporates quite a few of the New Media principles. According to Prof. Ersinghaus, Flash is the new media platform because you can use it to do most anything.

On to Ch. 2 in Understanding Comics. The Icon.

Two types of icons are pictorial and non-pictorial

  • Some examples of non-pictorial icons: 1 # w
  • Some examples of pictorial icons:

Page 46 in the McCloud book breaks down the progressions that we want to note:

  • Complex to Simple
  • Realistic to Iconic
  • Objective to Subjective
  • Specific to Universal

Objective is static, and subjective is flexible or changing–open to interpretation.

Page 51 in the McCloud book has a detailed diagram of the Reality/Language/Picture triangle.

The more iconic, the more we identify with it. The more realistic, the less we identify with it.
—————–
Reading the comic is panel reading. In animation, panels are called cells.

There are six types of transitions between panels:

  • Moment-to-moment
  • Action-to-action
  • Subject-to-subject
  • Scene-to-scene
  • Aspect-to-aspect
  • Non-Sequitur

The panels have to form a narrative.

Narrative — A sequence of events with a cause and effect relationship happening in space and time

There is some suggested action going on outside the panels, between the panels, but we just can’t see it. Time is either progressing or being shown simultaneously.
—————–

Watchmen

From the perspective of this cover, the viewer is involved. We pushed the smiley face out the window (or are involved in whatever way we can infer from the elements of the image).


And there’s a clear passage of time between that image of the cover and this one:


We’re looking at a page with 7 panels. Three panels on the first two rows, and one panel in the third row that spans all three columns. What’s striking (and what was pointed out to us by Prof. Ersinghaus) is that the page is made up of panels, but the page itself is unified as a single panel by the hidden structure.

In future pages, the red tinted panels indicate speculation about past action, and the cooler colored panels indicate action occurring in the present. The action is the detectives speculating about the crime.
—————————
When we’re analyzing, we need to be looking for patterns. Do they tell us about space? Moment to moment?

Stuff for next week: