Professional Documents
Culture Documents
2703GFS
SEMESTER 1 2009
CONVENOR: LUKE MONSOUR
ROOM: S02_5.09
CONSULTATION TIME: MONDAY 12-2PM
COURSE OVERVIEW
Digital Production 2 (2703GFS) offers a comprehensive
overview of the various digital media forms of
production and distribution for the film and screen
industries.
The use of Adobe After Effects and DVD Studio Pro will be introduced
as new tools for development and presentation of digital media. The
moving image project and the interactive project will be collaboratively
produced.
AIMS:
This assignment aims to introduce students to the technical
processes involved with producing a DVD-Video using DVD
Studio Pro as well as the creative methodologies of production.
DESCRIPTION:
Using DVD Studio Pro and associated design and video tools, the
assignment requires that you produce a short interactive that
combines at least ten video segments in an authored interactive
DVD. You will be working in collaborative groups of 3 people.
STRUCTURING THE IDEA
The ‘cityspace’ Interactive DVD may be
explored through a variety of approaches:
Web
Mobile phones
Tape/monitor
Push/Pull technology
Web/mobile phones
Web/video
Android
TV/WEB/GAMES EXAMPLE -
FAT COW MOTEL
“The community was the game. FCM created a set of dedicated players that
would play until they got every point, for a grand prize that was a plastic
meat-tray. There was a forum on the site and if rogue players published
scores from the current episode, other players would black-ban them and
not have anything to do with them. It wasn’t the prize, it was about not
getting relegated to the ‘cow pat club’ which is what happened if you
missed a point. They (the audience) invented the cow pat club, it wasn’t
part of the narrative. We had thousands of people play every point in every
episode for this plastic meat tray. It must have been somewhere between
100-200 hours per person. From a TV/eyeballs point of view that’s massive.
It was the same in terms of the pages that people were viewing in one
sitting. We were getting an average of 75 page view per session where the
average is usually 5 pages”.
http://www.hoodlum.com.au
MOBILE PHONES
Mobile phone used more than just for portable telephone
communications.
Portable microworlds of communication.
High speed wireless third generation mobile networking
(3G) and Wi-Fi (IEEE 802.11b wireless networking
standard – not ‘wireless fidelity’) and the adoption of
internet protocol technology poised to move beyond the
voice market and into that of mobile media and data
communications.
Recursive relationship between mobile phones and other
devices/media.
MOBILE PHONES
“Portable media devices and 'wearable' communications
technologies are becoming both increasingly ubiquitous
and personalised, penetrating and transforming everyday
cultural practices and spaces, and further disrupting
distinctions between private and public, ready-to-hand
and telepresent interaction, actual and virtual
environments.”
Ingrid Richardson
Murdoch University, Western Australia
http://www.fibreculture.org
FOR EXAMPLE…
Wearable technology - GPS
Digital video camera
MP3 player
Video/Projection Mapping
http://www.vimeo.com/764513
PROJECTION/VIDEO MAPPING
http://www.easyweb.fr
GAMES AND MACHINIMA
Games - game engines using real time 3D generated
environments.
Developed for interactive potential and dynamics of
gameplay.
Narrative may be of secondary concern.
http://www.machinima.org/
Machinima can be produced in several ways.
It can be script-driven, whereas the cameras, characters,
effects etc. are scripted for playback in real-time. While
similar to animation, the scripting is driven by events
rather than keyframes.
It can also be recorded in real-time within the virtual
environment, much like filmmaking (the majority of
game-specific Machinima pieces are produced in this
fashion). While both of these approaches have their pros
and cons, they are both Machinima-making techniques.
THERE'S TWO PATHS TO CREATING
MACHINIMA OF YOUR OWN.
The first involves recording the output of your favorite game to video (ala
Red Vs. Blue).
This approach has you record the output of the game to a video source
(camcorder or VCR), and then to capture this footage back into your
computer for editing and post-production.
Once these assets are created, the production looks very similar to the first
path - recording the engine output, capturing the footage into a computer
and editing it with editing software.
Iteliminates the time intensive processes of
software rendering.
In addition, live-produced Machinima can be
created similar to a producing a live action film -
the camera records performance, action and
events as they take place.
Now animation directors can direct puppeteers
as they manipulate the character models in real-
time. A live action director can also relate as
what happens is in real-time
Some Links…
www.machinima.org
Video mapping
http://easyweb.fr/indexenglish.html