Showing posts with label Multi Media Ex.. Show all posts
Showing posts with label Multi Media Ex.. Show all posts

December 3, 2009

Multi Media Ex.--> Project 2 Final



Set up in a systematic grid, inside each square would be a thumbnail of the work. When clicked on, the work appears in the box and the viewer is able to view multiple images of the work by scrolling from side to side (or clicking on arrows?) As work is added, the grid becomes larger and tighter. I wanted to create a site that would visualize the addition of new work, so that if someone hasn't visited the site in a while, they will be able to tell right away whether there has been new work added. There would be close buttons in the window so that the user mat return to the full grid view. The site is so simple, in part due to my incompetency with flash, but also because I don't think it necessary to be elaborate. Ideally, in the final design, my name would be incorporated into the grid and would function just the way the other thumbnails would. What I am proud of is that I have had a chance to look through my work over the last three years and determine what I want to display to the world.

December 1, 2009

Multi Media Ex.-->Reading Response 3: The Language of New Media, p 95-103

What defines "the classical screen"?

The "classical screen" is essentially a flat, rectangular surface, it is intended for frontal viewing, rather than panoramic. The screen exists in our space, our body, and acts as a window into another space. The other space, is a space of representation and typically has a scale different from the other.

What was the computer screen specifically developed for?

The computer screen appeared in the middle of the 20th century for military purposes, but it does not get a public presence until much later. Back then it was not used for so called public entertainment, but for surveillance.

What is the 3rd type of screen after classic and dynamic?

This is called the screen of real time. With such a screen, images can change in real time, reflecting changes in the referent. This also allows for the image to be updated in real time. In older photographic technologies, all parts of the image are exposed simultaneously, while with the real time screen, an image is produced through sequential scanning. The different parts of the image correspond to different moments in time.

How does the Peter Greenaway film comment on the screen in the author's view?

He sees the film as a metaphor for a tendency in the Western screen-based apparatus. Here the body must be fixed in space if the viewer is to see the image at all. The imprisonment of the body takes place on a conceptual and literal level. both appear in the screen apparatus.

How is representation vs simulation represented in mosaics and frescoes vs renaissance paintings? In naturalism?

Frescoes and mosaics represent an illusionary space that begins behind the surface of the image. The mosaics and frescoes are immobile and stationary. In contrast the painting is movable, can be separated from the wall and moved anywhere. A painting reprents a virtual space that is distinct from the physical space.

Multi Media Ex.-->Reading Response 2: The Language of New Media, p 78-93

Why do new generations favor cinematic language over print?

The new generation is beginning to grow up an extremely media-rich environment. The cinematic language has become the basic means by which computer users access and interact with cultural data. Today millions of people communicate with one another through the same interface. In contrast to cinema, all users are able to speak the same interface language of the computer. The user is able to acquire new cultural information because the language is based on familiar forms. Cultural interfaces draw on older forms such as cinema and the printed word.


In today's new world of cultural data & experiences of the computer, what are some outdated interface metaphors still employed?

Cultural interfaces still use elements of the HCI such as scrollable windows with text and other types, hierarchical menus, dialogue boxes, and command-line input. Historically the human computer interface in known for reformatting other media whether it be the printed page, film, or television. HCI designers rely heavily on the conventions of the human-made physical environment beginning with the Macintosh's use of the desktop metaphor.

November 18, 2009

Multi Media Ex.-->Reading Response 1- The Language of New Media p 63-78

When the Macintosh was released in 1984, the vision of the GUI was a clear definition between the human and the technological creations. It stayed true to its principles of clarity and functionality. In this case when the user creates a file it never disappears unless it is deleted by the user. The passage states that all culture, both past and present, came to be filtered though the computer and the human-computer interface. Translation: the computer interface acts as a code that carries cultural messages in a variety of media. The thing about this is that movie and tv screen did not disappear from these applications, they were integrated into them.
The interface of the computer determines how the user is going to react to the computer itself. The interface also comes into play in society with work and leisure activities which are increasingly involving the computer in many different aspects and utilizing the same interfaces.

Human-computer interface (HCI) describes the way in which the user interacts with the computer. It also includes the metaphors used to conceptualize the organization of computer data. Originally HCI was invented when the computer was primarily used for work. During the mid-1990s the computer was largely thought of as a tool used to archive cultural content, but by the end of the decade the computer was becoming more than just a toolbox, turning into a "universal media machine." HCI has evolved into a set of controls used to operate a machine and the combination of the printed word and cinema become distinct ways of recording human memory and experience.


What Are Two Aesthetics defined by Blade Runner and the Macintosh?

First was a "futuristic dystopia" that combined futurism and decay, computer technology and fetishism, retro-styling and urbanism, L.A. and Tokyo. The Macintosh popularized the Graphic User Interface (GUI) which remained true to the modernist values of clarity and functionality.

How did the role of the personal computer shift in the 1990s?

At the beginning of the decade, the personal computer was still thought of as a sort of typewriter. It was used to produce cultural content that was stored and distributed in the appropriate media. By the end of the decade, Internet use became commonplace, and the computer's public image was no longer just control, but a "universal media machine" that could be used to author, store, distribute, and access all media.

How are the work and leisure spaces differently perceived in industrial and information societies?

Work application are considered to be the word processors, spreadsheet programs and database programs while leisure applications are computer games, and informational DVDs, etc. The reading states that these two sets are converging in our modern technological age. The information society is engaged in many activities that span across both of these areas: imputting and analyzing data, running simulations, searching the internet, playing games, watching video, listening to music, etc.

What does Human-Computer-Interface mean and entail?

The Human Computer Interface (HCI) describes the ways in which the user interacts with the computer. It includes physical imput and output devices like the monitor, keyboard and mouse. It utilizes metaphors to conceptualize and organize computer data such as files and folders on the desktop. The HCI also includes ways of manipulating data such as copying, renaming, and deleting. It can list the contents of a directory, start and stop a program, and set te computer's date and time. The term HCI was coined when the computer was primarily used for work.

November 12, 2009

Multi Med. Ex.--> Website Prototypes

Prototype 1: The Grid

Set up in a systematic grid, inside each square would be a thumbnail of the work. When clicked on, the box expands in the center of the grid and the viewer is able to view multiple images of the work by scrolling from side to side (or clicking on arrows?) As work is added, the grid becomes larger and tighter.





Prototype 2: The Tagging Wheel

What appears on the home page is a circle with cropped work on the perimeter. When the viewer clicks on a piece the circle zooms, centered on the selected work. The viewer is then able to navigate the circle in this zoomed state by clicking and dragging. Lines may be drawn between pieces by tagging them with similar qualities or type of media, similar to the mutual friend map on Facebook where lines are drawn between common friends.





Prototype 3: The Rolodex

Here the work is displayed like a rolodex file system. When the work in the middle is selected, the ones in front of it get moved to the back, in the same order.



October 2, 2009

Multi Media Ex.--> Bike Community Posters



Final Research Posters for KC Cycling Community

September 1, 2009

Multi Media Ex.--> Web 2.0 Community Model--> Graphic


Corie, Jessica, Cassie

Multi Media Ex.--> Web 2.0 Community Model

1. Membership
For the Web Community this would involve authorship on the site. Members are able to add to the content in addition to being a reader and follower. Being apart of the online community would be less personal than a physical community, but it allows for a wide range of members because the community becomes globally accessible.

2. Influence
A community and individual’s influence within the community in a Web 2.0 environment would involve the quantity and effectiveness of the member’s participation in authorship, commentary and sharing. The community platform would allow access for all members to be published and heard equally by everyone and each other encouraging an equal exchange of power.

3. Integration and Fulfillment of Needs
Involvement in a Web 2.0 community allows participants with common interests to find what they desire and contribute information that enables others to obtain what they need.

4. Shared Emotional Connection
Emotional connection through Web 2.0 is enhanced by the quality of the interaction by the individual user. The time and energy invested into the community is rewarded by recognition and deeper involvement in the community.