Showing posts with label digital video. Show all posts
Showing posts with label digital video. Show all posts

Thursday, April 29, 2010

Make Machinima!


Today we are going to have a workshop on making machinima (machine+cinema). We'll do a variation on the activity I do in my Language of Film course, which is to go into class, improvise a scene/short film in silent film style (so there is no pesky sound to record/edit/match in editing) with the props at hand, film it during class, and edit it later using our laptops. We'll go into Second Life, and instead of emptying our backpacks and pockets for props, look in our inventories. Instead of using the classroom and hallway for the set, we'll pick a sim in SL. Like in the actual world class film shoot, we'll be the actors, and can take turns (on my computer rather than through my camera) shooting.

I am very curious to see how this goes, whether it takes longer to do in SL (this is my hunch), because no one ever crashes in the classroom, or at least hasn't yet, and pulling a banana out of a backpack does not take any time to rez, or place, etc. BUT I have yet to see anyone fly in the Film Scoring hallway or make the moviola dance.

We can also think about the kino-eye, what Dziga Vertov hoped for, and what we can so easily do in making our machinima on our laptop computers. Theoretically, we could each shoot our own version simultaneously as we acted in them . . . would we gain anything from that? What?

Thursday, February 25, 2010

Realism, Not Possible in Real Life, Spectatorship, Participation, & Digital Narrative


Our specific assignment for today as we continue mining Manovich for insights and outposts is to focus on the section on "Synthetic Realism and Its Discontents" that begins on page 184. Manovich makes the important point that the real break with the history of visual representation of realistic depictions of objects and places so they are indistinguishable from a photograph (in itself a modern way of defining it) happens not with the still image but when a person can experience him or herself moving around within the generated simulation of a 3-D space.

Manovich's approach highlights production and technological techniques that are used to create the illusion of realism, and quite rightly explains that because of the way 3-D computer graphics render "reality"--construct from scratch as opposed to record from reality the way a camera does--it is "practially impossible" to simulate photorealistic detail (192). Certain aspects have to be prioritized.

"New realism is partial and uneven, rather than analog and uniform" (196). Think about that for a while.

Today in class, we'll also talk about the icon, a la Scott McCloud:

ALSO, the new Second Life viewer has new media capabilities for putting media on prims. See my blog posting for a video that shows a uStream broadcast (done with my iPhone!!) on one side of a prim and twitter on the another face of the same prim in L1's SL space. The prims also can show Flash content and two or more avatars can interact with the content on the same prim--ie type or play on it. How does this offer more realism? More Not possible in real life possibilities? Hmmmmmm.

Tuesday, January 12, 2010

Welcome to LHUM P433: Digital Narrative Theory & Practice

This course blends theory and practice in an exploration of digital narrative: how stories can be told with digital and new media technologies. We will work critically and creatively with linear and nonlinear narratives in a range of media: writing, graphics, animation, games, multimedia, virtual worlds, and interactive media.

The overall theme of the course will focus on moving image narratives--both linear and non-linear--that explore ideas about storytelling, time, and memory. In particular, we will consider how interactivity changes narrative, and whether there are new kinds of digital narratives and aesthetics emerging. Students will make movies, websites, DVDs, movies and online installations that illuminate ideas about story, plot, character, time, and narration, comment on their creative work using the critical concepts they learn, and experiment with word processing, graphics, and web design software programs.