Friday, 18 November 2016

Understand principles of digital video technology in interactive media.

Unit 62  Digital Video Production for Interactive Media by Claire Peak.

1. How has digital media evolved?


This YouTube video shows a digital media timeline: https://youtu.be/aQh73msmMX0
This is a good example of how digital media has evolved.

YouTube. 2016. Digital media timeline - YouTube. [ONLINE] Available at: https://youtu.be/aQh73msmMX0. [Accessed 16 November 2016].


"Back in the late 1970s, one of the most exciting things you could own was a digital watch. Instead of trying to figure out the time from slowly rotating hands, as you had to do with an old-style analogue watch, you simply read the numbers off a digital display. Since then, we've got more used to the idea of digital technology. Now pretty much everything seems to be digital, from television and radio to music players, cameras, cellphones, and even books. What's the difference between analogue and digital technology? Which is best? Let's take a closer look!"


An analogue watch tells the time with hands that sweep around a dial:  the position of the hands is a measurement of the time.  How much the hands move is directly related to what time it is.  The movement of the hands represents time passing.










Digital is entirely different.  Instead of storing words, pictures and sound as representations the information is converted numbers (digits.)




What is analogue technology?

"People accept digital things easily enough, often by thinking of them as electronic, computerised, and perhaps not even worth trying to understand. But the concept of analogue technology often seems more baffling—especially when people try to explain it in pages like this! So what's it all about?" 

What does analogue actually mean?

"If you have an analogue watch, it tells the time with hands that sweep around a dial: the position of the hands is a measurement of the time. How much the hands move is directly related to what time it is. So if the hour hand sweeps across two segments of the dial, it's showing that twice as much time has elapsed compared to if it had moved only one segment. That sounds incredibly obvious, but it's much more subtle than it first seems. The point is that the hand's movements over the dial are a way of representing passing time. It's not the same thing as time itself: it's a representation or an analogy of time. The same is true when you measure something with a ruler. If you measure the length of your finger and mark it on the surface of a wooden ruler, that little strip of wood or plastic you're looking at (a small segment of the ruler) is the same length as your finger. It isn't your finger, of course—it's a representation of your finger: another analogy. That's really what the term analogue means. "

Analogue measurements

"Until computers started to dominate science and technology in the early decades of the 20th century, virtually every measuring instrument was analogue.  If you wanted to measure an electric current, you did it with a moving-coil meter that had a little pointer moving over a dial. The more the pointer moved up the dial, the higher the current in your circuit. The pointer was an analogy of the current. All kinds of other measuring devices worked in a similar way, from weighing machines and speedometers to sound-level meters and seismographs (earthquake-plotting machines)."

Analogue information

"However, analogue technology isn't just about measuring things or using dials and pointers. When we say something is analogue we often simply mean that it's not digital: the job it does, or the information it handles, doesn't involve processing numbers electronically. An old-style film camera is sometimes referred to as example of analogue technology. You capture an image on a piece of transparent plastic "film" coated with silver-based chemicals, which react to light. When the film is developed (chemically processed in a lab), it's used to print a representation of the scene you photographed. In other words, the picture you get is an analogy of the scene you wanted to record. The same is true of recording sounds with an old-fashioned cassette recorder. The recording you make is a collection of magnetized areas on a long reel of plastic tape. Together, they represent an analogy of the sounds you originally heard."

What is digital technology?

"Digital is entirely different. Instead of storing words, pictures, and sounds as representations on things like plastic film or magnetic tape, we first convert the information into numbers (digits) and display or store the numbers instead."

Digital measurements:

"Many scientific instruments now measure things digitally (automatically showing readings on LCD displays) instead of using analogue pointers and dials. Thermometers, blood-pressure meters, multimeters (for measuring electric current and voltage), and bathroom scales are just a few of the common measuring devices that are now likely to give you an instant digital reading. Digital displays are generally quicker and easier to read than analogue ones; whether they're more accurate depends on how the measurement is actually made and displayed."

Digital information:

"All kinds of everyday technology also works using digital rather than analogue technology. Cellphones, for example, transmit and receive calls by converting the sounds of a person's voice into numbers and then sending the numbers from one place to another in the form of radio waves. Used this way, digital technology has many advantages. It's easier to store information in digital form and it generally takes up less room. You'll need several shelves to store 400 vinyl, analogue LP records, but with an MP3 player you can put the same amount of music in your pocket! Electronic book (ebook) readers are similar: typically, they can store a couple of thousand books—around 50 shelves worth—in a space smaller than a single paperback! Digital information is generally more secure: cellphone conversations are encrypted before transmission—something easy to do when information is in numeric form to begin with. You can also edit and play about with digital information very easily. Few of us are talented enough to redraw a picture by Rembrandt or Leonardo in a slightly different style. But anyone can edit a photo (in digital form) in a computer graphics program, which works by manipulating the numbers that represent the image rather than the image itself."


 Explain that Stuff. 2016. Analog and digital technology - What's the difference?. [ONLINE] Available at: http://www.explainthatstuff.com/analog-and-digital.html. [Accessed 13 November 2016].



Analogue vs digital technology:

Analogue technology, like a camera with a film put in and you have to wind the film on, we find a big difference between an analogue camera and a digital camera.  The key difference is the way the data is stored. Analogue uses non-digital methods to store video data such as chemicals on a long strip of video tape, this is called analogue video.

Some examples of analogue technology are analogue clocks, VHS videos and cameras where you have to manually put the film in yourself.

Some examples of analogue video technology include: VHS, Film e.g. 35mm and 65mm film, cathode Ray Tube TVs (the old big boxy ones.)

Analogue technology is an older form of technology which has a more materialistic feel about it and there are no pixels in an analogue film as the data is continuous.

There are both linear and non - linear types of technology.  Linear means in a line. With video tape, this is linear as you have to physically wind the tape on and then edit the film. Non-linear means not in a line. In terms of video this means that you can skip to any point in the video without waiting for it to wind on. Non -Linear is digital, for example when using the programme YouTube, all you have to do is press a few buttons on a computer to access a video clip.

Digital technology is computerised and is designed for the computer.  Digital works in discreet packets of information, for example, a digital image reveals pixels which are packets of information.  Digital is much easier to work with than analogue video which requires much more physical space to store the data and can only be worked with in a linear fashion.

Some examples of digital products are digital TVs, digital phones, digital cameras and other technology like laptop computers and digital watches.

“DIGITAL TECHNOLOGY. American engineers began developing digital technology in the mid-twentieth century. Their techniques were based on mathematical concepts suggested by the seventeenth-century German mathematician, Gottfried Wilhelm Leibniz, who proposed a binary computing system. His innovation inspired such numerical codes as American Standard Code for Information Interchange (ASCII) that described objects with digits.

"Digital Technology." Dictionary of American History. . Encyclopedia.com. (November 10, 2016). http://www.encyclopedia.com/history/dictionaries-thesauruses-pictures-and-press-releases/digital-technology


Digital video refers to the way data is stored and processed. For example, the information is stored on something such as an SD card as ‘0’s and ‘1’s, which basically means ‘on’ and ‘off.’



"In a relatively short period of time, the Internet has had an amazing impact on almost every facet of our lives. With it, we are able access to new ideas, more information, unlimited possibilities, and a whole new world of communities. It has grown and evolved to influence how we interact, how we conduct business, how we learn, and how we proceed day to day. And as much as it has changed our lives, in the process, the Internet itself has changed too."




The Internet - History, Evolution & Future | Internet Society. 2016. The Internet - History, Evolution & Future | Internet Society. [ONLINE] Available at: http://www.internetsociety.org/internet. [Accessed 13 November 2016].

YouTube shows an excellent example of a Digital Technology Timeline:

visit the page to see what it is all about: 


YouTube. 2016. Digital Technology Timeline - YouTube. [ONLINE] Available at: https://youtu.be/bfg7K3TG6m0. [Accessed 16 November 2016].


Some other modern technical advancements include: Social Networking, File Sharing, Live Streaming, Skype and live digital communication, Virtual Reality gaming and Internet gaming.

File sharing is important. It is the practice of giving access to digital media, such as computer programs, multimedia (audio, images and video like YouTube), documents or electronic books.  File sharing can be done by manually sharing on computers and World-Wide Web based hyperlinked documents and the use of peer to peer sharing.

Live-streaming is also a popular way of giving access to digital media. It has meant that we can now watch films on our personal computers and on our digital devices.

Is it good to access information from the click of a button?

Yes, it is easy to use the internet.

It is important to note that there may be dangerous information available, information can be easy to plagiarise and there is no censorship of information. Some people even think that they used to have more of experience for the search for knowledge.




2. How does technology affect digital and interactive media e.g. File sizes, downloading laws and ethics, streaming methods and broadband speed?

Considered types of files and sizes, downloading laws and ethics impact on industry and different types of digital/HD - SKY/Virgin compared with Live Streaming - Netflix/Amazon.

There are restrictions on the internet such as:

1. You can only send files via Email 10mb max.
2. YouTube has strict rules to enforce copyright and internet safety -
3. ITunes attempts to control Legal Downloads of music
4. You have to pay for subscriptions to stream movies live

Ethics and Money:

Since the peer-to-peer (P2P) file-sharing site Napster emerged in 1999, total music sales in the US have dropped 53 percent, from $14.6 billion to less than $7.0 billion in 2013.  (The main decline, however, was due to fall in CD sales, so there may be no casual link.)

NPD, a market research company, reports that only 37 percent of music acquired by US consumers in 2009 was paid for.

Digital storage locker downloads constitute 7 percent of all internet traffic, while 91 percent of the links found on them were for copyrighted material, and 10 percent of those links were to music specifically.

No Need to pay, Dyton tribune http://www.draytontribune.com/no-need-to-pay-the-impact-of-privacy-on-the-music-industry/ (accessed 14-11-16)

Ethics means what is right and wrong.

As technology has evolved there has been a rise in competition between the big TV companies as brands have become more advanced and they have started challenging each other.


Adverts are being used on Youtube to engage the audience more. The website below explains why adverts are used:



3. Define the following terms and consider their technical impact:


 
a. Progressive downloading: "A progressive download is the transfer of digital media files from a server to a client, typically using the HTTP protocol when initiated from a computer. The consumer may begin playback of the media before the download is complete – Live streaming"

Definition - What does Progressive Download mean?



 
"Progressive download describes the download process of digital media files, which allows a user to access a file's contents before the download has been completed. The end user's experience is very similar to that provided by streaming media, and the fact that the full file has not been downloaded is often unnoticeable. For slower connections, progressive download is often the preferred method because it allows playback directly from the user’s media player, thereby eliminating dependence on bandwidth."



Techopedia.com. 2016. What is Progressive Download? - Definition from Techopedia. [ONLINE] Available at: https://www.techopedia.com/definition/14840/progressive-download. [Accessed 13 November 2016].


Compression, lossless compression, Lossy compression




The definition of compression is: the act of compressing.



"the effect, result, or consequence of being compressed.

Also called data compressionComputers. reduction of the storage space required for
 data by changing its format."

Dictionary.com. 2016. Compression | Define Compression at Dictionary.com. [ONLINE] Available at: http://www.dictionary.com/browse/compression. [Accessed 13 November 2016].



Lossless compression is a class of data compression algorithms that allows the original data to be perfectly reconstructed from the compressed data.


Lossy compression permits reconstruction only of an approximation of the original data, though this usually improves compression rates (and therefore reduces file sizes).



The Pros and Cons of Lossy Compression e.g. The Zip File Format/ MP3, JPEG:


The pros are they can be easily shared, they can be used online e.g. on webpages, quicker to download and can be used and stored on portable players and in other cases where storage space is limited or exact replication of the audio is unnecessary.


The cons are there can be loss of quality, they cannot be printed and cannot be reversed.

The Pros and Cons of Lossless Compression e.g. PNG, GIF, Quicktime:

The pros of lossless compression are they can be printed and they have better quality.  The cons are they can be hard to share and may take time to load.
 
 

File compression definition can be found on the website below:


https://www.google.co.uk/search?q=file+compression+definition&ie=UTF-8&oe=UTF-8&hl=en-gb&client=safari


Google UK. 2016. file compression definition - Google Search. [ONLINE] Available athttps://www.google.co.uk/search?q=file+compression+definition&ie=UTF-8&oe=UTF-8&hl=en-gb&client=safari. [Accessed 14 November 2016].








4. What is digital interactive media used for (give examples of the following):


Interactive media refers to products and services on digital computer based systems which respond to the user's actions by presenting content such as text, moving image, animation, video, audio and video games.

Interactive media can be as simple as having a Twitter button that visitors can use to follow you on Twitter, to encouraging them to "Like" your brand page on Facebook, to providing feedback forms on your site, or encouraging community by stimulating comments on your blog posts.


a.  Short Films:


Short Films- e.g. YouTube/ Vimeo are used for festival entries and directors showreels, they are key for getting into the industry.

An example of an interactive short film is called 'Choices.' It is interactive because it lets you answer questions at the end of the short film.

This interactive short film is educational because it lets you decide what happens next.  Choices is about whether or not to take drugs so by making it interactive it lets you make a choice about it by using the links at the end of each section or use the link on the YouTube website if viewing on a mobile device.

You can also use Google chrome to access the short film on YouTube as it needs an up to date flash player to view the content.

An interactive short film like this engages the audience more and invites people who would be interested in learning about something as controversial as drugs, to have a go at learning about them in a fun and educational way.  The Website is:https://www.youtube.com/watch?v=tPd8tD_G9ZU.


YouTube. 2016. 'Choices' - An Interactive Short Film - YouTube. [ONLINE] Available at: https://www.youtube.com/watch?v=tPd8tD_G9ZU. [Accessed 18 November 2016].



b. Promotional Material/Advertising:  

These types of interactive medias are forms of media-based marketing that businesses and product manufacturers use to promote products, services and other announcements and information.  A business targets consumers from the website they visit as well as on smartphones and other hand-held media devices.

This interactive Coca-Cola advert on YouTube is a good example of interactive media.  The developers 
of the advert said that "the brief was hard.  To cheer teens on the street with Coke's five note jingle."
The idea was to set up a unique computer programme to develop their ad and a special music studio was 
built beneath a wall.  The idea was by simply taking a picture inside the media studio and singing with the
programme the consumers would receive media feedback about their performance. The producers are 
obviously trying to spread happy vibes on to teens.  This form of advertising is a little random but it is also
creative, fun and engaging.  This ad allows an active audience and makes interactivity interesting.

This Coca-Cola advert is on youtube: https://www.youtube.com/watch?v=RoN_xxGcXzk


YouTube. 2016. Coca Cola outdoor interactive advertising campaign - YouTube. [ONLINE] Available at: https://www.youtube.com/watch?v=RoN_xxGcXzk. [Accessed 16 November 2016].



c. Film Trailers:
A trailer is an advertisement or a commercial for a feature film that will be shown in the future at a cinema, the result of creative and technical work.  Trailers are promotional tools which are used to get audiences excited about an upcoming film.  They are shown in `Cinemas usually before a film starts.

'Clouds' is an interactive documentary and a "portrait of this community of digital pioneers, explored through the lens of code.  The project asks questions about the future of creativity at a time when algorithms play an important role in shaping culture."

This type of interactive media has been presented at well-known film festivals and museum exhibitions as both an"installation and a cinematic experience for a live audience.  It is possible to download and explore on ones personal computer and the techniques explored in CLOUDS suggest a possible future of storytelling that brings interactive graphics, visual effects and cinema closer together."

 An example of this interactive film trailer can be found at: http://cloudsdocumentary.com

CLOUDS Documentary. 2016. Clouds Documentary – CLOUDS Documentary . [ONLINE] Available at: http://cloudsdocumentary.com. [Accessed 16 November 2016].


d. Virtual Reality Tours: 

Virtual Reality means experiencing things through our computers that don't really exist.  A lot of people use virtual reality for escapism and middle-aged people are the ones who seem to like this form of interactive media the most as they can afford to use it and they feel like they can escape from reality for a while.
This YouTube Video shows a virtual reality tour 360 video: https://www.youtube.com/watch?v=QFd4SPPKI3k


YouTube. 2016. Mobile Device Virtual Reality Tour_(Real Estate Example) - YouTube. [ONLINE] Available at: https://www.youtube.com/watch?v=QFd4SPPKI3k. [Accessed 16 November 2016].
"To watch 360 degree videos, you need the latest version of Chrome, Opera, Firefox or Internet Explorer on your computer.  On mobile devices, use the latest version of the YouTube app for Android or iOS."

"This video is an example of a Mobile Device Virtual Reality Tour (360 video). The Mobile Device Virtual Reality Tour engages the viewer physically by requiring them to move around in the physical world in order to see everything in the digital world. This physical engagement is what separates the Mobile Device Virtual Reality Tour from the common Real Estate VR Tour.
Mobile Device Virtual Reality Tours can also be viewed on desktop computers. However, they are not physically engaging due to the click and drag interface."



e. Games:  Video Games are types of interactive media.  Players use controllers and games consoles and respond to visual and sound cues on the screen that are generated by a computer program.  Some games are just for fun and some are educational. An example of an interactive game is called 'Dreaming Methods' and was "established by lead writer/developer Andy Campbell." " Dreaming Methods fuses writing with digital media to create collaborative electronic literature and experimental narrative games." This games portfolio can be accessed via a number of ways for example through Facebook and twitter and it is supported using public funding by The Arts Council England. This interactive game has won lots of awards.

 An example of this interactive game can be found on the website: http://dreamingmethods.com

Andy Campbell. 2016. Dreaming Methods : Digital Fiction. [ONLINE] Available at: http://dreamingmethods.com. [Accessed 16 November 2016].


f. E-Learning Platforms: 

These are aimed at young people, children and students and these type of platforms are used to make learning fun and educational with the click of a button, one can access all types of learning information.  An E-Learning platform like Coursepath can give you a good learning experience.
The interactive E-Learning platform can be viewed at: http://www.coursepath.com
This type of online learning platform is for students who would like to test and share knowledge with easy to make courses. It offers a thirty day free trial to see if the person likes it before purchasing a course at a later date. "It offers a range of simple resources, one is able to simply convert a Power-Point presentation or a PDF document into a course."  Information is given in small bite sized ways so it is easier for the user to use it.  One can enrich their training with video, audio, tests and surveys. In Course path you can attach and embed any material you like.  One can choose the language they want to work in as Course path is available in nine European languages.

"It is a Software as-a-Service solution that works on any device."  Log-in and edit or learn where you are so there are no limitations or boundaries to enjoying a fun learning experience.  One can track their activity and results by keeping track of knowledge exchange with real-time insight into progress and performance making this an extremely creative type of interactive media.

It allows users and students also to share their thoughts, comments and feedback and invites more users via course promotion or e-commerce.  The user can navigate through the course fairly easily and learn lots of new techniques. This makes the learning experience fun.


Coursepath. 2016. Your Online Training Platform: modern, intuitive E-Learning. [ONLINE] Available at: http://www.coursepath.com. [Accessed 16 November 2016].






5.  Who are the audiences of these products?

The audiences of digital interactive media are people who are interested in using different types of digital technology. Also people who like to use computers to learn and this type of media is used for entertainment purposes and for educational learning.  Information is easily available with just the click of a button and many people are engaged with these products because they offer a social and effective way of communicating with each other and the world.  Interactive documentaries for example make you learn more, one can take their time with learning about things and you can easily skip to the bits you are interested in without becoming bored.  Also 360 Videos on YouTube have big audiences because of the evolution of media which is mainstream.


Short films and the example of an interactive short film i have given shows the film is mainly directed at young people and a mainstream type of audience.  All types of people who enjoy getting involved and who like entertainment, who are interested in short films would be the target audience for short films.

Advertising products are aimed at customers and consumers. The Coca-Cola advert i have given an example of is for a young audience so for young people and children and encourages young people to join in the advertising campaign by asking them to join in and use a computer to generate images to promote the drink.  This advert is trying to sell the brand of drink to young people.

Film Trailers are aimed at all the majority of people who go to the cinema so mainstreamers and people who love to watch films are thought to be the target audience for Film trailers.

Virtual Reality tours are a form of escapism and are seen to be for a rather middle aged person, someone who can afford to pay for this type of interactive media product.  Strugglers to Explorers are the audience of these VR tours.  The example i have given reveals that potential buyers for the property may be the type of audience who would be interested in a VR tour.

 Nearly all video games are working heavily to fit in the target audience of 10-34....a pretty large amount of people are in this age range and a large majority play video games.

E-Learning Platforms are targeted towards children, young people and students who like to use an e-learning platform to help them learn and this is very educational and allows them to communicate effectively.








6. What are their impacts?

Short films are usually independent films that are budgeted and produced by a small team, often
by the director himself.  This means that you are your own boss, no deadlines!  Most of us have full
time jobs and create these short films out of passion and fun, so having the freedom to decide when, where and how to shoot is a luxury that larger films do not have.

The short film seems perfectly tailor-made for our quick and fast-paced digital era.


Advertising has a positive side.  Some of our society's most important messages have come through advertising.  They promote important social messages, advertisements spark the economy by fostering competition and innovation.

Film trailers are film advertisements directed at the audience, they have an important impact on whether people decide to see a film.  They showcase some of the best features in the film and creates interest in the film.

A person using virtual reality equipment is typically able to "look around" the artificial world, move about in it and interact with features or items that are depicted on a screen or in goggles.  Virtual reality actually brings the user into the digital world by cutting off outside stimuli.  The user is focusing on the digital content.  This is a fun experience for the user.

The evolution of computer games over the last twenty years has had a major impact on Society. Computer games are for all types of people and they are used for brain training, thinking and strategy skills, for fun and also for educational purposes.

The impact of E-Learning platforms is students can review lessons from the course they are studying
through videos instead of attending class in person.  Online learning has become one of the fastest-growing industries in education technology.








































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