visualization
Grasping the whole is a gigantic theme, intellectual history's most important.
Ant vision is humanity's usual fate; but seeing the whole is every thinking person's aspiration.
David Gelernter, Mirror Worlds 1992
data types
multimedia's promise is terribly generalized,
it simply lets you do anything.
As with any new technology, the early multimedia
productions (in particular CDROM and CD-I)
were not optimal with respect to (aesthetic) quality.
To quote shovelware -- multimediocrity
... far from making a killing, it looked as if the big boys ...
had killed the industry by glutting the market with
inferior products.
Perhaps the industry in the late eighties did not
have the right business model.
But, then again, what are the chances of multimedia
in our time.
One more quote from
if multimedia is comparable to print then yes,
we'd be crazy to expect it to mature in a mere ten years.
"Learning how to not fool ourselves is, I'm sorry to say, something that we haven't specifically included in any particular course that I know of. We just hope you've caught it by osmosis." Richard Feynman
the media equation
We regularly exploit the media equation for enjoyment by the willing suspension of our critical faculties. Theatre is the projection of a story through the window of a stage, and typically the audience gets immersed in the story as if it was real.
eliminating complexity
Authentic in creating mutimedia means, apart from
not fooling yourselves, that you must become aware of the
message orinformation you want to convey
and learn to master the technology to
a sufficient degree.
But beware, an effective multimedia presentation
is not the same as scientific argumentation:
These quotes, as well as the following one have been taken from
an online essay on eliminating complexity
which provides an argument against inessential gadgets
and spurious complexity and bells and whistles
in whatever you can think of,
including user interfaces and scientific theories.
Back to the subject,
what does master the technology to a sufficient degree
mean?
Just remember that what you do is a form of engineering.
engineering
"engineering is the art of moulding materials we do not wholly understand ... in such a way that the community at large has no reason to suspect the extent of our ignorance." A. R. Dykes.
The best thing is to empower yourself. But before you can do that, you need to understand what you are doing -- which is a surprisingly novel thing to do.
Now it is tempting to look for a set of guidelines and rules
that give you a key to creativity.
So let me be straight with you:
On the other hand, there are techniques for producing ideas.
And some recommend a sequence of steps, such as:
steps
browse, explore;
chew it over;
incubation, let it rest;
illumination (YES);
verification,does it work?
general rules
Whatever your target audience, whatever your medium, whatever your message, you have to be convincing if not compelling.
The purpose of persuasion is to accomplish one of the following goals: to induce
the audience to take some action, to educate the audience (persuade them to accept to accept information or data), or to provide the audience with an experience.
In the area of multimedia, one may think of many
applications.
Quoting Claire again
In interactive media, the field of application of
persuasive technology ranges from E-commerce,
social marketing (like an anti-AIDS campaign) to museum exhibits.
Also E-commerce provides an obvious example.
To convince people to buy more, more persuasive messages and technologies are developed through the use of humorous and emotional communication, agents (such as price finders) or 3D representations of products and shops.
For health campaigns (or any campain of your choice) one can imagine
3D information spaces with agents presenting different point of views
and where users are given different roles to play.
In a museum you might want to highlight key points through innovative
and fun interactive exhibits.
Although the subject of persuasive technology
is far less technology-oriented than the name suggests,
multimedia (in a broad sense)
form an excellent platform to explore persuasion.
You may want to look at the site given below
As concerns multimedia authoring, set yourself a goal,
do the assignment, explore your capabilities,
convey that message,
and make the best of it.
This is not like TV, only better -- says Lenny Nero in Strange Days
Virtual Reality won't merely replace TV. It will eat it alive.
... he is right in the sense that virtual reality remediates
television (and film) by the strategy of incorporation.
This strategy does not mean that virtual reality can obliterate
the earlier visual point-of-view technologies,
rather it ensures that these technologies remain as least
as reference points by which the immediacy of virtual
reality is measured.
p. 224:
Convergence is the mutual remediation of at least
three important technologies -- telephone, televison
and computer -- each of which is a hybrid of technical,
social and economic practice,
and each of which offers its own path to immediacy.
p. 225:
In the claim that new media should not be merely archival
but immersive,
the rhetoric of virtual reality finally enters in,
with its promise of the immediacy of experience
through transparency.
new media
... what is in fact new is the particular way
in which each innovation rearranges and reconstitutes
the meaning of earlier elements.
The true novelty would be a new medium that did not refer to the other media
at all.
interactive
immersive
multimedia authoring
draft version 1 (16/5/2003)
And in addition, still following
persuasive technology
persuasion
In other words,
(re)mediation
(re)mediation -- forces at work
Put in other words, immediacy occurs when the medium itself is
forgotten, so to speak, as is (ideally) the case in realistic painting,
dramatic movies, and (perhaps in its most extreme form)
in virtual reality.
Hypermediacy may be observed when either the medium
itself becomes the subject of our attention as in some
genres of modern painting, experimental literature
and film making, or when there is an explicit reference
to other related sources of information or areas of experience,
as in conceptual art, many web sites, and also in CNN news,
where apart from live reports of ongoing action,
running banners with a variety of information keep the
viewers up to date of other news facts.
by saying that
So, they observe "paradoxically, then, remediation is as important for
the logic of transparency as it is for hypermediacy".
Following immediacy
hypermediacy
Now, sharpen your philosophical teeth at the following statement:
Let us once more come back to virtual reality
and its possible relevance in our information age:
So, with respect to the new media, we may indeed conclude:
research directions -- narrative structure
convergence
(p. 27) ... merging previously disparate technologies of communication and representation into a single medium.
All applications examined in
All applications are based on some spatial metaphor.
Actually, many games operate in 'levels' that can be
accessedonly after demonstrating a certain degree
of mastery.
Networked computer applications allow for incorporating an almost
unlimited amount of information.
Some of the information might be open-ended, with storylines
that remain unfinished.
Closure, then, is achieved simply by exhaustive exploration
or diminishing attention.
multimedia authoring
The narrative format is incredibly rich,
offering all possibilities of the multimedia
computer, including 3D graphics, real-time sound,
text. In short, everything up to virtual reality.
But perhaps the most distinguishing feature
of the new medium is that true authorship
requires both artistic capabilities
as well as an awareness of the computational
power of the medium.
That is to say, authorship also means
to formulate generic computational rules for telling a story
while allowing for interactive interventions by the user.
Or, as phrased in
[]
readme
preface
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2
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7
appendix
checklist
powerpoint
resources
director
eliens@cs.vu.nl