The document summarizes the group presentation ideas for Assignment 9. It includes ideas from each group member on topics such as how art has changed over time, the evolution of films, the impact of video games, trends in makeup, issues around bullying, crime in London, the effects of social class, and society's growing dependence on technology. The group decided their strongest idea was focusing on technology dependence and outlined three potential episodes on the evolution of computers, development of games, and evolution of phones. They also provided inspiration from documentary films they could draw from for their presentation.
Conceptual integrity arises not (simply) from one mind or from a small number of agreeing resonant minds, but from sometimes hidden co-authors and the things designed themselves.
This presentation was created by Richard P Gabriel (www.dreamsongs.com) and presented at IME-USP - São Paulo on 30/Mar/2011 sponsored by CCSL (ccsl.ime.usp.br)
This document provides context about a photovoice project called "Exposed" conducted with residents of the Black Creek neighborhood in Toronto. The project used photography and narratives to document the social impacts of poverty and racism. 14 community members were trained in photography and participated in weekly sessions to analyze their photos and write narratives. The resulting photobook captures their perspectives on issues like safety, community strengths, and the impacts of living in a low-income area. The document provides background on photovoice methodology, the community, and outlines the goals of studying racial inequalities through a community-based research approach.
This photobook documents a photovoice project conducted with residents of the Black Creek neighborhood in Toronto. The project aimed to use photography to expose the social impacts of poverty and racism in the community. Fourteen community members were trained in photography and participated in weekly sessions to discuss photos related to their lives and experiences. This summary highlights the community's history of activism and some of the strengths identified by participants, such as community centers, pride in neighborhood, and pushing back against negative stereotypes.
The document discusses how school librarians can shift to embrace new technologies and social media. It suggests librarians create blogs, wikis, and use tools like Twitter to connect with students and the community. By making these digital shifts, librarians can help their libraries stay relevant and their programs be less vulnerable to budget cuts. The document emphasizes that this revolution is easy - librarians can keep what they love while also making space for new formats, tools, and ways of connecting.
Conceptualizing the Maker - PresentationBinaebi Akah
This research thesis attempts to define an existing subset of end users as makers.
These makers bridge the gaps between technological gadgets, creative appropriation, and identity through their bricolage of hacking, crafting, online tutorials, and the materials and knowledge ready at hand. Further, in studying makers this thesis refers to the exploding online and offline culture of Steampunk as a case study.
What can the field of Human-computer Interaction learn from the Steampunk makers? What will you, as an interaction designer, do to empower and facilitate such personally identifiable creative acts?
What will you do to make appropriation possible?
Remix, Remake, Remodel.
A primer on Remix Culture featuring an all star cast: Lessig, The Avalanches, Girl Talk, Andrew Keen (OK forget that last one...)
This presentation was presented as part of my Masters in Digital Communications and Culture at the University of Sydney and was a helluva lot of fun to present!
Problem Based Learning (K-12) – Web 2.0 is about revolutionary new ways of creating, collaborating,
editing and sharing user-generated content on line. It’s also about ease of use. There is no
need to download and teachers and students can master many of these tools in minutes.
Technology has never been easier or more accessible to all. See how you can
promote technology, create user generated content and collaborate with your staff
members and among students in your library.
Bosa Mijaljevic, Librarian, Arts High School, Newark, Deborah Liberato, Librarian, Paterson
Public Schools & Cara Cunha, Librarian, Roseland Public Schools
Conceptual integrity arises not (simply) from one mind or from a small number of agreeing resonant minds, but from sometimes hidden co-authors and the things designed themselves.
This presentation was created by Richard P Gabriel (www.dreamsongs.com) and presented at IME-USP - São Paulo on 30/Mar/2011 sponsored by CCSL (ccsl.ime.usp.br)
This document provides context about a photovoice project called "Exposed" conducted with residents of the Black Creek neighborhood in Toronto. The project used photography and narratives to document the social impacts of poverty and racism. 14 community members were trained in photography and participated in weekly sessions to analyze their photos and write narratives. The resulting photobook captures their perspectives on issues like safety, community strengths, and the impacts of living in a low-income area. The document provides background on photovoice methodology, the community, and outlines the goals of studying racial inequalities through a community-based research approach.
This photobook documents a photovoice project conducted with residents of the Black Creek neighborhood in Toronto. The project aimed to use photography to expose the social impacts of poverty and racism in the community. Fourteen community members were trained in photography and participated in weekly sessions to discuss photos related to their lives and experiences. This summary highlights the community's history of activism and some of the strengths identified by participants, such as community centers, pride in neighborhood, and pushing back against negative stereotypes.
The document discusses how school librarians can shift to embrace new technologies and social media. It suggests librarians create blogs, wikis, and use tools like Twitter to connect with students and the community. By making these digital shifts, librarians can help their libraries stay relevant and their programs be less vulnerable to budget cuts. The document emphasizes that this revolution is easy - librarians can keep what they love while also making space for new formats, tools, and ways of connecting.
Conceptualizing the Maker - PresentationBinaebi Akah
This research thesis attempts to define an existing subset of end users as makers.
These makers bridge the gaps between technological gadgets, creative appropriation, and identity through their bricolage of hacking, crafting, online tutorials, and the materials and knowledge ready at hand. Further, in studying makers this thesis refers to the exploding online and offline culture of Steampunk as a case study.
What can the field of Human-computer Interaction learn from the Steampunk makers? What will you, as an interaction designer, do to empower and facilitate such personally identifiable creative acts?
What will you do to make appropriation possible?
Remix, Remake, Remodel.
A primer on Remix Culture featuring an all star cast: Lessig, The Avalanches, Girl Talk, Andrew Keen (OK forget that last one...)
This presentation was presented as part of my Masters in Digital Communications and Culture at the University of Sydney and was a helluva lot of fun to present!
Problem Based Learning (K-12) – Web 2.0 is about revolutionary new ways of creating, collaborating,
editing and sharing user-generated content on line. It’s also about ease of use. There is no
need to download and teachers and students can master many of these tools in minutes.
Technology has never been easier or more accessible to all. See how you can
promote technology, create user generated content and collaborate with your staff
members and among students in your library.
Bosa Mijaljevic, Librarian, Arts High School, Newark, Deborah Liberato, Librarian, Paterson
Public Schools & Cara Cunha, Librarian, Roseland Public Schools
Slides from my recent presentation in Chicago for the IFP Chicago Producers Series. Only a few new things for those of you who have seen me speak before, but I always upload the slides so attendees can get links, notes, etc.
This document discusses several aspects of genre and post-production in film and media. It provides definitions and perspectives on genre from scholars such as Steve Neal, Deborah Knight, and Johnn Hartley. Genre is described as involving certain stylistic elements, iconography, and narrative structures that audiences expect while also requiring some variation. The document also lists several examples of post-production elements for film, including editing, special effects, sound, and distribution/marketing techniques.
This document discusses how emerging trends will impact the information environment. It notes that libraries have new populations to serve, including some who don't know about or can't access library services, or don't care about them. Technologies are becoming ubiquitous, personalized, and focused on community over privacy. Users want information brought to them through personalized portals and search engines with social networking features. Libraries face challenges in adapting to these changes.
Explorations on e-lit & transmedia storytelling ferrarelli marianaMariana Ferrarelli
This document outlines an academic presentation on electronic literature and transmedia storytelling. It discusses how narrative and storytelling have evolved from traditional linear forms like books to newer nonlinear digital forms. It uses examples like the transmedia story Phrenic to illustrate how stories can be expanded across multiple platforms and media types, engaging audiences in more interactive and collaborative ways. The presentation is divided into three parts that cover literature and storytelling, social and textual practices, and incorporating new textual forms into the classroom.
The document analyzes different documentary modes developed by Bill Nichols including poetic, expository, observational, participatory, reflexive, and performative. It discusses examples for each mode. For the reflexive mode, the document provides an in-depth analysis of Nick Broomfield's documentary "Tracking Down Maggie". Key lessons for the filmmaker include using a voiceover to guide viewers, focusing on both positives and negatives of the topic to avoid being too authoritative, and interviewing people involved in the subject area. The filmmaker concludes they will likely take an expository approach but avoid being too forceful in presenting an argument to allow viewers to form their own opinions.
This document discusses internet memes and provides context on their history and evolution. It defines memes as ideas that spread from person to person, and internet memes as units of digital information that mutate as they spread online. It outlines the major eras in the development of internet memes from the 1980s to today, tracking their progression from text-based to multimedia. It also examines memes as a medium of self-expression, a bridge between people and mainstream media, and an approach to studying media and culture. Finally, it speculates on how the definition and role of memes may change in the future.
This document discusses different types and conventions of documentaries. It begins by defining documentaries as focusing on real people and events to allow audiences to form their own perspectives. It then discusses conventions like interviews, archival footage, and narration. Reality television is described as combining information and entertainment. Docusoaps prioritize entertainment over social commentary by following quirky characters. The document also provides outlines for three episodes of a documentary about youth representation in media that would showcase stereotypes, challenges those views, and highlights positive contributions of youth.
This document provides guidance on analyzing how a film text conforms to or challenges conventions of its genre. It lists elements of genre to consider, such as conventions, iconography, storylines, themes, imagery, dialogue, and technical codes. It notes that the film This is England is an example of the social realist genre, which aims to comment on social issues through themes of racism, masculinity, and poverty in 1980s Britain. Visual elements like naturalistic lighting and handheld camerawork reflect the conventions of social realism but are used to serve the film's themes.
This document discusses various forms of storytelling that have emerged on the web and through new media technologies. It provides examples of photo stories, podcasts, videos and games that tell narratives. It also explores augmented reality and how it could be used to layer digital information and stories onto the real world. The document advocates for designing new media narratives based on principles of dramatic question, emotional content, voice and pacing.
Reesa Brown's presentation at Icon 2008: Revolutions, in Tel Aviv Israel. This slideshow covers recent developments in online storytelling as well as a preview of the Continuous Coast project.
The document discusses digital storytelling, which involves enriching traditional narratives with various types of digital media like photos, audio, video and graphics. It provides details on the hardware and software needed, examples of tools used to create digital stories like Animoto and VoiceThread, different formats that can be used like video and audio, and various types of stories that can be told like personal stories, informational stories and stories based on interviews. It also outlines a 6 step process for creating digital stories, including choosing a topic, collecting artifacts, storyboarding, revising, constructing the story using software, and screening the finished product.
This document provides information about the proposed American crime drama web series "tráfico". It will tell the story of human trafficking within the United States through the lives of those impacted. It will be produced in both English and Spanish with English subtitles. The 45-minute episodes will be distributed online with the goal of raising awareness about human trafficking while entertaining audiences. Festivals and online platforms like Crackle and YouTube will be targeted for distribution.
This document provides definitions and explanations of key concepts in media theory, including aberrant decoding, anime, auteur theory, Roland Barthes, Baudrillard, binary oppositions, codes and conventions, feminism, Freud and psychoanalysis, genre, the hypodermic syringe effect, ideology, institutions, intertextuality, Claude Levi-Strauss, Laura Mulvey and the male gaze, Marx, moral panics, media violence, narrative, CS Peirce, postmodernism, Vladimir Propp's narrative roles and functions theory, reading a text, realism, representation, semiotics, and uses and gratifications theory. It also provides discussion questions and suggestions for further research on some of these topics.
The document outlines the parts of a group presentation on the evolution of technology. It includes proposed titles, credits using Flash and Movie Maker, suggested background music, example advertisements created in Paint, planned interview locations at conventions and shops, intended interviewees from various technology-related fields, details on the presenter's costume and props like games and consoles.
The document outlines the parts of a group presentation on the evolution of technology. It includes proposed titles, credits using Flash and Movie Maker, suggested background music, example advertisements created in Paint, planned interview locations at conventions and shops, intended interviewees from various technology-related fields, details on the presenter's costume and props including games and consoles from different generations.
The document outlines the parts of a group presentation on the evolution of technology. It includes proposed titles, credits using Flash and Movie Maker, suggested background music, example advertisements created in Paint, planned interview locations at conventions and shops, intended interviewees from various technology-related fields, a description of the presenter as a young female with a clear English accent to challenge stereotypes, and plans for the presenter's costume and props including games and consoles from different generations.
The document outlines the parts of a group presentation on the evolution of technology. It includes proposed titles, credits using Flash and Movie Maker, suggested background music, example advertisements created in Paint, planned interview locations at conventions and shops, intended interviewees from various technology-related fields, details on the presenter's costume and props including games and consoles from different generations.
The document outlines the parts of a group presentation on the evolution of technology. It includes proposed titles, credits using Flash and Movie Maker, suggested background music, example advertisements created in Paint, planned interview locations at conventions and shops, intended interviewees from various technology-related fields, details on the presenter's costume and props including games and consoles from different generations.
The documentary and ancillary texts effectively work together by using consistent styles, imagery, and topics to promote a documentary series about the evolution of technology over the years through three episodes focusing on computers, video games, and mobile phones without being repetitive, while targeting a 16-24 year old audience interested in technology and popular culture.
This document discusses the evolution of technology over time, focusing on computers, games, and phones. It talks about how computers have evolved from home PCs to portable devices. For games, it describes how graphics have improved dramatically from early pixelated games to modern 3D CGI games. It also notes that gaming is now a social experience with multiplayer online games connecting players worldwide. The document then examines how games have increasingly included violence as the norm and how the portrayal of women in games has shifted from being sexualized objects to taking on more empowered roles.
Slides from my recent presentation in Chicago for the IFP Chicago Producers Series. Only a few new things for those of you who have seen me speak before, but I always upload the slides so attendees can get links, notes, etc.
This document discusses several aspects of genre and post-production in film and media. It provides definitions and perspectives on genre from scholars such as Steve Neal, Deborah Knight, and Johnn Hartley. Genre is described as involving certain stylistic elements, iconography, and narrative structures that audiences expect while also requiring some variation. The document also lists several examples of post-production elements for film, including editing, special effects, sound, and distribution/marketing techniques.
This document discusses how emerging trends will impact the information environment. It notes that libraries have new populations to serve, including some who don't know about or can't access library services, or don't care about them. Technologies are becoming ubiquitous, personalized, and focused on community over privacy. Users want information brought to them through personalized portals and search engines with social networking features. Libraries face challenges in adapting to these changes.
Explorations on e-lit & transmedia storytelling ferrarelli marianaMariana Ferrarelli
This document outlines an academic presentation on electronic literature and transmedia storytelling. It discusses how narrative and storytelling have evolved from traditional linear forms like books to newer nonlinear digital forms. It uses examples like the transmedia story Phrenic to illustrate how stories can be expanded across multiple platforms and media types, engaging audiences in more interactive and collaborative ways. The presentation is divided into three parts that cover literature and storytelling, social and textual practices, and incorporating new textual forms into the classroom.
The document analyzes different documentary modes developed by Bill Nichols including poetic, expository, observational, participatory, reflexive, and performative. It discusses examples for each mode. For the reflexive mode, the document provides an in-depth analysis of Nick Broomfield's documentary "Tracking Down Maggie". Key lessons for the filmmaker include using a voiceover to guide viewers, focusing on both positives and negatives of the topic to avoid being too authoritative, and interviewing people involved in the subject area. The filmmaker concludes they will likely take an expository approach but avoid being too forceful in presenting an argument to allow viewers to form their own opinions.
This document discusses internet memes and provides context on their history and evolution. It defines memes as ideas that spread from person to person, and internet memes as units of digital information that mutate as they spread online. It outlines the major eras in the development of internet memes from the 1980s to today, tracking their progression from text-based to multimedia. It also examines memes as a medium of self-expression, a bridge between people and mainstream media, and an approach to studying media and culture. Finally, it speculates on how the definition and role of memes may change in the future.
This document discusses different types and conventions of documentaries. It begins by defining documentaries as focusing on real people and events to allow audiences to form their own perspectives. It then discusses conventions like interviews, archival footage, and narration. Reality television is described as combining information and entertainment. Docusoaps prioritize entertainment over social commentary by following quirky characters. The document also provides outlines for three episodes of a documentary about youth representation in media that would showcase stereotypes, challenges those views, and highlights positive contributions of youth.
This document provides guidance on analyzing how a film text conforms to or challenges conventions of its genre. It lists elements of genre to consider, such as conventions, iconography, storylines, themes, imagery, dialogue, and technical codes. It notes that the film This is England is an example of the social realist genre, which aims to comment on social issues through themes of racism, masculinity, and poverty in 1980s Britain. Visual elements like naturalistic lighting and handheld camerawork reflect the conventions of social realism but are used to serve the film's themes.
This document discusses various forms of storytelling that have emerged on the web and through new media technologies. It provides examples of photo stories, podcasts, videos and games that tell narratives. It also explores augmented reality and how it could be used to layer digital information and stories onto the real world. The document advocates for designing new media narratives based on principles of dramatic question, emotional content, voice and pacing.
Reesa Brown's presentation at Icon 2008: Revolutions, in Tel Aviv Israel. This slideshow covers recent developments in online storytelling as well as a preview of the Continuous Coast project.
The document discusses digital storytelling, which involves enriching traditional narratives with various types of digital media like photos, audio, video and graphics. It provides details on the hardware and software needed, examples of tools used to create digital stories like Animoto and VoiceThread, different formats that can be used like video and audio, and various types of stories that can be told like personal stories, informational stories and stories based on interviews. It also outlines a 6 step process for creating digital stories, including choosing a topic, collecting artifacts, storyboarding, revising, constructing the story using software, and screening the finished product.
This document provides information about the proposed American crime drama web series "tráfico". It will tell the story of human trafficking within the United States through the lives of those impacted. It will be produced in both English and Spanish with English subtitles. The 45-minute episodes will be distributed online with the goal of raising awareness about human trafficking while entertaining audiences. Festivals and online platforms like Crackle and YouTube will be targeted for distribution.
This document provides definitions and explanations of key concepts in media theory, including aberrant decoding, anime, auteur theory, Roland Barthes, Baudrillard, binary oppositions, codes and conventions, feminism, Freud and psychoanalysis, genre, the hypodermic syringe effect, ideology, institutions, intertextuality, Claude Levi-Strauss, Laura Mulvey and the male gaze, Marx, moral panics, media violence, narrative, CS Peirce, postmodernism, Vladimir Propp's narrative roles and functions theory, reading a text, realism, representation, semiotics, and uses and gratifications theory. It also provides discussion questions and suggestions for further research on some of these topics.
The document outlines the parts of a group presentation on the evolution of technology. It includes proposed titles, credits using Flash and Movie Maker, suggested background music, example advertisements created in Paint, planned interview locations at conventions and shops, intended interviewees from various technology-related fields, details on the presenter's costume and props like games and consoles.
The document outlines the parts of a group presentation on the evolution of technology. It includes proposed titles, credits using Flash and Movie Maker, suggested background music, example advertisements created in Paint, planned interview locations at conventions and shops, intended interviewees from various technology-related fields, details on the presenter's costume and props including games and consoles from different generations.
The document outlines the parts of a group presentation on the evolution of technology. It includes proposed titles, credits using Flash and Movie Maker, suggested background music, example advertisements created in Paint, planned interview locations at conventions and shops, intended interviewees from various technology-related fields, a description of the presenter as a young female with a clear English accent to challenge stereotypes, and plans for the presenter's costume and props including games and consoles from different generations.
The document outlines the parts of a group presentation on the evolution of technology. It includes proposed titles, credits using Flash and Movie Maker, suggested background music, example advertisements created in Paint, planned interview locations at conventions and shops, intended interviewees from various technology-related fields, details on the presenter's costume and props including games and consoles from different generations.
The document outlines the parts of a group presentation on the evolution of technology. It includes proposed titles, credits using Flash and Movie Maker, suggested background music, example advertisements created in Paint, planned interview locations at conventions and shops, intended interviewees from various technology-related fields, details on the presenter's costume and props including games and consoles from different generations.
The documentary and ancillary texts effectively work together by using consistent styles, imagery, and topics to promote a documentary series about the evolution of technology over the years through three episodes focusing on computers, video games, and mobile phones without being repetitive, while targeting a 16-24 year old audience interested in technology and popular culture.
This document discusses the evolution of technology over time, focusing on computers, games, and phones. It talks about how computers have evolved from home PCs to portable devices. For games, it describes how graphics have improved dramatically from early pixelated games to modern 3D CGI games. It also notes that gaming is now a social experience with multiplayer online games connecting players worldwide. The document then examines how games have increasingly included violence as the norm and how the portrayal of women in games has shifted from being sexualized objects to taking on more empowered roles.
This document discusses the evolution of technology over time, focusing on computers, games, and phones. It talks about how computers have evolved from home PCs to portable devices. For games, it describes how graphics have improved dramatically from early pixelated games to modern 3D CGI games. It also notes that gaming is now a social experience with multiplayer online games. The document examines how violence is now normalized in many games and how the representation of women in games has changed over the years.
This document discusses different types of camera shots that could be used in a video about kinetic games and technology. It suggests using close-ups to focus on titles and technology, long shots to show gameplay and the presenter, and establishing shots to provide context about the filming location and topic.
This document describes different types of shots that could be used in a video. A close up shot would focus on titles or technology to provide detail. A mid shot would show interviews with the public or a presenter to feature people. Different shots are chosen based on the information or subject that needs to be highlighted for the viewer.
This document provides a summary of a television program about the evolution of video game technology and content over time. It discusses how games have moved from pixel graphics to more realistic computer-generated images. It also examines how games have become more interactive, the representation of gender and violence within games. The program interviews experts on these topics and includes public opinions. It highlights both negative stereotypes of women as well as more positive portrayals as heroes.
The document discusses how technology has evolved from simple to more complex devices that can perform multiple functions. It examines how computers and social media may impact social skills and education. The document also explores how mobile phones have changed from basic communication devices to multi-functional computers in our pockets. Finally, it analyzes how video games have progressed graphically from pixelated to realistic CGI, and how the representation of gender and violence has changed over time.
This document contains a draft group newspaper advertisement and double page spread created by Donnielle Carino, Michelle Asafu-Adjaye, Jayde-Marie Jackson, and Karolina Fryckowska. The newspaper advertisement explores concerns about privacy, security, and overreliance on technology, but also acknowledges technology's importance in modern society. The double page spread further discusses how technology has revolutionized society and will continue shaping the future, such as the possibility of flying cars within the next decade.
Group 4 has created draft materials for a documentary on the evolution of technology, including:
1) A newspaper advertisement promoting the documentary airing on Tuesday at 9pm.
2) A double page spread for a magazine with quotes from the presenter discussing how technology has become essential in society and exploring its changes over time.
3) Details on the team members who worked on the drafts.
This document contains draft materials for advertising an upcoming documentary on the evolution of technology, including a newspaper ad, double page spread, and quotes from the presenter. The newspaper ad promotes the documentary airing on Tuesday at 9pm. The double page spread previewing the documentary includes a quote from the presenter about societal concerns with technology over the years and how issues like privacy and security breaches are understandable. It also features a quote about how technology is now essential and a brief description of the documentary exploring changes in technology from its early developments to the modern day.
This document contains draft materials for Group 4, including:
1) An outline for a documentary exploring the evolution of technology over generations, focusing on computers, phones, and games.
2) A double page spread draft highlighting improvements in video game graphics and interactions over time, as well as discussions around representations of gender and violence.
3) Quotes from the documentary discussing the sexualization of women in games and the normalization of violence.
This document contains draft materials for advertising an upcoming documentary about the evolution of technology, including a newspaper ad, double page spread, and quotes from the presenter. The newspaper ad promotes the documentary airing on Tuesday at 9pm. The double page spread previewing the documentary includes a quote from the presenter about how technology has always caused societal concerns but is now essential, and explores the changes in technology from early developments to modern times. It provides airing details of Channel 5 at 9pm.
This document contains draft materials for Group 4, including draft advertisements and a double page spread. It summarizes the key points of a documentary that explored the evolution of technology over generations, focusing on computers, phones, and games. The documentary showed how video game graphics have improved dramatically over the years. It also examined how violence and the sexualization of women have become normalized in many modern video games. One public member quoted in the documentary stated that "most women are used as sex slaves" in today's games.
This document contains draft materials for Group 4, including draft advertisements and a double page spread. It summarizes the key points of a documentary that explored the evolution of technology over generations, focusing on computers, phones, and games. The documentary showed how video game graphics have improved dramatically over the years. It also examined how violence and the sexualization of women have become normalized in many modern video games. One public member quoted in the documentary stated that "most women are used as sex slaves" in today's games.
Group 4 created several draft documents for their school newspaper project including an advertisement, double page article, and ancillary documents. The advertisement poses the question "Is technology developing too quickly?" and advertises an upcoming segment titled "Evolution of Technology". The double page article explores the changes in technology from its early developments to the modern day. It discusses both concerns about issues like privacy and security as well as perspectives that technology has now become essential in everyday life and work.
This document contains draft materials for Group 4, including draft advertisements and a double page spread. It summarizes the key points of a documentary that explored the evolution of technology over generations, focusing on computers, phones, and games. The documentary showed how video game graphics have improved dramatically over the years. It also examined how violence and the sexualization of women have become normalized in many modern video games. One public member quoted in the documentary stated that "most women are used as sex slaves" in today's games.
This document contains draft materials for Group 4, including draft advertisements and a double page spread. It summarizes the key points of a documentary that explored the evolution of technology over generations, focusing on computers, phones, and games. The documentary showed how video game graphics have improved dramatically over the years. It also examined how violence and the sexualization of women have become normalized in many modern video games. One public member quoted in the documentary stated that "most women are used as sex slaves" in today's games.
The document discusses how various media technologies were used at different stages of creating a documentary and ancillary materials, including using YouTube and PowerPoint for research, Sony HD cameras and Apple computers for filming and editing, and InDesign, Photoshop, and scanners for constructing the ancillary materials.
The document outlines the group presentation assignment for a media class project on the evolution of technology. It discusses potential topics and episode ideas for three episodes focusing on the evolution of computers, games, and phones. The group debated which topic was the strongest and provided research on the topics as well as inspiration from other documentary films.
The document outlines the parts of a group presentation on the evolution of technology. It includes proposed titles, credits using Flash and Movie Maker, suggested background music, example advertisements created in Paint, planned interview locations at conventions and shops, intended interviewees from various technology-related fields, details on the presenter's costume and props like games and consoles.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
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Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
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Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
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Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
1. ASSIGNMENT 9 :
GROUP PRESENTATION
By
Karolina Fryckowska
Donnielle Carino
Michelle Asafuadjaue
Jayde-Marie Jackson
2. Part B - Ideas
Karolina
Why has art changed over How has films changed? How do games effect
time? People/ children?
Medieval art Sound History of games
Renaissance Colour Ways to access games
Romanticism Lighting, camera and special Good and bad effects
Realism effects Hyper reality and violence
Modern art Implied and explicit situations
Contemporary art Inoffensive offensive language
The way art is seen now and Blood no blood
evaluation Postmodernism
Comparisons
WWW
- Good interesting ideas and research
- Create a debate
- Wide target audience
EBI
- Combine art and film to the game idea
Strongest idea
- Game idea (Idea 3) - well researched and debatable
3. Part B - Ideas
Donnielle
Revolution Of Make Up Alcohol Japanese Culture
• Origin of Make up • People Die From Alcohol Every • Manga
• Evolution of Make up Year • Anime
• Make up during middle ages • Alcohol Use • History of Manga and Anime
• Development of Make up in • Hard core drink drivers • Distributions
Europe • Advice on drinking • Japanese Music
• Modern Make up • Health risks • Traditional/folk and modern
• Alcohol Metabolism Japanese Music
• What happens when you drink? • Street Fashion
• Reasons people start drinking
alcohol
WWW
Uncommon topics
EBI
If it had more research. And more pictures
Strongest idea
The strongest idea was the Revolution of Make Up, as it can contain a debate and
also can target a wide variety of audience.
4. Part B - Ideas
Michelle
The Family Bullying Crime in London
• How the family has changed in • Bullying in schools. • Does the area you live in affect
the last few years. • The different types of bullying. the crime rate in London.
• Why the family has changed/ E.g.-cyber bullying, gang bullying • How has crime changed over the
factors that have influenced the etc. years. E.G- gun and knife crime
change. • How bullying has changed over • Gender and crime
• The different types of family. the years. • Crime and ethnicity
• How it effects peoples lives.
WWW
Good not common ideas
EBI
Subtopics weren't clear
Not enough research and development
Nothing about conventions
Strongest idea
Family idea was the strongest because there are a lot of subtopics that can be explored within this
5. Part B - Ideas
Jayde-Marie
Bullying Technology dependence Social Class Differences
• bullying in schools – •changes of the uses of • ways of measuring social
statistics. phones – gaming, text, class
• public – reasons why internet • type of family
• effect on victims •different devices, similar • Type of schools they go to
•Cyberbulling. functions (BBM, ping chat, FB and benefits – social/cultural
chat) capital
• ways to protect yourself
online. •online banking and shopping, •associated jobs with each
apply for jobs etc … class
• bullying in the workplace
• automatic headlights, cars • „learning to labour‟ –
• statistics that park themselves, attitudes of wc boys (case
• what to do automatic toilet flush and taps study)
• talk about anti – bullying •risks and concerns about • culture of poverty –
week. technology continuing to immediate gratification and
develop. fatalism
•link to crime
• types of crime associated
with wc and mc. – white collar,
vandalism
6. Part B - Ideas
Jayde-Marie
WWW
• Research into topic
• Ideas for episodes
• Included a recent article
EBI
• More images
• More research
• Episode ideas better thought out
Strongest idea
society depending on technology as it would be easy to gain statistics and opinions on this
subject because the increasing use of technology is a contemporary issue. This idea was
also good as it relates to the concept of postmodernism.
7. Part C - Idea taking forward
MEDIA CLASS
AND SOCIETY.
8. Part C - Idea taking forward
We‟ve spoken to our teacher
about the whole combination
of topics, however as we
thought, it was a bit too
much topic in one.
So we decided to focus on one
topic to go on further which
was The Technology
Dependence.
9. Developed Idea – The evolution of technology
Episode 1 Episode 2 Episode 3
•The evolution of •Development of •The evolution of
computers games phones
10. Part D - Documentary inspirations
The Story of film: An Odyssey
Try to recreate the shots in their
way
- Compares with other text
and explains with examples
- Text to know where its
from
11. Inspirational Documentaries
Large Hadron Collider – The six billion dollar experiment
Included clips relating to the film at the
beginning (exposition)
Jamie’s American
Food Revolution
13. Part D - Documentary inspirations
Film documentary - Secret Life of Chaos
What inspired me was the use of “montage” in the
documentary.
For example – these two
Showing a quick ideational montage, whilst screenshots – as the narration
the presenter is narrating the purpose of the was going – there was a
documentary at the start. This little montage over it – showing from
animation at the first minute of the the light changing to the sea –
documentary was my favourite, as it and it was in synched with the
symbolises our mind.
narration.
14. Part D - Documentary inspirations
In the “Slanguage”
documentary last year
they used graphs and
charts to show statistics
and trends which is
something that could be
useful in our
documentary.
The voice of God narration in March of the
Penguins was very effective and is
something that might/could be used in our
documentary.
15. Part E - Research
Games
The development of game medium
16. Part E - Research
Games
1977 1983
1972 Nintendo Nintendo 1989
Worlds first releases Colour releases the Nintendo
home video TU Game family computer releases Game
game console boy
console
1st generation 2nd generation 3rd generation 4th generation
1980
Pac-man 1985 1991
1972 released Nintendo Notable releases
Arcade releases Super : Street Fighter,
game Mario Bros Sonic the
“PONG”
Hedgehog
17. Part E - Research
Games
1996 2001 2005
Microsoft 2009
Nintendo Microsoft release its Nintendo
releases the release the second console
Xbox releases
game boy Xbox 360 Nintendo DSi
colour and Sony
5th generation 6th generation 7th generation release PSP Go
1997 2004
Notable releases: Sony releases the
fist hand held 2006
Golden eye 007, Sony Playstation 3
Final Fantasy 7, console, PSP.
Nintendo release the and Nintendo Wii
Grand released
Theft Auto Nintendo DS
18. Part E - Research
Good Effects:
• Following instructions
• Problem solving and logic Bad Effects:
• Hand-eye coordination, fine motor and spatial skills. • Violence – bad language and behaviour
• Resource management and logistics. • Socially isolated
• Multitasking, simultaneous tracking of many shifting • Not exercise imagination
variables and managing multiple objectives. • Confuse reality with fantasy
• Perseverance • Bad academic achievement
• Pattern recognition • Bad effect on health e.g. obesity, seizures, Muscular
• Estimating skills and skeletal disorder, RSI
• Inductive reasoning and hypothesis testing • Addictive – depression and anxiety
• Mapping
• Memory
• Reasoned judgments
• Teamwork and cooperation when played with others
• Simulation, real world skills.
19. Part E - Research Evolution of Phones
1983 – 1st 1990 – 2nd 2009 - 3rd 2010 - 4th Generation
Generation – Generation - Generation - - Includes a
First was faster may be like combination of
introduced by and quieter 2G, but it is able technologies that will
the Motorola than 1G. to transfer other make information
Company. Smaller than types of transfer and internet
Used analog the large data, including capabilities faster.
technology, and briefcase- emails, informati
sized of a large sized. on and instant
briefcase. Smaller messages.
batteries are
more energy-
efficient.
Samsung
to release
bendy-
screen
mobiles 'in
early 2012'
20. Part E - Research
• Evolution of Computers.
Computer, originally meant a person capable of performing
numerical calculations with the help of a mechanical
computing device.
Binary arithmetic is at the core of computer systems.
This is a Binary
Code.
21. Part E - Research
• First generation 2nd Generation -
3rd generation - Fourth The fifth
computers - 1960s, transistor Their use generation generation
1950s all computers are
computers that based computers increased the computers.
were used were replaced 1G. Even faster – in their
speed and capable of more development
vacuum tube Transistors made efficiency of
based. calculations per phase.
Computers were computers computers. second. Has support voice
expensive and smaller and
Much more recognition and
bulky. Could cheaper. They understand
solve just one computer power
made computers natural
problem at a and speed than
time. energy efficient. other language.
generations The evolution of
VACUUM
computers will
TUBE -
continue, perhap
s till the day
EXAMPLES OF
TRANSISTORS their processing
powers equal
human
intelligence.
22. Risks of Technology
The advance of technology has brought a lot of different ways
to do things, like online shopping and availability of the
internet on mobile phones. However it has also brought risks
and dangers as well.
Credit card fraud: its now possible for
people to use the internet (or other Chat rooms
forms of technology) to hack into
someone else's accounts because people
use the credit/debit cards to shop online
nowadays.
23. Social networking sites mean
that a lot of your information is
being put all over the internet
and this can be dangerous
because you don't always know
who is viewing your webpages.
According to this article people are
unaware of what legal harm they are doing
by posting certain tweets on twitter. E.g.- in
the summer when many young people
posted details about the riots and twitter
users that went against court orders and
posted the identities of celebrities that got
injunctions to protect their private lives.
24. Video games have their
dangers as well: This article informs us about a boy
This article tells us about a who shot his parents because they
boy who developed a blood took his video game away and
clot in his leg after spending banned him from playing it.
an entire day playing video
games.
25. Risks and concerns about technology
• Private information being shared and exposed e.g. addresses and phone numbers
• Scams, viruses and spam. – Easier to spot potential victims
• Cyber bullying
• Security breaches and hacking.
• Negative influences e.g. Grand Theft Auto games leading to violence.
• Anti social society
• Machines replacing people e.g. self scanners in supermarkets
• Hard to trace criminal activity i.e. August riots spreading blamed on Blackberry
Messenger and Twitter
26.
27.
28. Part F - TV Documentary conventions
Use Develop Challenge
Interview with expert Presenter and Presenter
interviewer in one shot- interacts/friendly, to
interaction relate to them
Composition Interviewer and people Interact with people in
Interviewer always on in background group
the left or right
Montage We would show the
Usually linked with presenter in front of the
voiceover, will help the montage.
viewer better to
understand what the
narrator is saying.
29. Part F - TV Documentary conventions
Use Develop Challenge
Reconstruction By drawing the
Artificial scenes of an reconstruction. Or an
event, providing factual animated Reconstruction.
information, using this for
our documentary gives the
viewer a sense of realism
Archival footage We'll use this to show We‟ll recreate our own
To show historical events previous examples of old archival footage and use
types of technology. We‟ll editing and effects to make
also show old adverts that it look like archival footage.
advertised old game
consoles, computers and
phones.
Title and fonts We‟ll use these to show the As our documentary is
To show names of names of any professionals about technology we‟ll
professionals and to show we‟ll be interviewing. show facts and statistics
facts and figures. using computers.
30. Part G - Documentary structure
Episode One – Evolution of Computers
Preview of
Intro
Intro of series Development of subtopic further
subtopic
2 minutes 2 minutes developme
1 minute
nt
20 seconds
Introduce the documentary Introduce the Interviews, reconstructions, archives Introduce the
and the themes Topic in this • Generation 1 and 2 next part of
• Montage of a timeline of episode • Interviews with expert and public the topic
computers • Presenter • Statistics Generation 3
• Presenter • Montage • Positive affects and 4
• Clips from • Research and case study on risks • Expert
interviews interview
clip
31. Part G - Documentary structure
Episode Two – Evolution of Games
Preview of
Intro
Intro of series Development of subtopic further
subtopic
2 minutes 2 minutes developme
1 minute
nt
20 seconds
Introduce the Interviews, reconstructions, archives Introduce the
Introduce the documentary
Topic in this • Generations examples next part of
and the themes
episode – • Interviews with expert and public the topic
• Montage of a timeline of
• Presenter • Statistics • Generatio
games
• Montage • Positive affects n 3 and 4
• Presenter
• Interviews • Research and case study on risks • Interview
with public clips
• Archive
clip
32. Part G - Documentary structure
Episode Three – Evolution of Phones
Preview of
Intro
Intro of series Development of subtopic further
subtopic
2 minutes 2 minutes developme
1 minute
nt
20 seconds
Introduce the documentary Introduce the Interviews, reconstructions, archives Introduce the
and the themes Topic in this • Generation 1 and 2 next part of the
• Montage of a timeline of episode • Interviews with expert and public topic
phones • Presenter • Statistics • Generation
• Montage • Positive affects 3 and 4
• Interviews • Research and case study on risks • Expert
with public interview
clip
35. Part I – Target Audience
We carried out research on people using questionnaires in order to find out if people would be interested in watching a
documentary about technology and which episode they‟d most like to watch.
8
6
4
Female Would you watch the documentary
series?
2 Males
0
10-15 16-18 18-25 26+ Yes
No
Young more interested than the older
generations, been brought up with
technology.
36. Part I – Target Audience
Which episode do you like the best?
Episode 3
Episode 2
Episode 1
0 5 10 15
This are the results, that the audience
would want to watch the documentary, as
it‟s more interesting, “not really talked
about” and “everyday use”
37. Part J – TV channel
I think our documentary series will suit BBC three as the
documentaries shown on BBC three are more entertaining
and feature a wide variety of topics. The topics explored on
BBC three documentaries are diverse and can be really
interesting. Also were likely to attract a younger audience.
Two examples of documentaries shown on BBC
Three are storm chaser: the butterfly and the
tornado which is about a young girl who's
interested in weather and travels to the US to
see some of the most violent storms but she also
suffers from a rare skin condition called
Epidermolysis Bullosa. The second one is called
small teen bigger world which is about the life of
a teenager with restricted growth.
38. Part J - Time
• We‟ll show our documentary Thursday at 8 o‟clock in the
evening.
•We‟ve decided to schedule our
documentary after EastEnders on
a Thursday night because it‟s a
popular which most people are
likely to watch.
•If most of our target audience is
watching EastEnders at the time
we can announce after that our
documentary is being shown on
BBC three.
39. Part J – OFCOM regulations
• The watershed in the UK is from 9pm to 5am
• OFCOM states that material shown before the watershed
should be suitable for young viewers.
• We wont use any swearing, explicit images or sexual
references/imagery in order to keep in line with OFCOM
regulations.
40. Part K - Title and credits
Software used: Macromedia
Flash and Movie Maker.
Easy way to make animation
sequences.
41. Part K - Title and credits
To make our fonts, we used
Fireworks8.
Heavy bold text, makes it look
dominant.
• Silver symbolises the
hardware of PC.
48. Part K - Credits
• Used Macromedia Flash and Windows Movie Maker.
• Flash – to make the background squares.
• Movie Maker – to make the credits.
49. Part L - Music
• Mario theme song - http://www.youtube.com/watch?v=W73na6Z5jIc
• Electricity - http://www.youtube.com/watch?v=w5zVjHNHP3c
• Computer data - http://www.youtube.com/watch?v=4vmCaz1xlkY&feature=related
• Tetris Remix - http://www.youtube.com/watch?v=qJA4GuUkbJk
50. Part M - Ancillaries
Metro – its free
– and it is an
“everyday use”
51. Part M – Ancillaries - advert
THIS IS AN EXAMPLE OF
OUR ANCILLARY. WE
Evolution of USED “PAINT” TO MAKE
THESE TWO EXAMPLES.
Technology
Thursdays 8pm
• We used Binary Codes – Evolution of Technology
linking computers/technology. Thursdays 8pm
• Darwin Theory is used as a
parody for evolution of
technology.
• Globe to show – technology
applies around the world.
52. Part O - Locations
Presenter and Public
Interviews:
• Conventions e.g. MCM expo
• Electronic shops
• Homes
• Arcades
Primary resource
2011
Case Studies:
• Conventions
• ICT classroom
53. Part P - Actors
Presenter: Interviewees:
Too smart - An ICT Teacher
- Games Developer
- Children/teenagers
- Parents
- Employees in game shops
What they represent:
• Clear English accent
• Young adult female – its challenging
the stereotypical gender in the
society – technology.
54. Part Q – Costumes and Props
Costumes
Fashionable,
casual and
smart
Props
Gadget Show – informative and
enthusiastic about the show.
The presenter will have games
and consoles from different
generations.