topical media & game development

talk show tell print

print / present / tag(s)

part iv. applications & tools

a journey of a thousand miles begins with the first step

chinese/japanese proverb

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2

reading directives

In this part we will look in more detail at virtual environments as an interface to complex multimedia information spaces. In chapters 9 and 10, we will consider the issues that come into focus when creating digital content, and more in general, when developing a multimedia application. In chapter 10, the final chapter, we will look at some examples of multimedia application development.

Essential sections are section 8.1, which argues how virtual reality interfaces may be relevant, and sections 9.2 and 10.2, which provide examples of multimedia application development. Dependent on your experience you may skip sections 9.1 and 10.1, which provide rules of thumb for respectively content creation and application development.

perspectives

Even in a more practical sense there are many perspectives that may characterize your academic stance. Design and application development, obviously, does not only consist of aesthetic or technical issues. So, non-exhaustively, you may look at such issues from the following perspectives:

perspectives -- multimedia applications


  • technical -- algorithmic effects
  • sociological -- stakeholders and teamwork
  • tool selection -- Maya vd 3DSMAX
  • political -- negotiating support
  • scientific -- experience design
  • computer science -- tools and technologies
  • artistic -- portfolio as a design product
For example, the issues you may come across in an actual project may have to do more with people then any thing else, in other words may be more of a political nature, than of an aesthetic nature.

essay topics

Even when you are primarily interested in the practice of developing digital content, it might well pay of to reflect on more theoretical issues. For example, consider writing an essay about:

  • 2D vs 3D aesthetics animation -- stills, sequences and stories
  • elements of style -- diversity and confluence
  • models of creativity -- a critical evaluation
In writing about such issues you should always beware of the risk of abstract speculation. So, look for examples in the domain of art, design or street culture to demonstrate your point.

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3

the artwork

  1. walking figure -- sculpture by Alberto Giacometti,  [Giacometti].
  2. signs -- meteorological symbols,  [Signs], p. 214, 215.
  3. photographs -- Jaap Stahlie, commissioned work, using traditional non-digital techniques.

[] readme course(s) preface I 1 2 II 3 4 III 5 6 7 IV 8 9 10 V 11 12 afterthought(s) appendix reference(s) example(s) resource(s) _

(C) Æliens 04/09/2009

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