topical media & game development
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part iv. applications & tools
a journey of a thousand miles begins with the first step
chinese/japanese proverb



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.

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

(C) Æliens
04/09/2009
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