if you have adobe bridge, use that. if not, use ImageBrowser EX
Camera work is a combination of technical and aesthetic
Focus – sharp vs. soft
Focal length (length that the light travels to be focused – like a projector)
short – wide angle – picks up a lot at the same time
long – telephoto – capturing a small piece of something (telescope)
zoom
variable (zoom) – You can change length in one continuous move
digital zoom – zoom in even further than you can with optical zoom – artificial.
optical zoom – with the optics of the lens (regular, further level)
A long focal length compresses distance, a short focal length expands distance.
Exposure – light vs. dark
aperture – where light enters
iris – adjusts aperture
the size of the iris is indicated by f/stops (used to be visible on lens, a fraction of the focal length of the lens). The smaller the number the larger the opening is, the larger the number the smaller the aperture is. It spreads the light out so that it is evenly dispersed.
Most cameras have auto-iris that control exposure.Use the auto to find the right exposure, but then lock it.
Shutter – a curtain that pops out of the way and allows the light to come through before closing again. You can have a faster shutter speed,might you need to increase the light (aperture)
ISO – makes the imaging chip more or less sensitive to light. The larger the ISO number the higher light sensitivity and granier.
depth of field: the amount of space that is in focus.
Focal length – longer the lens the shallower the depth of field
Subject distance of Camera – causes a difference in focus between the subject and the surroundings.
Lens aperture
Framing – compose the elements in the frame
shot variation / field of view – getting closer or farther from the subject
camera movement
controlled
requires stabilization device
expensive look
spontaneous
reality TV
move the camera when they don’t have to – energizing the shot
zoom – performed with lens optics
pan – swivel side to side
tilt – tilt camera up and down
dolly – moving camera on a platform, even laterally (used to be called truck but not anymore)
Crane/Jib – raise or lower camera in a fluid way
steadicam – counterweighted harness
Composition
somewhat intuitive
Vectors – lead the eye or orient the viewer
Types
graphic – lead the eye
index – tell you where things should be coming from. Faces/points a certain way.
motion – tell you where things should be coming from when they are moving
Rules
Line of screen direction – things need to shoot from the same side of this line. Important in storytelling.
Headroom – less than there used to be.
Noseroom and Leadroom – space in front of the subject to balance the shot when someone is looking, pointing or moving across the frame.
Dealing with Motion Axes – Z = moving toward or away from the camera. Z has more energy.
pre-course work and tests to make sure that people are at a certain level before they start
teachers instruct and facilitate discussions, mentors work 1:1, the real learning
Pedagogy
Focus on relevancy
Everything starts with a problem
Learning objectives align with resume bullets
involve industry experts
Hands-on
Fingers on keyboard as much as possible
Guided practice
Psychology
The top 30% of people in STEM fields graduate, regardless of school. Likely because they are surrounded by people who are as smart or smarter than them, possibly for the first time. It can be difficult to cope with this.
I hate coding, but this is really exciting. When I was watching the video to prepare I thought I might even try it. I’ve decided since that I probably don’t have the aptitude, but I am excited about the pedagogical choices that they are using. I think a lot of these things can be applied to content other than coding. I think it’s great that their learning outcomes are connected to resume points. I think that there are some fields of study where this would be difficult, but it begs the question, why are we teaching things if not to help students get jobs? I think that when we design around learning outcomes we should also think about the purpose of the learning outcome. I also think it’s very interesting that they are taking psychology into account in their planning. While most learning experiences aren’t running at such a fast pace, I think it is important for designers and teachers to think about how our products are going to affect people, and how those feelings they are going to have might affect the way they learn. Even though I haven’t done any designs for coding, and may not ever, I think these things they are learning and thinking about are useful for other kinds of design.
Phi Phenomenon – if you move cards past quickly they look like they are moving
Persistence of Vision – there are actually black spots between images on film and our brains smooth that out.
Standard definition
Scan lines: 1 frame, 480 lines. you measure the resolution of a video by how many lines there are. High definition video is measured by how many pixels.
A full frame 30 times per second
A frame was made of two sets of lines – you see the odd, then the even in each frame. (Interlaced)
Counting frames
smpte time code – you can go back to a precise frame and make edits
digital video time code
video doesn’t actually run at 30fps.
Drop Frame – every once in a while the time codes will skip a frame
It actually runs at 29.97 fps – this is important for broadcasting, but not anywhere else.
Video Standards – now digital formats
NTSC was the US system, ATSC is the new standard for high definition in the US (720 lines, full high-def is 1080 lines, 30 fps).
Other countries use others (PAT, SECAM etc.)
Some newer cameras allow both interlacing and progressive scans.
Video Formats
Used to be determined by the type of tape a camera used
Now determined by video files
Standard formats:
Codec – how video data is compressed or decompressed
Container –
E.g. container – quicktime, extension – .mov, developed by apple, supports many codecs like (1)H.264 is good for youtube; (2) Apple Pro Res – has a good image quality. You choose these when you export.
E.g. container – Mpeg4, extension. mp4, works with H.264 codec (stable, pretty). This is good on a lot of devices.
Compression – when you compress you lose something. Avoid re-compressing files and preserve master files in their original format.
Other
Safe area – the part you can see when some is cropped off. Video on projection systems and computer screens don’t have this issue.
Adobe audition – can take down ambient noise (which seems to show up more on our systems)
Aspect Ratio – the shape of the video image
Old NTSC video – 4:3
Possible video types
Step-by-step: bread making, rock climbing?
Orientations: bird watching, ip&t?
Promotion: Open high school, book publishing machine
Interview: brooks braddle britt
Storytelling/Documentary: Harvey Fletcher (still life, simulation, old documents, recreations)
Message, representation and control that makes something interactive
message – comes from a strategy (contains the goals and the means, where do we want to get and how do we get there?)
content
what is the nature and structure of the subject matter?
What sequence will it be delivered in?
Everything involves a representation, but behind that representation there are some functions being carried out
Instructional design is way behind industry/marketing etc. here
Studio C Video – Message and representation
Pure message – you could fill in anything people, any names, any topic of conversation and it would be the same. This is pre representation.
If you can turn a message into a representation can you turn a representation into a message?
You can think of a message separate from the representation.The message doesn’t have substance, the representation does.
You want to say VWs are cool, fast, comfortable, people who drive VWs are Darth Vader, or cute kids.
Most designers want to see the representations asap, but you need to think the message out well before you start representing.
A GPS is a messaging system where the message isn’t composed until it is ready to be delivered. This is what a live teacher does. He responds to the class in real time.
Plan for the class
proximity/alignment – Things that have a physical proximity usually have a topical proximity as well
With instructional design you are always learning new things, because of all of the different projects.
Keep your foot in the door career wise, don’t leave gaps in your employment history even if it is just a little that you are doing
Your degree adds legitimacy to the things that you do
In industry highlight your work, and put your education last
People want to know the why, but not the jargon
Risks
Analysis
Look for the person who people are going to for answers
Identify the most important stakeholders, don’t involve too many
Analysis Paralysis – usually doesn’t happen, usually there isn’t enough analysis
not enough information that you need at the beginning – be clear up front, check back periodically
Design
Team communication
regular meetings to update everyone, keep everyone accountable
Make sure everyone is clearl on their roles and expectations – DACI, Driver, Approver, Contributor, Informed
Development
Always takes longer than you think it will
Get development milestones ahead of time. Give QA a couple of days and if it isn’t good send it back to the developers. Don’t waste QA time. No as early as possible that something has gone wrong.