Website Design and ideas…

This summer I would like to pursue an opportunity in broadcasting by getting an internship either doing work in front of the camera or editing and coming up with ideas. With this pursuit I would need to be able to show that I am comfortable with the various tools commonly used in the digital editing arena. I would need to be able to show my knowledge of working with adobe elements and photoshop. My website’s purpose would be to serve as a place where on-looking employers could look at my work and have something more than just a piece of paper to go off of. With my audience being digital media experts or broadcast professionals I need to be able to reach across and connect as well as hold the attention of my audience by creating a site that is both appealing s well as informative to the user. This is a way for me to show case all of my work. As I still have until the fall of 2014 with classes I would like to use this as a way to show my abilities and get into an internship working with video editing to gain some experience in the field.

This website’s function should be to show my skills in the different areas of digital communication. With our projects dealing with photography, video, writing, interviewing, and editing it will better serve as a way for employers to gauge my skill and comfortability. As future employers will be looking I will also set the site up as a source of finding my resume through the digital format along with my contact information. They will also be able to see my social networking capabilities as I will link the different media to my site for ease of access.

On The Site:

-Video Project

-Podcast

-SlideShow

-Plan for the Video

Designs:

I want my homepage to look similar to this theme but have my picture and logo in the background while maybe having a picture of myself with a brief bio standing out. I would like to have tabs in the following order

Screenshot (1)Screenshot (2)

Screenshot (3)

1. Home: Will include a short Bio about myself and the purpose of my site

2. Resume: Linked to my skills drop down tab of videography, photography, podcast, writing& planning of the projects

3.Projects: Linked to My works button above my bio

Contact: Linked to my message me button on the home page address, email, cell phone

Bottom of the page will have links to Twitter and Facebook and Instagram

POV….

The most common point of views that i see are in video games. From action to adventure games it not only allows you to get a look at their certain perspective but it also allows you to get an insight to their emotion and thought to see what they do.

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First person shots, are shots that show what the character would see with their own eyes. The first-person perspective can last the entirety of a novel or a video game, but it doesn’t work for long periods in film because it lacks the increased information of a third-person perspective. The longer a first-person shot goes, the harder it is to believe it. This is extremely common with shooter and action video games. This gives off the vibe that the player is actually seeing through the eyes of the character in the game. Although it might be effective it is not always used.

Second-person perspectives also have a purpose. The idea is to address the viewer directly. Commercials often refer to “you” the being viewer. Training videos and informational videos are also designed specifically to target the active viewer. The idea is that someone is giving a presentation to you and hopefully you’ll respond to what they’re saying by buying a product, voting, heeding safety guidelines, etc.

Third-person perspectives are most common in movies and TV shows. They show all characters from an imaginary “observer’s point of view, but this point of view is not omniscient,” the reason being that videos don’t have time for all the inner thoughts of characters that a novel can provide. The scripts might write out these thoughts, but the scriptwriters are talking to actors not the audience. This allows you to be absent from the action taking place but also allows you to be active in seeing all that goes on around your character or person under observation.

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For me, before I started editing my video, the craziest fact was that one minute of the movie required an entire week of filming. The amount of tim that it takes to go in and edit every little scene is a lot of time and. For a minute of video edits from me it feels like a few seconds to the viewer. However, once I truly understood what a frame was and how difficult it is to edit, the most amazing fact was that each second of the movie had 24 frames which added up to a lot of frames for the whole video. Just the idea of how many frames it took is beyond daunting, and I can only imagine the patience and skill needed to create movie from such a monstrous editing process. The biggest factor that i failed to think about were the time constraints.
Television programs and commercials have designated time slots. Our video has only a 5 min time slot and that will take weeks worth of time to edit down to a final product. Since I have enough trouble trying to make page requirements on my papers, I completely understand the struggle of time constraints in video editing. I haven’t filmed enough scenes for my video project for me to start worrying about meeting the time requirements just yet, but I’m sure that I will struggle deciding which frames to cut or keep. When I was working on my slideshow, I photographed and edited many more pictures than necessary and faced a lot of troubles when deciding on which pictures wouldn’t make it to my slideshow. It’s even more difficult for TV shows with consecutive story lines to show scenes and how they relate in less than half an hour. For commercials, it’s 30 seconds that they have to tell a story in, which can be very challenging. I cant begin to imagine how long it takes to fit an idea into that 15-30 sec time slot.

A 2-D View at Images…

As we start moving away from slideshows and still images into the world of video we start looking at the video than the screen itself. In chapter 7 of Herbert Zettl’s Sight, Sound and Motion: Applied Media, we read about screen space and the field forces that shape our perception of objects. While reading Zettl’s article I thought about how our old TVs were made. It wasn’t until I was in middle school that it was common for widescreen screens to be seen in homes. Usually the only wide screens that you saw were only in movie theaters. TV and computer screens had a simple “Box” like look. This is where you look at most TV options you get the 4 foot width by 3 foot height(4:3). When High Definition came into the picture it was easy to display a lot more detail. Most homes now could create the cinematic experience of a movie theater at home from their couch on their TVs. Since most motion pictures are recorded in widescreen the 4:3 ratio of older televisions just wouldn’t work with HDTVs. This is why you see most computer screens and TV are now a lot wider than before.

(16:9) ratio (4:3) ratio

Now, why did we decide on 16:9 in the first place? Why not have 9:16 screens that are much taller than they are wide? Zettl says that “a horizontal arrangement seems to suggest calmness, tranquility, and rest.” Even when you read a paper you tend to go from the left to the right and it usually takes time to do so. Vertical space seems “more dynamic, powerful, and exciting” than horizontal space. Tall buildings are a lot more powerful of a statement than a long stretch of beach, and people have used this property of our perception for centuries when designing buildings.

Its Alive!!!! ….Or is it?

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 In Part 3 of Virilio’s Open Sky he looks into a more serious prediction that “we are about to lose our statuses as eyewitnesses of tangible reality once and for all, to the benefit for technical substitutes… which will make us of the ‘visually challenged’.” I came across this picture back on instagram of this guy above. Its making fun of the fact that a growing number of people spend a lot of their time playing online games, interacting with other people in virtual worlds and not in the real world (including me). The idea that all of our interactions could take place through a screen someday is not too far off. A funny story is that I went and bought GTA 5 about a month and a half ago. The way that gameplay and story of the game is set up it started to consume me. It got to the point I would be up late at night paying and eventually I just had to sell my console and just went to buy a Blu-ray player. Virilio also talks about how what we see is hidden by the TV screen and the dangers of indirect light as opposed to direct optics discussed in the earlier parts. To me it seems like we are trying so hard to recreate reality that we’re ignoring the reality that is already there. It seems like we should or need to experience the world on a firsthand basis but instead we’re sitting inside our homes and dorm rooms and staring at a screen, living in virtual worlds, and ignoring the real world that is outside our doors. Google Street View is an example of the real world becoming a virtual world. You can go to your own home and see it from a satellite picture or if you want to get a view from your driveway you can.

Virilio also talks about how some of these images are so lifelike that we get confused and have trouble distinguishing CG images from real life. Virilio talks about lasers beaming the images directly into your optic nerves and they’re so detailed that you can’t even tell that there are pixels. With 3D imaging as well as the power of real image manipulation tools such as Photoshop and After Effects we’re getting to the point where things can look absolutely lifelike but unless you see them for yourself you’ll never really know if they’re real or not.

Vilirio Part 2

Part 2 of Virilio’s Open Sky starts out by discussing the transplant revolution, the idea that machines will be assisting with functions inside our body as well as outside it. It’s already happening, as scientists have grown kidneys and other organs within recent years. Soon we may be able to replace all sorts of body parts just like upgrading our computers. Virilio believes that in the future we may be able to put a machine in our bodies that allow us to act at a distance like the DataGlove or the DataSuit from the Part 1. Google Glass is close to this idea as it allows us to interact with the environment in a whole new way.  However, it isn’t directly wired into your optic nerve. Virilio says that there are three intervals that are used to define acting at a distance. The first is space which is the “geometric development and control of the physical environment”. Innovations such as the car, the train, and ridden animals such as the horse and the mule are good examples. Time is the second interval. This describes the “control of the physical environment and the invention of communication tools”. Letters, telephones, TV, radio. Light is the third interval which is “instantaneous control of microprocessor environment”. 

Today’s modern computers that depend on the speed of light to send their signals. As a human society we’ve got a pretty good grip on the three intervals. As technology advances, we’re not only eliminating the concept of distance, the interval of space, but we’re also down sizing our technology as well. Virilio says that less is more in today’s society, and that few human interactions are needed to do a lot of things that used to be done manually. With a push of a button, we can lower our blinds, turn on a light, lock our doors, change the channel on a TV, and control our entire house without getting up from our chairs. We’re on our way to fixing the last remaining tasks we still need to do, injecting robots into our blood stream to maintain our body without us needing to do anything.