65 research outputs found

    2000 & BEYOND: INTELLIGENT ACCESS DEVICES FOR MULTIMEDIA IN TOMORROW’S TELECOMMUNICATION NETWORKS ABSTRACT:

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    A new generation of interactive multimedia applications will emerge as an all-digital video signal becomes accessible via networked telecommunications channels. The issue of how we interact with newly available resources should depend on the nature of the intended experience or structured task. Over the past 10 years, some interactive multimedia projects have focused on the relation between task and input device, while others have extended the language of representation to include graphical cues. These prototype projects have established the desktop and conversation as paradigms for interactivity. This paper uses a thought experiment to explore devices which can extend these paradigms to encompass the complexity of tasks and operations which will define networked interactions for digital media. Today the range of overlapping dreams, predictable needs and expectations for "digital interactive multimedia " are expanding rapidly. Specific tasks which must be supported at a network level include directed information retrieval, creative multi-person exchanges, and document construction. Some applications will incorporate links to be accessed on a

    Media and Methods: Seeing and Expression

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    This class examines frameworks for making and sharing visual artifacts using a trans-cultural, trans-historical, constructionist approach. It explores the relationship between perceived reality and the narrative imagination, how an author's choice of medium and method of construction constrains the work, how desire is integrated into the structure of a work, and how the cultural/economic opportunity for exhibition/distribution affects the realization of a work. Students submit three papers and three visual projects. Work is discussed and critiqued in class. Students present final projects an exhibition at the end of term. Instruction and practice in written and oral communication is provided

    Documenting Life: Videography and Common Sense

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    This paper introduces a model for producing common sense metadata during video capture and describes how this technique can have a positive impact on content capture, representation, and presentation. Metatada entered into the system at the moment of capture is used to generate suggestions designed to help the videographer decide what to shoot, how to compose a shot and how to index their video material to best support their communication requirements. An approach and first experiments using a common sense database and reasoning techniques to support a partnership between the camera and videographer during video capture are presented. 1

    Self-reflexive performance: Dancing with the computed audience of culture

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    Abstract Keywords Typically performance is a display for others, and is time-limited. But if we also regard everyday life as a performance, we see that it is a continuous improvisation—a multi-faceted dance with an audience that is our social and cultural milieu. In moments of self-reflection, we ourselves motivate this performance, seizing these occasions to explore and debate our relationship to culture and our reflexive situation within it. This article introduces a digitally mediated framework for real-time self-reflexive performance, called the Identity Mirror. Here, the audience is a computational model of culture himself—his moods complex and shifting constantly according to daily happenstance. The mirror shows the performer her dynamic and panoptic reflection against culture, which she can negotiate through dance. The article goes on to unravel the politics of self-reflexive performance—exploring the ideas of cultural persona, facets, and shadows, and gestating a future where these performances can be sustained as a daily dialogic, and co-performances can be had amongst friends

    A System to Compose Movies for Cross-Cultural Storytelling: Textable Movie

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    This paper presents Textable Movie, an open-ended interface that allows anyone to become "video-jockey." In the framework of computational storytelling, Textable Movie promotes the idea of maker controlled media and can be contrasted to automatic presentation systems. Its graphical interface takes text as input and allows users to improvise a movie in real-time based on the content of what they are writing. Media segments are selected according to how the users label their personal audio and video database. As the user types in a story, the media segments appear on the screen, connecting writers to their past experiences and inviting further story-telling. By improvising movie-stories created from their personal video database and by suddenly being projected into someone else's video database during the same story, young adults are challenged in their beliefs about other communities
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