Archive for the ‘Lessons-6209’ Category

Supplemental Reading: Marshall McLuhan

Saturday, June 13th, 2020
Marshall McLuhan The Man and His Ideas

This the first in our series of lessons of influential people who have written about media and its effect on people. One of the things that sticks out when reviewing most all software design models is that you needs analyze your audience. In doing that, you must also pay attention to those things that affect how your audience thinks, learns, and communicates. One of the most influential thinkers on this subject was Marshall McLuhan. The interesting thing about his work is that, by reading his thoughts you would think he was living today. Actually he died much prior to the Internet , PC, and all the pervasive media around us today. Yet, he seemed to sense where we were going as a digital culture. The more you study him the more you should realize this.


McLuhan was born on July 21, 1911 in Edmonton, Alberta. McLuhan professed not to be bothered, at least in retrospect, by his growing up in a backwater—his family moved to Winnipeg, Manitoba, a few years after his birth and McLuhan remained there until he attained an M.A. in English literature from the University of Manitoba in 1934.

After leaving Manitoba, he spent two years acquiring a B.A. from Cambridge University. There he studied under I. A. Richards, a psychologist turned literary critic who examined the process of reading. 
For Richards it was not the paraphrasable content of a poem that mattered but the way the poem communicated certain effects in the mind of a reader. In later years, McLuhan adapted this technique to the study of media, inspired as well by another Cambridge professor, F. R. Leavis, who urged his students to analyze their cultural environment— advertisements in particular—in the same way they analyzed literature. McLuhan’s first book, The Mechanical Bride, published in 1951, was very much an exercise in cultural criticism in the Leavis mode, a series of essays on advertisements, laying bare their cultural roots and assumptions.

After he left Cambridge in 1936, McLuhan taught for a year at the University of Wisconsin, and then, following his conversion to Catholicism, he joined the faculty of a Jesuit institution, the University of St. Louis. There he married a Texas drama student named Corinne Keller Lewis, with whom he had six children. In 1944 he returned to Canada where he taught for two years at what was then known as Assumption College in Windsor, Ontario, before finally settling at the University of Toronto, his home for the rest of his career. Here he met a political economist named Harold Innis who had discovered that certain media of communication are time based and certain media—more portable and ephemeral—are space based. Working with this hint, and discovering simultaneously in the works of James Joyce, notably Finnegans Wake, a critique of radio and television, McLuhan articulated his perceptions of media as extensions of the human body, and of electronic media, in particular, as extensions of the nervous system, imposing, like poetry, their own assumptions on the psyche of the user.

Some interesting quotes remain in the public domain and remain a part of our everyday thoughts abut the media, including:

With telephone and TV it is not so much the message as the sender that is “sent.” In short, the medium that communicates the message helps define both the message that is received and (which is my point here… ) the those who utilize that medium the most.

My point is, if we are indeed living in a digital world then there are things about these kids that we should be learning about in order to reach them, build media products for them, and so forth. The best place to start is to discover Marshall McLuhan, the father of these ideas.


Frequently Asked Questions

Why is the title of the book “The medium is the massage” and not “The medium is the message”? (this is one of the books that McLuhan is most famous for)

Actually, the title was a mistake. When the book came back from the typesetter’s, it had on the cover “Massage” as it still does. The title was supposed to have read “The Medium is the Message” but the typesetter had made an error. When Marshall McLuhan saw the typo he exclaimed, “Leave it alone! It’s great, and right on target!” Now there are possible four readings for the last word of the title, all of them accurate: “Message” and “Mess Age,” “Massage” and “Mass Age.”

On media and technologies as Extensions of Man (subtitle of Understanding Media)

It was R. W. Emerson who wrote that “The human body is the magazine of inventions, the patent-office, where are the models from which every hint was taken. All the tools and engines on earth are only extensions of its limbs and senses” (1870). This is where McLuhan borrowed the idea that media, as an invention of man, is actually an extension of man.. just like one of his limbs.. etc…. etc>)

On the source of the phrase, Global Village

As to the origin of the term “global village” in McLuhan’s work. it has been variously attributed, to Teilhard de Chardin, for example. He did not get it from Teilhard, however. As far as I have been able to ascertain, it comes from James Joyce’s Finnegans Wake or else from P. Wyndham Lewis’s America and Cosmic Man—if it comes from anywhere.

Joyce published Finnegans Wake in 1939. In it he uses two phrases, both allude to the Pope’s annual Easter message to the City (of Rome) and the World: Urbi et Orbi. Joyce turned this into “urban and orbal” in one place in the Wake, and into “the urb, it orbs” in another.

The painter and writer, Wyndham Lewis and McLuhan were close friends in the 40s and 50s. Lewis published America and Cosmic Man in 1948 (Britain) and 1949 (US). Here is the eleventh paragraph of Chapter Two of that book:
If you look at North America on the map of the world, you see a very uniform mass. It is more concentrated and uniform than any other land mass. You see an immense area full of people speaking one tongue: not a checkerboard of “united states” at all but one huge State. “United States” is today a misnomer. And since plural sovereignty anyway–now that the earth has become one big village, with telephones laid on from one end to the other, and air transport, both speedy and safe must be a little farcical, the plurality implied in that title could be removed as a good example to the rest of the world, and the U. S. A. become the American Union.

Now, McLuhan was a great fan of Joyce’s and had read the Wake closely for years. Also he and Lewis discussed these and related matters frequently during the years of their association. And he had marked the phrases in Joyce and the paragraph in Lewis’s book, and pointed them both out at one time or another. But I think the truth of the matter simply that he was thinking along those lines and came up with the phrase and after the fact found it echoed in both writers.
In Understanding Media he put the matter this way: “…since the inception of the telegraph and radio, the globe has contracted, spatially, into a single large village. Tribalism is our only resource since the electro-magnetic discovery. Moving from print to electronic media we have given up an eye for an ear.” (xii-xiii)

On “The Medium is the Message”

Each medium, independent of the content it mediates, has its own intrinsic effects which are its unique message. The message of any medium or technology is the change of scale or pace or pattern that it introduces into human affairs. The railway did not introduce movement or transportation or wheel or road into human society, but it accelerated and enlarged the scale of previous human functions, creating totally new kinds of cities and new kinds of work and leisure. This happened whether the railway functioned in a tropical or northern environment, and is quite independent of the freight or content of the railway medium. (Understanding Media, N. Y., 1964, p. 8)
What McLuhan writes about the railroad applies with equal validity to the media of print, television, computers and now the Internet. “The medium is the message” because it is the “medium that shapes and controls the scale and form of human association and action.” (p. 9)

So where do we go from here?

Let’s take a look at some of his more important works:

The Gutenberg Galaxy (1962)

McLuhan’s The Gutenberg Galaxy: The Making of Typographic Man is a pioneering study in the fields of oral culture, print culture, cultural studies, and media ecology.
Throughout the book, McLuhan takes pains to reveal how communication technology (alphabetic writing, the printing press, and the electronic media) affects cognitive organization, which in turn has profound ramifications for social organization:

The global village (a term he invented in the 1960s)

In the early 1960s, McLuhan wrote that the visual, individualistic print culture would soon be brought to an end by what he called “electronic interdependence”: when electronic media replace visual culture with aural/oral culture. In this new age, humankind will move from individualism and fragmentation to a collective identity, with a “tribal base.” McLuhan’s coinage for this new social organization is the global village. The term is sometimes described as having negative connotations in The Gutenberg Galaxy, but McLuhan himself was interested in exploring effects, not making value judgments: Instead of tending towards a vast Alexandrian library the world has become a computer, an electronic brain, exactly as an infantile piece of science fiction. And as our senses have gone outside us, Big Brother goes inside. So, unless aware of this dynamic, we shall at once move into a phase of panic terrors, exactly befitting a small world of tribal drums, total interdependence, and superimposed co-existence. […] Terror is the normal state of any oral society, for in it everything affects everything all the time. […] In our long striving to recover for the Western world a unity of sensibility and of thought and feeling we have no more been prepared to accept the tribal consequences of such unity than we were ready for the fragmentation of the human psyche by print culture.

Key to McLuhan’s argument is the idea that technology has no per se moral bent—it is a tool that profoundly shapes an individual’s and, by extension, a society’s self-conception and realization:

Is it not obvious that there are always enough moral problems without also taking a moral stand on technological grounds? […] Print is the extreme phase of alphabet culture that detribalizes or decollectivizes man in the first instance. Print raises the visual features of alphabet to highest intensity of definition. Thus print carries the individuating power of the phonetic alphabet much further than manuscript culture could ever do. Print is the technology of individualism. If men decided to modify this visual technology by an electric technology, individualism would also be modified. To raise a moral complaint about this is like cussing a buzz-saw for lopping off fingers. “But”, someone says, “we didn’t know it would happen.” Yet even witlessness is not a moral issue. It is a problem, but not a moral problem; and it would be nice to clear away some of the moral fogs that surround our technologies. It would be good for morality.

The moral valence of technology’s effects on cognition is, for McLuhan, a matter of perspective. For instance, McLuhan contrasts the considerable alarm and revulsion that the growing quantity of books aroused in the latter seventeenth century with the modern concern for the “end of the book.” If there can be no universal moral sentence passed on technology, McLuhan believes that “there can only be disaster arising from unawareness of the causalities and effects inherent in our technologies.”

Though the World Wide Web was invented thirty years after The Gutenberg Galaxy was published, McLuhan may have coined and certainly popularized the usage of the term “surfing” to refer to rapid, irregular and multi-directional movement through a heterogeneous body of documents or knowledge, e.g., statements like “Heidegger surf-boards along on the electronic wave as triumphantly as Descartes rode the mechanical wave.” Paul Levinson’s 1999 book Digital McLuhan explores the ways that McLuhan’s work can be better understood through the lens of the digital revolution. Later, Bill Stewart’s 2007 “Living Internet” website describes how McLuhan’s “insights made the concept of a global village, interconnected by an electronic nervous system, part of our popular culture well before it actually happened.”

Understanding Media (1964)

McLuhan’s most widely known work, Understanding Media: The Extensions of Man (1964), is a pioneering study in media theory. In it McLuhan proposed that media themselves, not the content they carry, should be the focus of study—popularly quoted as “the medium is the message”. McLuhan’s insight was that a medium affects the society in which it plays a role not by the content delivered over the medium, but by the characteristics of the medium itself. McLuhan pointed to the light bulb as a clear demonstration of this concept. A light bulb does not have content in the way that a newspaper has articles or a television has programs, yet it is a medium that has a social effect; that is, a light bulb enables people to create spaces during nighttime that would otherwise be enveloped by darkness. He describes the light bulb as a medium without any content. McLuhan states that “a light bulb creates an environment by its mere presence.” More controversially, he postulated that content had little effect on society—in other words, it did not matter if television broadcasts children’s shows or violent programming, to illustrate one example—the effect of television on society would be identical. He noted that all media have characteristics that engage the viewer in different ways; for instance, a passage in a book could be reread at will, but a movie had to be screened again in its entirety to study any individual part of it.

Tetrad

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In Laws of Media (1988), published posthumously by his son Eric, McLuhan summarized his ideas about media in a concise tetrad of media effects. The tetrad is a means of examining the effects on society of any technology (i.e., any medium) by dividing its effects into four categories and displaying them simultaneously. McLuhan designed the tetrad as a pedagogical tool, phrasing his laws as questions with which to consider any medium:

  1. What does the medium enhance?
  2. What does the medium make obsolete?
  3. What does the medium retrieve that had been obsolesced earlier?
  4. What does the medium flip into when pushed to extremes?

The laws of the tetrad exist simultaneously, not successively or chronologically, and allow the questioner to explore the “grammar and syntax” of the “language” of media. McLuhan departs from his mentor Harold Innis in suggesting that a medium “overheats”, or reverses into an opposing form, when taken to its extreme. Visually, a tetrad can be depicted as four diamonds forming an X, with the name of a medium in the center. The two diamonds on the left of a tetrad are the Enhancement and Retrieval qualities of the medium, both Figure qualities. The two diamonds on the right of a tetrad are the Obsolescence and Reversal qualities, both Ground qualities.

Using the example of radio:

  • Enhancement (figure): What the medium amplifies or intensifies. Radio amplifies news and music via sound.
  • Obsolescence (ground): What the medium drives out of prominence. Radio reduces the importance of print and the visual.
  • Retrieval (figure): What the medium recovers which was previously lost. Radio returns the spoken word to the forefront.
  • Reversal (ground): What the medium does when pushed to its limits. Acoustic radio flips into audio-visual TV.

Take a look at the above four laws and apply them to ANYTHING you develop or try to sell after the product has been developed… What new does it bring to the table? What does the old knowledge flip into? In other words can the previous untruth mistaken answer become the catalyst for something else? Does that old knowledge misunderstanding ‘reinvent itself” so it too can become new? I have used this diagram to explain almost anything I am trying to introduce.. including story-telling, which I will explain in a later lesson.

EME 6209 – Silent Films

Tuesday, June 27th, 2017
Do This!

Silent Films: What are they really?

Review these links (and also see if you can find any additional links of your own) and then see if you can find out any information that will help you answer the questions that follow:

  1. What do the following statements mean?
    • When they came to the screen, people did not call them ‘silent films’ because they really are not silent per se.
    • Silent cinema has an acoustic dimension that originates in the image.
    • The strong appeal of the “suggestive silence” of motion pictures to the “auditory imagination” constitutes “a new possibility of poetic expression which no serious photo playwright can afford to neglect.”
    • Spectators believed that silent films told stories of voiceless people in a soundless world
    • Silent filmmakers believed that the camera captured the essence of characters through their faces.
    • Neuropsychology defines synaesthesia as an “involuntary experience in which the stimulation of one sense causes a perception in another.”
  2. Finally, what was it that piqued Salvador Dali’s interest in silent cinema?

Protected: EME 6209 – Citizen Kane – The Epitome of Visual Storytelling

Tuesday, June 27th, 2017

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EME 6209 – Story, Media, and Change in the Classroom

Tuesday, June 13th, 2017

Change is what we all do for a living. All educators are in the change business. In this case, we are changing preconceived ideas, and cognitive, affective and psych-motor behaviors. So, it makes sense to discuss change in the classroom and to do a project on change. We are also coupling this content with a discussion on Malcom Gladwell, the author of his recent book on change: The Tipping Point.

Introduction

So, let’s get started. The videos posted here are a series of segments from a larger presentation/workshop I conducted on change in the classroom. The following is an introduction of the various cultural periods we have gone through that serves as an introduction to the concept of change and how it was fostered through the ages:

What is Participatory Culture?

Next, we discuss the current period, what I refer to as the Participatory Culture. I am not alone. In fact, I learned it from my friend and colleague, Dr. Henry Jenkins, who I refer to as the 'father of participatory culture':



To help you better understand what is being discussed here, I turn your attention to a white paper written and presented by Henry at a recent conference of Digital Media and Learning sponsored by the MacArthur Foundation. It is quite long, so don't be put off by it. You can browse through it to get some of the main points.

To help you understand things further, take a look at this link and a You Tube Video that are referred to in my slide show video:

Change Theory

This next part of the lesson I discuss the concept of change theory and how it applies to the classroom:

What are 'Social Epidemics'?

This final section covers social epidemics. This section is directly related to the Tipping Point discussions and the lesson on Malcom Gladwell. Once we understand that, we review our concept of story and change (a contextualized representation/demonstration of cause and effect and consequences for one's actions).. completing the cycle....

The next question is.. where does story fit in? If you recall, story is based on change/transformation.. and those changes are a result of cause and effect... so to tie all together... an episode/story/narration demonstrates cause and effect and consequences... the story can be told using any one or more different media (text, orally, dance, art, pantomime... and even technology.. given that this course is about still and moving imagery.. we should utilize that mediation... couple this with your new-found knowledge of change theory and you have a very powerful method of instruction for the classroom!

Digging Deeper

But before we begin, perhaps you would like some examples of others' conceptualizations of change stories....Here are a couple links to Change Story Projects that might help give you a better understanding of what these are and why they are so integral to implementing change:

We take this knowledge of HOW kids learn, apply CHANGE DIFFUSION THEORY to implement a motivating learning environment with media, mix in Gladwell's ideas on TIPPING POINT and SOCIAL EPIDEMICS.. and we end up with a new formula for mediated learning (where technology/media fits in)...

EME 6209 – Story and Visual Structures

Thursday, June 1st, 2017

Visual Storytelling

This video is a continuation of the Story and Learning Lesson. An author uses words to tell their story, a video person or movie maker uses a different medium (video) for that purpose. The needs are the same, but the tools are different.

For many of you this will be a new topic. Creating/inventing stories is not the same thing as learning about the elements of story. The former describes the list of the elements of a story. The story creation process is when you can actually create one that has all the elements in it.

This lesson introduces you to the elements of storytelling from a movie maker or videographer’s perspective.

Watch the video and then do the activity below.

Click on the video to play it. Notes are provided below for you to follow along:

Elements of Visual Storytelling

Story structure and design described below is based on the works of  Joe Lambert  & Bruce Block

Story and Visual Structure

  • Visual structure is controlled by the principle of Contrast and Affinity

Construct:

  • Beginning -Exposition (EX)
  • Middle – Conflict/climax/rising action (CO, CX)
  • End – Resolution (RS)

Principle of Contrast and Affinity

  • CONTRAST = GREATER VISUAL INTENSITY
  • AFFINITY = LESS VISUAL INTENSITY
  • Writers use words to create story intensity
  • Musicians use notes
  • Film producers, videographers use space, line, shape, tone, color, movement, and rhythm
  • Once we understand the story’s intensities, we can arrange the basic visual intensity.

Visual structure has a resolution also..

Also varies by production type:

  • Advertisement/commercial
  • Documentary
  • Found footage
  • Video Game
  • Internet
  • Single vs Multiple cameras
  • Animation

References:

 

 
Here is a short excerpt from Bruce Block’s book: The Visual Story:

Click for Excerpt

EME 6209 – Motivating Reluctant Readers: Lead-in to the Book Trailer Project

Thursday, June 1st, 2017

Now It's Your Turn

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The intent after this set of readings is to give you enough information to begin critically reading and planning for your final project: the book trailer. In the movie montage shown below we dissect a movie down into its meaningful parts. In effect, we have created a series of scenes from which we could actually create a trailer for the movie. What we are asking you to do for the book trailer is read (not watch) the story and do exactly the same thing. Dissect the book, decide which scenes make up/demonstrate the four-part story creation. When we do this in schools, we ask students to do the same thing. Now, understand that their decisions may not be exactly what you might select…

It really does not matter because sometimes this is all up to speculation.. as long as you read the story and can defend your decisions as to what should show up in the trailer, we have accomplished our goal.. to demonstrate how to get get kids eager to read and to create artifacts that demonstrate their understanding. What makes this activity fun is when you have folks all read the same book, create their version of reality/interpretation of the book and then debate it in class.

Then when they are done, the teacher asks.. so now do you understand why we ask you to read the book and not rely on the movie made from it? In every movie ever made the director makes creative decisions as to what is important and what makes it to the final showing of the movie that he or she creates.

This is why we call this activity UB the Director. Why do you want to rely on the director to interpret the book for you.. why don’t you become your own ‘director’?… end result… students learn to become critical readers.


Click here to go to the actual Book Trailer Project. Hopefully, when you are done you will be able to make a better selection of a book.

Story Invention Part 2: How Many ‘Plots’ are There?

We have now gone through the story invention process a couple of times. I am a believer that you sometimes have to touch a topic three times to make sure it sinks in. From a writer’s point of view, it is one thing to identify the fours aspects of a story when creating the storyboard (a la Branigan), it is quite another for a reader/viewer to recognize these in a story being presented to them.

The most common types of story is one which the man character(s) are struggling against the odds/conflict being imposed on them. So, how many plots are there? Some believe that the prototype is the Seven Russian Wonder Tales. Others suggest that there are 20 Master Plots. There is even one proposal that it all boils down to one: The Hero’s Journey.

Regardless of what you believe the gist of all of this is that there is a finite number. What makes for the perception of an innumerable set of plots is the setting, the use of different character types, and the genre. ‘Darth Vader’ in Star Wars is to sci-fi what ‘Black Bart’ was to the classic Western. ‘Mr. Spock’ to the ‘Joe Friday’ in Dragnet (just the facts, ma’am”)… Usually the plot centers around man’s (I use this term generically) against some outside or inner force or demon…
 

Here is a partial list:

  • Man v Self (Revolver: internal struggle)
  • Man v Man (Kill Bill: two people in direct struggle)
  • Man v Society (1984: some sort of social issue)
  • Man v Nature (Alive: Man surviving)
  • Man v Supernatural (Insidious: outside of the natural realm)
  • Man v Technology (The Ghost in the Shell (Japanese): everyday in the labs)
  • Man v Destiny (Oepidus Rex: fate v free will)


To demonstrate the point let’s take apart a fairly average movie that is highly illustrative of this concept… in fact, the whole premise of the storyline is based on the foundations of our four part story creation… At first, I wasn’t sure if I was going to like this movie but as I watched it I began to realize what a fantastic exemplar it would be for my classes.
watchthis

THE ADJUSTMENT BUREAU

 

The Set upThe DisruptionThe Conflict/JudgmentThe RevealFull DisclosureFinale
This scene is the ‘set-up’.. a montage of scenes/episodes that introduces us to the main character. Life is good.. he appears to be headed towards a life of ‘happily ever after’… this is element one: a setting and time is passing and moving along.


In this montage the ‘wheels begin to fall off’ so-to-speak… we get the feeling that something is going awry..


Here is where it is all confirmed. The viewer, along with Matt Damon’s character ask…’What went wrong?’


Here we are introduced to the men in hats.. while we realize later on who these guys are and what the hats mean, we, too, are wondering what is going on and trying to figure out their role in this movie, which is only hinted at so far… no no Hollywood producer ever puts into the dialog innocuous conversation… so, what is said here no only sets things up, but reveals some secondary storyline that will evolve later on…

In this scene, Matt Damon’s character is told what is going on and the consequences of his finding out about it.. here is where the struggle continues.. he could simply decide to not to ‘fight city hall’ as they say, but he makes a decision to fight against the forces that are trying to change/control him. The remainder of the movie describes the conflict, his fight and some secondary plot lines.


OK, ok, in between lots of stuff happens.. but it is this scene where we , along with Matt Damon’s character, find out the results of the struggle… many of the metaphors are described and where the moral of the story is presented.. cause and effect? because he found against the tide, his life changed .. the ‘book’ shows exactly where and how… life did not happen to him, fate did not take over… because of his struggling against things, his personal ‘playbook’ was changed…


EME 6209 – Visual Literacy

Wednesday, May 31st, 2017

After Completing this Set of Readings This is What You are Expected to Do

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Answer the following reflection questions and submit your responses in the Drop Box set up on Canvas. (three paragraphs … One paragraph each):

  1. Name and describe one or two ah-ha! moments you had during your explorations (something you did not know previously or something that you thought you knew but have changed your ideas).
  2. What does visual literacy have to do with teaching and learning? How do your new discoveries adjust/affect your building of a module on message design in instructional settings?
  3. Pay it forward… What would you tell someone about this topic if they were not able to attend class? (Pick out the main topics that they need to know and describe them as they relate to education/training)


What is Media/Visual Literacy?

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This module is offered to bridge some of that content to the concepts of visual literacy, something that is quite relevant to this course. Our intent is to overlap but not duplicate the information. The intent of this lesson is not to lecture you about visual literacy or to provide you with all the answers about the subject. But to get full value out of this module it is expected that you will read what is printed here as well as click on the many links provided.

…and I do expect that this lesson will actually raise more questions… So:

Question #1:

Is that necessarily a bad idea?

Hopefully, not… The intent is to get you to begin thinking about instructional message design a bit differently and to understand how media affects communication and learning. A good place to start is with the term: symbolism.

To reiterate: WE ARE INTERESTED IN INTRODUCING THE CONCEPT OF VISUAL PERCEPTION and in particular VISUAL LITERACY

Below are a few concepts:

Stroop effect

The Stroop effect is a demonstration of perceptual interference in the reaction of a task. When the name of a color (e.g., “blue,” “green,” or “red”) is printed in a color but spells out a different name (e.g., the word “red” is printed in blue ink instead of red ink), it has been found that naming the color of the word takes longer and is more prone to errors than when the color of the ink matches the name of the color. The effect is named after John Ridley Stroop who first published the effect in English in 1935. The effect had previously been published in Germany in 1929. The original paper has been one of the most cited papers in the history of experimental psychology, leading to more than 701 replications.

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Visual Literacy Modules

Here is a great site that explores this entire spectrum of visual perception.

Here are some of the major points to consider:

  • Confronted by a visual image, humans generally separate out (extrapolate) a dominant shape (a ‘figure’ with a definite contour) from what is relegated to the ‘background’ (or ‘ground’).
  • Gestalt psychologists outline what appears to be several fundamental and universal principles (sometimes even called ‘laws’) of perceptual organization. The main ones are (some of the terms vary among scholars): proximity, similarity, good continuation, closure, smallness, ‘surroundedness’, symmetry and ‘pragnanz’.
  • Categorization is a key ‘top-down’ process in visual perception. The cost is a loss of particularity and uniqueness in perception and recall. For some, it is also regarded as inducing a sense of distance from the world. The way we categorize phenomena that we perceive is a ‘natural’ ‘reflection of reality’, leading us to forget the role of categorization in constructing our world.
  • Perceiving things in a three dimensional plane is an artificial construct made up by certain learned ‘depth cues’. Linear perspective is only one kind of depth cue in a static two-dimensional image such as a painting, drawing or photograph. Relative size is another depth cue. Where an image features several objects of similar shape, the tendency is to assume that the smaller objects are further away. Height in field (or plane) is another cue to judging depth.
  • Humans are driven by a desire to make meanings: above all, we are surely Homo significans – meaning-makers who make meaning through creation and interpretation of ‘signs’.
  • Reading an image, is learned and is dependent on prior knowledge of possibilities; we can only recognize what we know.
Digging Deeper

A – Solomon’s ideas on Symbol Systems

Some questions raised:

  • Within the definition of symbol systems as defined above, does text fit our definition of a ‘symbol system”?
  • How can you be sure your words are being understood? What about the icons you may be using in text messages? are they UNIVERSALLY understood?
  • What about fidelity (how true to reality —  clarity, resolution).. how much of a role does it play in perception? Is 100% fidelity necessary?

Some more….

  • What is the effect of using highlighting in text passages or on PowerPoint presentations to focus attention?. How else can we focus attention in text-based communications? Can these sometimes get in the way, especially by those who are  literate in the topics?

B – Highlighting Textbooks.. a help or a hindrance?

Here is an interesting study into the effects of purchasing used textbooks with highlighting already in it

C – Highlighting Hyperlinks on Websites

Here is another discussion on the effect of highlighting hyperlinks on Web pages

10 Usability Tips on focusing attention

So What, then, is Visual Literacy?

Now that we have explored what visual language is, we need to gain an understanding about the concept of visual literacy.

Wikipedia is actually a great place to start:

Of course an organization called the International Visual Literacy Association (IVLA) must be a place to find a good definition, no?

One last place to stop is the AT&T Learning Network

EME 6209 – The Story Invention Process

Wednesday, May 17th, 2017

After Completing this set of Readings You are Expected to Do the Following
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Some of you MAY have already taken Digital Narrative and Cognition course. We also introduce this concept in the course introduction. I repeat it here because story creation is such an important foundation for this course. Consider this lesson as a review.

Your deliverable for this lesson is to:

  • record an audio reflection on Canvas in which you relate what you have learned from these readings about the relationship between story and learning and your thoughts as to whether or not a positive correlation exists between story as a learning construct and knowledge acquisition/understanding of subject matter.
  • List at least three pros and cons for creating instruction with story as the basic framework/construct.


What is Story?

Story is most often taught in a descriptive mode. Students are asked (usually on standardized tests in PK-12) to list to name the basic elements of story (i.e., plot, character, setting, rising action, etc.) with the expectation that they will become better readers. Asking students to know/list these story parts, as you must know by now, is simply descriptive and is at the lowest level of the Bloom’s hierarchy of knowledge acquisition. VERY few can actually create stories even after these elements and their definitions have been memorized.

If you do not believe me, conduct a little survey of your own. Ask a friend, a child, an adult, whomever.. to tell you a story (I mean a REAL story.. with all the elements described below..) or go ask someone to ‘do’ arising and falling action…

Yet, story is at the core of human existence. It has been used as a teaching vehicle since the beginning… thousands of years… so what makes this so difficult to do? Yes, you may recognize a great story when you see one, but perhaps are not sure as to WHY…
This took me a very long time to figure out as well… then one day the light went off.. the result is what you see here in this lesson.. the idea is to get you to figure out the basic elements of story creation. We also want to bring it all home by showing you how this relates to learning and why story may just be the best construct ever devised by humans to teach and learn things.. This may be one of  the most important set of readings you will do this entire semester. I need to make a believer out of you and to get you to ‘buy’ into the concept of story being that vehicle that can be used in all academic areas as the great contextualizer for teaching and learning. In fact, this is the seed to the next course on Digital Narrative and Cognition that we put into the program recently.

so let’s begin our journey…

Story and Knowing

I am suggesting that there is a natural link between humans, story, and learning… to wit:

  • Point #1:“Gregory Bateson

    In the 1950s he was asked if he thought artificial intelligence in computers was possible. He responded that he did not know for sure but if you asked a computer a simple ‘yes’ or ‘no’ question and it responds with “that reminds me of a story”, then it would be close… now, this is quite telling… in other words, what separates humans from other beings/man-made devices is our natural inclination for storytelling…

  • Point #2: Roger Schank

    Schank has been arguing for years that the road to understanding human intelligence is built upon story. He proposed that “the process of developing increasingly complex levels of stories applied in increasingly complex ways is one way to map intelligence.

  • Point #3: Jean Mandler

    Mandler conducted considerable research into the constructs of story that remain seminal in the field even today.Her work on story constructs back in the 1980s predates all the recent publicity around ‘digital storytelling’.

  • Point #4: Marshall McLuhan: Medium is the message (we will see him again later in the term)

    This is one of our lesson for this cycle.. McLuhan is the seminal guy when it comes to discussions on the effect of media on learning and communicating. His point is that the media a person uses not only helps describe define the message but also the people who most often utilize that media.

  • Point #5: Janet Murray

    Janet Murray wrote Hamlet on the Holodeck, a review of how media has changed how we tell stories.. Hamlet representing the ‘old school’ and the holodeck (the story telling entry point (like the looking glass was for Alice in Wonderland) for Star Trek.

  • Point #5: Walter Ong . (Same here.. we will visit Dr Ong’s work again later)

    Find out how Walter Ong ( a disciple of McLuhan’s) thinks about ‘secondary orality’ and how we are entering a new old age of storytellling

  • Point #6: Eric Havelock

    (another colleague of McLuhan) had many ideas on how story structures thought. He posited that literature is different from ‘storying’… in the latter one participates whereas literature is passive. He also taught that the mind actually stores information in gist form. To reconstruct that into knowledge, the brain contextualizes it using story constructs.

 

These folks led me to believe the following:

 

  • Because of pressures to remove story from the curriculum, we do not utilize story as a framework and we have begun to lose our ability to become good story creators.
  • More and more people believe they do not have a story to tell.
  • But the truth is we still have a deep intuitive sense of the power of story.
  • My research provided me the opportunity to run into two individuals (Ruby Paine and Reuven Feuerstein) whose researched the causes of ‘second generational poverty’. Feuerstein, in particular, demonstrated a causal relationship between the lack of development of story structure, casual (as opposed to formal) language register, and academic failures. He and Paine suggest that for those with only a casual language register, their concept of story is episodic and random in which they very often omit consequences and cause and effect. Consequently, if a student has not had access to a formal story structure (that includes cause and effect, consequence and sequence, and is in an environment with no formal routine and structure), then that student does not know how to plan. This lack of planning capabilities correlates significantly to knowledge acquisition.According to Feuerstein:
    • If a student cannot plan, he or she cannot predict
    • If a student cannot predict, he or she cannot identify cause and effect
    • If a student cannot identify cause and effect, he or she cannot identify consequences
    • If a student cannot identify consequences, he or she cannot control impulsive behaviors
    • If a student cannot control impulsive behaviors, he or she most often demonstrates learning disabilities, and even worse, may even have an inclination to criminal behavior.

This is where you come in.. in this course we are going to base the learning principles of still and time-based, visual media on the power of the story construct. You need not only learn how to push the software buttons but you must also learn how to tell a story digitally using these products.. THAT is the link between technology and the classroom….

Let’s get to the basics…

Story Parts

Stories may:

  • Be a propositional conclusion (this happened, therefore…)
  • Represent a point of view (this is what I believe…)
  • Change attitudes (convince you of my point of view…)

 

Story Elements

This is my obligatory reference to the old standardized testing ‘story’ but don’t worry, we get past this VERY quickly…

  • Character
  • Setting
  • Plot
(rising action…blah, blah, blah)

 

Plot Parts.. another reference to standardized testing

Conflict – three parts

  • Before: character learns of the need to do something, is influenced, hesitates, decides, or refuses.
  • During: character performs the task(s), some succeed, others fail, etc.
  • After: consequences of these actions

Results… moving (slowly) away from the sanitized version…

  • Tragedy = conflict wins
  • Comedy = character changes

 

Non – Stories.. these are hardly ever taught…

  • Catalog: lists that are related at their center.
  • Episode: a collection of consequences of a central situation.
  • Unfocused chain: a list of causes and effects with no center.
  • Focused chain: a series of episodes 
(e.g. continuing adventures of a character)
  • Simple narrative: a collection of focused chains.
  • Catalog: lists that are similarly related at their center.
  • Episode: a collection of consequences of a central situation.
  • Unfocused chain: a list of causes and effects with no center.
  • Focused chain: a series of episodes 
(e.g. continuing adventures of a character)
  • Simple narrative: a collection of focused chains.
Story Generation… here is where we become ‘constructionists’

Character – a finite number exists

  • Types (there is a very finite list of standard archetypes.. (some believe only 25 specific types.. 10 males and 10 females, plus about 5 different types of ‘supporting roles (best friends who influence action and decision making).. if you do not believe me.. watch a few episodes of Star wars, or call George Lucas and ask him what he thinks about all this)
  • Values.. the basic character values/ethics mode of operation of the character.. easily identifiable so that the archetypes differentiate from one another.
  • Allowable actions.. in building a video game, designers build this is.. a character in a game can only do what his or her character type allows them to do.. the goal of the player/learner is to figure this out…

 

Plot – a finite number (also) exists

 

Conflict.. this is what disrupts the norm.. in learning terminology, see Piaget’s views on disequilibrium

  • Possible alternatives are not compatible with character’s values.
  • The moral/teachable moment is how the conflict is attempted to be solved – the character is torn.

 

But the most over-looked part of any story is the reader in a story or player in a video game or the viewer in a video/movie:

  • Plays a role in interpretation of events
  • A narrative has many unsaid things and it is up to the reader/viewer/player to reconstruct them based on the pieces given
  • In other words.. every story teller needs a story listener/viewer.. when you create your stories think of this fact….

 

Now, this is the heart of the story creation process and what makes story the purest contextualizer/construct for knowledge acquisition…

 

Plot Generation –Brannigan, 1992.. according the Branigan…

 

  1. Story is a way of organizing spatial and temporal data into (time and space… i.e., the setting)
  2.  cause-effect chain  of events with a beginning-middle-end that (highlighted for a reason.. this is what creates learning opportunities.. look at science, for example.. it is ALL about cause ad effect.. so is history.. even math for that matter…)
  3. embodies a judgment about the nature of the events as well as (one absolutely needs to recognize the disruption, otherwise no judgments can be made)
  4. demonstrates how it is possible to know (i.e, narrate) the events.(what makes it credible to the reader/viewer/learner/… that which causes the suspension of disbelief a la Brenda Laurel)

So there you have it THE  FOUR CRITICAL ELEMENTS OF STORY CREATION … each of them is necessary but insufficient.. all four MUST be present tor a story to occur…

Story as Transformation

In all stories a change usually occurs…

  • A pie recipe is temporal but NOT a story of a pie because the sequence is not based on cause and effect.
  • Some person, object, or situation undergoes a change, as measured by a sequence of attributions (judgements),
  • which are applied at different times, and a value judgment is inferred (i.e., the moral of the story).

 

Todorov’s ideas on transformation:

  • A state of equilibrium at the outset (A)
  • A disruption (B)
  • A recognition that there has been a disruption (-A)
  • An attempt to repair the disruption (-B)
  • A reinstatement of the initial equilibrium (A)

These changes are not random but are produced according to principles of cause and effect.

A transformation is necessary but insufficient:

These changes are not random but are produced according to principles of cause and effect, and there is a judgment/moral attribute (in this case, it is implied, not stated).

Kinds of Causes .. this is also very important… what makes the disruption a critical part of the story…

  • Includes a judgment as to relative likelihood that particular events might happen together:
  • Consecutive (arbitrary)
  • Chronological ((then… then…. then) order governed by time))
  • Conventional (the order is set by familiar social, generic practices)
  • Mediated (video games cause violent behaviors?)
  • Enabling (element is necessary for the purpose of another)
  • Direct (element is sufficient)
  • Unique (element is necessary and sufficient)

How many causes?

  • A good story mixes two of the causalities:
  • Permits more moral implications and plausibility
  • AND
  • Also blocks out other possible combinations… else the story can be confusing and amoralistic

 

Kinds of stories

  • Character Stories
  • Memorial Stories
  • Adventure Stories
  • Accomplishment Stories
  • The Story about a place in my life
  • Story about what I do & how I make change happen
  • Recovery Stories
  • Love Stories
Story and Change .. if story is about transformation, then change is also an important element

http://storiesforchange.net

or

Simply Google “story and change” and you will be surprised how many hits come up

Seeing as learning is all about ‘change’ then the relevance of learning about change stories should become obvious. Further, learning about the change process and seeing how good story constructs involve a change or transformation that the main character undergoes or is required to face, makes this activity one that could be quite useful to you, not only in the K-12 classroom but also in business and industry. This will all unfold as we progress through the semester.

Tell a Story Instead

In case you need any further motivation to use story as a basis for your lesson content, here is one poster that you should keep around as a reminder:

Tell_a_Story_Instead

EME 6209 – Introduction to Electromagnetic Spectrum

Monday, April 3rd, 2017

After Reviewing this Set of Readings You will be Expected to Do the Following:
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There is really no activity associated with this short module except for a short two question self-test at the end. This little module becomes a very important preface to what follows this semester. All our introductory information will be premised by an assumption that you have read and understand what is being said here. You confirmation survey on Canvas has two questions.. one that you affirm your reading the syllabus and understand what is expected of you this term and the second that you have read this short introduction.


Introduction to the Electromagnetic Spectrum

Some of you may be wondering why we decided to begin this course here. The truth is everything we do in life boils down to being able to not only work but survive in the world in which we live. Whether you realize it or not, the entire universe is made up of a spectrum of electrons that man has been able to capture and ‘tame’. Without it we simply cannot survive… everything we see, hear, and do requires the proper management of things unseen.

But we HAVE figured out how to demonstrate the universe visually. Check it out by clicking the plus sign below:

The Infosphere of the World We Live In

[advanced_iframe securitykey=”08bc34d65048ccaa4b5fc9f25553fe82f7a4f310″]https://www.youtube.com/watch?v=XUKc0Hrxn6s[/advanced_iframe]
taken from architectureofradio.com
This video demonstrates an iPad app that captures the real world we live in. The Architecture of Radio is an iPad app that visualizes this network of networks by reversing the ambient nature of the infosphere; hiding the visible while revealing the invisible technological landscape we interact with through our devices.

This ‘infosphere’ relies on an intricate network of signals, wired and wireless, that support it. We are completely surrounded by an invisible system of data cables and radio signals from access points, cell towers and overhead satellites. Our lives depend on these very physical systems for communication, observation and navigation… and life itself.

The app is a data visualization, based on global open data sets of cell towers, Wi-Fi, and satellite locations. Based on your GPS location the app shows a 360 degree visualization of signals around you. The full data set includes almost 7 million cell towers, 19 million Wi-Fi routers and hundreds of satellites. The app includes both wired and wireless communication infrastructure embedded in our world. The aim is to provide a comprehensive window into the infosphere.


Just to give you an idea as to how important is this to our very existence (especially now that we have digitized just about everything), 21st century warfare has gone technical with the emergence of the electromagnetic Bomb (EMB) that, without actually destroying physical property, could result in the shutting down of everything need to survive.

Ok, scary to say the least. But this course is not about the destruction of the world but of how the analog world works so you get an idea as to how we go about digitizing it.

Electromagnetic Spectrum

As shown above a part of the infospehere we live in can be (and has been) tamed for human consumption and use. The visualization of the electromagnetic (EM) spectrum shown below represents the range of all types of EM radiation. Radiation is energy that travels and spreads out as it goes. The visible light that comes from a lamp in your house and the radio waves that come from a radio station are just two types of electromagnetic radiation. It is all the same, just captured (sampled) at different wave lengths. That is why, for example, we can utilize light (on CDs and DVDs) to capture, store, and produce sound. Because of the current state of technology the converse of this process cannot at present be done (use captured sound waves to produce light) but I wonder if someday that, too, may be overcome. The other types of EM radiation that make up the electromagnetic spectrum are microwaves, infrared light, ultraviolet light, X-rays and gamma-rays.
2000px-EM_Spectrum_Properties_edit.svg

What All This Means for Us

There are some who propose that everything is analog because without it we would not be able to hear digitized sound or see digitized images because humans can only sense the analog world. This is true now but we do not know about the future and whether the next evolution of humans will actually be a hybrid of the two. Some (like Time Magazine recently) predict that occur in about 2045 when humans and computers become one. [one_third][/one_third][one_third]time2045[/one_third][one_third_last][/one_third_last]
Until that time, lets just say that we need to understand the analog to digital back to analog process in order to understand how the technology works and how we digitize both still and moving media in order to make it useful for our teaching.

Basic Signal Theory

Whether we start with audio/sound (which we do) signals are basically air that is moving very quickly. Electromagnetic radiation is often described by its frequency—the number of oscillations of the perpendicular electric and magnetic fields per second—expressed in hertz. Radio frequency radiation is usually measured in kilohertz (kHz), megahertz (MHz), or gigahertz (GHz). Frequencies are measured in Hz ( short for ‘Hertz’ (not the rental guy). We know that most can hear frequencies in the range between 100Hz-15000Hz. Some people can hear very high frequencies above 19000Hz, but scientists always assume that the human ear is able to discern frequencies between 20Hz-20000Hz, since those numbers make their calculations a lot easier. Visible light is also an electromagnetic wave. The frequency of the wave determines its color: 4×1014 Hz is red light, 8×1014 Hz is violet light, and between these (in the range 4-8×1014 Hz) are all the other colors of the rainbow. An electromagnetic wave can have a frequency less than 4×1014 Hz, but it will be invisible to the human eye; such waves are called infrared (IR) radiation. At even lower frequency, the wave is called a microwave, and at still lower frequencies it is called a radio wave. Likewise, an electromagnetic wave can have a frequency higher than 8×1014 Hz, but it will be invisible to the human eye; such waves are called ultraviolet (UV) radiation. Even higher-frequency waves are called X-rays, and higher still are gamma rays.

So as you can see, whether it is an analog transaction or digital, it all boils down to our being able to measure, capture, store, and reproduce the appropriate part of the spectrum and is why most believe digital is really analog, just that the four transactions are done using different means.


Self-Test
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What All This Means for This Course

Everything boils down to electro-magnetics. Just to make the point more strongly see if you can answer these two simple questions:
Question #1:

What is actually stored on a computer’s hard drive?

a- data
b- zeroes and ones
c- information
d- all of the above
e- none of the above

Click the Plus Sign to Check Your the Answer
The truth is that none of the above above (choice ‘e’). What is stored on your computer is magnetics in the form of plus and minus current

Question #2 (Fill in the Blank):

If what is stored on a hard drive is described above, then what is the basic output difference (an over-simplification for sure) between static electricity and ‘data’?

Think About this for a Few Minutes Then Click the Plus Sign For the Answer
Again, an over-simplified truth is that static electricity is random and data is predictable. What this means is that just about anything that can store electromagnetics can (hypothetically) become a de-facto “hard drive”… even your carpet, your hair!.. This opens all sorts of possibilities regarding computer technology… especially wearable technology. It will be these ideas upon which we premise the digitization concepts in this course

So, now that we have the real basics down.. beginning next cycle we can start looking at sound and audio and how to digitize it.

EME 6209 – Final Project: How to Do a Book Trailer

Saturday, April 1st, 2017

Some How-To’s

Your final project is a book trailer. As we discussed, a  book trailer is a 2-3 minute re-enactment of the main storyline of the book. You are not talking about the book or trying to sell a movie made out of a book. Nor is this a commercial in the strict sense. Yes, you want to motivate potential readers but you need to be honest to the book’s content. What the site (http://digitalbooktalk.net) is all about is to entice readers to read and complete books. As such, you do not want to trick a reader into reading the book by intimating or implying that something is in the book that is not… nor can you make anything up, like what some movie makers do when they make movies out of books.  A complete description about what book trailers are can be found on the digital booktalk site .


A couple of things to keep in mind…

  • The best trailers have some type of re-enactment in them in which the talent re-enacts a main scene that demonstrates the main “cause and effect’ scenario / transformation that the main character is pushed to go through.
  • While the ’cause’ is almost always present, the ‘effect’ (moral of the story) does not have to be, but is almost always alluded to..
  • Don’t be ‘cheesy’ with the ending.. i.e., do not use the over-used ending “READ THE BOOK TO FIND OUT”.. or “COMING TO A BOOKSTORE NEAR YOU” remember.. this is NOT a commercial.. we do not care WHICH book a student reads as long as He or SHE picks one and COMPLETES IT. we are after wise choices in selecting books so as to encourage BOOK COMPLETION

Good luck and have fun!!!!



Your objective is to create a trailer that will actually be posted to the site. As such all content, including imagery, video clips, and music must be original or copy right free.

Here is a place to secure images and video:
http://www.sxc.hu/

As far as music is concerned, I have made arrangements to get access to lots of good usable music from soundzabounds.

To get access to this music:
log in using rkenny as the user name and rfk123456 as the password

Building your 2-minute Trailer

Which elements do we need to include?

  • Introduce setting/character (short form)
  • Identify source of conflict/disruption & possible alternative(s)
  • Have an epic finish without giving resolution

You may invert the order by giving result and then begging the question as to how this all came about.

In other words, have a beginning-middle-end, but they do not necessarily have to be presented in that order.

Hints

  • Use the recipe (4 C’s) !!!!from the storytelling lesson
  • Tell your story visually… use text as a crutch to make efficient
  • Use transitions and colors for a purpose
  • Vary your tempo:  dramatic beats
  • Coordinate your music – an important addition to the visual
  • Credits – where did the music, images etc, come from?
  • Have an epic finish


Final Specs

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Now that you have an idea about what book trailers are, you need to make a selection from the selections posted on the drop box found in canvas. You may select another book but it needs to be negotiated beforehand. Post your first and second choice in the Drop Box on Canvas. In case of ties first come first served.

Some Do’s and DON’TS

  • IF YOU SHOOT YOUR LIVE FOOTAGE USING A CELL PHONE BE SURE TO TURN THE CAMERA ON ITS SIDE.
  • DO NOT Begin with a tile or slate that says “this video approved for all audiences”
  • MAKE an epic ending .. DO NOT create a slate that says: “what happens next??? read the book and find out!!”
  • DO NOT ONLY make your video using a simple slide show with text set to music… have some live action… try some live action shots with real people in them.
  • DO NOT use an ending slate with a book cover saying “in a book store near you”.. this is not a commercial for a specific book or a trailer for a movie about the book…
  • The trailer should contain some scenes in which you (or your chosen on-screen ‘talent’ re-enact a part of the plot. Many examples of the so-called ‘book trailers’ you find on the Web are simply videos in which folks talk about the book and/or tell the story using pictures with voice overs and music tracks. While it is ok to have SOME of this, the best trailers (and those that we place on the digital booktalk site) need to have some ‘live action’ … The on-screen talent does not necessarily have to speak, voice-overs are ok but live action and re-enactment are a crucial part of our concept of digital booktalks that we are looking for to be placed on the site. The ultimate goal is for you to produce a video that warrants placement on the DBT site.
  • As for speaking parts, one trick to get good audio is to have the on screen person be situated facing away from the camera when he or she speaks. The you can go into the video editor and record the voice-over using a good mic. That way you won’t have to use a wide area/ambient mic such as the one that comes with the camera./iPad/phone. One of the other things that detract from a professional looking shoot is having bad audio.
  • The trailer needs to contain at least the four elements of story invention as we discussed:
    1. Time passes and against visual setting/backdrop (the set up)
    2. An incident occurs that causes the main character to react/transform somehow.. He (or she) must decide whether react.. to reject, or change (this is supremely important.. it is the ‘nut’ of the cause and effect principle… this is the point of conflict)
    3. The main character makes a judgment… i.e. he or she recognizes the disruption (i.e., what they are up against and decide whether to change (or fight against ).. as a minimum, this change in the course of action may need to be done to PREVENT something from happening.
    4. All of this must be communicated to the audience in clear and certain terms.. both visually and verbally.
 The following specs refer to the trailer itself.. please refer to the Intro to Storyboards Module for specs for the trailer storyboard. 
  • The video must be submitted in .mp4 format (the only one I will accept)
  • DO NOT SUBMIT THE PROJECT FILE .. as you know, all video editing programs work off of projects files .. you must complete the final step to RENDER the project into a single file. You need to make the video no larger than 480 x 320 aspect ratio and no longer than 2.5 +/- minutes long .

Naming and posting instructions

  • Upload the video using the uploader below
  • The max file size for this project is  300 megs . Your editor will indicate the file size when you render/export it. If it is too large, you can reduce the file size by lowering the quality (from Best to Good), and changing the aspect ratio to a smaller size.
  • Name your file  ‘lastname-trailer’ .
  • be sure to enter your name and check the box indicating that you have followed the naming and file size requirements.
  • Like with all our project activities, you need to confirm on Canvas that the upload was successful.
  • The output file format for the book trailer video MUST be  .mp4 . Points will be deducted for files uploaded in any other format.


When You are Ready Click here to Open the File Uploader

Please note that the upload may take as much as several minutes based on your Internet speed. Please be patient.

Submission Uploader





Here is the rubric we will be using is Live text as the critical task for this course. It should give you an idea as to what we are looking for. More details to follow:

Click for Trailer Rubric

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