Thursday, November 13, 2008

Phase 3 final postcard

below is my first design which had too much of a negative tone, something I avoided on the above postcard with lighting. 

The windproof Zippo lighter appeals to smokers and campers because it is and has been a reliable igniter for the past 76 years. The Zippo lighter, produced in Bradford Pennsylvania, has achieved its popularity as a dependable product for lighting cigarettes, pipes and cigars. Zippo lighters are widely recognized around the world because it has been featured in over 1,500 movies, stage plays and television shows. The famous Zippo “click” has been used in songs and the lighters themselves have been featured on album covers as well as tattooed on famous rockers skin.[1]

 

The contextual system is social/cultural

 

The social contextual system supports the history of the Zippo lighter. It is widely recognized and used in social activities. One major benefit of this system is familiarity. The Zippo lighter is considered a quality lighter in America. [2]  The Zippo brand has a 98 percent awareness rate. That means 98 out of every 100 Americans has knowledge of the Zippo name and lighter. [3]

 

 

Bibliography

1.     Zippo history/tattooed

2.     Zippo Quality

3.   98% awareness rate

Tuesday, November 11, 2008

SHOW OPENER (Percs)

The purpose of a show opener is to inform the viewer about what type of show will come on next. The television broadcast that I will be doing an opener for is about the greatest percussionists in the world, and how they achieved their greatness. The name of the show will be Percs. This is a pun between the words percussionists and perks (or bonus/plus). Other Title ideas are: Perx or Percks.

The weekly televised show will have guest percussionists  that will tell their stories to a studio audience. The show will be one hour long and aired on VH1, MTV, BET or any other music television station. It does require a presenter who will start off the show, telling the audience what is in store for them. The show will always end with a 5 minute jam session, where cast and audience members pick up trash cans paint buckets wooden sticks and rods and jam out. Each jam session will be started by a cast member playing a simple rhythm. Then someone else, cast or audience, plays another simple rhythm over that one. This pattern continues until you have bunches of people playing different rhythms, all contributing to the song. It will not matter if the audience member does or doesn’t have experience playing the drums because the simple rhythms will be as basic as clapping your hands on the first beat of every measure. Also the crowd will have a prompter to help them keep up. Because this Jam game is played at the end of every show, the show will be widely recognized by it. Some will call it, “that show where they bang on trash cans.“ the audience will be mostly music lovers. People who like drums and famous drummers

 

RESEARCH

MTV's SELECT http://www.youtube.com/watch?v=LZDFIVINEs0

MTV's MADE  http://www.youtube.com/watch?v=40oT02kMaJ4

CMT country music television promo http://www.youtube.com/watch?v=NrvpL9JNozs&feature=related

Phase 2 output postcard




Monday, November 10, 2008

Final contemplations

  • To insure understandability I limited the actions of the user.

 

  • By allowing only mouse clicks to start, stop, or move interactive elements the participant is less likely to become confused by accidental activation.

 

  • I learned throughout this project that it is not only important to consider how elements look and sound individually, but also important to consider how they interact with each-other.
    • For example. Because my drum sounds are not just one individual hit, but rather a combination of hits into a fill or beat, it was important to consider their tempo.
    • Each audio drum clip was recorded at the same tempo so that when they are played consecutively they flow together to create a new fill and not just a jumble of drum hits.

 

  • Finally it is necessary to understand the overall speed or flow of the interactive area and its communicative channels so that the same flow can be applied to all the elements in the area.
    • My interactive area has a fast pace because of the nature of the subject matter and because of the fast tempo of the music

 

Sunday, October 12, 2008

CRASH_RESONATE_TEETER TOTTER

Threw ought this project I gained knowledge of how make an animation. I learned that it is important to be familiar with exactly how long an action takes to be able to properly depict it. The key to achieving a realistic animation is a proper manipulation of the temporal elements.

The major difference between the story board and the film is how it is viewed. With a storyboard the frame durations are less important because in many cases it is implied. Certain movements and pauses need to have more consideration and attention paid to them in the film version. 

30 sketches STICK & CYMBAL


Monday, October 6, 2008

CYMBAL - Crash > Resonate > Teeter totter

combining actions 
I am having trouble doing motion tweens. 
This is a raw tweenless, effectless animation
The only changes I made in flash were with 
frame duration.

Wednesday, September 24, 2008

Sound/Motion 17 frm story boards

Crash -> Resonate -> Teeter totter
crash -> teeter -> resonate


Rhetoric lecture

Rhetoric- the art of persuasive speaking or writing. It is not just what you say but how you say it. A rhetorical question is a question that doesn’t require an answer. It makes you think.

10 rhetorical devices/ Trops

  1. personification – including human qualities in a non human thing
  2. hyperbole – Exaggeration. Really big or small
  3. Puns – combining two things that are visually similar. Like a blood bath
  4. Antithesis – Juxtaposing two contrasting ideas to intensify differences. Like a bomb with the word Pease
  5. Irony –  like a bullet going into a gun not out of it or a burning fire truck or police men speeding.
  6. Metonymy – using an index image of one thing to stand for another thing. Usually more complex. Based on close association. Example using the symbol for tree a bunch of times to represent a forest.
  7. Synecdoche – a part used to represent the whole, or a whole representing a part. Like rosy the riveter. Like a hand representing a human or all of humanity
  8. Metaphor – A direct comparison of two seemingly unrelated objects by replacing one sign with another.  “the___is a____.”
  9. Allegory – the literal or concrete device to symbolize an abstract idea or principle. Like racism represented by the absents or black keys on the keyboard.
Parody – Imitating another work to be funny, ironic.