9-20-12
RTF 344M Blog Prompt #4
Duck Hunt SNU feedback – Transition
between game and reality is rough, clean it up and match frame, use
audio. Re-time victory audio for hunters. Use game capture footage,
introduce early. Ending should have video game dog laughing. Two
players possible?
Thoughts – I agreed with pretty much
all the feedback I got from this SNU. Audio is the trickiest part,
but the rest is pretty easily done. I just have to watch it a few
times to get a feel for when audio should be used. It's pretty
important too; the only way the viewer will understand the point of
the SNU is with audio. I also think I want to re-watch the hunters
footage to see if there are any better takes. I don't think I'll find
a Duck Hunt game with two players along, with or without good quality
and steady camera, but I'll give it another look.
War Games SNU feedback – Add a beat
at the end of the interview. Bring down the gamma to fix lighting
issues. Audio out of sync? Bring up interview audio.
Thoughts – I didn't really think of
any of these fixes so they are valuable pieces of feedback. Adding a
beat at the end fixes the abrupt ending, and gamma fixes lighting. I
didn't notice the audio being out of sync, but I can take a close
look at it and see if it's true. The interview audio sounded low to
me watching it on the projector, so I can pan that one up. Someone
asked me how I got the shots to be steady if I shot on an iPhone. I
said, “flat surface.” It seems so simple!
Korsakow is a neat tool, but it has
it's limitations. While you have technological affordances in control
over how the SNUs are shown, it really is just a presentational idea.
The story comes from organization, and it unfolds through user
interaction. But, by default, it isn't very different from just
putting all the SNUs in a timeline and playing them back-to-back. And
nothing new is coming from the footage itself; it's still a
traditional scene. The good thing about Korsakow is that it provides
interactivity without the stigma attached to modern video games (I
often hear people think the learning curve of all the buttons turns
them off to playing entirely). So this system is geared to a larger
audience, but has a smaller following.
As we viewed the SNUs, my mind began
to create the web already. I made connections between the individual
pieces, not just one connection but several. I'm starting to think
the best way to organize a Korsakow project would be to print out
thumbnails of the SNUs and lay them out on a table. This way you can
visualize the structure without having to keyword, play, keyword
again, play again. I still want a 'three bins' structure that has
some point to it as a project and not just as an assortment of clips
loosely affiliated. If that's what I find my project turning out to
be, I'll either have to blame myself or the clips. But the clips are
pretty good, and by making associations early on, that's a sign that
they will work well together. I just haven't figured out what the
larger point is yet, or rather, how to convey that point. It is
definitely harder than it seems, partly because the clips are static
and I can't control them. Everything relies on structure.
No comments:
Post a Comment