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Understanding Visual Media

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Understanding Visual Media IS146: Foundations of New Media Prof. Marc Davis, Prof. Peter Lyman, and danah boyd UC Berkeley SIMS Tuesday and Thursday 2:00 pm 3:30 pm – PowerPoint PPT presentation

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Title: Understanding Visual Media


1
Understanding Visual Media
IS146 Foundations of New Media
  • Prof. Marc Davis, Prof. Peter Lyman, and danah
    boyd
  • UC Berkeley SIMS
  • Tuesday and Thursday 200 pm 330 pm
  • Spring 2005
  • http//www.sims.berkeley.edu/academics/courses/is1
    46/s05/

2
Lecture Overview
  • Review of Last Time
  • History and Technology of Digital Imaging
  • Today
  • Understanding Visual Media
  • Preview of Next Time
  • Case Study Cameraphone

3
Lecture Overview
  • Review of Last Time
  • History and Technology of Digital Imaging
  • Today
  • Understanding Visual Media
  • Preview of Next Time
  • Case Study Cameraphone

4
Image reading
  • Visual communication is always coded
  • It seems transparent only because we know the
    code already, at least passively but without
    knowing what it is we know, without having the
    means for talking about what it is we do when we
    read an image.
  • Our culture is moving from textual to visual
  • Until now, language, especially written
    language, was the most highly valued, the most
    frequently analyzed, the most prescriptively
    taught and the most meticulously policed code in
    our society.
  • Visual literacy is not taught and needs to be
  • If schools are to equip students adequately for
    the new semiotic order, if they are not to
    produce people unable to use the 'new writing'
    actively and effectively, then the old boundaries
    between 'writing' on the one hand, traditionally
    the form of literacy without which people cannot
    adequately function as citizens, and, on the
    other hand, the 'visual arts', a marginal subject
    for the specially gifted, and 'technical
    drawing', a technical subject with limited and
    specialized application, should be redrawn.

5
Image technology
  • development of technology (e.g. camera, film
    stock, etc.)
  • development of presentation techniques (e.g.
    illumination)
  • development of technology (e.g. camera,
    compression, manipulation)
  • development of presentation techniques (e.g.
    automatic collage)
  • development of technology (e.g. colour, brushes,
    canvas, etc.)
  • development of presentation techniques (e.g.
    central perspective)

Painting VERMEER VAN DELFT, c. 1665,Oil on
canvas, 46,5 x 40 cm, Mauritshuis, The Hague
Digital image (1950)
Photo (1830)
6
The camera
Analog camera produces a continuous image,
simulating the capture of the eye.
Negative (reverse reality)
Actual image (various manipulation processes)
Analog technology is expensive and complicated to
handle.
7
The digital image
The image is a matrix of values, representing the
colour, texture, dimension, etc.
8
The digital image - size
1 Bit -gt black and white 8 Bit -gt
greyscale 16 Bit -gt 64.000 colours (High
Colour) 24 Bit -gt 16 Mil. colours (True Colour)
9
The digital image - manipulation
Pixel or vector
  • Image format
  • Resolution
  • Mode
  • File type
  • Image enhancement
  • resize
  • colour enhancement
  • artistic filters
  • establishing planes
  • any other sort of manipulation

ALWAYS ask what do I intend to do with the image
now AND in the future?
10
Lecture Overview
  • Review of Last Time
  • History and Technology of Digital Imaging
  • Today
  • Understanding Visual Media
  • Preview of Next Time
  • Case Study Cameraphone

11
Understanding Comics
  • Scott McCloud - comic artist
  • Explains visual communication through comics
  • Explains comics through visual communication
  • "If you've ever felt bad about wasting your life
    reading comics, then check out Scott McCloud's
    classic book immediately. You might still feel
    you've wasted your life, but you'll know why, and
    you'll be proud. - Matt Groening, creator of
    The Simpsons.

12
What Are Comics?
  • Juxtaposed pictorial and other images in
    deliberate sequence, intended to convey
    information and/or to produce an aesthetic
    response in the viewer. (p. 9)
  • How do comics differ from
  • Photographs?
  • Movies?
  • Hieroglyphics?
  • Emoticons?

13
Why Understand Comics?
14
Old Comics Trajans Column
15
Old Comics Mayan Codex Nuttall
16
Old Comics Tortures of St. Erasmus
17
Scott McClouds Big Triangle
Picture Plane
Reality
Language
In Chapter Two of Scott McClouds 1993 book Understanding Comics, he devises a map of visual iconography (i.e., pictures, words, symbols) that takes the shape of a triangle.
18
Scott McClouds Big Triangle
Picture Plane
Reality
Language
The lower left corner is visual resemblance
(e.g., photography and realistic painting).
19
Scott McClouds Big Triangle
Picture Plane
Reality
Language
The lower right includes the products of what he
calls iconic abstraction (e.g., cartooning).
20
Scott McClouds Big Triangle
Picture Plane
Reality
Language
And at the top are the denizens of the picture
plane (pure abstraction) which cease to make
reference to any visual phenomena other than
themselves.
21
Scott McClouds Big Triangle
Picture Plane
Reality
Language
The move from realism to cartoons along the
bottom edge is a move away from resemblance that
still retains meaning, so words, the next
logical step in the progression, are included at
far right, thereby enclosing anything in comics
visual vocabulary between the three points.
22
Scott McClouds Big Triangle
Picture Plane
Reality
Language
McCloud found that The Big Triangle as it came
to be known, was an interesting tool for thinking
about comics art...
23
Scott McClouds Big Triangle
Picture Plane
Reality
Language
...and for visual art and language in general!
24
Cartoons and Viewer Identification
25
Closure From Parts To The Whole
26
Closure Bridging Time and Space
27
Closure in Comics
28
Closure The Gutter in Comics
29
Closure Moment-To-Moment
30
Closure Action-To-Action
31
Closure Subject-To-Subject
32
Closure Scene-To-Scene
33
Closure Aspect-To-Aspect
34
Closure Non-Sequitur
35
Questions for Today
  • How do we interpret images and sequences of
    images?
  • How do we read different visual representations
    of the world (especially different levels of
    realism and abstraction) differently?
  • How does what is left out affect how we
    understand images and sequences of images?

36
Questions for Today
  • What are some of the differences between how text
    and images function in comics?
  • What would be lost/gained in moving between
    images and text?

37
Questions for Today
  • How could we represent images and sequences of
    images in order to make them programmable?
  • What could computation do to affect how we
    produce, manipulate, reuse, and understand images
    and sequences of images?

38
Lecture Overview
  • Review of Last Time
  • History and Technology of Digital Imaging
  • Today
  • Understanding Visual Media
  • Preview of Next Time
  • Case Study Cameraphone

39
Readings for Next Time
  • Marc Davis, Simon King, Nathan Good, and Risto
    Sarvas. From Context to Content Leveraging
    Context to Infer Media Metadata. in Proceedings
    of 12th Annual ACM International Conference on
    Multimedia (MM2004). New York ACM Press, p.
    188-195, 2004.
  • Discussion Questions
  • Nancy A. Van House, Marc Davis, Morgan Ames,
    Megan Finn, and Vijay Viswanathan. The Uses of
    Personal Networked Digital Imaging An Empirical
    Study of Cameraphone Photos and Sharing. in
    Extended Abstracts of the ACM Conference on
    Computer-Human Interaction (CHI2005). New York
    ACM Press, Forthcoming 2005.
  • Discussion Questions
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