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/
2Lecture Overview
- Review of Last Time
- History and Technology of Digital Imaging
- Today
- Understanding Visual Media
- Preview of Next Time
- Case Study Cameraphone
3Lecture Overview
- Review of Last Time
- History and Technology of Digital Imaging
- Today
- Understanding Visual Media
- Preview of Next Time
- Case Study Cameraphone
4Image 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.
5Image 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)
6The 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.
7The digital image
The image is a matrix of values, representing the
colour, texture, dimension, etc.
8The 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)
9The 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?
10Lecture Overview
- Review of Last Time
- History and Technology of Digital Imaging
- Today
- Understanding Visual Media
- Preview of Next Time
- Case Study Cameraphone
11Understanding 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.
12What 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?
13Why Understand Comics?
14Old Comics Trajans Column
15Old Comics Mayan Codex Nuttall
16Old Comics Tortures of St. Erasmus
17Scott 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.
18Scott McClouds Big Triangle
Picture Plane
Reality
Language
The lower left corner is visual resemblance
(e.g., photography and realistic painting).
19Scott McClouds Big Triangle
Picture Plane
Reality
Language
The lower right includes the products of what he
calls iconic abstraction (e.g., cartooning).
20Scott 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.
21Scott 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.
22Scott 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...
23Scott McClouds Big Triangle
Picture Plane
Reality
Language
...and for visual art and language in general!
24Cartoons and Viewer Identification
25Closure From Parts To The Whole
26Closure Bridging Time and Space
27Closure in Comics
28Closure The Gutter in Comics
29Closure Moment-To-Moment
30Closure Action-To-Action
31Closure Subject-To-Subject
32Closure Scene-To-Scene
33Closure Aspect-To-Aspect
34Closure Non-Sequitur
35Questions 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?
36Questions 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?
37Questions 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?
38Lecture Overview
- Review of Last Time
- History and Technology of Digital Imaging
- Today
- Understanding Visual Media
- Preview of Next Time
- Case Study Cameraphone
39Readings 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