Systemic Semiotic Design Practice:

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Transcript Systemic Semiotic Design Practice:

BUSS 213
Multimedia in Organisations
Lecture 1
Defining Media, Multiple Media,
and Organisational Multimedia
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Notices
Assignment 2 marks available
Wednesday of this week
Group 6 should download the new
version of this file
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Agenda
Defining Media
Examples of New Media
Temporal Media (Audio, Video)
Immersive Media (QTVR, VRML)
New Media (Time Slice, STI)
Using New Media: Integration for
Intranets
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Defining Media
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New Media- Relevance
some new digital media are being used
to solve organisational problems
for example QTVR is being used by:
Real Estate Agents use it to describe the
interiors of expensive properties which
are to be auctioned,
Queensland Police are using it to create a
realistic reconstruction of the crime scene
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New Media- Relevance
there are many forms of new digital
media which are currently being
created- many simply await an
application for which they are suited
because Intranets are not necessarily
limited to the speed and bandwidth
constraints of the Internet- some of
these new forms of media will be first
available on Intranets
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Defining Media (1)
Just what is a media?- the answer to
this simple question is surprisingly
complex
if we can answer this question we may
be able to understand the relationship
between the so-called new digital media
and traditional media
we may also be able to build multimedia
systems
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Defining Media (2)
Failure of Technical Classification of Media
Recall Reading #3 which classifies
the types of media according to the
type of data structures that are used
this is not an adequate explanation
because it ignores how users
actually ‘read’ or interact with these
forms of media
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Defining Media (3)
Media Classification Failure: Time Slice
an example of this is Time Slice Imaging
(described latter)
Technical Classification considers it to be
the same as Digital Video- Time Slice like
Digital Video cannot be interacted with
yet, Time Slice provides an completely
different experience for users- they ‘read’ it
differently
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Defining Media (4)
‘New’ Media from ‘Old’ Media
the major reason new forms of media can
be created is that traditional digital media
can be transformed from data to
processes
is achieved by adding:
Selection- on event do this
Repetition- repeat this until that
to the usual State for static media or
Sequence for Time-ordered media
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Defining Media (4)
Creating ‘New’ Media
if we can understand and define media
we may be able to create entirely new
kinds of passive and interactive
experience for users!
but a better definition will require IS :
to go beyond technical considerations of
data and process, and
to also consider how users ‘read’ mediathe realm of semiotics!
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Time Slice Imaging
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Time Slice Imaging (1)
to capture a time slice image:
use a special camera consisting of a
large number of still cameras (~120) and
arranged them in a large arc
the optical configuration of each still
camera is such that each image
overlaps its predecessor and successor
connect the cameras so that they all
take an image of the same subject
simultaneously
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Time Slice Imaging (2)
to create the time slice image:
edit together each of the still images
either using linear film editing or by
using non-linear digital editing, and
assemble the images onto a video tape
ordering the images according to
camera position- that is in a sequence
from left-most camera to the right-most
camera
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Time Slice Imaging (3)
then play back the movie!
the result is a captivating experience- a
frozen moment scene from a huge
number of angles
it is so startling because we do not see
time this way and we are never able to get
a view from multiple positions
truly a new media- technically identical to
digital video but very different for users!
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Time Slice Imaging (4)
Examples
first mentioned in a small news itemScientific American or New Scientist
Other Examples:
Various Advertisements
Lost in Space (1998)
The Matrix (1999)
Lecture Video Example:
BBC (1998) The Human Body- Part 2
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Timeslice Camera
“This camera gives a five-metre long
90 degree circular tracking shot in
time-slice, live-action, long exposure,
high-speed shutter or any
combination. The camera performs like
a compact motion-control rig. The
optics are multi-coated, allowing the
camera to perform to wide screen
feature film standards. Again the
construction is robust, enabling the
camera to travel to far flung locations
and work under the harshest
conditions (as has proven the case
with natural history work).”
http://www.timeslicefilms.com/cameras_pc.html
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QuickTime VR
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QuickTime VR
first partially immersive VR system
QTVR is proprietary in that it must be
developed on a high-end Macintosh,
but can be played on multiple platforms
just like QuickTime
not a problem for multimedia
developers who often prefer this
platform because of its continuous
support of graphic arts and design
markets
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QuickTime VR
Types
there are several types of VR that can
be built using QuickTime VR:
Object Movies
Single Node Panoramic Movies
Multi-Node Movies
Sparse Multi-Node Scene
Continuous Multi-Node Scene
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QuickTime VR
Sources of Object Movies
photography of real object/s from all
views using film or video
model and render virtual object/s
from all views digitally
each view becomes a distinct frame
in a frame space formed by a
QuickTime movie
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QuickTime VR
Frame Order and Frame Space
the order of frames in the frame
space is important:
if the object is real then simply
photograph views in the corrct order
if the object is virtual then frames must
be rendered in the corrct order
Frame Access Function is used
identify which frames to display
based on user interaction
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Frame Space & Access Function
Frame Space


frame = f(,)
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Object Movies
Definition...
two forms of object movies:
a 360º series of images around the
‘equator’ of an object, or
a series of images which form a number
of ‘latitude’ loops around an object
including the ‘north and south poles’
assembled to form a continuous loop
of images
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Object Movies
...Definition
size of the object is a consideration
when creating object movies:
if the object for which an object movie
is to be created is small then the object
is rotated,
otherwise the camera rig is moved
around the object to simulate rotation of
the object
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Object Movies
Background Issues
object movie backgrounds are generally
black and featureless
makes the transition from the embedding
media (panoramic VR or video) less
jarring
it is also extremely difficult to match up
the photometric and geometric
characteristics of different media
(described latter)
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Object Movies
Medium...
photographyproduces great results
but has many difficult steps which are
out of the control of the content creator
dependent on Kodak who are the only
company that can create the necessary
PhotoCDs
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Object Movies
Medium
analog videomust be digitised which will require very
expensive hardware and software
very noisy and will need image preprocessing before making the Object Movie
digital videoconvenient I-link (Firewire) upload of
images to VR development machine
expensive but worth it!
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Object Movies
Camera Requirements...
if using photography you will need
a very good quality 35mm SLR cameracould be an old manual high-end
camera or a new state-of-the-art high
end-camera
camera mount that can hold the camera
in portrait orientation
camera head which can turn the camera
in equal segments of a circle
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Object Movies
…Camera Requirements
a wide angle lens- the wider it is the
fewer the number of photographs are
needed
lens characteristics (<15 mm is a very
expensive fisheye lens; >28mm is
approaching a normal lens- so forget it)
15mm
18mm
28mm
12 images
12 images
18 images
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Object Movies
Supports
any supports should not be visible in
the completed object media
special supports for the items being
photographed can be expensiveneed special jigs to get a 360º series
including the ‘poles’
can use an old record turntable if the
objects are small
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Single-Node Panoramic Scene
allows a user to see a space or interior
from a single point-of-view
does not allow the user to explore the
interior
other types of QTVR objects (eg. Sparse
and Continuous Multi-Node Scenes) are
made by stitching multiple single node
panoramic scenes together
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Sparse Multi-Node Scene
Users can jump between a set of key
nodes located at points of interest in
a space or interior
provides an experience which allows
some limited navigational freedom
useful when there are only a few key
points of interest and no need to
show a continuous space
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Continuous Multi-Node Scene (1)
user has much more freedom to visit
different locations in space
key nodes which lie at path
intersections in front of interesting
objects and displays
continuous space is created by
positioning nodes between the key
nodes- needed when everything is
interesting
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Continuous Multi-node Scene (2)
Example: MicroLabs, UOW c. 1995
Can be viewed or downloaded from the BUSS909 Intranet
http://www.uow.edu.au/~rclarke/buss909/labscene.mov
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QTVR Production Steps
1
2
3
4
Node Plan
Node
Photography
Photochemical
Processing
PhotoCD
Mastering
6
7
8
Registering
Views
Hot-spot
Stitching
Multi-node
Stiching
5
Single Node
Stitching
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QTVR Production Difficulties
Photochemical Processes
a surprisingly large range of
problems during VR production can
occur as a result of the use of
photographic source materials,
photochemical processing and photo
CD mastering stages
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QTVR Production Difficulties
Photometric Mismatches; Missing Frames
similar mismatches occur between
the photometric characteristics of
photographic systems and video
systems used to create VR and
content sequences
missing frames from a node can lead
to the exclusion of an entire node
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QTVR Production Difficulties
Optical Geometry Mismatches
mismatches between geometric
characteristics of wide angle film
lenses used in the production of VR
and wide angle video lenses used in
capturing ‘live action’ sequences that
will be linked to the VR
apart from the fact that these are the
only stages conducted outside the
control of the VR production
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VR Production
Digital Breakthrough
 digital workflows are being developed with the
advent of megapixel digital still cameras (left), and
affordable (almost! sigh!) digital video camera (right)
http://www.canondv.com/xl1/index2.html#
http://philohome.free.fr/lbracket/lbracket.htm
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QTVR Production Steps
Digital Workflow
Download
1
2
3
Node Plan
Node
Photography
Photochemical
Processing
PhotoCD
Mastering
6
7
8
Registering
Views
Hot-spot
Stitching
Multi-node
Stiching
5
Single Node
Stitching
4
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Other Kinds of Virtual Reality
Spherical VRs (Single Nodes)
http://philohome.free.fr/tripod/sample.htm
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Other Kinds of Virtual Reality
Spherical VRs (Stitched Panorama)
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Integrating New Media
Example: Systems in Context CD-ROM
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Using New Media
Reuse and Scalability Requirement
the authors created a Multimedia
Case Study structure which was
sufficiently general to show most
workplace actions and activities
major advantages of creating a
general structure are reuse and
scalability
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Using New Media
Templates and Widgets
the use of Media Templates to speed
up the systems integration of the
various media elements used,
a specially designed text widget,
which enables large texts to be
displayed within limited screen real
estate
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Using New Media
Templates and Widgets
the unusual properties of some of the
inter-media developed in this project
necessitated the use of templates
the Multimedia Case Study structure
utilised three templates:
Digital Video Templates
VR Templates
Computer Model Templates
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Digital Video Template
supports sets of related QuickTime
Digital Video clips
the interface for this template
provides users with the ability to
select between alternate points-ofview for a given action or activity at
appropriate points during the
playback of the video.
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Digital Video Template
Unfamiliar workpractices can be
made familiar by allowing the user to
see the action from multiple points of
view.
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Virtual Reality Template
supports the display of Quicktime VRs
the interface for this template alerts
users to the existence of other
embedded VR Objects and
video/computer animation sequences
used to show the architectural layout
of workplaces.
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Computer Model Template
supports the display of computer
generated models
this template provides user with the
ability to select between related sets
of computer models, which may be
nested.
is used to reveal objects not directly
visible within a scene or to explain
abstract concepts
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Computer Model Template
these templates work in conjunction with
each other
if the VR Template indicates an
embedded resource is available the VR
display frame of the VR Template morphs
into the video display frame of the Digital
Video Template.
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Text Widget
the digital video, virtual reality, and
computer model templates are
designed to work in conjunction with
a specially designed text widget
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Text Widget
the text widget is a cross between an
hypertext browser and an outline
processor
users can click on a tab to get a more
complete textual description of an
object or item of interest
Hyper-links are provided to open
related text tabs or to highlight a
region on an image for example
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Text Widget
the hyper-links are bi-directional, for
example, clicking on a hyper-region
in an image, also opens up an
appropriate textual description
the advantage of this widget is that
extended texts can be displayed
without the user being overwhelmed
by information
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Text Widget
the design of the tabs enables the
structure and content of these texts
to be easily quickly ascertained.
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Links
Spherical VRs
Equipment Setup
Tripods- Handheld (Virtual)
 Method: http://philohome.free.fr/tripod/shooting.htm
 Example: http://philohome.free.fr/tripod/sample.htm
Tripods- Actual
 Equipment: http://philohome.free.fr/lbracket/lbracket.htm
Plug-ins
 http://www.smoothmove.com/03products/03iMove_Viewer.asp
Timeslice Cameras
 http://www.timeslicefilms.com/cameras_pc.html
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Links
Spherical VRs
Helmut Dersch's Panorama Tools (PTools)
 PTools http://www.fh-furtwangen.de/~dersch/
 Ptgui http://www.ptgui.com/ (Joost Nieuwenhuijse)
PTools Related Tutorials
 Ben Kreunen http://www.bigbenpublishing.com.au/360/docs/tutorial/index.html
 Sascha Kerschhofer http://www.htu.at/~sascha/ptguide/
PTools Related Examples (Philippe Hurbain’s Site)
 Indoor Panoramas http://philohome.free.fr/panogallery/indoor.htm
 Outdoor panoramas http://philohome.free.fr/panogallery/outdoor.htm
 Kite Panoramas http://philohome.free.fr/kitephoto/kapp.htm
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References
 Clarke, R. J. and L. Schafe (1997) “Prototyping Multimedia:
Experiences from the ‘Information Systems in Context’ CAUT
Project” ASCILITE’97 Perth
 Clarke, R. J. and L. Schafe (1999) Supply and Warehousing at
BHP: Stocked Repairable Items Information Systems in Contexts
CD-ROM, University of Wollongong in press
 Martin, J. R. (1992) English Text: System and Structure
Philadelphia/Amsterdam: John Benjamins Publishing Company
 Schafe, L. and R. J. Clarke (1995) Information Systems in
Context CAUT Proposal, University of Wollongong
 Gibbs, S. J. and D. C. Tsichritzis (1995) Multimedia Programming:
Objects, Environments and Frameworks Chapter 2: Media Types,
ACM Press Books/Addison-Wesley Publishing Company, 15-78;
Reading #3
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