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Create. Collaborate. Innovate.
MFA inEmergentMedia
Its a GREAT time to be creative
Great time to be creative
portability
Exponential returns
molecules
connectivity
speed
portability
molecules
networks
"in film trans#torsconnectivity
speed
Exponential returns
speedconnectivityportabilitylower cost
The Law of Accelerating Returns
“...the history of technology shows that technological change is
exponential... So we won't experience 100 years of progress in the 21st century—it will be more like 20,000 years of progress (at today's rate). The "returns," such as chip speed and cost-effectiveness, also increase exponentially. There's even exponential growth in the rate of exponential growth.”
—Ray Kurzweil
speedconnectivityportabilitylower cost
The Law of Accelerating Returns
“...the history of technology shows that technological change is
exponential... So we won't experience 100 years of progress in the 21st century—it will be more like 20,000 years of progress (at today's rate). The "returns," such as chip speed and cost-effectiveness, also increase exponentially. There's even exponential growth in the rate of exponential growth.”
—Ray Kurzweil
speedconnectivityportabilitylower cost
The Law of Accelerating Returns
“...the history of technology shows that technological change is
exponential... So we won't experience 100 years of progress in the 21st century—it will be more like 20,000 years of progress (at today's rate). The "returns," such as chip speed and cost-effectiveness, also increase exponentially. There's even exponential growth in the rate of exponential growth.”
—Ray Kurzweil
?
Shifting technology paradigms impact our media
Changing how we:Communicate, Learn, Think, Create, Work...
Emergent MediaNetworked, interactive, participatory communications.
http://technorati.com/weblog/
blogosphere/
http://technorati.com/weblog/
blogosphere/
http://technorati.com/weblog/
blogosphere/
http://www.boingboing.net/
Getting attention is no longer enough.
Engaging the
individual to
action is key.
Participation Bandwidth
Engaging the
individual to
action is key.
Participation Bandwidth
“...it is less and less important to compete for attention, and more and more important to compete for things like brain cycles and interactive bandwidth.
— Jane McGonigal, “Engagement Economy”http://janemcgonigal.com/
http://images.businessweek.com/mz/07/24/0724_6insiid_a.gif
http://blog.nielsen.com/nielsenwire/online_mobile/what-americans-do-online-social-media-and-games-dominate-activity/
MFA in Emergent Media
Create. Collaborate. Innovate.
MFA inEmergentMedia
Magic happens
Code: provides the possibilities Content: evokes the emotional & intellectual experience
“It’s code dude, we can do anything.”
—Clint Hocking
MFA Career Paths
Artist – April Cornell
3D artist
Animator
Technical artist
Procedural artist
Graphic designer
“Film” maker - Digital video editor
Experience designer
Interaction designer
Game designer – Randy Smith
Mobile media – Justin Siegel
Entrepreneur & Business
Innovator – John Abele
Online communities & news
Project manager
Marketing
Online Marketing expert– Rich Nadworny
Social Media Guru
Community manager
Programmer
Fine art/programming, database programming – Jonathan Harris
Writer
Content designer
Narrative designer
Interactive storyteller
Blog journalist - Jerringan Pontiac
Technical documentation writer
Professor, critic – Frank Lantz
\ÇÇÉätà|ÉÇ
SkillsTheory
Magic happens
ProjectsPersonal Collaborative
SkillsTheory
Magic happens
\ÇÇÉätà|ÉÇ
Connecting and
guided by experts...
Foundations: connecting to experts
The Emergent Landscape (visiting lecture series/seminar)Who are the thought leaders in emergent technologies and what are they thinking? Visiting practitioners, entrepreneurs, researchers, and scholars will present their work and concepts in a discussion series on current trends impacting communications. Special attention will be given to the origins and evolution of these ideas. Students will market, host and review the series, leading the forum after each presentation. As a group they will select and organize the agenda for the following semester’s series.
Check out our current speaker series guest and expertise:http://www.champlain.edu/MFA/Emergent-Landscape-Speaker-Series.html
Foundations: content, code, and context
Technology as a Disruptive Force (seminar)In today’s society where our work, fun and personal connections are managed and influenced by technology, have you ever wondered how technology will shape your future? We will explore how technological innovation has been viewed over time by philosophers, writers and sociologists. Which perspectives hold true today? What about present-day perspectives? Do you think they will hold true tomorrow? How do we imagine that society and ultimately our place within will be affected day-by-day as technology continues to advance?
Foundations of Digital Image Making (studio)What concepts guide the creation of traditional, time-based, and interactive imagery? What is the function of the digital toolbox? Students explore a variety of tools for creative image making—from drawing and painting to Photoshop, Maya, and Flash—often in unexpected combinations. Projects serve as departure points for the discovery and discussion of universal principles of aesthetics and design. Special emphasis will be given to human factors of perception and interaction and the historical context of imagery to communicate.
Causes of Emergence: Programming Languages (lab and seminar)What is emergence and what role does code have to play in successful applications? The student discovers scripting and programming languages with an emphasis on how they enabled application development. Case studies will investigate models such as Google, Voice Over IP, Facebook, World of WarCraft—the languages that were chosen or developed and why. Labs will provide a platform for exploration of fundamental concepts such as scripting, object oriented programming, event driven architectures and databases.
Building Skills: discover potential
This list is a sampling of suggested graduate and undergraduate courses offered as electives:
Management:•Foundations of IT Management;
•Legal and Ethical Issues in Technology;
•Reflective Leadership and Planned Change.
•Legal Issues of Communications
Aesthetic:•Anatomy and Perspective
•Level Design
•Game Technology II
•Conceptual Game Design
•Intro to 3D Art
•Drawing for Game Development
•Foundations of Concept Painting
•3D Modeling I
•3D Animation
•3D Modeling II
•3D Game Environments
•Digital Interactive Design
•Digital 2D Motion Graphics
•Video Communication
•Implementing Web Media
•Server-side Scripting
•Implementing eCommerce Technology
•Usability and Design
•Using ASP
•Applying XSL/XSLT
•Animation and Interactivity II
•C++ Programming I
•C++ Programming II
•Data Structures and Algorithms
•Java Systems Development
•Systems Analysis and Design
•Linux/Unix Programming
•Advanced Graphical User Interface
Programming
•Programming for Mobile Devices
•Game Technology
•Graphics/Game Engine Programming I
•Graphics/Game Engine Programming II
•Game Architecture
•Console Programming
•Advanced Video Editing
•Audio Production
•Advanced Audio Production & Sound Design
•Cinematography and Lighting
•Audio & Digital Editing
•Digital Filmmaking I
•Digital Filmmaking II
•Video Compositing and Special Effects
Communications:•Ethics and Communication
•Social Interaction in the Digital Age
•Legal Issues of Communication
Computational/Code:•Web Development I
•Web Development II
•Relational Databases with Web Applications
•Client-Side Scripting
•Mastering XHTML & XML
•Animation and Interactivity I
Engaging with the world...
Deep dive: Theory meets Practice
Experience Design: Play and Participation (seminar)Networks and computational systems are profoundly changing the essential human experience of communication, participation, and play. Design is shifting as control passes from designers to consumers. What underlying characteristics determine engagement and connectivity? How are electronic games and social networks creating new forms to entertain and shape social space? Students examine topics that include: computer interfaces as limitations and bridges; identity; participatory media and social engagement; mobility; game genres, mechanics, and ecology; and technologies for building games and social networks. The goal is to formulate methodologies for designing interactive experiences that facilitate participation. Our Human Experience: Through the Lens of Neuroscience, Education and Business (seminar)What is identity, how do we learn, what influences decision-making and emotional responses? The answers to these questions pose new insights that can impact the media design. Ongoing research in neuroscience and changing theories in education and business bring new understandings of what guides human behavior. Students examine the impact of mass communications and newer concepts of online media—such as the collapse of distance, global connectivity, and information delivered in short bursts—on identity and how we process information.
Deep dive: Theory meets Practice
Human Interfaces (studio and seminar)What are the physical and psychological constructs shaping human interaction? Students will discover fundamental interaction, communication, and design concepts through a myriad of perspectives: dance, music, language, crafts, architecture, and engineering. Did mechanical and early computing devices take these into account? Students will explore the evolution of computer interfaces from command line to GUI, from hypertext to hypermedia. Insights gained will be applied to constructing computer-mediated environments that support human interaction. Digital Storytelling (studio and seminar)Whether commercially produced or user-generated, storytelling can effectively communicate ideas and construct meaning. Students will explore traditional story structures and how they can find expression in new media and varied outlets–from news, public relations, and advertising–to entertainment, games, and such online venues as websites, blogs and Youtube postings. Examining the Hero’s and the user’s journey in close detail, students will develop an original story concept and execute it through interactive and/or time-based media.
People, Place & Community (field class)Application and integration of technology in the real world varies from community to community—from the digital display at the gas station to the neighborhood Facebook group. How does computational media impact face-to-face interaction? How can it improve outreach for groups such as small businesses and non-profits? How can we design interfaces that integrate with the physical world to create meaning and connection? The student will select a local community and research the challenges facing it and the local technology and connectivity constraints. Assessing this information, the student will propose an emergent media solution that is human-centric and responsive to community.
Collaboration:
Critical Friends
Collaborative Production and \ÇÇÉätà|ÉÇPuzzles and Prototypes (studio and seminar)Much like a traditional artist creates quick sketches that influence the masterpiece, students will generate rapid prototypes to explore interactive solutions and games. Working individually or in teams they will create weekly solutions or iterations to design puzzles posed by current media trends and news events. Prototyping activities will rely on research and testing in the design process. Various methods covered will include paper prototyping, mind mapping, participatory design, mini-game format, agile development, etc. Evaluating pros and cons of methods and results, students will learn to match method to scope and complexity of a design problem.
Partnering on change
generating projects...
Collaborative Production and \ÇÇÉätà|ÉÇCollaborative Production I (studio)In this first of three collaborative production experiences, students identify their strengths, areas for growth, and preferred focuses in media production. With these in mind, they are selectively chosen to collaborate with faculty, student production teams, and sponsors on Emergent Media Center supported projects. The student participates in a collaborative process in a professional level project. These collaborative project experiences are intended to inform, but not necessarily contribute to the student’s final thesis project. What is the spirit and goal of the entrepreneur in emergent media? Focusing on the business goals of a project at the Emergent Media Center, the student will focus on needs analysis, cost, capacity, value, budget implications, project planning, iteration, production, and collaboration in an applied context. The full semester project engagement will emphasize the convergence of business goals, end-user needs, technology, and collaborative leadership.
Collaborative Production Project II (studio)The consumer drives emergent media. To create innovation in this landscape, design and communication needs to begin with an understanding of the end-user. Focusing on the goals of a project at the Emergent Media Center, students will conduct qualitative and quantitative research into users' behaviors, attitudes and expectations. Likewise, they will conduct secondary research into published literature and other sources. Working with the project team this information will guide the design, production, and testing processes.
Collaborative Production Project IIIProducing emergent media forms draws upon the skill sets of a diverse group of talented people. In this final collaborative studio students learn to facilitate, manage and implement the creative process. They will take on the roles and responsibilities associated with project leads and project managers effectively communicating with partners, sponsors and the student production teams. In these roles students become key decision makers and strengthen abilities in describing strategic creative and production decisions.
Individual practice and mentoring
Individual Exploration and VÜxtà|ä|àçIntegrative Thesis Project I (studio)Innovation doesn’t spring from a void. Ideas are iterative, changing and emerging over time. In this first of two independent studios, the student develops a vision by researching a pertinent problem addressable through emergent toolsets and presenting it to the community for ongoing feedback. Through systematic examination, the student will consider social impacts; develop a project plan; establish goals and objectives; collect and analyze information; and prepare and deliver a conceptual prototype agreed upon by the student and faculty advisor.
Integrative Thesis Project II (studio)Students will complete production and post-production of the project prototyped in Thesis I. They will develop and conduct a user-test of the prototype. Based upon test outcomes and knowledge gained through development; the project plan will be re-evaluated and production will continue. During the final faculty review the student will exhibit and defend the work, submitting a written thesis.
Ken Howell, MFA Faculty21rst Century Skills and Knowledge?
How do we think about technology?
Creativity is the new pragmatism.
Technology extends HUMAN intentions.
The Process
Kat Ray, Office of Graduate Admission & [email protected]
Counsel interested students on degrees
Link to financial questions, admission process & status updates
Program Specifics
On Campus Full Time Program60 Credits over five semesters-21 months
Application Deadline is
February 15, 2011,Admission Process
Application FormResume and Statement of PurposeOfficial Transcripts3 Letters of ReferenceProject Post MortemGraduate Admission Test/Graduate Record Examination (optional)
Program Financing
Cost: $900 per credit hourFinancial Aid
Graduate student aid in the form of lower interest education loans (e.g, Stafford Loans)Limited Graduate Teaching Assistantships & Project Management positions available to qualified full-time students.
Financial Aid AssistanceLeigh Bouffard, Financial Aid Advisor
[email protected] 1-802-860-2789
Create. Collaborate. Innovate.For more info contact; Kat Ray [email protected] or Ann DeMarle [email protected]
MFA inEmergentMedia
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