Design and Applied Technology (Secondary 4 – 6)
Transcription
Design and Applied Technology (Secondary 4 – 6)
Design and Applied Technology (Secondary 4 – 6) Module 2 1 Design and Applied Technology (Secondary 4 – 6) Module 2 Design and Applied Technology (Secondary 4 – 6) Elective Module 2 Creative Digital Media [ Teachers’ Guide ] Resource Materials Series In Support of the Design and Applied Technology Curriculum (S4 – 6) Technology Education Section Curriculum Development Institute Education Bureau The Government of the HKSAR Developed by Institute of Professional Education And Knowledge (PEAK), Vocational Training Council 2 Design and Applied Technology (Secondary 4 – 6) Module 2 Technology Education Section Curriculum Development Institute Education Bureau The Government of the Hong Kong Special Administrative Region Room W101, 1/F, West Block, Kowloon Tong Education Service Centre, 19 Suffolk Road, Kowloon Tong, Hong Kong 2009 Project Advisor: Ms. Cheng Kar Wai, Joanna (Head, Department of Printing & Digital Media, IVE/ Kwun Tong, VTC) Authors: Mr. Chan Kam Kong Mr. Hui Ka Man, Kaman Mr. Hung Shiu Chau, Autumn Mr. Li Pak Kei Ms. Wong Cheuk Yan, Cherine (Lecturer, Department of Printing & Digital Media, IVE/ Kwun Tong, VTC) (Lecturer, Department of Printing & Digital Media, IVE/ Kwun Tong, VTC) (Lecturer, Department of Printing & Digital Media, IVE/ Kwun Tong, VTC) (Lecturer, Department of Multimedia and Internet Technology, IVE/ Tsing Yi, VTC) (Lecturer, Department of Printing & Digital Media, IVE/ Kwun Tong, VTC) Associate author: Ms. Shum Wing Man, Viola Mr. Tsang Hin Pang (Teaching Associate, Department of Printing & Digital Media, IVE/ Kwun Tong, VTC) (Workshop Instructor, Department of Printing & Digital Media, IVE/ Kwun Tong, VTC) Project Coordinator: Mr. Li Yat Chuen Mr. Tsang Siu Wah (Senior Training Consultant, PEAK/VTC) (Training Consultant, PEAK/VTC) The copyright of the materials in this package, other than those listed in the Acknowledgments section and the photographs mentioned there, belongs to the Education Bureau of the Government of the Hong Kong Special Administrative Region. © Copyright 2009 Duplication of materials in this package other than those listed in the Acknowledgements section may be used freely for non-profit making educational purposes only. In all cases, proper acknowledgements should be made. Otherwise, all rights are reserved, and no part of these materials may be reproduced, stored in a retrieval system or transmitted in any form or by any means without the prior permission of the Education Bureau of the Government of the Hong Kong Special Administrative Region. 3 Design and Applied Technology (Secondary 4 – 6) Module 2 Preface A set of curriculum resource materials is developed by the Technology Education Section of Curriculum Development Institute, Education Bureau for the implementation of the Design and Applied Technology (Secondary 4-6) curriculum in schools. The aim of the resource materials is to provide information on the Compulsory and Elective Part of the DAT (Secondary 4-6) to support the implementation of the curriculum. The resource materials consist of teacher’s guides and student’s learning resource materials of each Strand and Module of the DAT (Secondary 4-6) arranged in eight folders. All comments and suggestions related to the resource materials may be sent to: Chief Curriculum Development Officer (Technology Education) Technology Education Section Curriculum Development Institute Education Bureau Room W101, West Block, 19 Suffolk Road Kowloon Tong Hong Kong 4 Design and Applied Technology (Secondary 4 – 6) Module 2 Contents* Section 1 Principles 1.1 Developing Learning and Teaching Materials 1.2 Curriculum Planning 1.3 Learning and Teaching 1 2 5 2 Concept Map 3 3 Key Concepts 4 4 Teaching Schemes 4.1 Overall arrangement 4.2 Detailed schemes 7 9 5 Sample Lesson Plans 17 6 Teaching Notes 6.1 Chapter 1 - Media Literacy 6.2 Chapter 2 - Digital Media Design 6.3 Chapter 3 - Digital Media Production 24 47 62 Activity Guide 7.1 Design Project – A Poster for the Awareness of Global Warning 86 8 Assessment 92 9 Design Project Topics 7 104 10 References 106 11 Acknowledgements 113 * Chapters refer to the chapters in the Learning Resource Materials of this Module. 5 Design and Applied Technology (Secondary 4 – 6) Module 2 SECTION 1. PRINCIPLES 1.1 DEVELOPMENT OF LEARNING AND TEACHING MATERIALS This module is composed of three chapters, including Media Literacy, Digital Media Design and Digital Media Production according to the Design and Applied Technology Curriculum and Assessment Guide (Secondary 4 – 6). The total lesson time for DAT is 270 hours with not less than 80 hours dedicated to coursework. Hence about 65 hours will be allocated to each optional module, including Creative Digital Media. Coursework refers to the learning activities provided in the Theme-based Learning Tasks and Assessment Tasks in the Resource Materials booklet. Coursework is essential constituent in learning which enable students to apply their knowledge and skills to solve authentic problems. It involves extensive readings of relevant information in and outside the classroom. Students are expected to have more independent learning in addition to the scheduled hours of coursework in school. It is recommended to use basic digital media equipment and software to demonstrate concepts in some of the topics, such as Principle of Communication Design and Presentation Methods. Any hardware, software, and information technology equipment available in the market which have similar functions can be used. DAT teachers are free to adopt any teaching aids in their lessons in accordance to their professional knowledge and their students’ needs as long as the key concepts and the learning objectives are met. Examples of local contexts, which are supposed to be more familiar to our students, are recommended to be used in classroom teaching. At the same time, students are encouraged to keep their eyes open to the emerging of state-of-art technology in global sense. 1.2 CURRICULUM PLANNING The arrangement of topics in the three chapters does not imply the teaching sequences, however chapter 2 – Digital Media Design is recommended to be taught before chapter 3 – Digital Media Production in order to build up a foundation of design concepts for media production. Students are recommended to complete one chapter before going to the next. It includes the completion of all after chapter quizzes, the relevant theme-based learning tasks and assessment tasks. The availability of teaching aids and the readiness of teachers/students can be the factors affecting the sequences and teaching schedules. 1 Design and Applied Technology (Secondary 4 – 6) S4 S5 S6 1.3 Module 2 Compulsory part Coursework Creative Digital Media: Topic 2 & 3 Creative Digital Media: Topic 1 Suggested teaching schedule for the Creative Digital Media module LEARNING AND TEACHING DAT is one of the subjects in the Technology Education Key Learning Area. Hands-on and experiential learning activities are essential in learning. In each module, the theme-based learning tasks are prepared which can be used to cater for learners’ diversity, as the learning outcomes of each activity are open to meet students’ ability. Talented students can develop or even invent a new product whilst mediocre or less-able students can make technological artifacts under the guidance of teachers and the availability of resources. The “Stop and Think” in the resource materials booklet can serve as a tool to assess how well students are learning during the lessons (formative assessment) and also provide opportunities to provoke classroom interaction. The “Stop and Think” is recommended for probing questions to promote learning atmosphere. 2 Design and Applied Technology (Secondary 4 – 6) Module 2 SECTION 2. CONCEPT MAP Strand 3 2.3 New Technology 3.2 Design to meet market aspirations Strand 1 1.3 Creativity in Design 1.3 Social, economic and technological factors 1.2 Digital media products and relevant business Strand 1 2.3 Human and Environmental Factors 3.1 Project planning and idea presentation methods Creative Strand 1 1.1 Design Fundamentals Chapter 3 – Digital Media Production 2.1 Conceptual development Module 5: 3.1 “Virtual” Prototypes Module 5: 1.1 Visual Impact of Graphics 1.1 3D Modeling Concepts Strand 3 3.3 Design strategies Digital Media Chapter 2 – Digital Media Design 2.2 General rules of visual composition Strand 1 1.4 Project Management and Teamwork 3.1 Project Presentation and Report Chapter 1 – Media Literacy 1.1 Communication via digital media Module 5: 1.2 Visual Impact of Graphics 1.3 3D Modeling Concepts Strand 1 1.5 Roles of Designers and Engineers 2.3 Basic principles of communication design in creating digital media Strand 1 3.3 Physical, Graphical, Mathematical and Computer Modeling 3 3.3 Application software 3.2 Manipulation of visual and audio equipment Audio and image processing techniques can add up for application software Strand 3 2.1 Evolution of craft and design Module 5: 4.1 CAD and Visualisation Design and Applied Technology (Secondary 4 – 6) Module 2 SECTION 3. KEY CONCEPTS This module provides students with a concrete foundation and conceptual ideas for creating digital media works. Both theoretical and practical aspects will be addressed. Nowadays, most traditional creative tasks in a production process have been digitalized; however the objective of producing the best possible designs remains unchanged: good design is medium independent. Overview Creative Digital Media consists of three chapters. The key concepts of each have been summarized as follows. Topic 1 – Media Literacy This chapter shows various modes and stages of communication in different contexts. It also introduces basic concepts of human computer interaction as well as ergonomics related to digital media’s design and communication of user interfaces. In addition, it compares some digital media products available in market. The pros and cons of a media-rich society in terms of social, economic and technological factors will also be discussed. Topic 2 – Digital Media Design This chapter describes how text, sounds, static images/ graphics and animation/ video are used in multimedia communication. Idea creation for effective and efficient communication of messages and information will be discussed. Furthermore, the usability, readability and interactivity of various digital media products will be evaluated against basic communication design principles. Topic 3 – Digital Media Production The chapter shows the production of digital media, facilitating students’ identification of the needs for digital media production. Besides, this chapter allows students to do simple digital media production with visual and audio equipment and application software. 4 Design and Applied Technology (Secondary 4 – 6) Module 2 The following list introduces some key concepts used in Module of Creative Digital Media. Key Concept Analogue Animation Compositing Digital Dissolve Film editing Frame High Definition (HD) Image Key frames National Television System Committee (NTSC) Phase Alternating Line (PAL) RGB Semiotics Sequence Sign Signified Signifier Storyboard Synopsis Explanation An analogue medium carries signals or information by recording the quantity changes of the signal or information. Animation makes use of Persistence of Vision to ‘connect’ a series of still images together, making human eyes perceive motion. In the film industry, compositing refers to the artificial combination of two images or more in the same frame. A digital medium carries signals or information through keeping the 0’s and 1’s that are ‘readable’ to computers. A dissolve is to transit one image to another gradually by controlling the exposure of the two images. Film or video editing is the activities of cutting, rearranging and consolidating pictures of one source or more into one film or video. It is a measurement unit of pictures. High Definition (or ‘HD’) is newer digital video format than SD. HD’s native aspect ratio is 16:9, with 1920 x 1080 pixels. HD’s recording can be done at 24 or 60 FPS. Images may be 2D (Two-dimensional) or 3D (Three-dimensional). They can be a product of optical devices, natural objects or phenomenon. Key frames are the beginning and end frames of an action or change. NTSC stands for National Television System Committee. It is a popular analogue television broadcast system across North America, Japan and most of Latin America. PAL is the acronym for Phase Alternating Line. It is a common analogue television broadcast systems used mainly in Europe and the rest of the world. RGB consists of three channels, namely red, green and blue. They roughly align with the colour receptors of human eyes, and are used in computer output (displays) and input (scanners). Semiotics is the use of signs to deliver messages to the audience. A sequence is a collection of continues images. A sign is a mark with a certain meaning. A signified is the item that a signifier refers to. A signifier is an item that signifies (expresses) another item, i.e. ‘signified’. A signifier can be a graphical sign, a word or else. A storyboard is a simple graphical presentation, by sketching for example, of the script that shows the key actions of the story. A synopsis is an in-depth summary of major points of a subject matter. It often refers to the facts of a film. 5 Design and Applied Technology (Secondary 4 – 6) Key Concept The rule of third Transitions Video World Wide Web (WWW) Module 2 Explanation According to Rule of Third, each picture concerned should be divided by four grid lines, namely two vertical and two horizontal. Major elements should be placed at the intersection points of these lines. It is a simplified version of Golden ratio. Transition effects, through Cut, Dissolve, Wipe, etc, are a basic video editing technique. Video is a technology of capturing, recording, processing, storing, transmitting, and reconstructing images in motion. World Wide Web is an Internet application that presents text and multimedia works. 6 Design and Applied Technology (Secondary 4 – 6) Module 2 SECTION 4. TEACHING SCHEME 4.1 OVERALL ARRANGEMENT Introduction There are around 65 hours in total allocated to cover this module. Of the 65 hours, around 23 hours are used for coursework, enabling students to link theory with practice. Teachers can decide on the lesson hours for coursework in different topics, and can use some of the 23 hours as time for students to carry out cross-modular/ integrated design project(s) of a relatively large scale. An estimate of the number of hours required for this module is shown below: Creative Digital Media (65 hours) Topic 1 Topic 2 Topic 3 Media Literacy 1.1 Communication via digital media 1.2 Digital media products and relevant business 1.3 Social, economic and technological factors * Coursework Digital Media Design 2.1 Conceptual development 2.2 General rules of visual composition 2.3 Basic principles of communication design in creating digital media * Coursework Digital Media Production 3.1 Project planning and idea presentation methods 3.2 Manipulation of visual and audio equipment 3.3 Application software * Coursework 7 Suggested Lesson Time (Hours) (13) 5 4 4 (22) 8 8 6 (30) 8 14 8 Design and Applied Technology (Secondary 4 – 6) Module 2 TEACHING SCHEME OF CREATIVE DIGITAL MEDIA 1st TERM S4 2nd TERM Compulsory Part + Coursework Unit 1: Designing for the World (18h) Unit 2: Channel ID (16h) Unit 3: School Life (24h) Topic 2.1 – Conceptual development Topic 2.2 – General rules of visual composition Topic 2.3 – Basic principles of communication design in creating digital media Topic 3.1 – Project planning and idea presentation methods S5 Topic 3.3 – Application software DP: A poster for the warning of global warming DP: School logo animation Unit 4: Promoting Hong Kong ( 12h) S6 Topic 1.1 – Communication via digital media Topic 1.2 – Digital media products and related business Topic 1.3 – Social, economic and technological factors CS: A promotion campaign for Hong Kong CS: Case Study DP: Design Project 8 Topic 3.1 – Project planning and idea presentation methods Topic 3.2 – Manipulation of video and audio equipment Topic 3.3 – Application software DP: School life video Design and Applied Technology (Secondary 4 – 6) Module 2 4.2 DETAILED SCHEMES Unit 1: Designing for the World Introduction The main focus of this unit is for students to learn about conceptual development (Topic 2.1), general rules of visual composition (Topic 2.2), basic principles of communication design in creating digital media (Topic 2.3), and manipulation of graphics software (Topic 3.3). Students will find out the conceptual development in digital media design. They will also apply their understanding of the general rules and the principles of design when creating products. Moreover, they will gain knowledge of the processes, skills and techniques required in graphical design. This unit also aims at improving continuity and progression when students move along from S4 to S5, i.e. from the compulsory part to the optional modules. This unit takes about 18 hours. It can be used in the first term of S5 for ensuring progression in understanding about digital design. Besides, this unit can help teachers know their students’ abilities and give students motivating insights into the whole production process. In this unit, there is a design project that gives students opportunities to show how well students can work independently and how much they are able to draw on knowledge of a range of design or focus areas/ strands developed at S4. In this project, students tackle a design and make activity on the theme of ‘A poster for the warming of global warming’. The optimum of this project should reconcile the development, principles and rules in digital media design, including the working with text, image and graphics, production methods, proportion with golden ratio and rule of thirds, iconic, symbolic and aesthetics. Expected Learning Outcomes On completion of this unit, students should be able to: ♦ Access various sources to look for information on digital design, components and processes ♦ Describe the relationship among text, sounds, static and dynamic images/ graphics and animation/video in communication via digital media ♦ Create ideas for conveying messages and information efficiently, effectively and meaningfully ♦ Apply the general rules of visual composition in digital media design ♦ Evaluate the usability, readability and interactivity of different digital media products by referring to the basic principles of communication design ♦ Identify the need for digital media production ♦ Outline and distinguish different building blocks in digital media production ♦ Manage the activities of digital media production 9 Design and Applied Technology (Secondary 4 – 6) Module 2 ♦ Carry out simple digital media production with appropriate visual equipment and application software Some students will have progressed further and: ♦ Carry out their own research using sources other than those provided by teachers, and use their findings about existing designs when developing their own ideas ♦ Build up their own ideas with appropriate visual equipment and application software ♦ Evaluate how they have achieved their original design proposals and make recommendations for further development of the design 10 Creative Digital Media Aims and Objectives: Students will be able to Research into a design task, analyse the findings and identify the design problem Write up a design brief identifying appropriate constraints Use appropriate creative thinking strategy to come up with a design solution Realize the design to prototype stage Present the design concept verbally and visually Recognize the importance of teamwork, and communicate with teammates and clients Teaching Strategies Teachers act as consultants, facilitators, information and resources providers throughout the teaching and learning process. Teachers are responsible for project management, and provide appropriate technologies and knowledge for students to tackle the design challenge. Learning Strategies Diversified learning strategies: independent learning (research, analysis), teamwork and peer learning (tutorial, group discussion and presentation), demonstrations (workshop) and enterprise activities (presenting a design) are interwoven throughout the learning tasks. Students are provided with chances to develop their generic and specific skills in solving real life design problem. They are expected to pursue their learning outside the classroom. Period Allocation No. of periods: 105 periods No. of Periods per cycle: No. of hours: 65 hours. Duration of each period: 40 mins. 1 single period, 2 double periods 11 Teacher to students ratio: 1 : 20 Place: Classroom and/or CAD room Teaching Scheme Period Possible Learning & Teaching Activities Teaching Objectives Teaching and learning Resources Assessment/ Competency Level Unit 1: Designing for the World (16 hrs) 01-04 05-09 10-14 Conceptual development Develop a conceptual idea that must be conveyed and to organize them into a unified message Perform the development to help that entity get its message out to its audience General rules of visual composition create ideas for conveying messages and information efficiently and meaningfully Establish what each image itself seems to say by determining how the image is composed Basic principles of communication design in creating digital media Identify the basic principles of communication design in digital media Describe the relationship among text, sounds, static and dynamic images/graphics and animation/video in communication via digital media Search for and analyse example, such as websites, magazines, games, animation, movie and TV broadcasting, to value the interactions among graphics, text, and sounds of the user interface Conduct a study of an interesting advertisement to interpret and deduce the still images involved with the basic concepts of semiotics Organize activities with the application of general rules of visual composition such as golden ratio, framing, cross lines, laws of grouping and shape-recognition in 12 Real life examples of the conceptual development Worksheet on the conceptual development Real life examples of the general rules of visual composition Worksheet on the general rules of visual composition Real life examples of the basic principles of communication design in digital media Worksheet on the basic Worksheets Mini-research exercise Worksheets Mini-research exercise Worksheets Mini-research exercise Assessment on the creativity of Period Possible Learning & Teaching Activities Teaching Objectives Apply the general rules of visual composition in digital media design Teaching and learning Resources digital media design 15-27 Application Software Manage the activities of graphics images production Carry out a graphic production with the use of appropriate visual equipment and application 2D software Unit 2: Channel ID (14 hrs) 28-30 General rules of visual composition Understand how the icon and symbol can attract the attention. 31-33 Basic principles of communication design in creating digital media Explore 3D graphics with different properties by a variety of basic principles of graphics design Evaluate the usability, readability and interactivity of different digital media products by referring to the basic Organize a design project with the application of general rules of visual composition and basic principles of communication design in digital media design Design and produce a poster using graphical software Conduct a study of an interesting advertisement to interpret and deduce the movies and dynamic images involved with the basic concepts of semiotics Apply the general rules of visual composition in dynamic design Explore the usability, readability and interactivity embodied in common digital media products 13 principles of communication design in digital media Sketching paper or sketch book CAD room with the use of appropriate visual equipment and application 2D software Assessment/ Competency Level the idea generation Real life examples of the general rules of visual composition Worksheet on the general rules of visual composition Real life examples of the basic principles of communication design in digital media Worksheet on the basic principles of communication design in digital media Tutorial recording the progress of the project Design project submitted Presentation Worksheets Mini-research exercise Worksheets Mini-research exercise Assessment on the creativity of the idea generation Period Possible Learning & Teaching Activities Teaching Objectives principles of communication design 34-38 39-51 Teaching and learning Resources Project planning and idea presentation methods Identify the need for digital media production Outline and distinguish different building blocks in digital media production Application Software Manage the activities of dynamic images production Carry out an animation production with the use of appropriate visual equipment and application 3D software. Managing the production process of digital media production Develop a digital media production strategy and turn it into an action plan Produce 2D or 3D animation for channel identification for school; with virtual reality presentation Sketching paper or sketch book Hanging flow-charts Real life examples of the basic principles of project planning and idea presentation methods Worksheet on the project planning and idea presentation methods CAD room with the use of appropriate visual equipment and application 3D software Assessment/ Competency Level Worksheets Role-playing Assessment on the ability of analysis and evaluating in project planning Tutorial recording the progress of the project Assessment on collaboration in group Design project submitted Presentation Unit 3: School Life (22 hrs) 52-57 Project planning and idea presentation methods Develop a sense of scope with content, letting the project take shape before production. Understand various methods Deduce from production analysis how digital media production are produced Conduct pre-production activities, such as production timeline, scriptwriting, storyboarding, 14 Hanging flow-charts Real life examples of the basic principles of project planning and idea presentation methods Worksheet on the project Worksheets Role-playing Assessment on collaboration in group Assessment on Period Possible Learning & Teaching Activities Teaching Objectives available to get the message across to the audiences. Teaching and learning Resources scene and props setup 58-87 Application Software Carry out a digital media production with the use of appropriate visual and audio equipment and application software. Organize learning activities such as recording, photo taking and video shooting Practise audio and video processing techniques, such as video capturing, editing, special effects and audio mixing Design and produce a digital media presentation to introduce school life in an open day Give some examples on the modes of communication such as human-computer interaction (HCI) and communication among people Assessment/ Competency Level planning and idea presentation methods Sketching paper or sketch book Video shooting equipments CAD room with the use of appropriate visual equipment and application video capturing, editing and 3D software storyboard sketches ability in project planning Tutorial recording the progress of the project Assessment on collaboration in group Design project submitted Presentation Unit 4: Promoting Hong Kong (12 hrs) 88-93 Communication via digital media Understand various modes and stages of communication in different contexts How the human, machine or system interacts with each other Real life examples of communication process between human, machine and system Worksheet on design process Worksheets Mini-research exercise Quiz on the understanding of the topic 94-99 Digital media products and related business Identify the features of communication via digital media Use the possible communication, Collect examples in websites, magazines, advertisement, to analyse the components and stages of the communication process employed 15 Worksheets on vertical and lateral thinking methods Papers for students’ discussion Worksheets on vertical and lateral thinking Assessment on the reporting the Period 100105 Possible Learning & Teaching Activities Teaching Objectives medium, channel and information data processing methods to the source and destination Social, economic and technological factors Compare different digital media products in the local and global markets Evaluate the pros and cons of a media-rich society in terms of social which including cultural and historical, economic and technological factors Teaching and learning Resources Assessment/ Competency Level lateral thinking exercise Research and analysis on the properties of communication in different media Study the chronology of major technological advances in digital media Conduct a case study – promoting Hong Kong of the social issues and impact of digital media 16 Hanging flow-charts Worksheet Papers for students’ discussion Worksheets Role-playing Assessment on collaboration in group Presentation Design and Applied Technology (Secondary 4 – 6) Module 2 SECTION 5. SAMPLE LESSON PLANS 5.1 Unit 1: Designing for the World Lesson Plan –Understanding the basic principles of communication design in creating digital media in our daily life Lesson Plan 1 Suggested Time: 40 min. x 2 This lesson is planned in Unit 1 and over 2 40-min periods/ sessions. Ideally, students have already acquired the knowledge of the object baseline drawing in correct proportion; basic research, such as images and data collection in S4. Learning Objectives / Outcomes On completion of this lesson, students should be able to: Identify the importance of the design principles in the digital media Express the design elements used in a design found in their living environment and their characteristics in visual and written forms Express the design elements used in a design in visual and written forms Express the importance of the design elements used in a design in written and verbal forms Learning and Teaching Activities Generic Skills: Collaboration skills Introduction – whole class (20 min.) Communication skills Understand what basic principles of communication Problem-solving skills design elements are. Arouse students’ interest in designs found in our living environment Showcase geometric and organic design elements Investigative Activities – group work (20 min.) Appreciate the application of design elements Realize the aesthetic quality of using design elements in a design Realize that all designs are made up of basic design elements Practical Activities – group work (25 min.) Identify the importance of design elements in communication design 17 Design and Applied Technology (Secondary 4 – 6) Module 2 Realize the consequence of using different design elements in the previous masterpiece design provided by the teacher Produce line drawing that identify the design elements Ending Activities – whole class (15 min.) Show outcomes and discuss results in practical activities to whole class by each group. Discuss and invite feedback. Summarizes this lesson. Assessment Opportunities Peer criticism on the presentations of the other groups Produce in written form the aesthetics qualities of the design elements used in the given design Notes Teachers can show students a series of masterpiece designs and hand out photos to them to the students. Discussion on the photos can be in group or with teacher. Teachers should check the feasibility of students’ design in advance. 18 Design and Applied Technology (Secondary 4 – 6) Module 2 5.2 Unit 2: Channel ID Lesson Plan –Project planning and idea presentation methods Lesson Plan 2 Suggested Time: 40 min. x 2 This lesson is planned in Unit 2 and over 2 40-min periods/ sessions. Ideally, students have already acquired the basic knowledge of develop a digital media, from preproduction stage, production stage to post-production stage in unit 1. Learning Objectives / Outcomes On completion of this lesson, students should be able to: Understand a very specific work flow in digital media projects. Understand the production pipeline. Manage digital media production. Learning and Teaching Activities Introduction – whole class (25 min.) An overview of the production process Get to know the production team in digital media projects. Generic Skills: Collaboration skills Communication skills Problem-solving skills Practical Activities – group work (30 min.) Simulate a design product and plan a whole project with production schedule, budgets, production team and casting and hiring. Ending Activities – whole class (25 min.) Show outcome of practical activities by each group. Discuss and invite feedback. Summarizes this lesson. Assessment Opportunities Ask students to go through the production process with a different media projects. Ask students to do some research on job roles in digital media production. Make a list of the experience if they want to apply for that position. Notes Teachers should check the feasibility of students’ discussion in advance. Students can take this opportunity to plan their design production: School logo animation in Unit 2. 19 Design and Applied Technology (Secondary 4 – 6) Module 2 5.3 Unit 3: School Life Lesson Plan – Video Shooting Lesson Plan 3 Suggested Time: 40 min. x 2 This lesson is planned in Unit 3 and over 2 40-min periods/ sessions. Ideally, students have already developed sense and concepts on producing and editing of various genres of videos. Therefore, through such collaborative learning activities, they can provide knowledge on preproduction, production and postproduction with practical experience in shooting and editing. Learning Objectives / Outcomes On completion of this lesson, students should be able to: Understand the workflow and equipments needed in the digital video production processes. Perform skills on digital video shooting. Learning and Teaching Activities Introduction – whole class (15 min.) Show students examples of simple items made by video shooting. Describe the camera used, what it does and how it works. Investigative Activities – group work (15 min.)^ Allow students time to explore the camera and watch the simulation/ tryout/ dummy run of it. Demonstration – whole class (10 min.) Demonstrate how to shoot and consider the shooting direction during shooting; e.g. zoom in, zoom out, pan shot and close up shot. Practical Activities – group work (25 min.)* Develop initial shooting skill. Each group is given a storyboard and script before shooting. Students should be well prepared, such as following the storyboard and script, before shooting. Ending Activities – whole class (15 min.) Show video outcome of practical activities to whole 20 Equipment and Techniques: # Video camera DV tapes Tri-pod IEE 1394 cables / USB cables for connecting the camera to computer Generic Skills: Collaboration skills Communication skills Problem-solving skills Design and Applied Technology (Secondary 4 – 6) Module 2 class by each group. Discuss and invite feedback. Summarizes this lesson. Assessment Opportunities Mark work pieces and check for correct adoption of cautious working process. Ask students to collect sample video shooting products, and analyse them with reference to the factors of the storyboard and script. Notes # Since the equipment and techniques are different among schools, teachers should plan their lessons/ activities subject to the availability of resources. ^ On such topics, students have already developed sense and concepts on producing and editing of various genres of videos. It would be better to teach how to shoot those various genres of videos. * Equipment and techniques are usually limited resources in a school. It takes time to process all students’ shooting using the equipment. Teachers may need to properly arrange, such as scheduling some students to do after school, or dividing students into groups. Teachers should check the feasibility of students’ design in advance. Prompt students to focus on the item(s) that is/ are appropriate for their “School life video” (Design Project of Unit 3), and identify how to make it. 21 Design and Applied Technology (Secondary 4 – 6) Module 2 5.4 Unit 4: Promoting Hong Kong Lesson Plan – Lifting Up Lesson Plan 4 Suggested Time: 40 min. x 2 This lesson is planned in Unit 4 and over two 40-min periods/sessions. Roughly, one period is used for investigative activities and one for practical activities. Learning Objectives / Outcomes On completion of this lesson, students should be able to: Know the input and output channels between the human and computer. Understand the general concepts of human senses and effectors. Learning and Teaching Activities Equipment and Techniques: Computer with internet for researching Introduction – whole class (25 min.) Show students examples of simple input and output channels between computer and human. Generic Skills: Enable students to understand that human’s input Collaboration skills occurs mainly through the senses and output occurs Communication skills through the motor control of the effectors. Creativity Discuss with students: Critical thinking skills - How do the senses of human work? Problem-solving skills - What is the difference between the senses and the effectors? - What is the difference if perception from seeing is not the same? Investigative Activities – individual work (20 min.) Ask students to make their own labelled drawings on worksheet of the input and output channels between the human and computer. Name the six senses of a human. Which ones are commonly used in multimedia applications? Practical Activities – whole class (25 min.) Encourage them to learn and collect images in difference visual perception – size and depth, visual illusions, colour, etc. Explain briefly what a sensor is and what an effecter 22 Design and Applied Technology (Secondary 4 – 6) Module 2 is in the context of a human body. Include an example for each to explain. Reinforcement – whole class (10 min.) Have a quiz to check understanding of the concepts. Discuss and invite feedback. Summarizes this lesson. Assessment Opportunities Mark worksheets and check for correct of the general concepts of human senses and effectors Homework: Ask students to think how to use those human senses and effectors for “A promotion campaign for Hong Kong” (Case Study Project of Unit 4). Notes It can be difficult to find familiar examples about the input and output channels between the human and computer, and human senses and effectors during class. Try to allow students to take photos or images at school area or research from the Internet. Prompt students to focus on the topics that are suitable for “A promotion campaign for Hong Kong” (Case Study Project of Unit 4), and identify what it does. 23 Design and Applied Technology (Secondary 4 – 6) Module 2 SECTION 6. TEACHING NOTES 6.1 CHAPTER 1 – MEDIA LITERACY Topic 1.1.1 Human Computer Interaction S T O P A N D T H I N K Game Hardware Interfaces and Accessories Suggested answer: Wii control: Wii is a home video game console. It is a radical change in the entertainment industry. The ergonomic controller reflects players’ motion into game. (Useful website: http://www.wii.com) wave Nintendo DS: The Nintendo DS (NDS) has a dual screen design and touch screen interaction. The touch screen technology enables players to control the character’s action, draw pictures, navigate menus, etc through fingers. (Useful website: http://www.nintendo.com) 24 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 1.1.2 Communication among peoples T E A C H I N G G U I D E Humans perceive things normally through looking with support from other factors. Other things around the object are perceived at the same time, such as size, colour, distance and clarity. Humans’ own feelings and emotions, common sense (which may be wrong concepts sometimes), personal backgrounds (such as culture, education and family) as well as previous knowledge and experience. All these form the conclusion of what the object is or should be. Generally speaking, humans conclude what they see with the following three ‘cues’: By Judging: Put judgment on the image of the object concerned and conclude what it is By Comparison: Compare the object concerned with other objects and the environment and make a conclusion by taking all these into consideration By Familiarity: Draw a conclusion direct because of familiarity – saw the object previously Cue #1: by judging (Which one is farther away from us, A or B?) B B A A Cue #2: by comparison (How big is the board?) 25 Design and Applied Technology (Secondary 4 – 6) Module 2 Cue #3: by familiarity (How big is the train?) (How far away is the train?) (Would we think that the man is taller and bigger than the train?) Conclusions could be correct or incorrect. Sometimes a conclusion is hard to be made because of confusion. In that case, the viewer is ‘fooled’ by the illusions. S T O P A N D T H I N K Suggested answer: (a) (b) ‘Seeing’ is in fact an interpretation process called ‘perception’. When a person sees something, her/ his eye(s) capture(s) the image of that ‘something’ in the form of a message. The message is subsequently transmitted to her/ his brain for ‘interpretation’. Interpretation by the person’s brain is a process of adding her/ his own meanings to the message based on her/ his own background, such as knowledge and experience. By then, the person ‘understands’ what that ‘something’ is. Group B appears to have cylinders that are the same size. This is done by comparison. The background tiles of Figure B1 give an impression that ‘smaller’ cylinders are farther away, though it is not true. The one at the front is of 2 tiles high, identical to the one at the back. T E A C H I N G G U I D E The Sense of Touching Touching is responsible for humans’ haptical perception, another sense for humans to know their environments. For example, (a) How hot or cold is a glass of water? 26 Design and Applied Technology (Secondary 4 – 6) (b) (c) Module 2 How heavy is a box? Braille is used for visually impaired people to ‘read’. Unlike seeing and hearing, the organ that touching receives stimuli is skin, i.e. almost the whole body. Seeing and hearing use eyes and ears respectively. There are four types of sensory receptors for touching, namely Type Thermoreceptors Nociceptors Mechanoreceptors Electro-receptors Responding to Heat and cold Example Drink hot water slowly Pain Cut by a knife Mechanical pressure Press buttons on a video game controller Electrical stimulation Feel numb when touching an item carrying a small current – don’t try with live current! Vestibular Sense The sense of changes in motion and body balancing is known as vestibular sense. The vestibular system reacts to the magnitude and direction of accelerations, such as gravity through utricles and saccules of the auditory system. There are three directions of motions in a rotational system, namely tilt, roll and yaw. Each of them has its axis of rotation as described by the right-hand screw rule. +X +Z +W +Y +V +U +X +U Thumb: Point toward the +ve linear axis Tilt: fish nodding its head. Roll: fish rolling around its main spine. Fingers: rotation gives the +ve rotating axis Yaw: 27 fish swaying its tail Design and Applied Technology (Secondary 4 – 6) Module 2 Illusionary Tilt and Row The brain balances a body by comparing signals with a new spatial reference system and new reference inputs from sensors. Sideway rotations, i.e. roll and yaw, initiate different signals from the head’s two vestibular systems. They have to be consolidated to the brain. Illusionary Tilt The person each in Figures (a) and (b) below stands on a fixed ground, while the roof and the four walls are movable. For (a), the roof and walls move towards the person. For (b), they move away. Things approaching the Things leaving from the viewer from a distant point viewer to a distant point Both persons will tilt as if their bodies are into motion. Person (a) will have a push-back feeling. It seems to her/ him that things are coming towards her/ him from a distant point, similar to what a car driver experiences when s/he is driving. Person (b) will have a push-forward feeling. Things are leaving her/ him away to a distant point, similar to what a person standing in the last compartment of a train in motion can see. 28 Design and Applied Technology (Secondary 4 – 6) Module 2 Illusionary Row A person standing inside a tunnel feels that the tunnel is rocking and rolling as in an earthquake, making her/ him to hold the fence tightly for balancing. Was there really an earthquake? Visual perception again. The movement in the surrounding create illusion, misleading her/ his vestibular sense and brain. Actual Vestibular stimulation We feel we are moving. (We actually are moving.) movement Visual stimulation Vestibular stimulation We feel we are moving. (We actually are NOT moving.) If closing her/ his eyes, s/he will feel nothing at all. 29 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 1.1.5 Message-carrier/ Channel/ Medium T E A C H I N G G U I D E Alpha Channel In the context of computer graphics images (CGI), alpha compositing refers to the combining process of an image and a background, resulting in partial transparency. It is a common practice to render image elements separately and then combine them all into a final image. Background layer Image in RGB channel Image in Alpha Channel Using Alpha Channel to extract image Composted layer 30 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 1.2.1 Computer and Video game T E A C H I N G G U I D E Game Culture and Marketing Computer and video games have become an independent industry, and even have formed a sub-culture, after 30-year development. The industry has its own jargons, expressions and dialogues. Those gaming enthusiasts are termed ‘gamers’, differentiating from the neutral, traditional game players. There are gamers-specific neologisms (new terms), fan fictions and fan-made games. Game marketing adopts fans clubs, media and press, exhibitions and shows, competition, cosplay and proprietary media items, etc. Media and Press Similar to the film and TV industries, magazines, newspapers, etc have designated corners for computer and video games related news. Exhibitions and Shows Exhibitions and shows enable game marketers to expose both their products and companies to the public and fans. This is especially important for those start-ups to meet potential game publishers. The Hong Kong Asia Game Show Competitions Games playing supremacy is a form of competitions. 31 There are also other subtle Design and Applied Technology (Secondary 4 – 6) Module 2 competitions, such as booth design in an exhibition and game girl pageants. No matter in what forms, the objectives of all these competitions are the same: to draw attention. Game competition Proprietary media items In addition to the ‘core’ market, there are spin-off proprietary markets: games induced products, such as model figures, toy weapons, clothing, souvenirs, posters and sticker. The profits generated from these markets may even be more than the core market. Game Model figures Topic 1.2.2 Digital television T E A C H I N G G U I D E Projection screen for Digital television HDTV can broadcast digitally since with sufficient video compression applied, its delivery does not require much bandwidth. HDTV’s screens are thinner and bigger. Movies and images can be shown in any screens supporting HDTV. 32 Design and Applied Technology (Secondary 4 – 6) Module 2 A home theatre projection screen displaying an HDTV image A special geometry projection screen used in a shopping mall for promotion Digital images widely projected in the opening ceremony of Olympics Games, Beijing, 2008 33 Design and Applied Technology (Secondary 4 – 6) Module 2 Sports images broadcast live widely in Summer Olympics Games, Beijing, 2008 Topic 1.2.3 Electronic book S T O P A N D T H I N K Suggested answer: There are some disadvantages of electronic book: (a) (b) (c) (d) (e) (f) (g) (h) Electronic books cannot be read without an electronic device and possibly peripheral software to display. Electronic books cannot be read if the reading devices do not function normally. For example, there may be hardware problems, such as hard-disk failure, or software problems, such as system bugs. Electronic devices do not work without electricity. An electronic device may be more attractive to be thieves than a single book. A device can carry any contents loaded by a user while the topic of a book is fixed and may not be interesting to certain people. Electronic devices are more fragile than paper books. The owner of an e-book device will lose all e-books if the device is stolen, lost or broken. The resolution of device screens may be lower than that of books. E-books can be hacked, or disseminated without authorization easily through electronic means. 34 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 1.3.1 Traditional media S T O P A N D T H I N K Suggested answer: In the old days, moments were captured with traditional cameras and films, developed in darkrooms for development; and printed on the photo paper. Today, digital cameras require no films but reusable memory cards. Unlike negatives, images on memory cards require no development. In addition, images can be seen on camera instantly or computers after uploading: photo paper becomes optional. In addition, dissemination of photos can be done electronically. Managing photos can be done on computers. S T O P A N D T H I N K Suggested answer: (a) (b) (c) (d) (e) (f) (g) First, there should be a publisher accepting the book publishing project, and signing a contract with the author. Upon the establishment of the contract, a marketing plan should be drafted. The author can provide her/ his ideas and any other relevant information to facilitate the marketing exercise. Upon its first submission, the manuscript should be evaluated against the original proposal. Comments will also be sought from internal and external reviewers. The authors should finalize the manuscripts with these comments taken into consideration. The above takes about six months normally. The finalized manuscript will be developed and copyedited. It takes about one to two months. At the same time, the book cover and preliminary marketing materials are compiled. Next, prepress work, such as typesetting, proofreading and indexing, should be done. It takes around three months. Copies of the book can then be printed and bound. 35 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 1.3.2 Digital media T E A C H I N G G U I D E From the born of the first personal computer to the mass world wide world network The invention of modern computers can be dated to the mid20th century. Before that, basic concepts of electronic calculating machines did exist but had not yet been developed comprehensively. Early computers were huge in size and electricity consumption. Compared with modern computers in terms of processing power, these ancestors were far behind. EDSAC Computer The US military’s SAGE system started using computers to manage information in multiple venues in the 1950’s. In the 1970’s, the US started linking computers together to facilitate telecommunication, as the initial stage of the Internet. By that time, networks were used mainly for military and academic purposes. The connection initiative led to the modification of computer operating systems and applications such that connection was enabled and resources of networked computers could be shared. Mac Pro System In early 1990’s, the World Wide Web (or ‘WWW’) was invented. WWW acts as an international string of computer databases that through the Internet, people from all around the world can now read information in the graphic form. The first widely-available browser example was ‘Mosaic’. 36 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 1.3.3 (a) Traditional media face challenge from Digital media T E A C H I N G G U I D E The following article comes from ‘Hong Kong Trade Development Council’ (http://info.hktdc.com/report/indprof/indprof_050901.htm). It discusses the challenge between traditional media and new media. Traditional media faces stiff challenge from new media (5 Sep 2005) Due to the rapid rise of such new digital media as the Internet, mobile phones, portable TVs and cable TV, traditional media such as newspapers, magazines and TV broadcasting is facing increasing challenges. While the readership and viewers as well as advertisement income kept decreasing; and the coverage, penetration and influence slipping, traditional media faces diminishing profits and this phenomenon is especially striking in the newspaper sector. According to statistics provided by the China Newspaper Association, there were more than 1,900 kinds of newspapers in China in 2004, with total advertisement income reaching RMB26.5 billion, over 360 times than that in 1983, and only second to TV stations. There were more than 100 newspaper offices that reported an advertisement income of over RMB100 million for the first time in 2004. However, behind the impressive figures lies a crisis in the newspaper sector, which is mainly presented in four aspects: Homogeneity of the content and the operation mode of the newspaper sector has brought with it the trend of duplication and meagre profits. The development of the newspaper sector in China used to follow the road of increasing diversity through different functions. From propaganda leaflets to sensational and professional newspapers, they were diversified in terms of functions and roles they play. Then they started imitating each other and are increasingly convergent in content and operation. Single profit mode is curbing growth and leading to the problem of ‘transparent ceiling’. Studies show that every kind of profit mode has a growth ceiling. For example, for a weekly published on Mondays with advertisement as its main source of profit, the ceiling on the volume of advertisement is usually RMB120-150 million. If the ceiling is exceeded, the input and output will be out of proportion, and a quantitative input would not produce a corresponding output. Thus the so-called ‘transparent ceiling’ is reached. New media has attracted a share of the advertisement and audience markets. The number of citizens in China has exceeded 100 million and the younger generation 37 Design and Applied Technology (Secondary 4 – 6) Module 2 is increasingly dependent on such media as the Internet, while readers of newspapers tend to be older. An investigation conducted by the People’s University of China in the late 1990s shows that the influence of Internet on newspaper readers was only about 2 percent at the time, and could almost be ignored. However, by 2004, a survey in Beijing showed that only one-third of Beijingers read newspapers. Of people under the age of 35, 11 percent no longer read newspapers, and obtain news and information from the Internet. Besides, the average age of readers of general newspapers in Beijing is 41 ¡V so the trend of aging newspaper readers is becoming obvious. The Internet and mobile phones are also attracting many advertisers. ACNielsen statistics show that media ad income in China grew 6 percent year on year in 2004, while ad income of newspapers and magazines dropped 5 percent and 10 percent respectively. Almost all newspapers reported negative growth in ad income in the year. Against the backdrop of mass media classified according to the audience and ads stressing ‘precise input’ and ‘effective output’, newspapers, as a traditional ‘mass media’, are vague in terms of target audience, there is no feedback and their influence is vague. They are facing restrictions and bottlenecks created by their own characteristics. For example, there are 340 million mobile phone users in China at present, and mobile phone operators, including China Mobile and China Unicom, earned RMB60 billion from short messages in 2004. However, for traditional media that has developed over 28 years, their combined ad income was only RMB60 billion in the year. Due to competition and drifting away of profits, the value chain is being stretched by exterior production units of newspapers. In the past, a newspaper was a complete value chain with profit mainly coming from news coverage and editing. However, the chain is expanded today, with the profit being shifted outward. The stories of newspapers are relayed and re-developed by websites and search engines. With production and transmission being expanded, the profit focus of newspapers is silently shifting downward. Besides, such digital media as IP TV, mobile phone TV, portable TV and commercial TV networks are having a big impact on traditional TV and broadcasting stations. The traditional operation mode of ‘toll free programs cum insertion of advertisements’ is facing unprecedented challenges. It is learned that in order to reduce operating cost, TV stations including CCTV are downsizing staff and reducing salaries. According to experts, digital technology has broken the barriers of traditional media, making it possible for broadcasting, TV, newspapers and magazines to be assembled and unified on a digitized platform. Mutual penetration of the traditional media, blending of the traditional and new media and trans- regional media are becoming an inevitable trend of development. 38 Design and Applied Technology (Secondary 4 – 6) S T O P A Module 2 N D T H I N K Suggested Answer 1: 1) Cost Hand drawing animation 3D Animation Higher Lower High fixed and variable costs (a) Various equipment for drawing, publishing, editing, etc are required (b) Drawing tools, such as paper and ink, are not reusable (c) Labours are high High fixed costs, but very lower variable costs: The production cycle from drawing to publishing through the Internet can all be done with a computer. 2) Equipment More equipment needed Less equipment needed 3) Time consumption Similar Similar 4) Delivery format 2D only 2D, 3D or even 4D (I-max 4D) 39 Design and Applied Technology (Secondary 4 – 6) Module 2 Suggested answer 2: Cost Equipment Time consumption Delivery format T Hand drawing For every 50 pages of comics, about HK$500 is required for art tools. Digital animation A computer can be used many times. (a) Ink pen (b) Paper (c) Water colour (d) Drawing desk with light box (e) Other stationery About 2 days per 50frame animation Computer Only available in hardcopy, which occupies space and can be sold only in the bookshop or through mail order Available in formats supporting iPod, PSP, etc, and can be distributed through the Internet E A C H About 1 day per 50frame animation I N G G Comparison Although the cost of computer is higher than the art tools, it can produce almost unlimited number of works. A computer is already sufficient for production of digital animation. Faster production may be achievable for more advanced software. Digital animation is easier to transfer and reproduce; (b) Lower cost for consumers U I D E The following news report comes from ‘Centre for Digital Government’, a leading resource on information technology in State and Local Government (http://www.centerdigitalgov.com). It discusses the development of web educational platform in China. New Web-Based Education Resources Platform for China (News Report, May 2004) China Ventures Inc. is testing a new Web-based education resources platform to provide a variety of products and services aimed at the kindergarten to grade 12 market in China. Initially the platform will be tested for six months in 542 schools in 3 Beijing districts, a district in Tianjin City and in Hebei City, with an aggregate enrolment of 474,000 students and 20,800 teachers. The education authorities in each of these areas have signed an agreement with CVI's subsidiary, Today’s Teachers Technology and Culture Ltd. ("TTTC") which designates the platform as the exclusive online distributor of educational content developed by the research department of these authorities and will designate a number of schools in each area to participate in the test. The objective of the test is to gauge market acceptance of the platform and better estimate what the education sector will pay for the 40 Design and Applied Technology (Secondary 4 – 6) Module 2 products and services offered by the platform. The main functions of the platform include: (a) Online Training and Resource Centre -- One of the most significant changes occurring in the Chinese education system is the requirement by the Ministry of Education that all textbooks must be rewritten by 2005. This has created a need to train all 10 million teachers and 240 million students to use these new textbooks. Training all these people in the traditional classroom setting requires a lot of resources and it is difficult to train them within a short period of time. The platform will provide students and more importantly, teachers with the training required to use these new textbooks more effectively, thereby enhancing both their ability to do their current jobs and their career advancement opportunities. The training content has been developed by the research department of various provincial and municipal education commissions and is not currently available at any bookstore. (b) Forum -- The platform will provide an interactive forum in which students and teachers will be able to share ideas and information. (c) Online Distribution of Library Books -- An agreement has been signed by TTTC and ANHUI GUOXUN Education, Science and Technology Limited, (‘AGE’) a government-owned company that operates the China Education Equipment Web site, which is the Web site used by all primary and secondary schools in China to order school supplies. This agreement designates TTTC as the only company allowed to sell library books through the China Education Equipment Website. The primary customers for this service are the school libraries in each of the 700,000 schools. In addition, the platform will offer school libraries help on purchasing books, with a view to get school libraries to conform with new Ministry of Education standards. (d) Online Distribution of Non-Education Publications -- An agreement has been signed with Beijing Zhongshang Xinhua Book Network Ltd. (BZXBN), an organization set up by the Chinese government to promote the interest of all Chinese publishers. The agreement designates www.csoll.com as BZXBN's exclusive online provider of information on these publications to the education sector and gives TTTC the right to act as a distributor for all such publications to the education sector. S T O P A N D T H I N K Is traditional media outdated? Suggested answer: Traditional media have not been outdated. For example, newspaper advertisements as well as radio and TV commercials are still part of our lives. It is because 41 Design and Applied Technology (Secondary 4 – 6) Module 2 1) People are traditionalists or have inertia. People not on the web for any reason still need traditional media. 2) People need variety. Traditional media are still a good alternative even for the ‘Netgeneration’. That’s why Microsoft provides a cable TV channel. 3) People need reinforcement. People percept that advertisements in traditional media as public announcements, and thus are more trustworthy. Topic 1.3.3(b) Chronology of major technological advances in digital media T E A C H I N G G U I D E The following news report comes from ‘Fujitsu e-paper’ (http://www.fujitsu.com/global/about/rd/200509epaper.html). It discusses the concept and development of e-paper. Fujitsu e-paper: Changing the Way We Read (September 2005) Imagine going to your local train station to commute to the office in the morning. Instead of large paper posters, the train time tables are shown on large electronic paper displays that wrap around the columns of the platform. Before getting on the train, you download the day’s news from a vending machine and read it on your ultra-thin, film substrate-based enewspaper. It's much like a traditional newspaper except that instead of throwing it away after reading it you simply update the content the next day. In the carriages, advertisements hanging from the ceiling are also based on e-paper, as is your PDA. Fujitsu is at the forefront of this exciting new display medium that will change the way people read and access information. “We’re developing e-paper similar to an electronic newspaper,” says Tomohisa Shingai of Fujitsu's Storage & Intelligent Systems Laboratories. (Interview date: June 7th, 2005). “The format is like a paper sheet but can display memory contents and allow the user to be online anywhere and anytime.” E-paper holds the promise of becoming a truly versatile medium that is lightweight, portable and low-power. It is easier on the eyes than regular LCD or CRT screens because it is viewed with reflected light and not backlighting or light emissions. Since it is bi-stable, power is used only to change the display content. The image is preserved when the power is off, so the device is very energy-efficient. But despite recent advances in e-paper technology, business applications remain limited. Fujitsu aims to change that with the introduction of film panel-based, rewritable e-paper 42 Design and Applied Technology (Secondary 4 – 6) Module 2 incorporating liquid crystals. Fujitsu’s e-paper boasts flexibility, low weight and energy consumption and colour displays. “E-paper is now in living colour,” says Shingai. “Using no power, our e-paper can display sharp colour, and even if you bend it, the image doesn’t disappear and doesn’t blot. As such, it's unique in the world.” Fujitsu's rewritable colour e-paper is based on highly reflective cholesteric selective reflection technology. Cholesteric refers to the mesomorphic phase of a liquid crystal in which the molecules are aligned in a specific manner, in this case, a spiral configuration. Up to 50% of incident light in specific wavelengths and colours is reflected. Key advantages of our e-paper include the semi-permanent memory display system, which maintains the image even without power, and colour that is three times as bright as other products by e-paper developers. It is not susceptible to flicker, the visible fading of an image displayed on a screen. It uses about one-hundredth the power of LCD’s and plasma display panels when the image is changed, while being far lighter and thinner, as slim as 0.8 mm. Its flexibility also allows for greater freedom in applications, and excellent temperature variation tolerance enables use in different environments. The potential commercial applications of Fujitsu e-paper are manifold. Aside from largescale advertising such as wraparound posters, e-paper pricing sign systems for retail goods would be wirelessly linked to in-store central databases that could change prices instantly, saving vendors time as well as printing and labour costs. Integrated circuit cards could also benefit from e-paper technology, for instance displaying the amount of cash left in an emoney card or the value remaining on a commuter pass. E-paper date displays could also be incorporated into conventional wristwatches. Even though advances in IT have provided us with more and more tools to manage information, we are using more and more paper to print out all that data and make sense of it. Regardless of whether the elusive ‘paperless office’ of the future ever comes into being, the way we use paper will likely change. Fujitsu's e-paper is setting a new standard in the evolution and digitization of this essential medium. 43 Design and Applied Technology (Secondary 4 – 6) T E A C H I Module 2 N G G U I D E The usage of Map A map, in the form of a book or a large piece of paper, is the sole choice when people check a location. The new media provide an alternative: on-line map. People simply need to input the destination or some key words, the target locations can be displayed and, if required, zoomed in. Reference :Google Map (http://maps.google.com/) Another alternative that the new media provide is the Global Positioning System (GPS). A driver needs only input the target location address, or even the telephone number of the target location if applicable, into the client-end device, such as a PDA, mobile phone and watch. The device will transmit a request to the GPS, which will return the information requested. In addition, many large shopping malls have installed interactive direction guides. Shoppers can find their own shops inside a mall without even speaking a word. 44 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 1.3.4 Usability in media T E A C H I N G G U I D E Is artistic expression an outcome of pure personality ambition or society? In reality, artists’ ideas come not only personal background, such as philosophy, technique and feeling, but also their environment, such as culture, peers and references. Mr Kenji Ko is a digital artist. He produced DIGITI, an interactive artwork that stand for digital graffiti, in 2006. DIGITI results from various digital technologies, such as computer vision analysis, motion tracking and live video output. It was a transformation of the traditional graffiti culture into a new medium with the help of simple codes and electronics. A laptop computer, digital camcorder, projector and some custom-made electronic spray cans were used. Each can was installed with a coloured LED at the nozzle. When used, DIGITI produces painting sounds. Upon completion of painting, artists can either save or erase the works. Kenji Ko, DIGITI in Takeaway Festival (London, UK) 2006 45 Design and Applied Technology (Secondary 4 – 6) Module 2 Kenji Ko, DIGITI in FILE Festival (Sao Paulo, Brazil) 2007 http://www.kenjiko.com/ S T O P A N D T H I N K Suggested answer: Before any development, visitors’ backgrounds, travelling purposes, activities, difficulties, etc have to be investigated. Nationalities, first language, accents, etc all make a difference. Interactive guides like those in shopping malls may help. Tourists can themselves with such equipment. Alternatively, a pocket-size device can be developed to provide tourists with useful information about Hong Kong in their own languages. The device can also teach some simple Cantonese for fun and basic communication. 46 Design and Applied Technology (Secondary 4 – 6) Module 2 6.2 CHAPTER 2 – DIGITAL MEDIA DESIGN S T O P A N D T H I N K Semiotics helps you understand issues of communication with others Suggested answer: First of all, the meaning of purple should be investigated. Purple is a colour of royalty, connoting luxury, wealth and sophistication. It is also feminine and romantic. It appears artificial however, since it is rare in nature. Those companies are to sell the fresh and bright image to teenagers, giving them a wealthy and sophistication perception. Topic 2.1.3 Symbols, Icons and Indexes T E A C H I N G G U I D E Why using icon? The following discussion comes from Section 5 (‘Why icons?’), ‘Media streams: an iconic visual language for video annotation’, Marc Davis, (http://www.w3.org/People/howcome/p/telektronikk-4-93/Davis_M.html#KREF10). There have been serious efforts to create iconic languages to facilitate global communication and provide international standard symbols for specific domains. It seeks to enable: (a) quick recognition and browsing of content annotations; (b) visualization of the dense, multi-layered temporal structure of media content; (c) an accurate and readable time-indexed representation of simultaneous, sequential, overlapping and contained actions (natural languages are not very good at this task); (d) articulation of the boundaries between consensual and idiosyncratic annotations (icons can have attached textual annotations and can thus function as the explicit consensual tokens of various idiosyncratic textual descriptions); 47 Design and Applied Technology (Secondary 4 – 6) Module 2 (e) global, international use of annotations; (f) Visual similarities between instances or subclasses of a class (visual resonances in the iconic language). A dragon graphic design using the iconic theory, the picture seems to be combined by text. T E A C H I The iconic world in the computer interface. N G G U I D E Semiotics - Icons, indexes, symbols In the context of semiotics, icons, indexes, symbols can be mutually exclusive. A sign can play all three roles however. For example, a shot of Jackie Chan’s action is iconic; the words he uses are symbolic; and the effect of his films are indexical. Reference: www.jackiechan.com/gallery Another example is road signs. The triangular boundary is a symbolic sign meaning ‘watch out’ and ‘careful’. The icon inside is an iconic sign, such as a plane. Therefore, the complete meaning is there is an airport around; in other words, it is an indexical sign. 48 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 2.1.4 Signifier and Signified S T O P A N D T H I N K Suggested answer: The following discussion comes from the book of ‘Communicating Hong Kong’, Hong Kong Overseas Public Relations of Information Services Department. Consistency is the key to establishing, defining and reinforcing Hong Kong’s identity. A consistent presentation that reflects the brand positioning and platform, as well as core values and personality attributes, can succeed in making Hong Kong more visible and widely understood. The Hong Kong visual identity – a powerful and energetic dragon – is a modern design which communicates Hong Kong’s link to an historical and cultural icon. The body of the dragon includes both the Chinese characters for ‘Hong Kong’ (香港) and the letters ‘H’ and ‘K’. This dual expression symbolizes a blend of East and West that characterizes Hong Kong. The dragon’s smooth, fluid shape imparts a sense of movement and speed, communicating that Hong Kong is forever changing. The visual identity’s dynamic and contemporary rendering captures Hong Kong’s passion to be daring and innovative and a can – do approach towards bringing visionary ideas to life. Linked to the distinctive icon is the tagline, ‘Asia’s world city’, which communicates Hong Kong’s role as a regional business hub, a natural gateway to new economic opportunities in the mainland of China and the rest of Asia and as an international centre for arts and culture. Hong Kong’s visual identity is more than a graphic symbol. It is a new asset that must be treated carefully. The symbol cannot be altered, repositioned or artistically presented in any other way. 49 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 2.1.5 Denotation and Connotation T E A C H I N G G U I D E Denotation and Connotation Colour Colour can denote and connote messages. For example, green is the most popular decorating colour. It represents nature, and is a calming and refreshing colour. People relax in a ‘green rooms’; and hospitals use it to calm down patients. Dark green is masculine and conservative. It implies wealth. Green colour S T O P A N D T H I N K Suggested answer: Denotation: Cross Connotation: Religious or Christian symbol Denotation: Cartoon heart Connotation: Love and affection 50 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 2.2.1 Proportion - Golden Ratio T E A C H I N G G U I D E Golden Ratio in aesthetics The Golden ratio can be applied to digital images and many other aesthetics. Golden Ratio is used in Construction Golden Ratio can be used in constructions. For example, the Parthenon’s facade can be fit by golden rectangles. Some people believe that this observation reflects the long history of using the Golden ratio. Some people think however that the ancient architects might not know the ratio, but simply applied what they considered beautiful; and it happened that it shared the modern point of view. Golden Ratio is used in Painting Some people think that Leonardo da Vinci has applied the Golden ration to his paintings, including Mona Lisa. Application of the Golden ration to a human face by Leonardo Da Vinci Mona Lisa, a 16th century oil painting that might have been applied with the golden ratio 51 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 2.2.4 Cross lines T E A C H I N G G U I D E Horizontal and vertical lines The travelling direction of a line affects the strength of the composition. Horizontal lines give a peaceful and easy feeling. Vertical lines give a more active impression, creating tension in a picture. Diagonal lines Diagonals are very powerful lines. They lead viewers’ eyes across the picture from bottom left to top right as people naturally do in looking. Converging lines Converging lines give a powerful feeling of distance and scale. Best results can be achieved by using a wide-angle lens and including the vanishing point. VTC website (www.vtc.edu.hk) Curved shapes Line can form curve shapes. A curve shape can form a diagonal leading line to the viewers. Best results can be achieved by using lines to lead the viewers’ eyes to the focal point of the scene. 52 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 2.2.5 Laws of grouping S T O P A N D T H I N K G U I D E Business card design Suggested answer: The business card is too crowded. A better design can be achieved by leaving more white space. Information overflow discourages the card recipient to read. T E A C H I N G In the context of grouping and typesetting, alignment refers to how text flow or image placement is set in a page or any predefined boundary. There are four basic variations alignments: Flush left or ragged right: the text is aligned along the left margin; Flush right or ragged left: the text is aligned along the right margin; 53 Design and Applied Technology (Secondary 4 – 6) Module 2 Justified or full justification: the text is aligned along the left margin with letter- and word-spacing adjusted to fall flush with the right margin; Centred: the text is aligned around a virtual middle line Topic 2.2.6 Shape recognition T E A C H I N G Tetris Tetris is a very popular puzzle game. What a player has to do is to place the blocks provided by the game into appropriate positions, avoiding the blocks stacked too high. Tetris’s shape recognition is simple. It makes use of seven blocks, each of which is formed by four squares. In fact, these seven blocks are already all possible permutation of four squares and each one of the blocks are critical to Tetris’ balance. 54 G U I D E Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 2.2.7 Colour T E A C H I N G G U I D E Colour modes (a) RGB Colour mode The RGB colour model can be used to colours on a cathode ray tube, liquid crystal display or plasma display. (b) CMYK mode CMYK, or ‘process colour’ or ‘four colours’, are used in colour printing. In many cases, inks are applied in the order of the acronym when used. (c) CIE L*a*b* colour model The CIE 1931 XYZ colour space, or ‘CIE 1931 colour space’, is one of the first colour spaces defined mathematically. It was, created by the International Commission on Illumination (CIE) in 1931. Lab colour space, or ‘CIE L*a*b*’, is developed on the human perception of colour. Lab describes all colours that normal human can see in numeric terms. (d) Gray scale mode The value of each pixel in a greyscale digital image is a single sample representing information of its gray intensity. (e) Bitmap mode It uses black and white to represent the pixels of an image. (f) Duotone mode Duotone, or ‘multi-tone printing’, can be done with two to four inks. 55 Design and Applied Technology (Secondary 4 – 6) Module 2 Colour spaces A colour model is to describe how colours can be represented in a mathematical way. Typically, a model consists of three or four components, such as RGB and CMYK. A model is different from another by the method (numeric values in many cases). A colour space is a form of a colour model that has a designated gamut or range of colours. When moved from one device to another, an image’s colours may change. It is because each device has its own colour space for colour interpretation. (a) Choose web-safe colours There are 216 web-safe colours that can be used in browsers regardless of the operating systems. Browsers change all colours of an image to these colours for displaying on 8-bit screens. (b) Choose a CMYK-equivalent for a non-printable colour Some colours in the RGB, HSB, and Lab colour models are non-printable since they are out-of-CMYK’s gamut and have no CMYK-equivalent. (c) Choose a spot colour A spot colour in offset printing is a colour generated by an ink (either pure or mixed) that is printed using a single run. 56 Design and Applied Technology (Secondary 4 – 6) S T O P A Module 2 N D T H I N K Digital images combined with channel Suggested answer: RGB are widely used in showing digital images in TV, movies and webs. Data of a 24-bit RGB image can be divided into three grayscales or channels, namely R, G and B. Channels can be manipulated independently. Combining manipulated colours forms another colour. Such manipulation can rectify the deficiencies of scanners and cameras. CMYK is another colour channel for image display, especially printing. CMYK can be mapped to 4-colour channels as well. In addition to RGB and CMYK, Alpha channel can be composite layers of images. 57 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 2.3.1 Text T E A C H I N G G U I D The face, size and case of text should be considered when text is used in media. Text - Face There are three groups of type, namely humanist, geometric and hybrid. Each group has unlimited variations. Each visual character of a typeface can give a word a particular personality, differing from that of others. Text - Size Changing the size of words or letters is an easy way to build visual hierarchy. Small words emphasize their ‘nothingness’. Larger words emphasize their importance. The size of a word is a relative, but not absolute, measurement against the word’s neighbours. The size affects the spatial relationship between letters and words as well. Text – Case Capital letters are traditionally used to start sentences. A word in all capital letters gives emphasis effect. Lowercase letters enhances legibility by using different lettershapes, ascenders and descenders. 58 E Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 2.3.3 Image and Graphics S T O P A N D T H I N K Suggested answer: Adidas is a famous brand. In addition to the shapes of its logos, the colours used in the logos matter. The ‘sports colours’ chosen should make customers comfortable to wear in a sporty environment. Topic 2.3.4 Video T E A C H I N G G U I D E Pixel aspect ratio 4:3 vs. 16:9 Most computer monitors use square pixels. However, many video encoding devices use non-square pixels. A pixel aspect ratio is the ratio of the width to the height of a pixel. For normal standard, the ratio is 1.1 For PAL video standard, the ratio is 1.067, NTSC is 0.9. Widescreen is 1.2 to 1.4. 59 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 2.3.5 Animation T E A C H I N G G U I D E Animation History Ancient Human beings started capturing scenes of motion long ago. It can be evident in ancient cave paintings that animals in motion have been drawn with multiple legs in superimposed positions. Cave painting of auroches (Bos primigenius primigenius) in Lascaux, France In 19 Century True animation is developed based on the persistence of vision. Its first appearance was in the form of a thaumatrope in early 19th century. A thaumatrope is a play that a string is attached to along the diameter of a disc. One face of the disc was drawn a bird, while another an empty cage. The bird appears in the cage when the thaumatrope is rotating around the string. Thaumatrope Computer Era Computers with their visual capabilities have changed the creation of images. The development of computer graphic technology can be dated to the early 1950’s. It was mainly for military, manufacturing and applied sciences, but not artistic work. 60 Design and Applied Technology (Secondary 4 – 6) Module 2 The 1970’s marked a significant change. In the decade, 3D computer animation developed rapidly: many computer graphic rendering techniques were formulated, such as polygonal, Gouraud and Phong shading; image and bump texture mapping; z-buffering and alpha channel. Also, Industrial Light & Magic (ILM) was established. It was famous for the visual effects it created for George Lucas’ Star Wars, 1977. The first feature film having a computer animation-live action composite of over 20 minutes is Disney’s TRON, 1982. The composite was produced by Robert Abel and Associates, III, MAGI and Digital Effects. In the late 1980’s and 1990’s, several successful blockbuster movies encouraged more companies to join the development and production of computer animation. Abyss (1989) and Terminator II (1991) are two of these successful movies. Another milestone is 1995’s Toy Story. This first fully computer generated 3D animation film was produced by Pixar Animation Studios. Reference: The first feature film with over 20 minutes of computer animation – TRON (1982) Reference: The first fully computer generated 3D animation film – Toy Story (1995) 61 Design and Applied Technology (Secondary 4 – 6) Module 2 6.3 CHAPTER 3– DIGITAL MEDIA PRODUCTION T E A C H I N G G U I D E H I N G G U I D E Scriptwriting Structure (a) Act 1 :Beginning (i) Capture Attention (ii) Introduce Problem (b) Act 2 :Middle (i) Provide Tension (ii) Present Obstacles (c) Act 3 :Ending (i) Provide Closure (ii) Resolve Problem Topic 3.1.3 Storyboarding T E A C Storyboarding Storyboarding is a visual plan of production organization and planning. It expresses the designer’s ideas of how visual elements progress through pictures and words. It may also detail the sound effects, colours, etc. Storyboarding is a communication tool for the design team to build prototypes and later final product. S T O P A N D T H I N K Suggested answer: Instead of drawing, students can take photos for attachment to the storyboard template. Details, such as camera movement, can be added with markers. 62 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 3.1.4 Scenic Design T E A C H I N G G U I D E Differentiate scenic design from interior design Scenic design and interior design can be compared as follows: Interior Design Necessary Necessary Aesthetics Functionality And Comfort Eye level furnishings Roof Decoration Necessary Necessary Floor Decoration Necessary Camera angle Furnishings mobility Optional Optional Lighting instalment Built-in lighting People Design target S T O P A N D Sets Design Necessary Optional: depends on the script Necessary Optional: seldom to have close-up shot on roof Optional: depends on the script Necessary Necessary: for layering composition Detachable lighting equipment Specific to script, crew members and shooting equipment T H I N K Suggested answer: A: B: C: D: fast and versatile; but the source of contents may not be reliable. direct and first-hand; but expensive and time consuming because of its reportage nature, and videos provide rich visual clues than stills do reliable but the expected findings are confined to text and image. S T O P A N D T H I N K Suggested answer: Night gives a cold feeling and thus a blue tone is used. It can be changed, however, if other dramatic effects are needed. 63 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 3.1.5 Props set-up T E A C H I N G G U I D E Ergonomics is the primary factor prop a designer has to consider. For example, the coffin bed in the film of Twins has is exaggerated in proportion to show the protagonist’s unusual social status of being a member of the vampire family. T E A C H I N G G U I D E There is no formula or conclusion to tell what is right and what is wrong in managing colour and texture for prop design. The most important point is to give the props harmony and sense of reality. Colour and texture can be considered a bridge among the scenes, costumes, props, cosmetics and actors concerned. Topic 3.2.1 Sound Recording T E A C H I N G Some professional audio equipment is shown as follows: Directional Microphone Ideal for sounds from single direction. A shotgun mic is an example with narrower angles of acceptance. Handheld Microphone Ideal for conducting an interview in which only one mic is available Clip Microphone Ideal for conducting an interview in which each participant has her/ his own mic 64 G U I D E Design and Applied Technology (Secondary 4 – 6) Module 2 Fish pole /Boom pole Ideal for situations that mic’s should not be seen inside the shots Headphone Ideal for monitoring sound level Connectors Mic’s need connectors for connection to the recording equipment. Some connectors are shown as follows (from top to bottom): (a) 3.5 mm Minijack (b) ¼” Jack- can be stereo or mono (c) RCA-type connector – commonly used in home entertainment equipment (d) Canon or XLR connector three-pin connectors are used in professional audio applications (e) Optical connector For stopping plosives and protecting mic’s Pop Filter Condenser Mic Produce a high-quality audio signal and is popular choice in laboratory and studio recording applications 65 Design and Applied Technology (Secondary 4 – 6) Shock mount S Module 2 Helps to eliminate noises and vibrations by isolating the mic on a stand T O P A N D T H I N K Sound Recording Suggested answer: Both clip microphone and handheld microphone are used in news production. T E A C H I N G G U I D E Everyone’s first recording may have pops, clicks or hum. The sound level recorded may be too high or too low. The following reminders may facilitate the recording: (a) Talk across, but not in front of, a mic, in order to avoid exaggerating any plosives; (b) Hold a mic on a stand but not hand, in order to avoid annoying rubbing noises as the microphone shifts in hand; (c) Keep a mic away from fluorescent-light fixtures, computer air vents and any other sources of noise; and (d) Take care of any vibration of the mic stand, where noise may come from – a cushion may help 66 Design and Applied Technology (Secondary 4 – 6) Module 2 Microphone receiving pattern Omni-directional Omni-directional mic’s or “non-directional mic’s”, are sensitive to sounds from all directions. These mic’s are suitable for radio stations but not video production. Unidirectional These mic’s are sensitive to sounds coming mainly from one direction. Shotgun mic’s A shotgun mic is an example with narrower angles of acceptance. It is suitable for on-location video work, especially for a distance of 2 to 4 meters. Topic 3.2.2 Photograph T E A C H I N G G U I D E In an SLR, light passing through the lens assembly is reflected by the mirror and projected on the matte focusing screen. After going through a condensing lens experiencing several internal reflections in the roof pentaprism, the image is shown in the viewfinder. In a DSLR, after taking an image, the mirror moves upward as shown, opening the focal plane shutter. As such, the image is projected on the digital image sensor (CCD/CMOS) in exactly the same manner as on the focusing screen. SLR/ DSLR Camera [(Digital) Single-lens Reflex Camera] 67 Design and Applied Technology (Secondary 4 – 6) T E A C H I Module 2 N G G U I D E Auto - Flash and exposure will be controlled by the camera automatically. Portrait - The fastest available lens setting (aperture) will be used to blur out the background. Landscape - High f-stop (aperture) settings will be used to capture details in foreground and background. Macro/Close-Up – It is for taking close-ups. Sports - The highest shutter speed will be used for taking a frozen image of motions. Party/Night - Longer exposures will be used to capture darker scenes, usually, with flash. Some motion effects can be created. Program – Semi-automatic mode for ‘point and shoot’ with manually controlled flash and some other settings. Aperture Priority - The aperture (f-stop) is set manually and the exposure is set automatically. Sometimes ‘A’ instead of ‘Av’ is used. Shutter Priority - The shutter is set manually, and the exposure is set automatically. Sometimes ‘S’ instead of ‘Tv’ is used. Manual – All settings are done manually. T E A C H I N G G U I D Relationship between Aperture & Depth of field Larger apertures (smaller F-stop number) produce a shallow depth of field. Smaller apertures (larger F-stop number) produce a deeper depth of field. f/8 f/5.6 68 f/2.8 E Design and Applied Technology (Secondary 4 – 6) T E A C H I Module 2 N G G U I D E Film Speed (ISO - International Organization for Standardization) Film speed is to measure a photographic film’s sensitivity to light. Stock with lower sensitivity, i.e. lower ISO speed rating, requires more time to expose, and is thus called a slow film. On the other hand, a fast film requires shorter exposure because of its higher ISO speed rating. Comparison of both images. The photo on the left was shot at 100 ISO, while the right one was shot at 1600 ISO. ISO100 ISO1600 Aperture Greater lens apertures allow more light to come, and thus produce greater exposures. Shutter Speed Slower shutter speeds expose the medium for a longer period of time, and produce greater exposures. T Lens (a) (b) (c) (d) (e) (f) E A C H I N G G U I D E Standard Lens (50mm) - The angle of view close to the human eye. Telephotos (>85mm) Wide-angle Lens (<35mm) Zoom Lens (vary ranges) Macro Lens Fisheye Lenses - Distort the perspective to create a circular "fisheye" 180° image. 69 Design and Applied Technology (Secondary 4 – 6) Module 2 The following table shows the colour temperature of some light sources Light Sources Colour Temperature in K Clear Blue Sky 10,000 to 15,000 Overcast Sky 6,000 to 8,000 Noon Sun and Clear Sky 6,500 Sunlight Average 5,400 to 6,000 Electronic Flash 5,400 to 6,000 Household Lighting 2,500 to 3,000 200-watt Bulb 2,980 100-watt Bulb 2,900 75-watt Bulb 2,820 60-watt Bulb 2,800 40-watt Bulb 2,650 Candle Flame 1,200 to 1,500 T E A C H I N G G U I D E Photography Framing The following show how images are taken by camera or video. Look at the subject in their eyes Capture direct eye contact by holding the camera at the person’s eye level Need not always ask the subject to stare at the camera. Leave it naturally to create a personal and inviting feeling Too high 70 Better Design and Applied Technology (Secondary 4 – 6) Module 2 Use a plain background Use a plain background to stand out the subject Study the surrounding of the subject through the viewfinder Distracting background Better Use flash outdoors Use flash outdoors to lighten deep shadows created by bright sun Better Subject is dark Move it from the middle Move the subject from the middle to an intersection point by Rule of Third Boring 71 Better Design and Applied Technology (Secondary 4 – 6) Module 2 Know your flash's range Know the flash’s maximum distance before using it Many cameras’ flashes support up to fifteen feet, i.e. about five steps away Without flash With flash Be a picture director Be a picture director, instead of a picture taker, to design desired pictures Boring Interesting Topic 3.2.3 Video Shooting T E A C H I N G G U I D E Framing – On the screen The space of the screen should be considered during the production of motion graphics, such as video, animation and web graphics. The space for active composition in a screen is ‘frame’. 72 Design and Applied Technology (Secondary 4 – 6) Module 2 In film, the meaning of a frame is double-fold, referring to images on a film and the projection area of a screen. In video, it means video monitors. In digital media, it refers to the boundary that confirms the sequence. A frame aspect ratio is the ratio of the width to the height of a frame. There are three common frame aspect ratios, namely 1:33 or 4:3, 1.66:1 and 1.85:1 or 16:9. The ratio for films is larger, allowing a wider, closer-to-reality eyesight. These ratios were originally developed to address the camera and film stock limitations. The then designers had to design images within a frame in one of these ratios. TV safe ‘TV cut-off’ refers to the effect that the outer edges of a signals cannot be shown. In order to prevent important information from cut-off, ‘field guides’, which are some lines and grids, are added in the upper part of a frame through a video editing device. The area of a frame that is safe from cut-off is called ‘TV safe’. There is an area inside a TV safe called ‘title safe’. Text inside this area can be shown neatly. The whole TV safe is also called ‘action safe’, meaning that actions can be shown correctly inside this area.. A field guide for determination of ‘TV safe’. T E A C H I N Tips for video shooting: 1. Avoid excessive zooming 73 G G U I D E Design and Applied Technology (Secondary 4 – 6) (a) (b) Module 2 Use zoom functions on a need basis Use it slowly as what professionals do 2. Minimize vibration Minimize the vibration, excess of which adversely affect the quality of a video, by (a) Use a tripod stand (b) Fix the position of the cameraman with the help of a wall, for example (c) Fix the position of the cameraman by bending her/ his knees 3. Show where it is Use a landmark, a sign or natural monument that can tell where it is 4. Use appropriate lighting Place the light source behind the cameraman 5. Shoot from different angles Shoot the subject from any possible angles 6. Take care of sound Take care of the mic’s and sound, which are critical to the quality of the video Topic 3.2.4 Lighting Equipments T E A C H I N G G Some professional lighting equipment is shown as follows: Fresnel It is named after the inventor of the lens used in focused tungsten lights. The wattages of Fresnel range from 250 to 20,000 watts. HMI Hydrargyrum medium-arc iodine, ‘HMI’, is a type of daylight balanced, incandescent lamps. It uses with hydrargyrum medium-arc iodine gas inside. Of the same wattage, HMI lights glow brighter than halogen lights do. 74 U I D E Design and Applied Technology (Secondary 4 – 6) Module 2 Fluorescent/ Kino Flos Fluorescents make use of the gaseous metals inside to glow. Fluorescent tubes are best when low and soft light is required. Red Head Red Head can be used as key flood lights, fill and backlights. Its wattage ranges from 650 to 1000 watts. Light Reflector A light reflector makes use of reflection to act as a secondary light source. Though any reflective objects can be a light reflector, polystyrene sheets, tin-foil covered cardboard, etc are commonly used. Gels Coloured lighting, diffusion and daylight correction can be achieved by using heat-proof gels. T E A C H I N Light Source Candle Sunlight at sunset Domestic tungsten light bulbs Tungsten lamp G G U I D E Colour temperature (Kelvins) 1,930 1,900 – 2,400 2,600 – 2,900 about 3,200 75 Design and Applied Technology (Secondary 4 – 6) Module 2 TV studio tungsten lighting (2,000 Watts) TV studio tungsten lighting (5,000 Watts) Sunrise, Sunset Fluorescent tube Sun (Direct at noon) Daylight (Sun + Sky) HMI and MSR lights In shade (light only from hazy sky) In shade (light only from Blue sky) 3,275 3,380 2,000 – 3,000 4,800 5,500 – 5,400 5,500 – 6,500 5,600 7,500 – 8,400 12,000 – 20,000 Topic 3.2.5 Storage and formats T E A C H I N G G U I D E Among the many image storage formats, the following are some commonly used: TIFF Tagged Information File Format, or ‘TIFF’, files use ‘.tif’ (older) or ‘.tiff’ as file extension. In terms of image quality and retention period, TIFF files are better than JPEG ones. RAW ‘Raw’ format is a generic term. Each camera manufacturer has named its own file extension. For example, Canon uses ‘.CRW’ or ‘.CR2’. Nikon uses ‘.NEF’. JPEG Joint Photographic Experts Group, or ‘JPEG’, is the most commonly used image file format nowadays. By compression technology, the file sizes of JPEG images are smaller than those raw. Its file extensions are mainly ‘.JPEG’ and ‘.JPG’. PSD PhotoShop Document format, or ‘.PSD’, is a lossless format. It is used for data manipulation in image editing software. However, for final permanent archiving, ‘.DNG’ should be considered – even Adobe, PhotoShop’s manufacturer, encourages so. 76 Design and Applied Technology (Secondary 4 – 6) Module 2 Topic 3.3.3 Video Software T E A C H I N G G U I D E Editing Technology The following are some terms related to video editing with software: Timeline graphically represents all the editing decisions. It is workbench area for users to manipulate materials. A sequence is an edited, continuous collection of audio and video clips. There may be special effects or transitions between the clips. Capturing refers to the process that a video is downloaded from a camera to a computer. Marking Clips refers to the process that a clip segment, identified by starting and stopping points, is marked. The segment is marked for later manipulation. Importing refers to the process that a video is loaded from hard-disk or other storage devices into an image editing software package. Inserting Clips refers to the process that a clip is inserted into a sequence. Overwrite Edits refers to the process that a clip is placed into a sequence, replacing the clip, if any, originally in that position. Trimming refers to the process of removing an unwanted part of a clip. 77 Design and Applied Technology (Secondary 4 – 6) Module 2 A Ripple Edit tool helps close the gaps between the In or Out point of a trimmed clip. Three-point editing is a technique to fit a clip into a gap which is shorter in length. For example, there is a 10-second source clip, and a 5-second gap in a sequence. Fitting the source clip into the gap can be done in any one of the following manner: 1. 2. 3. 4. 78 Design and Applied Technology (Secondary 4 – 6) Module 2 Transition is to join two clips together smoothly. Ripple Editing is to trim clips with a Ripple tool. Rolling an edit point is to trim both the Out point of a clip and the In point of the clip follows at the same time. The overall duration remains unchanged after edit point rolling since clips nearby compensate each other. Rolling edit point left Rolling edit point right Slipping adjusts both the In and Out points in a clip simultaneously. The contents of a clip can be slipped left or right of its edit points. While the contents become different, the clip and sequence durations remain unchanged. Sliding adjusts two edit points and three consecutive clips. The clip in the middle (the second) can be slid to the first. The first becomes shorter. At the same time, the In point of the third is adjusted automatically, lengthening the third’s duration. Slide centre clip left Slide centre clip right 79 Design and Applied Technology (Secondary 4 – 6) Module 2 The Motion properties of a clip are adjustable. The clip can thus be cropped, distorted, resized, rotated and repositioned. Exporting Finished Sequence is to package the final product, or finished sequence, as a media file for distribution. Outputting Finished Sequence is to save the finish sequence in a medium, such as a tape. T E A C H I N G G U I D E Volume Volume measures the sound level or loudness of a clip. The measurement unit is decibels (dB). The larger the decibel, the louder the sound. 80 Design and Applied Technology (Secondary 4 – 6) Module 2 Volume indicator Audio transitions Similar to videos, there is audio transition. It is to introduce or fade out a sound smoothly. Topic 3.3.4 Animation Software T E A C H I N G G U Animation – 3D Workflow A typical workflow of 3D animation production is shown as follows: General animation process 81 I D E Design and Applied Technology (Secondary 4 – 6) Module 2 Step 1: Create geometric models Step 2: Create 3D animation Step 3: Apply materials and textures to models and environments. Step 4: Render animation 82 Design and Applied Technology (Secondary 4 – 6) Module 2 Step 5: Save rendering images T E A C H I N G G U I D E NURBs Modelling Non Uniform Rational B-Spline, or ‘NURBS’, is another common modelling method. A surface (two-dimensional) is extended from NURBS curves (onedimensional). The first set of points form a row or the first dimension, denoted by ‘U’. Another set is perpendicular to U, called ‘V’. The shape of a surface can be changed simply by adjusting U or V. Mathematically speaking, a surface is a function of U and V. UV points UV curve NUBRS modelling – A surface is a mathematical function of U and V. T E A C H I N G G U I D E Keyframe Animation Animation is the process of change. The change can be in terms of position, rotation, scale, colour, light intensity, or any other. Animation makes use of Persistence of Vision, which is a physiological phenomenon ‘connecting’ a series of still images together. Each individual image is called a frame. 83 Design and Applied Technology (Secondary 4 – 6) Module 2 A keyframe is either the beginning or the end frame of an action or change. With the help of animation software, an animation can be created by first creating the keyframes, and then leaving the software to generate the in-betweens, i.e. to handle the transition between two keyframes. Keyframe animation Refer to Appendix – 3D animation for a production tutorial. T E A C H I N G G U I D E Transformation in 3D - Squashing and stretching To either digital or traditional animation, squash and stretch is a complex motion. It is used when exaggerating the deformation of a non-rigid object is required. Squash and stretch has been Toy Story, for example, when toys are landing. Reference: Toy Story 84 Design and Applied Technology (Secondary 4 – 6) T E A C H I Module 2 N G G U I D E Omni light An omni light source shines to all directions. It can simulate a resulting situation of combining direct light (e.g. the sun and a bulb) and indirect light (e.g. sunlight diffused by the atmosphere, and bulb light reflected from walls). Directional light A directional light source shines mainly to one direction. Its light rays are parallel. It can simulate a point light source in a very far away location, such as the sun. Spot light A spot light covers a designated, small area, evenly. The light source and the area covered form a cone. It can create a light beam with increasing coverage. Flashlight and car headlight are of this type. 85 Design and Applied Technology (Secondary 4 – 6) Module 2 SECTION 7. ACTIVITY GUIDE 7.1 DESIGN PROJECT - A poster for the awareness of global warming Introduction This learning task is a design project which focuses on the designing of a poster. Students have to go through the whole design process. As this is a huge task to be completed, students will have to complete it stage by stage. It is also suggested that the project be started in a group of 4 students, and that they start working individually after the first idea generation stage. This project provides a situation for them to apply the knowledge that they have learnt in Topic 2.1, Topic 2.2, Topic 2.3 and Topic 3.3 in an authentic context. Teachers should design the details with time constraints, students’ abilities, and availability of resources and facilities taken into consideration. Undergoing this large-scale project, students will gain more experience in how to handle an authentic project by themselves. DAT modules are inter-related to each other. Through collaboration and integration, students could have an overview on how to apply their knowledge in real situation. This project and the extended activities will be discussed in the following sections. Students are required to study a poster as an example, so that they can produce a poster by the multimedia software they have learnt in the class. The theme of the poster is to bring out the globe warming message to the viewers. The above poster was done by designer Andrew Lee, who is working in England now. This poster was for promoting the 2005 Asia Game Show. During the class, teachers can go through part of the designer creation process, and also entrust student’s design project at the same time. Research - Collaborative Work During the design, Andrew was thinking of turning Hong Kong into a future city in order to present the high technology show to be held in Hong Kong. Therefore he chose Central as the background of the design for its fullness of modern city tall buildings. Furthermore, he 86 Design and Applied Technology (Secondary 4 – 6) Module 2 planned to add some cyber and game elements into the design for dominance of the centre idea of game. For a clearer picture about what style and tone of the poster will be, Andrew has done research about the human perception for future city and game development. Moreover he has decided to use Photoshop and Maya as the production software. Co-operation is a key element in first two stages. First of all, students have to work in pairs or small groups. This arrangement is to enable them to develop new solutions which may not be considered when working in isolation. Collaborative work, apart from stimulating creative ideas, inventiveness and the development of manipulative skills, involves students in activities that require co-operation, which fosters their social and communication skills. Working with others provides opportunities for students to appreciate the capabilities of others. While developing solutions to problems, students work individually to identify and clarify the problems and produce their own poster designs. They must address certain problems in order to find appropriate solutions. All students can appreciate the need to share materials and ideas in preparing the poster for global warming. This arrangement is to help students develop the communication skills required to explain their concepts and approaches. The chart below shows the changes of grouping throughout the whole project. Stage Activity Research and Analysis Problem Identification Conceptualization Design Evaluation Design Refinement Final Visualization Group (3 students) Individual student Project Scope The suggested project is to develop a poster for global warming. The poster should be able to delivery an easy and direct message to the viewers. The poster should be developed with the multimedia software students have learnt in class. The suggested scope covers pre-production, production and post-production. At teachers’ discretion, the scope can be modified to ‘design-and-make’, ‘problem-solving; or ‘creative’ in nature. Although this individual project may vary considerably from one to another, they usually possess certain common aspects or tasks as listed below: (a) (b) (c) (d) Literature survey, data collection and analysis Project planning Investigation, design, development and implementation Deliverables 87 Design and Applied Technology (Secondary 4 – 6) Module 2 Emphasis will be given on the application of knowledge and skills that the students have learnt, in order to achieve the best possible solution with the constraints and time frame imposed. A suggestion for students’ posters to feature the theme of global warming can be to design a cartoon character. Students may refer to some past examples, such as the family of the Dragon of Cleanliness. Students can draw out the character using graphic software. Critique There must be a critique session at each stage for students to see what their classmates have done. A critique session is an important activity, through which students can learn faster by judging others. The following are the benefits that students can acquire in a critique session: (a) (b) (c) (d) (e) Understand the deliverables of each design stages Develop critical thinking Develop analysis ability Develop and practise presentation and communication skills Develop cooperation skills Sparing more time for critique sessions will pay off in the end. During a critique session, teachers have to encourage the class to: (a) (b) Be open to new ideas Be positive and constructive: giving both comments and suggestions Every critique session is a presentation. The training of presentation skills should start in the beginning of the project, so that students get used to present in font of the class. Drawing is required in the preparation of presentation. It is necessary to assist students in building confidence. With the art training in junior forms, students should be able to sketch simple ideas and make visual analysis. Sketches and analysis In each stage of the design project, students should record and analyse with sketches. Teachers have to encourage students to keep all sketches. Here is an example of sketches for a design project. 88 Design and Applied Technology (Secondary 4 – 6) Module 2 Modification and retouch Designs always need to be modified or retouched. The 2005 Asia Game Show was designed to develop a fantasy world of future city. Andrew needed to fine turn the picture of Central. This step could turn Central into a really different look. The designs depend very much on the support of the workshop and lab at the school. Teachers should be aware of this support before directing students to the design problem they are facing. Students may try to add different digital filters to their photos, or change the Hue and Saturation. Students should use different layers for different image component in order to facilitate their further editing. Assessment Guidelines Assessment will be based on four designated areas as follows: Criteria 1. 2. 3. 4. Weighting of Marks Literature Survey (a) Background information (b) References (c) Ability to work in a group through the researching stage Innovation and Creativity (a) Project plan – idea and layout design (b) Design and development (c) Testing Knowledge and Skills (a) Best use of software (b) Problem solving (c) Employed solutions for problem solving Quality of Work (a) Results and final design (b) Quality of the presentation 89 20% 30% 30% 20% Design and Applied Technology (Secondary 4 – 6) Module 2 7.2 HANDS-ON ASSIGNMENT – Planning a production schedule for a Product Introduction This hand-on assignment is going to assess what students have learned in Topic 3. In this activity, each student needs to go through the production process with a project s/he intends to pursue. Besides, s/he has to write down the theme with sketches, storyboard and flowchart. And all subjects will be put together as a production schedule for her/ his final project. The main objective of this assignment is to enable students to learn cooperation and communication through the group discussion process. The skills and knowledge that students acquire in this task could be transferrable to the design project production in different media. Concepts to be assessed (a) (b) (c) Main theme what students want to do Production management Understanding of the production pipeline Equipment (a) (b) Production pipeline forms Projection screen Procedures (a) (b) (c) (d) (e) (f) The class is divided into groups of 4-5 students Each group is given A3 paper, pens or colour pencils to record the discussion results Students should decide what theme they are going to do Students should analyse the production pipeline in the assignment brief All analyses should be recorded on A3 paper Each group should present its planning and problem findings to the class in critique sessions 90 Design and Applied Technology (Secondary 4 – 6) Module 2 Assessment Guidelines Assessment will be based on four designated areas as follows: Criteria Weighting of Marks Analysis ability: (a) Able to describe the process of the production pipeline (b) Able to find problems through the process Documentation ability: (a) Able to record the analysis in both drawing and writing on production pipeline forms Presentation ability: (a) Able to present the planning and problem found visually (b) Able to present the finding verbally Cooperation: (a) Able to work in a group throughout the assignment 91 40% 25% 15% 10% Design and Applied Technology (Secondary 4 – 6) Module 2 SECTION 8. ASSESSMENT Introduction Assessment in DAT should be an integral part of learning and teaching. The purpose and means of assessment should be clearly explained to the students. The forms of assessment and reporting to parents and students will vary from one school to another. In spite of this, formative and summative assessment should: (a) (b) (c) (d) (e) (f) (g) (h) Allow both students and teachers to assess what students can do, and how they can use knowledge, concepts and skills Measure the application of knowledge, concepts and skills rather than the mere recall of facts Reflect achievement against the criteria for the course Involve students in participation and reflection Provide students with opportunities to analyse their own learning and to recognize what areas need improvements Be informative for students, parents and teachers Provide direction for future instruction Not assume that the results of a group of students being assessed will follow any particular distribution plan Assessment Tasks In general, teachers are free to devise the contexts and challenges of the assessment tasks and units of work they use. However, the tasks set should stem from learning activities, and ideally will be learning experiences themselves. Tasks can be designed to allow the assessment of different objectives against relevant criteria. There are various types of assessment task used in this module: (a) Hand-on assignment (b) Design project (c) Quiz Weighting of the Assessment Tasks When assessing students on different tasks, teachers can assign different weighting factors to individual tasks for different emphases. However, it must be noted that ALL parts should be assessed to disturb the balance of the three tasks. The following is suggested: (a) (b) (c) Hand-on assignment Design project Quiz 30% 40% 30% 92 Design and Applied Technology (Secondary 4 – 6) Module 2 8.1 ASSESSMENT RUBRICS Introduction Consider this area carefully, especially when you implement design and make activities. For example, what outcomes in terms of skills, knowledge and attitudes must be developed? As you know, assessment is ideally an on-going process that provides continual feedback to students to enhance their learning. In today’s dynamic classroom environment, teachers are looking for a variety of authentic ways to assess students’ learning and achievement. Teachers want tools that can help acquire specific information about students’ performance. Students also want to know the assessment criteria for the final products they develop and the tasks they perform. Rubrics (Assessment Grid) are one of many methods used to collect data for teachers to make judgments about students’ performance. Rubrics can be developed by teachers and students alike. We will discuss this issue in the following sections. Authentic Assessment using Rubrics Rubrics are an ideal learning and assessment tool that can also help clarify expectations for students, teachers and parents. A rubric may look like a checklist but it does more than merely identify work that needs to be done by the students. Rubrics clarify the expected standards for doing a good job and encourage self-assessment by the students. The checklist rubric This type is usually used to define the standards of excellence for the students. Often a “yes” or “no” can be checked off to indicate whether the standard has been met by a student or group being evaluated. A sample is provided below: Focus of Assessment: Teamwork Criteria 1. I performed my assigned role. 2. I stayed on task. 3. I did my fair share of the work. 4. I listened to others’ ideas. 5. I helped the group solve problems. 6. I completed my work on time. Student Name: _____________________ Names of Partners:__________________ Peer Assessors:_____________________ Self Peer Teacher Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No 93 Design and Applied Technology (Secondary 4 – 6) Module 2 The scored rubric This type of rubric rates the level of performance of the students in working toward a high standard of achievement. In other words, instead of simply checking off whether or not students have met the criteria set out, a judgement is made about the quality of the product or performance. A sample is shown below: Student Names: _________________ Peer Assessors:__________________ Criteria Group Peer Teacher 1. We developed a plan for our production. 012345 012345 012345 2. We aimed our product at a target group. 012345 012345 012345 3. We made our product function well. 012345 012345 012345 4. We made our product attractive. 012345 012345 012345 5. We made our product easy to use. 012345 012345 012345 6. We made our product safe to use. 012345 012345 012345 * Performance descriptors: 0 is incomplete; 3 is a good effort; 5 is an outstanding effort. Focus of Assessment: Making a Gift How rubrics are used? Rubrics can be used to support outcome-based learning as an assessment tool and can be aligned to essential learning outcomes. You may want to develop a rubric with your entire class as part of the familiarisation process. This will allow students to have input on the criteria being established and provide them with an opportunity to think about all the elements of a particular task or performance. This is also an ideal way for them to gain insight into how assessment and evaluation are conducted. The benefits Rubrics provide learners with specific feedback from a variety of sources. Teachers, students, peers and parents may all use rubrics to assess learning and evaluate the quality of students’ products/performance. Students are often the best judge of their own performance, knowing their personal strengths and weaknesses. Rubrics are a concrete way for students to identify what they did well and what they need to improve on. Peers can also provide constructive feedback, perhaps because they have gone through a similar learning process or experience. Students always value their peers’ input and appreciate receiving positive reinforcement from them. Teachers and parents are also essential in the assessment process using rubrics to assist with areas of difficulty while guiding the students to higher levels of achievement. 94 Design and Applied Technology (Secondary 4 – 6) Module 2 Developing Your Own Rubrics When designing rubrics, teachers should keep in mind the following guidelines: (a) Choose a specific learning focus for the rubrics, making sure all criteria support the focus (b) Write ideas in statement form with simple language (c) Use “I” or “we” pronouns to personalise the criteria for students (d) Use descriptive verbs in all rubric statements (e) Choose criteria that reflect a high standard of achievement (f) Select criteria that seem attainable to students (g) Order the criteria in a logical sequence that reflects the learning process (h) Use sub-headings throughout the rubrics if criteria can be grouped Self- and Peer Assessment An on-going self-assessment will help students monitor their own progress. They will be able to recognize their own strengths and where they need to focus more effort. Here are some suggestions to help teachers and students obtain the maximum benefit from self- and peer assessment: (a) Students who are not accustomed to self-assessment may be uncomfortable to give themselves the “credit” that they are due. It can help if teachers suggest that students complete the form as if a close friend or family member is assessing their work. (b) Ensure that students appreciate the value of the assessment. One way is to review the past few assessments on a regular basis. Discuss with students any changes or patterns that may appear. (c) Teachers could add a ranking system to the assessment and have students add up their score over several projects. (d) When students assess each other, there may at first be a tendency to be overly generous. Assure them that honest criticism and assessment will be a greater benefit in the long run. (Watch for discrepancies between self- and peer assessment. It can help indicate when students do not quite grasp the importance of honest assessment.) (e) Younger students can provide more detailed assessment with the help of an adult or older student to record their responses. 95 Design and Applied Technology (Secondary 4 – 6) Module 2 8.2 ASSESSMENT RUBRICS FOR THE DESIGN PROJECT Introduction Each student is required to build a portfolio to accompany the product designed in the design project. The portfolio should include all investigatory work, the final working drawings, evaluation and suggested modifications. The product should be able to be realized in a combination of suitable materials and components in the DAT room for particular digital media. In order to ensure its reliability, assessment should be in quantitative terms as far as possible. Therefore, it is necessary to establish criteria for the award of marks for each of the following assessment categories, which are derived from the assessment objectives stated in the DAT Guide. It is considered unrealistic to provide teachers with precise and detailed criteria for differentiating student performance within each mark range. The assessment criteria provided below, however, are intended to indicate the essential characteristics which should be identifiable at the various levels of performance to be expected from senior secondary students. The accompanying mark scales indicate the appropriate award of marks for the various levels of performance. Zero marks should be awarded where a student has failed to consider any one of the assessment categories, unless it can be shown that such an omission is not an oversight but a conscious act of design strategy. Zero marks may also be awarded to a student who has produced work of such quality that it fails to meet the criteria for an award of a mark of one in the category concerned. Assessment categories The DAT curriculum will assess students’ ability through design projects under the following assessment categories: (a) (b) (c) (d) (e) (f) Identification of a need or opportunity leading to a design brief Research into design brief resulting in a specification Generation of design solutions Product development Product planning and realisation Evaluation and testing These assessment categories and their presentation order are to reflect the situation in the design industry. It is expected that the work of most students can be readily assessed on the basis of these categories and in that presentation order. However, the assessment categories are not prescriptive and they are not necessarily hierarchical. It is recognized that some students might follow a design procedure which is quite acceptable but does not conform to the categories given or to the mark allocations given for the various categories. 96 Design and Applied Technology (Secondary 4 – 6) Module 2 Assessment criteria The assessment criteria contain key words. Schools may wish to adopt these words for use as sub-headings to design and make activities, so that when assessment takes place, it is clearly evident where the marks have been awarded in relation to the assessment criteria. Levels of performance The four levels of performance in each of the six assessment categories are given as a guide to the level of capability required of a student for the award of the marks indicated. Only whole numbers should be recorded; partial levels, fractions and decimals are not acceptable. The level attributed to the descriptors must not be considered as marks or percentage, nor should it be assumed that there are arithmetical relationships between descriptors. For example, a level-4 performance is not necessarily twice as good as a level-2 performance. Amplification of the Rubrics (I) Identification of a need or opportunity leading to a design brief Students will need to: (a) Provide a detailed description of the situation using various means of communication, e.g. text, drawings, graphs, photographs (b) Identify the range of users and the market for which the product is intended (c) Write a design brief for a marketable product A maximum of 5 marks are available from the performance description: Level of Performance Mark Scale A statement of what is to be made. Some consideration of the situation or the intended user(s) leading to a design brief. Consideration of both the situation and the intended user(s) leading to a clear design brief of a marketable product. Detailed description of both the situation and user(s) leading to a clear and precise design brief of a marketable product. 0-2 Total = 97 3 4 5 5 Design and Applied Technology (Secondary 4 – 6) Module 2 (II) Research into design brief resulting in a specification Students will need to: (a) Examine the intended purpose of the product (b) Identify and collect data relevant to the product and its users, e.g. dimensions (c) Undertake appropriate surveys, identifying and how evaluating existing products fulfil the needs of their intended users (d) Write a design specification that includes the capability to manufacture the product in quantity A maximum of 20 marks are available from the performance description: Level of Performance Mark Scale Limited research of intended use. Some recognition of existing products. A specification identifying some basic requirements. Intended use of product examined with some data identified or collected. Existing products identified with some evaluation. A specification identifying some key features including a suggestion of how more than one could be made. Intended use of product examined with data identified and collected. Existing products identified and evaluated considering some of the needs of the intended user(s). A detailed specification containing some reference to a system required to manufacture in quantity. Intended use of product fully examined, relevant data identified and collected. Existing products identified and fully evaluated against the needs of the intended user(s). Analysis of the research leading to a detailed design specification that would provide a system to ensure control over the production of the product in quantity. Total = 0-6 8-12 13-16 17-20 20 (III) Generation of design solutions Students will need to: (a) (b) (c) (d) (e) Generate a range of design solutions Evaluate their design solutions against the specifications Consider whether their ideas meet the need and its fitness for purpose Identify chosen design proposal for product development Present design solutions using a combination of text, graphics, computer generated images and 2-D and/or 3-D models 98 Design and Applied Technology (Secondary 4 – 6) Module 2 A maximum of 25 marks are available from the performance description: Level of Performance Mark Scale One or more solutions proposed. Little or no evaluation. The work presented displays a low standard of communication techniques. Several solutions proposed. A cursory evaluation. Unsupported choice of design proposal. Communication will be of a reasonable standard using a limited number of techniques. A range of appropriate solutions proposed. Design proposal chosen, supported by clear evaluation. Communication will be of a good standard, well presented using a range of appropriate techniques. A wide range of appropriate solutions proposed. Design proposal chosen as a result of detailed evaluation and consideration of the need and fitness for purpose. Communication will be of a high quality, well presented and using a wide range of appropriate techniques. Total = 0-6 7-12 13-18 19-25 25 (IV) Product development Students will need to: (a) (b) (c) (d) Be judgmental on the creative approaches in different stages of design development Be able to develop a reasonable range of design solution Evaluate design proposals and make judgment on the functional and aesthetic qualities Make critical analysis on the developing the design A maximum of 25 marks are available from the performance description: Level of Performance Choose a variety of design solutions design development. Limited details given for final solution. The work presented displays a low standard of communication techniques. As a result of investigations, some decisions made about production methods and standard components. Has used modelling to check that the product meets the design brief. Some important details given about the final solutions and how more than one of the products could be made. Communication will be of a reasonable standard using a limited number of techniques. Some tests resulting in decisions about materials, production methods and standard components. Used modelling and testing to ensure that the product meets the design brief. Most details given about final solution and its relevant system of production. Communication will be of a good standard, well presented, using a range of appropriate skill and techniques. Choose a variety of design solutions for production development. Develop 99 Mark Scale 0-6 7-12 13-18 19-25 Design and Applied Technology (Secondary 4 – 6) Module 2 the design to the next stage with reference to the need of the users and evaluate the design proposals in terms of function and aesthetics. Make critical judgments and be self-reflective on the appropriateness of the design solution. Communication will be of a high quality, well presented and using a wide range of appropriate techniques. Total = 25 (V) Realization and communication Students will need to: (a) Communicate key features of the design through sketches the design proposals (b) Use relevant sketching/ rendering ability to communicate a design concept (c) Produce a design model or prototype for client presentation with consideration of the appropriate material (d) Make verbal presentation to communicate with client (e) Use concept board, storyboard and/ or digital media to aid the verbal presentation A maximum of 25 marks are available from the performance description: Level of Performance Mark Scale Sketches drawn on paper with key features of the design shown. The sketches are clear enough and self explanatory in delivering the concept in outlines. Sketches drawn on paper with key features of the design shown. The sketches are clear enough and self explanatory in delivering the concept in a variety of qualities including outline and shading. A range of sketching/ rendering techniques used: markers, colour pencils, pastel, water colour and/ or using 3D software. Sketching abilities in the aforementioned levels, and carry out model making using the appropriate material. Sketching abilities and model making in the aforementioned levels, and presentation skills verbally and visually with the appropriate visual aid in exemplifying the design. Eloquent communications both verbally and visually. Total = 100 0-6 7-12 13-18 19-25 25 Design and Applied Technology (Secondary 4 – 6) Module 2 Exemplar Design a personal web site. Start with a site map and then use either HTML or application like Adobe Dreamweaver or GoLive. Keep your first site simple, with a biography, contact information and a small portfolio of your creative work. As the project progresses, expand your site to include additional elements like sound, music, video and animation. (I) Identification of a need leading to design brief (a) An analysis of the types of personal web sites available. (Students could use text, drawings, photographs, etc.) (b) A consideration of the style and mood in your personal web site (c) A clear statement of the problem and what the student intends to design and make. (II) Research into design brief resulting in a specification (a) An identification of the possible features of the product necessary to support the design effectively. (b) Survey and analysis of available types and designs of web sites. (c) A specification that lists what pages and sites will become contents in the personal web site. List out the flowchart and a site map before production. (III) Generation of design solutions (a) A collection of annotated sketches showing a range of appropriate solutions. (b) The proposed ideas are evaluated against the specification and good/ bad points are identified. (c) The best ideas are chosen considering the need and their fitness for purpose. (d) The final design proposal is presented using a combination of text, graphics and computer generated images. (IV) Product development (a) Using your flowchart to develop the sites. (b) The possibilities and implications for quality produced are considered and recorded. (c) The investigation and testing should be considered. If necessary, modifications should be made to the final outcome. (d) Final details of materials, production methods and standard components required are recorded using a combination of text, graphics and computer images. (V) Realization and communication (a) Present the key features of the design through sketches the design proposals; and (b) Use clear verbal and visual aids for presentation. The design of the personal site should be shown clearly on the concept board or digital media for explanation to the class. 101 Design and Applied Technology (Secondary 4 – 6) 8.3 ASSESSMENT ANALYSIS RUBRICS Module 2 FOR CASE STUDY/ PRODUCT Criterion I: Background Information Level of Performance Mark Scale Some information on the background of the case is collected but does not figure out why people originate such design idea. Some information on the background of the case is collected and briefly describes the content in such project. Organized research on the background of the case, such as the origination of ideas, is accomplished. Thorough research on the background of the case, including the design history, humanistic and cultural consideration, origination of ideas, etc is accomplished. Total = 0-1 2 3-4 5-6 6 Criterion II: Problem Analysis/ Design Considerations Level of Performance Mark Scale Some information on the design problem and solution is collected. Some areas of the design problem, such as the technical consideration of one of the possible solutions, are analysed. Some areas of the design problem, such as the technical consideration of some possible solutions, are analysed. The design problem, including the technical, cultural, economical and social considerations for various possible solutions, is thoroughly analysed. 0-1 Total = 2 3-4 5-6 6 Criterion III: Manufacturing Processes and Techniques Level of Performance Mark Scale The manufacturing processes and technique involved are briefly described. The manufacturing processes and techniques involved are clearly described. The related manufacturing processes and techniques, as well as the materials and structures used in the solution are illustrated understandably. The related manufacturing processes and technique, as well as the materials and structures used in the solution are illustrated and explained thoroughly. 0-1 2 Total = 102 3-4 5-6 6 Design and Applied Technology (Secondary 4 – 6) Module 2 Criterion IV: Impact to Society Level of Performance Mark Scale The future development of the product is briefly introduced in the research materials. The future development of the product and its possible impact to society are shown in the research materials. Some predictions on the future development of the product and its possible impact to society are made. Sensible and wide-ranging predictions on the future development of the product and its possible impact to society are made. Total = 103 0-1 2 3-4 5-6 6 Design and Applied Technology (Secondary 4 – 6) Module 2 SECTION 9. DESIGN PROJECT TOPICS Topics of design projects should be close to students’ immediate world and environment. The following suggested situations and scenarios may help. 1. Hong Kong is rich of culture and heritage with many festivals, museums and heritage tours. Students are asked to use at least 3 photos to composite a Hong Kong culture or heritage Postcard Design. The objective is to learn how to composite pixel images with applying type, layer effect, colour adjustment and filters on the postcard. 2. Take a look around the Internet and collect five samples of design and typography you like. Look through several magazines and pick five examples of typography you like. Look at some films and video and choose five samples of typography you like. Compare all samples you have chosen and make a list of how the samples differ. Your goal is to understand what different to makes choosing for the Internet, print film and video. 3. Choose a web site and redesign it. Use the Internet Explorer as the basis for your designs. Make five to ten differences of the web site you have designed. Look at them in a group critique and discuss what works and what does not with both the new and original designs. 4. Make a flip book. A flip book is a collection of 3 by 5 cards with a series of drawings on them. When you put the cards together and flip them, the drawing take on motion and life. Flip books are one of the classic learning tools for animation. Once you are happy with your flip book, scan the images into software like Adobe Premiere, Flash and Window Movie Maker to make a movie. 5. Produce a short video documentary about a typical day in your life. Get a video camera or even a mobile with camera to bring it everywhere you go for one day. Shoot scenes that have meaning to you. Do not edit the tape and try to shoot it between 5 to 10 minutes in length. Look at the final video and critiques it by both yourself and your classmates. How well did your storytelling skills come through? Did you use a variety of techniques, such as long shots, medium shots and close up? What did the in-camera editing look like? Capture the video into computer and edit it for improvement. This will train how to think in terms of narrative storytelling and video production. 6. A music video is a short film or video that accompanies a complete piece of music, most commonly a song. Modern music videos are primarily made and used as a marketing device intended to promote the sale of music recordings. Music videos can accommodate all styles of filmmaking, including animation, live action films, documentaries, and non-narrative, abstract film. 104 Design and Applied Technology (Secondary 4 – 6) Module 2 You are required to shoot a live action and edit your own music video based on your school song. In this project, students would experience the techniques of location sound recording, shooting with correct direction and continuity. Students would try to handle a complex conversation with a group of people around four to five students per group. 7. Make a sound track for a short video of about 30 seconds with Adobe Premiere, ProTools or other similar tools. The focus this time is the contents, instead of the sound’s quality. Use pre-recorded music from a CD and digital microphones you can get to record voices, sound effects and location sounds. Digitize the sound and mix it in the computer. 8. Try to deconstruct a logo of your choice through decomposition and re-composition to produce 4 different compositions which bear the following characteristics: 1st piece – need to retain the original association of the logo. 2nd piece – need to strengthen a positive association of the logo. 3rd piece – need to give an opposite association of the logo. 4th piece – need to give new meaning of the logo. Understand the logo - Try to gather as much information about the logo you choose as possible. Define the problem – What (Company/ product)? Who (TA)? Why (Rationale)? Where (context)? What (message/ image/ identity)? Decomposition and re-composition - Do visual research and gather references of effective compositions. Decompose the logo in terms of basic elements of design. How would you re-compose it with attention to basic principles of design? Visual manipulation and communication - Explore your compositions by pushing the limit of communication while maintaining effective use of design elements and aesthetics. Develop additional elements to enhance your communication. This project introduces you to the basic design principles. It enables you to experiment with basic elements of design and to explore compositional aesthetics in visual communication. 105 Design and Applied Technology (Secondary 4 – 6) Module 2 SECTION 10. REFERENCES 10.1 Useful Websites Title Websites 媒體教育資源網 http://www.hkedcity.net 香港數碼港數碼媒體中心 http://www.cyberport.hk 數位學園 http://www.ulead.com.tw/learning/video4/page1.htm 淺談數碼影像(一) - 何謂數碼 影像 http://big5.cgan.net/science/publish/others/FIGURE1.HT M 網上短片 DIY http://www.hkedcity.net/article/mediaed_learning/03061 2-003/note.phtml?type= http://res.hkedcity.net/general/0003/46/88/1307625114.ht m#IIa 香港需要怎樣的媒體(藝術)教 育 透視媒體威力 推動傳媒教育 人機介面與互動入門 http://www.hkedcity.net/article/mediaed_learning/03012 3-009/index.phtml?type=mediaed http://swik.socialnet.org.hk/swikportal/DesktopDefault.as px?tabIndex=3&tabid=50&ItemID=545 http://proton.phys.tku.edu.tw/UNIX/Dm/rdh02.html 人機互動 /工業設計的另一個 發展點 http://xocial.free.fr/research/hci.htm 人機互動 http://www.nsc.gov.tw/_newfiles/popular_science.asp?ad d_year=2003&popsc_aid=267 http://www.cauaqua.net/index.php?option=com_content &task=view&id=17&Itemid=38 http://www.creativelife.org.tw/creative/creat_artist.php?a rticle_id=46 攝影造景- 實戰篇 文化符碼在創意生活產業上 的應用 黃金比例 黃金數 0.618 商業三維動畫短片製作揭秘 Amazon.com Animation Production Department of Multimedia and Internet Technology (MIT), IVE(TY) Digital Media news & Views http://ihome.cuhk.edu.hk/%7Eb105713/article/goldenrati o.html?s2 http://www.lktmc.edu.hk/%7Emathematics/history/golde n.htm http://www.pconline.com.cn/pcedu/sj/media/maya/0505/ 629882.html http://www.amazon.com/ http://www.pconline.com.cn/pcedu/sj/media/maya/0505/ 629882.html http://mit.vtc.edu.hk/ http://www.digitalmediathoughts.com/ 106 Design and Applied Technology (Secondary 4 – 6) Module 2 Title Digital Media Production CAD 3D rendering CAD 3D rendering CG visual Composition & the elements of visual design Cross line Digital Storytelling, Basic Thoughts about Visual Composition e-paper Framing Framing Hong Kong Education City Human Computer Interaction Recourses Inside digital media iPhone technologies Lode's Computer Graphics The answer .com The Digital Media Association The Golden Ration The Hong Kong Observatory Microsoft Surface Media Influence Photo Contest Planning a multimedia project Professional Communication Ray's Introduction to Literature Recording History Semiotics Semiotics and Signified Websites http://www.mtsd.k12.wi.us/MTSD/tips/dig-vid/media10-ideas.htm http://www.rhino3d.com/ http://www.tutorialized.com/tutorials/3DS-MAX/1 http://www.cgvisual.com/ http://www.scienceandart.org/ http://www.photozone.de/4Technique/compose/cross.htm http://www.hippasus.com/resources/viscomp/index.html http://www.fujitsu.com/global/about/rd/200509epaper.ht ml http://www.mediacollege.com/video/camera/tutorial/01framing.html http://www.photozone.de/4Technique/compose/frame.ht m http://www.hkedcity.net/ http://www.hcibib.org/ http://www.insidedigitalmedia.com/index.php http://www.apple.com/iphone/ http://student.kuleuven.be/~m0216922/CG/index.html http://www.answers.com/ http://www.digmedia.org/ http://www.geom.uiuc.edu/~demo5337/s97b/art.htm http://www.hko.gov.hk/contentc.htm http://www.microsoft.com/surface/index.html http://www.aber.ac.uk/media/Documents/S4B/sem06.htm l http://www.alpineclubofcanada.ca/rockymountain/photo_ contest.htm http://alex.eled.duth.gr/ipml/multi/project/project.html http://www.leedstrinity.ac.uk/depart/MEDIA/staff/ls/Mo dules/MED1140/adv.html http://www.eng.fju.edu.tw/English_Literature/terms/deno tation.htm http://www.recording-history.org/HTML/tech.php http://www.cultsock.ndirect.co.uk/MUHome/cshtml/inde x.html http://web.aiweb.cn/info/1/246.html 107 Design and Applied Technology (Secondary 4 – 6) Module 2 Title Signifier and Signified Story from Start to Finish Taking digital pictures Video Shooting Visualization Game System VTC 25th Anniversary Wii system Wikipedia Websites http://changingminds.org/explanations/critical_theory/co ncepts/signifier_signified.htm http://multimedia.journalism.berkeley.edu/tutorials/report ing/starttofinish/ http://www.imphotorepair.com/digitalcameratips.html http://www.medialab.tv/services/production/vidshoot.htm http://mit.vtc.edu.hk/game_centre.htm http://www.vtc.edu.hk/25th/ http://www.wii.com http://en.wikipedia.org/ 10.2 Reference Books Adobe Creative Team (2007). Adobe Illustrator CS3 Classroom in a Book. Adobe Press. Adobe Creative Team (2007). Adobe Photoshop CS3 Classroom in a Book. Adobe Press. Bethke E. (2003). Game Development and Production. Wordware Publishing. Davis G. (2000). The Sound Reinforcement Handbook. Hal Leonard: Yamaha Product Series. Dix A., Finlay J., Abowd G., and Beale R. (1997). Human-Computer Interaction. Europe: Prentice-Hall. Eric D. Grebler (2007). Flash animation for teens. Boston, Mass.: Thomson/Course Technology PTR. Fernando Ferri (2007). Visual Languages for Interactive Computing: Definitions and Formalizations. IGI Global August 10, 2007. Georges G. (2003). Digital Photography: Top 100 Simplified Tips & Tricks. John Wiley & Sons. Harry N. Abrams (2002). Blue Sky: The Art of Computer Animation. Peter Weishar. J.P Telotte (1995). The Seductive Text of Metropolis. University of Illinois Press. Jim Krause (2001). Idea Index. How Design Books. Jim Krause (2001). Layout index. How Design Books. John Wiley (2007). Adobe Flash CS3 professional bible. Adobe Press. Kerlow I. (2002). The Art of 3D Computer Animation and Effects. John Wiley & Sons. Krishnamurthy N. (2002). Introduction to Computer Graphics. McGraw-Hill. Marc Davis (2000). Readings in Human-Computer Interaction: Toward the Year 2000. Media Streams: An Iconic Visual Language for Video Representation. Interactive Technologies. 108 Design and Applied Technology (Secondary 4 – 6) Module 2 Mike Mattesi (2006). Force: Dynamic Life Drawing for Animators. Focal Press. Miller W. (1998). Screenwriting for Film and Television. Allyn and Bacon. Millerson G. (2001). Video Production Handbook. Focal Press. Rayport, Jeffrey F., Bernard J. Jaworski (2002) Cases in e-commerce. Boston: McGrawHill. Roger Fidler (1997). Mediamorphosis: Understanding New Media (Journalism and Communication for a New Century Ser). Pine Forge Press. Slater M. (2002). Computer Graphics and Virtual Environment: from Realism to Real-Time. Addison-Wesley. Steve Curran (2000). Motion Graphics, Graphics Design for Broadcast and Film. Rockport Publishers. Sybex (2007). Learning Autodesk Maya 2008: The Modelling & Animation Handbook. Autodesk Maya Press. Timothy Samara (2007). Design Elements – A Graphics Style Manual. Pageone. Vaughan, Tay (2001). Multimedia: Making It Work. Osborne: McGraw-Hill. Watt A., and Watt M. (1993). Advanced Animation and Rendering Techniques Theory and Practice, Addison-Wesley. Wen-Ching Su (蘇文清 蘇文清), 嚴貞); 李傳房) 蘇文清 Jen Yen (嚴貞 嚴貞 Chang-Franw Lee (李傳房 李傳房 (2007). Application of Semiotics and Cognitive Psychology to Visual Design.人文暨社會科學期刊. 109 Design and Applied Technology (Secondary 4 – 6) Module 2 10.3 Learning Objectives of Creative Digital Media Module 2 Creative Digital Media (Extracted from the Design and Applied Technology Curriculum and Assessment Guide (4-6)) This module enables students to explore ways to convey messages and information in a media-rich society. It focuses on the development of communications for the digital age, and the basic techniques of digital media design and production. Topics Students should learn Media literacy • Communicati on via digital media • Digital media products and related business • Social, economic and technological factors Outcomes Students should be able to Explanatory notes 1. Understand various modes • Give some examples on the modes of and stages of communication such as humancommunication in different computer interaction (HCI) and contexts communication among people 2. Identify the features of • Collect examples (e.g. magazines or communication via digital TV commercials) to analyse the media components and stages of the 3. Compare different digital communication processes employed, media products in the local e.g.: and global markets - source vs destination 4. Evaluate the pros and cons - sender vs receiver of a media-rich society in - message-carrier/channel/medium terms of social (including - encoding vs decoding cultural and historical), • Research and analysis on the properties economic and technological of communication in different media, factors e.g. the sequential presentation of messages and information in printed books (i.e. traditional media), and the non-sequential/ hyper-linked presentation of messages and information in interactive compact disc read-only-memory (CD-ROM)/ electronic books (i.e. digital media) • Conduct a case study of the social issues/ impact of digital media • Study the chronology of major technological advances in digital media 110 Design and Applied Technology (Secondary 4 – 6) Module 2 5. Describe the relationship Digital media among text, sounds, static design and dynamic • Conceptual images/graphics and development animation/video in • General rules of communication via digital visual media composition • Basic principles 6. Create ideas for conveying messages and information of efficiently and communication effectively/meaningfully design in 7. Apply the general rules of creating digital visual composition in media digital media design 8. Evaluate the usability, readability and interactivity of different digital media products by referring to the basic principles of communication design • Search for and analyse examples, such as 3G mobile phones and websites, to value the interactions among graphics, text, and sounds of the user interface • Conduct a study of an interesting advertisement to interpret/deduce the signification of the movies or still/dynamic images involved with the basic concepts of semiotics, e.g.: - iconic, indexical and symbolic signs - ‘signifier’ and ‘signified’ of a sign - denotation and connotation • Organise activities with the application of general rules of visual composition (e.g. golden ratio, framing, cross lines, laws of grouping and shape-recognition) in digital media design • Explore the usability, readability and interactivity embodied in common digital media products such as computers/mobiles/online games 9. Identify the need for digital • Conduct the following pre-production Digital media media production production activities: • Project planning 10. Outline and distinguish - production timeline different building blocks in and idea - scriptwriting digital media production presentation - storyboarding 11. Manage the activities of methods - scene and props set-up digital media production • Manipulation of • Organise learning activities such as visual and audio 12. Carry out a simple digital sound recording, photo taking and video media production with the equipment shooting use of appropriate visual • Application • Practise audio and image processing and audio equipment and software techniques such as: application software - image capture and editing - special effects and audio mixing - video capture and editing • Produce 2D and 3D animation, and virtual reality presentation • Design and produce a digital media presentation to introduce school life in an open day • Conduct a case study of the National Aeronautics and Space Administration’s (NASA) ‘Pioneer Project’, focusing on the conceptual development of using different media to present the Earth to other creatures in space 111 Design and Applied Technology (Secondary 4 – 6) Module 2 10.4 Teaching Aids The teaching aids required to complete this module are basically available in classroom or school-based workshops, such as CAD workshop and video lab. However, it is strongly recommended that teachers should arrange the use of workshops from other available sources if it is not available at their school. Slimming down the curriculum to fit for the facilities should be avoided. Classroom teaching aids (a) (b) (c) (d) (e) Projection screen Projector DVD/ CD player with speakers Large drawing pad on stand display Drawing paper CAD Workshop (a) (b) (c) (d) (e) Projection screen Projector Computers Printer and scanner Laser pointer Video lab teaching aids (a) (b) (c) (d) (e) (f) Projection screen Projector DVD / CD player with speakers Work bench All safety equipments Necessary material with storage Standard workshop consumable materials and safety devices required are not mentioned in the above lists as they are assumed to be available. 112 Design and Applied Technology (Secondary 4 – 6) Module 2 11. ACKNOWLEDGEMENTS The authors wish to thank the following organisations/companies for permission to use their photographs in this resource package: Copyright Computer Laboratory, University of Cambridge (P. 36) Kebes at en.wikipedia (P. 39) Gabriel de Andrade Fernandes (P.39) OiMax (P. 75) KeepOnTruckin (P.75) Photographs used on pages 36, 39, 46, 74 and 75 under the GNU Free Documentation License. Every effort has been made to trace the copyright for the photographs and images as needed. We apologize for any accidental infringement and shall be pleased to come to a suitable arrangement with the rightful owner if such accidental infringement occurs. 113 Design and Applied Technology (Secondary 4 – 6) Module 2 Technology Education Section Curriculum Development Institute Education Bureau The Government of the HKSAR 114 Developed by Institute of Professional Education And Knowledge (PEAK), Vocational Training Council