DIY Media
DIY Media
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To our dear friend Harvey Sheppard of Bottle Cove, Newfoundland.
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Table of Contents
Acknowledgments
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27
51
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TABLE OF CONTENTS
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103
135
161
185
205
Afterword
Henry Jenkins
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Notes on Contributors
255
Index
259
Subject Index
263
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Acknowledgments
The editors and authors would like to thank the following for giving permission to use their images within the chapters of this book: Yahoo! for
permission to use the screen shots from Flickr appearing in Figures 4.1,
4.2, 4.3, 4.4, 5.1, and 5.5; Guy Merchant for permission to use his photographs in Chapter 4; John Potter for permission to use his photographs
in Chapter 5; Heather Armstrong for the screenshot from her blog,
dooce.com, appearing in Figure 5.2; Go Squared Ltd. (htp://www.gosqu
ared.com) for permission to use the icon set titled 40 Image Editing
Icons (currently available at http://www.gosquared.com/liquidicity/ar
chives/384) and shown in Figure 5.3, and in particular, James Gill of Go
Squared Ltd., who created the icons appearing in Figure 5.3; Alice Potter for all images appearing in Figures 5.4a, 5.4b, 5.4c, and 5.4d; Alexandro Nuez for his original artwork for a Machinima storyboard
appearing in Figure 6.1; Shinywhitebox.com for the screenshot from
iShowU appearing in Figure 6.2; Anim8 Stop Motion creator, Michael
Mallon, for his time and responses to interview questions; Keegan and
Greg Twigg (twiggarts on YouTube) for the image appearing Figure 7.1;
and Martin Waller for his detailed comments about using stop motion in
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ACKNOWLEDGEMENTS
his Year 2 classroom, and for permission to use the image appearing in Figure
7.6 in this volume.
The editors particularly thank the authors for their contributions to this
book. We know they all lead busy and demanding lives, and are deeply appreciative of the time, effort and expert insights they have given to this project.
We have learned a great deal from each of them.
Caitlin Curran is due special thanks for her administrative, behind-thescenes work on this manuscript, including help with formatting, proofreading, obtaining permissions, among other, often tedious, tasks. Requests
for assistance were always met with a smiling Sure! and tasks were meticulously done and completed well ahead of schedule. We are very grateful for
her contributions to this book.
The editors warm thanks are also due to Harvey Sheppard and Vera
Joyce of Lark Harbour, Newfoundland, for offering whenever access to
their computer and the internet during the summer of 2009 while we were
writing the introduction to this book (ostensibly on vacation and away
from all that stuff). They also contributed directly to our thinking about
DIY culture and ethos in everyday peoples lives.
We thank the various universities, colleges and schools employing the
contributing authors for supporting their research and publishing activity. In
our own case as editors, we thank the following universities for their ongoing
support of our work: Montclair State University, James Cook University,
Mount Saint Vincent University, and McGill University.
We also thank everyone at Peter Lang Publishing for making this such an
easy project to administer. Quick answers to our queries, the right forms to
fill in at the right time, and important advice regarding formatting and figures are just some of the valued input we received. In particular, wed like to
thank Bernadette Shade and Chris Myers for their usual patience, goodwill
and good humor throughout this writing project.
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Chapter 1
Introduction
This book aims to introduce do-it-yourselfDIYmedia to educators and
caregivers who are aware that young people are doing a lot of digital media
work on a day-by-day basis and who would like to know more about what
this work involves. Its audience includes teacher educators, in-service teachers and teachers in training, educators involved in professional development
and after-school programs, librarians, parents, and other caregivers who want
a better understanding than they currently have of what many young people
are doing with digital media. The following chapters explore what is involved
in creating mediaand learning how to create mediafrom the standpoint
of participating in a range of DIY media practices, such as podcasting, music
remixing, creating flash animations, making machinima movies, and so on.
The book takes a practice approach to its subject matter. Each chapter
addresses its particular form of media engagement in ways that illuminate it as
a sociocultural practice. Practices are socially recognized ways of using tools
and knowledge to do things (Scribner & Cole, 1981; see also, Gee, 2004,
2007; Hull & Schultz, 2001; Lankshear & Knobel, 2006). Podcasting, for
example, involves using particular kinds of tools, techniques and technologies
to achieve the goals and purposes that podcasters aim to achieve, and to use
them in the ways that people known as podcasters recognize as appropriate to
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their endeavor in terms of their goals and values. We think that understanding what many young people are doing with digital media is a matter of
understanding what it is they are intent on doing and being when they engage
with media as DIY creators/producers. This is a matter of knowing something about their goals and aims and purposes; their tools and how they use
them; the knowledge they draw on and seek to obtain in crafting their production to a personally satisfying level of expertise; the values and standards
they recognize as relevant to good practice.
The audience we envisage for this book is one that seeks a better understanding of young peoples DIY engagement with media for educational reasonsin a broad sense of educational. They are not just curious about
what kids are doing. Rather, they want to be able to make meaningful and
respectful connections to these practices; connections that will contribute to
learning in ways that will enhance young peoples prospects of living well in
the present and the future. In some cases, making these connections might
simply involve coming to appreciate the complex skills and understandings
inherent in these pursuits, instead of worrying about DIY media tinkering
and experimentation as nothing more than a waste of time or as eating into
students attention to homework. In other cases, it might be a matter of seeing how connections can be made between classroom curricular requirements
and what children and young people are doing-for-themselves with digital
media. This is not to suggest that teachers should suddenly turn around and
import each and every DIY media practice directly into the classroom. The
point is, rather, to understand how key learning principles and systems of
appreciation (Gee, 2007) tied up in these practices can be used to inform
sound teaching practices (e.g., how the principles of effective video editing
developed from creating machinima can be translated into editing written
narratives or play scripts).
Developing this latter kind of understanding is not a matter of just reading about DIY media practices in the abstract. It requires, more than anything, some kind of embodied, hands-on engagement in the practice. And
this, in turn, extends well beyond simply coming to grips with the technical
aspects of a given DIY media practice (e.g., how to move the playhead to
where you want to clip a movie, how to add searchable tags to your photos
within Flickr.com), although this dimension is important. It also necessarily
includes a commitment to obtaining a sense of insider perspectives on the
practice by spending time participating in, and even contributing to, relevant
affinity spaces. Affinity spaces are specially designed spaces (physical and virtual) constructed to resource people tied together . . . by a shared interest or
endeavor (Gee, 2004, p. 73). These spaces can extend across online archives
or artifact hosting websites (with provision made for leaving review comments, etc.), discussion boards, face-to-face events, paper-based and online
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guides, and the likeall of which support people in accessing and sharing
knowledge that is distributed and dispersed across many different people,
places, Internet sites and modalities (ibid.). In the case of creating a stop
motion animation, for example, this might include spending quite some time
browsing the videos archived at StopMotionAnimation.com or on
YouTube.com and reading review comments in order to generate a sense of
what constitutes a good stop motion animation (e.g., photo display timing
is set to ensure a sense of fluid motion, lighting remains constant from photo
to photo within a single scene). Watching a good number of videos hosted at
either site soon shows which themes, topics and storylines are done to death
in the world of stop motion animation, and which are fresh and innovative.
Reading interviews with stop motion animators about what got them started
and what keeps them involved at sites like Anim8StopMotion.com also
affords useful insights into trends within DIY stop motion animation creation
as well as helps to identify what are considered to be landmark videos that
contribute to setting the benchmarks for judging innovative animations (see
Chapter 7, this volume). A focus on practice therefore includes the technical
dimensions of the practice, as well as the insider perspectives on what it
means to create something well (or well enough to be personally satisfying or
to meet a given purpose).
Accordingly, each chapter in this book begins with a section that discusses the particular media practice in focus (e.g., podcasting, music remix,
photosharing) from the standpoint of insiders to that practice. The authors
consider some of the cultural knowledge and cultural ways that members of
that practiceor sharers of that affinity (Gee, 2004)recognize, contribute
to, honor and strive to maintain and develop. The authors present their perspectives in ways that will provide newcomers or strangers to the practice
with a sense of who the people are who participate in the practice, what is in
it for them, and how they interact with others within this practice. At the
same time, the authors points of view engage those of other people participating in the practice whose views may vary on some points (e.g., around
future trends and directions), thereby opening up possibilities for further
reflection, debate and growth.
The middle section of each chapter is a how to get started statement,
designed for people who want so far as possible to learn by doing (and
create while learning) in the area of DIY media, but who would also like a
ready reference to augment the support they can get face-to-face from expert
others, or that they can access online by running Google searches, trawling
sets of relevant frequently asked questions (FAQs) and answers, accessing
discussion forums, and so on. We firmly believe that in order for outsiders
or newcomers to begin to move towards becoming insiders, they need to
begin by participating somewhere. This is much the same as it is, say, for
ethnographers who want to study a culture different from their own. Ethno-
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Our brief to the chapter authors was to write for a wide range of users,
including relative newbies through to those who are very much at home
using their computers. This caveat reflects our own teaching experiences; in
graduate courses we have taught teachers who needed to ask their neighbor
over to help them find the on button on their new laptop computer, teachers who only recently opened their first email account, and teachers who had
long been using blogs and digital movie editing processes in their classrooms.
Computer-savvy teachers are likely to find the historical background in each
chapter provides useful contextualizing information; newbies are likely to
find the step-by-step guides and suggestions for finding additional support
and trouble-shooting advice online most helpful to begin with. All readers
are likely to find something of interest in the suggestions for teaching each
author provides. This collection is designed to be dipped into on a just-intime-and-place basis, and the chapters can be read in no particular order, as
can the sections within each chapter. When all is said and done, however, it is
only an introduction to each of the eight DIY media practices showcased
across the chapters. And it is certainly not an exhaustive accounting of all the
possible DIY media practices currently engaged in around the world. In sum,
this book offers a series of how-to guides, but it is no substitute for immersing oneself in the social practices associated with creating a digital media artifact well and doing it yourself. Hopefully, however, it may help to encourage
at least some readers to throw themselves into mucking around with one
or more of the cultural practices and associated digital media described,
according to personal preferences and interests.
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women knitting or sewing garments for the familyonto new terrain, and
onto a new scale. Furthermore, it also allowed the domestic producers of
long established home-made artifacts to aspire to a different quality of production. Whereas home-made traditionally implied products that were
folksy or otherwise visibly not commercially produced, DIY-ers could
now aspire to a more professional look and feel to their production.
The tasks, tools and knowledge framework derived from the concept
of social practice provides a useful way of understanding this phenomenon.
The new home-made of post-1950s DIY emerged as more specialized tools
and knowledge became more readily accessible (i.e., available to nonspecialist people at affordable prices), allowing ordinary people to entertain
the idea of pursuing what had hitherto been specialized tasks. In the area of
home improvement, for example, this involved the emergence of small scale
but sophisticated power tools, along with locally available night courses,
hobby classes, magazines and other DIY publications, kitsets and their
included step-by-step guides. Much the same applied in areas like sewing,
knitting, and cooking/catering or home entertaining, as new knowledge
resources akin to those available for home improvement emerged alongside
increased access to sophisticated programmable sewing and knitting
machines, overlockers, and professional grade ovens and food mixers, and the
like.
It has subsequently become common to talk about a DIY ethic, and to
extend talk of DIY far beyond its most common early referents.
The DIY ethic . . . refers to the ethic of being self-reliant by completing tasks
oneself as opposed to having others who are likely more experienced complete
them. The term can indicate doing anything from home improvements and
repairs to health care, from publication to electronics (Wikipedia, 2009a, no
page).
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have disabled people, forcing them to become dependent on those professionals who alone are sanctioned or authorized to provide various services.
The logic of enforced consumption of professional services through manipulative institutions (Illich, 1973a) conditions people to confuse the process of
realizing values with the process of consuming commodities. What people
can do perfectly well for themselves has been rendered illegitimate, and, to
the extent that legitimate services come at a price, what is readily available in
principle has become economically scarce in practice. The result is a profound
and disabling disempowerment, which includes being robbed of the
opportunity to discover what one might in fact be able to do for oneself and,
in many cases, do better and more to ones personal tastes and beliefs than is
delivered by a professionalized institution or bureaucracy. Illich went so far
as to describe schoolthe age-specific, teacher-related process of full time
attendance at an obligatory curriculum (1973a, p. 32)as the reproductive organ of the consumer society, and was a key informant (along with
people like John Holt and Everett Reimer) for the emergent homeschooling
and unschooling movements of the 1970s.
Many commentators (e.g., Spencer, 2005; Tiggs, 2006; Wikipedia,
2009b) highlight the influence of 1970s punk on the evolving DIY ethic and
on the subsequent direction of DIY media in particular. They talk of a substantial DIY subculture grounded in anti-corporate and anti-consumerist values having impacted DIY music and (online) self-publishing and encouraged
personal styles of self-presentation, self-expression, and identity work.
With respect to self-publishing, punk amplified the orientation and scale
of zines, or cut and paste publishing (Knobel & Lankshear, 2002). These
short-run magazineszines for shortwere originally typed texts that
were cut and pasted by hand into booklet form and copied. Some writers
date zines as an identifiable cultural form back to the 1940s (Chu, 1997;
Duncombe, 1997, 1999; Williamson, 1994). Personal zinesperzinesare
more recent, achieving critical mass in the mid-1980s. These zines grew
out of the 1970s punk rock scene as fans put together fanzines about their
favorite bands, focusing on biographical details, appearance dates and venues, album reviews, and the like. According to a Wikipedia (2009b) entry,
the burgeoning zine movement took up coverage of and promotion of the
underground punk scenes, and significantly altered the way fans interacted
with musicians (no page). These zines were distributed during concerts or
via networks of friends and fans. They soon evolved into more personalized
locations of expression and their topics and themes ranged far beyond the
punk rock scene. They nonetheless retained their roots in a DIY ethic,
becoming a key gateway to DIY culture and generating tutorial zines
showing others how to make their own shirts, posters, magazines, books,
food, etc. (Wikipedia, 2009b). Increasingly, zines are published on the
internet (sometimes referred to as ezines). Conventional paper zine pro-
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Other important DIY media practices and influences ran alongside punk
in the 1970s (and earlier), like dance music and fan video remixing, but were
not explicitly countercultural or ideological in the sense that punk was. Dance
music remix dates to Jamaican dance hall culture in the late 1960s and the
wish to customize existing music to suit the tastes and needs of different
kinds of dance audiences. Drawing on the potentials of particular tools and
technologies (e.g., turntables, magnetic tape, audio tape recording) DJs and
individuals with access to recording equipment began using homespun techniques to remix songs. DJs used twin turntables so that they could play different versions of the same song simultaneously whilst manually controlling
for speed (beats to the minute). Others edited tape recordings to meet their
purposes, by sampling and splicing tapes, often literally cutting and pasting
them, and by combining different tracks from one or more multi-track
recordings. Remixers produced speedier versions of a song, a more stripped
back sound, elongated songs to keep people dancing longer, and so on
(Hawkins, 2004; Jacobson, this volume; Seggern, no date). When digital
sound became the norm, all kinds of sampling techniques were applied,
using different kinds of hardware devices or software on a computer.
The important point here is the innovative make do and invent on
the fly character of this kind of remixing and modification of existing music.
In the absence of specialist tools, techniques and knowledge for achieving
certain purposes, people invented their own. In many cases they contributed
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to developing techniques and defining tasks that record companies subsequently took up. In this way they anticipated present day digital media developments where, for example, video games fans have developed innovative
and cost-effective ways of producing videos using game engines and screencapture recording software, in a process known as machinima. The various
aesthetic and video techniques employed in machinima have influenced roleplay video game design itself (especially with respect to the increasing sophistication of cut-scenes between game segments or levels), along with
commercial media, including television advertising (e.g., Volvos Game On
and Coca-Colas Coke side of life commercials) and commercial entertainment (e.g., the Make Love not Warcraft episode of South Park and MTVs
machinima music videos) (see also Knobel & Lankshear, 2008; Picard, 2006;
Chapter 6, this volume).
Similarly to the case of music remixing, access to analogue video
recorders and commercial videos led to the emergence of fan-based video
remixing, using footage recorded from television or videos. This was a linear
and often tedious process that typically required many hours of manually
working two analog video recorders. DIY music videos were especially popular, and the first Anime Music Videos (AMVs) were made by fans using analogue tools.
One VCR would play the source footage tape while the other would
record the footage onto the AMV tape. The creator would record a piece of
footage, pause the AMV tape, find the next piece of footage to use, record,
and continue to repeat the slow, tedious process through the whole AMV.
Music was put in at the end, often recorded off of a CD or tape (Springall,
2004, p. 22).
By the mid-1980s, DIY media were already a well-established popular
cultural pursuit across a range of analogue formats: notably, zines, music
remixing, self-published comics and fan fiction, and video remixing, filmmaking, and groups recording their own music. The ease, scale, quality and
social organization of engagement in DIY media have, however, undergone a
quantum change from the mid 1980s, as digital electronic tools, production
techniques, and electronically networked communications have become
increasingly accessible (for detailed accounts see, for example, Benkler, 2006;
Burgess & Green, 2009; Bruns, 2008; Jenkins, 2006a, 2006b; Lankshear &
Knobel, 2006; Leadbeater & Miller, 2004).
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meet their own goals and personal satisfactions. These goals and satisfactions
might be associated with fanship in some larger phenomenon, affiliation with
some social group, or interest in something particular, or might simply
emerge out of having the opportunity to tinker with and explore the means
for producing a media artifact of one kind or another.
DIY media in this sense are very much characterized by people being able
to produce their own mediawhether they be radio-like podcasts, original remixed music, animated video shorts, music videos, etc.by making
use of software, hardware and insider skills, techniques and knowledge that
were previously the domain of highly-trained experts who had access to specialized and typically very expensive media production know-how, resources
and spaces.
The increasing availability of free or almost free image, video and sound
editing software, the increasing affordability of computers and digital still and
video cameras (including free availability of such resources in a growing number of public libraries and community media centers), and the relative ease of
finding online how-to guides, trouble-shooting help, raw resources (e.g.,
source video, sound effects) collectively make it possible for everyday people
to become media producers rather than merely media consumers (Leadbeater
& Miller, 2004; Shirky, 2008).
Axel Bruns (2008) takes this analysis further to argue for the emergence
of produsers. He explains how conventional distinctions between producers and consumers no longer hold within an online, networked economy and
argues instead for recognizing a new hybrid: the produser. A produser,
according to Bruns, is an active and productive user (p. 23) of content
created, developed, modified, and shared by a community. That is, produsers
use rather than consume (i.e., use up) artifacts, knowledge, information,
content and other resources (p. 14). Within this model of active and productive use, content or artifacts prodused by a community are always available
to others and open to revision or reworking in ways, ideally, which are
inherently constructive and productive of social networks and communal
content (p. 23). The concept of produser captures how digital, distributed
networks make possible non-hierarchical and open participation in online
communities, the rapid sharing of ideas and resources, how users are able to
tap into the collective intelligence of a group or community to contribute in
small, modular ways to larger projects, and how knowledge can be used and
shared among peers and experts. Bruns emphasizes the importance of
internet-mediated networks and servicessuch as blogs, wikis, video-hosting
sites, etc.in helping make this possible.
Indeed, the genuine sophistication of even the most basic audio and editing programs and the possibility of drawing on existing media to resource
DIY media projects mean it is quite possible for the everyday person to create a polished product without necessarily being artistic (i.e., able to draw
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13
nect with others, mobilize resources and learn (Hagel & Seely Brown,
2005, p. 3). DIY media provide a window on some distinctively contemporary ways of being in the world. In this section we will briefly address some
aspects of identity, participation, resource mobilization and learning.
Identity
Identity is widely identified as a key to understanding entre into and sustained participation in cultural practices of creating and sharing digital media
within such pursuits as fanfiction writing, video game building or modding,
creating movie trailers for fictional movies, music remix, and so on (see, for
example, Alvermann et al., 2007; Alvermann & Heron, 2001; Black, 2007,
2009; Burn, 2008; Chandler-Olcott & Mahar, 2003; Gustavson, 2008; Hull,
2004; Lam, 2000; Pleasants, 2008; Thomas, 2007a, 2007b). In his recent
discussion of the digital society, Allan Martin (2008) presents a helpful line
of argument for understanding why identity work has become such a visible
focus of activity within contemporary daily life. Martin builds on work by
people like Bauman (2000), Beck (1992), and Giddens (1999) to argue that
under current conditions within societies like our ownwhere the classical
industrial order prevalent from the mid-19th century has gradually dissolved
into a society of uncertainty and riskconstructing individual identity has
become the fundamental social act (Martin, 2008, p. 153). The declining
significance of industry (and social class categories tied to types of employment), nation state, and institutionalized religion, which were the three pillars of the modern order, has robbed individuals of the certainties . . . of
work, order and belief that they had long provided (ibid.). The idea of the
long term has become increasingly meaningless, and for people enduring
these post-modern conditions life has become an individual struggle for
meaning and livelihood in a world that has lost its predictability (ibid.). As
Martin puts it:
The taken-for-granted structures of modern (i.e. industrial) societythe nationstate, institutionalized religion, social classhave become weaker and fuzzier as
providers of meaning and, to that extent, of predictability. Even the family has
become more atomized and short-term (2008, p. 153).
In the face of these conditions, says Martin, constructing individual identity becomes the major life project (ibid.), and within the daily pursuit of
this end, consumption, community-building, and digital culture converge in
interesting ways. Ways and styles of consumingsuch as owning particular
artifacts, or being a fanbecome badges of order (p. 153) that offer at
least some temporary or provisional sense of normality and existential safety.
Since we can no longer take the community (as we previously knew and
experienced it) as a given that confers aspects of identity (ibid.), the
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Participation
The phenomenon that Henry Jenkins identifies as an emerging participatory
culture is crucial to understanding contemporary social and cultural life. Participatory culture is what happens when consumers take media into their
own hands and become actively involved in contributing to cultural development through creating media, sharing it, and responding to it (Jenkins,
2006, p. 132; see also Benkler, 2006; Bruns, 2008; Chapter 3, this volume).
Participation, in this sense, describes how consumers themselves can be
media producers, side-stepping, or, at least, reconfiguring traditional relationships with broadcast media companies that previously placed consumers
in passive, receiver roles. Jenkins claims that [t]he power of participation
comes not from destroying commercial culture but from writing over it,
modding it, amending it, expanding it, adding greater diversity of perspective, and then recirculating it, feeding it back into the mainstream media
(Jenkins, 2006, p. 257; see also Bruns, 2008, p. 93). To participate in this
kind of culture is to be both a consumer and a producer who contributes
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15
In the context of a much larger discussion of media education for the 21st
century, Jenkins and colleagues highlight the creative and innovative dimensions of participating in what Gee calls affinity spaces. They identify affinity
spaces as highly generative environments, from which new aesthetic experiments and innovations emerge (2006, p. 9) and argue that participating
regularly in affinity spaces develops a range of skills and proficiencies that are
likely to prove valuable in the workplace, as well as for being able to most
fully enjoy ones interests (ibid., p. 10). These include: being comfortable
with communicating via a range of electronic modes, being able to multitask
and make rapid decisions, being able to navigate and process information
obtained from a range of sources, being able to collaborate with diverse
others.
With respect to our focus on DIY media specifically, Rebecca Black illuminates this generative nature of participating in affinity spaces in her own
study of fan fiction writers (e.g., Black, 2007, 2008). Black describes how
three fans of anime (e.g., the Card Captor Sakura series) became successful
writers of fan fiction (stories based on existing media narratives and written
by fans). These writersall of whom were English language learnerswrote
fanfics which they posted to the website Fanfiction.net, the premier online
fanfic-hosting website. Over time, based on feedback received from other
writers, they enhanced their creative narrative writing prowess, and each
developed a large following of readers. In these cases, the affinity space com-
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prised commercial anime series, fan websites and discussion boards devoted
to these series, FanFiction.net (where authors can be reviewers and reviewers
authors, regardless of writing expertise or number of fanfics posted to the
site), and the availability of all kinds of informal support services (such as
beta-readers who will read a story before its posted online for public reading
to help with editing and smoothing the prose).
Black documents how obtaining reviews from strangers provided her
three informants with powerful motivation to continue writing and posting
to the site. She further explains how participating in this site encourages and
supports writers in developing original and innovative storylines, even if
many of their principal characters are taken from existing commercial media.
For example, one of her study participants explained in an interview (Black,
2006, p. 16) that when she realized that many of her readers had little understanding of Chinese and Japanese history she wrote two fanfics in response.
One combined elements of the movie, Memories of a Geisha, and the anime
character, Sakura (from the Card Captor Sakura series). The other was set
in 1910 Kyoto, Japan, [and centered] on Sakuras struggles with an arranged
marriage (ibid.).
Mobilizing resources
In their introduction to a stimulating discussion of emerging models for
mobilizing resources, John Hagel and John Seely Brown (2005, p.1) remind
us that in the course of their daily lives people perceive and act on the basis of
common sense assumptions about the world around us and the requirements to meet our goals (ibid.). Such assumptions collectively make up
common sense models for judgment, decision-making and action within
everyday routines. Hagel and Seely Brown claim that each major technology
shift generates a new common sense model, and that in the context of contemporary technology innovationsnotably, the microprocessor and packetswitched electronic networks dating from the 1970swe are now on the
cusp of a shift to a new common sense model that will reshape many facets
of our lives (ibid.).
Interestingly, in terms of our focus in this book, Hagel and Seely Brown
identify digital media as a key domain within which early signs can be found
of an important shift toward a new common sense model of how best to
mobilize resources under foreseeable conditions of uncertainty, and where a
focus on sustainability of resources will become increasingly important. They
describe this emerging new common sense model in terms of a shift away
from push approaches toward pull approaches. This shift can in turn be
understood in terms of a convergence between the twin needs to confront
uncertainty (itself partly a consequence of recent technological innovations)
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and to promote sustainability, on the one hand, and the opportunities technological innovations offer for meeting these same needs, on the other.
Hagel and Seely Browns argument has particular relevance to educators,
because education/learning is a major sphere of resource mobilization, and
to the extent that the projected shift from push to pull plays out, education/schooling will be impacted in far-reaching ways.
Very briefly, throughout the 20th century the dominant common sense
model for mobilizing resources was based on the logic of push. Resource
needs were anticipated or forecast, budgets drawn up, and resources pushed
in advance to sites of anticipated need so they would be in place when
needed. This push approach involved intensive and often large-scale planning and program development. Indeed, Hagel and Seely Brown see programs as being integral to the push model. They note, for example, that in
education the process of mobilizing resources involves designing standard
curricula that expose students to codified information in a predetermined
sequence of experiences (p. 3). Education, in fact, is a paradigm case of the
push model at work.
According to Hagel and Seely Brown we are now seeing early signs of an
emerging pull approach within education, business, technology, media,
and elsewhere, that creates platforms rather than programs: platforms that
help people to mobilize resources when the need arises (p. 3). More than
this, the kinds of platforms we see emerging are designed to enable individuals and groups to do more with fewer resources, to innovate in ways that
actually create new resources where previously there were none, and to otherwise add value to the resources we have access to. Pull approaches respond
to uncertainty and the need for sustainability by seeking to expand opportunities for creativity on the part of local participants dealing with immediate
needs (p. 4). From this standpoint, uncertainty is seen as creating opportunities to be exploited. According to Hagel and Seely Brown, pull models
help people to come together and innovate in response to unanticipated events,
drawing upon a growing array of highly specialized and distributed resources.
Rather than seeking to constrain the resources available to people, pull models
strive to continually expand the choices available while at the same time helping
people to find the resources that are most relevant to them. Rather than seeking
to dictate the actions that people must take, pull models seek to provide people
on the periphery with the tools and resources (including connections to other
people) required to take initiative and creatively address opportunities as they
arise . . . Pull models treat people as networked creators (even when they are
customers purchasing goods and services) who are uniquely positioned to transform uncertainty from a problem into an opportunity. Pull models are ultimately
designed to accelerate capability building by participants, helping them to learn
as well as innovate, by pursuing trajectories of learning that are tailored to their
specific needs (p. 4)
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Learning
Scholars like Rebecca Black (2008), David Buckingham (2003), Andrew
Burn (2009), Julia Davies and Guy Merchant (2009), James Gee (2003,
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2004, 2007), Henry Jenkins (2006; Jenkins et al., 2006), Marc Prensky
(2006), Will Richardson (2006), Katie Salen (2008), John Seely Brown and
Richard Adler (2008), and Constance Steinkuehler (2008), among others,
have discussed at length how online resources and popular cultural affinities
have converged in ways that enable and sustain modes of learning very different from the predominantly push approach of conventional schooling.
Seely Brown and Adler (2008) discuss this convergence in relation to how
new technologies have helped leverage the potential of social learning and
then consider how these technologies might further contribute to the development of a demand or pull approach to learningLearn 2.0that will
better serve the needs of twenty-first century students (p. 20).
By social learning, Seely Brown and Adler mean learning based on the
assumption that our understanding of concepts and processes is constructed
socially in conversations about the matters in question and through
grounded [and situated] interactions, especially with others, around problems or actions (2008, p. 18). From a social learning perspective, the focus
is more on how we learn than on what we learn. It shifts the emphasis from
the content of a subject to the learning activities and human interactions
around which that content is situated (p. 18). This is just the kind of
engagement and process a DIY media creator experiences when, for example,
s/he interacts with peers to resolve (what turns out to be) a file compatibility or file conversion problem in the course of creating an AMV or a machinima movie.
Social learning also puts the emphasis squarely on learning to be (Seely
Brown & Adler, 2008, p. 18; Gee, 2007, p. 172). According to Seely Brown
and Adler (2008, p. 19), mastering a field of knowledge involves not only
learning about the subject matter but also learning to be a full participant in the field. This involves acquiring the practices and the norms of established practitioners in that field or acculturating into a community of practice.
In the case of Rebecca Blacks fan fiction writers mentioned previously,
they are not learning fan fiction content per se but, rather, learning to be proficient/better/successful fanfiction authorsand learning a lot about fan fiction as a social practice in the process. In Chapter 9, our co-author and
informant, Matt, describes key aspects of his own endeavors in learning to be
the best AMV creator he can be.
With respect to burgeoning Web 2.0 resources and the possibilities for a
Learn 2.0 model grounded in a social learning ethos, Seely Brown and Adler
(2008) claim that resources like blogs and wikis, mashups, social networks
and social network sites like Facebook or Orkut, content-sharing sites, online
affinity spaces and the like, exemplify
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narratives or a series of user-created comics. At the same time, we are conscious that a range of popular DIY practices have, of necessity, been omitted.
These include making live action videos (popular among live action roleplayers and cosplayers); non-commercial newsblogs; wikis; blog fiction and
fictional blogs; digital music creation; digital art; videoblogging;
comics/graphic novels; video remixes of different kinds (such as those focusing on political commentary, satire, parody, spoofing, etc.); eyewitness videos
about newsworthy events (e.g., Witness.org); live-casting online (e.g., using
Yahoo Live, or Justin.tv); to name just a few. We hope that the combined
efforts of the authors in this collection will stimulate others to pick up some
of the options we have had to pass up here.
The book has been organized in three parts: audio media, still media,
and moving mediawhich might equally well be described as focusing on
the audio, the visual and the audiovisual. From the outset we aimed to ensure
that the book did not become dominated by one type of DIY media. Thinking in terms of types of DIY media was useful in this respect. The order of the
sections isnt important and does not imply, for example, that podcasting is
easier or less sophisticated than, say, creating machinima. Rather, organizing the book the way we have is intended to encourage readers to begin to
form their own folksonomies around different ways of thinking about types
of DIY media.
Finally, despite their scale and significance within popular culture, a number of the practices addressed below, such as creating flash animation and
machinima, have received little research and scholarly attention to date. This
book aims to help bring them into the frame.
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Part 1: Audio Media
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Chapter 2
SECTION ONE
So what is music remix?
The idea of remix, taking an existing cultural resource and reshaping it, has at
this point in time moved far beyond its origins in the world of music production. Indeed, the possibilities that digital technology and social networking software offer have led some to suggest that the concept of remix is a way
to understand the current cultural moment (Knobel & Lankshear, 2008).
This book itself is a testament to the kinds of interesting work people are
doing today in a variety of media. This chapter will return to remixs origins
in music to look at what it is, why people engage in remixing music, how to
do it, and what the educational or developmental implications might be for
using music remix in the classroom.
In some sense, remixing music is not a new idea. As long as people have
been making music they have been taking the ideas of other musicians and
reworking them into something they can call their own. A musicians interpretation of a song written by somebody else bridges the gap between the
given and the created. For example, folk songs have been passed down over
the years, reworked and adapted to the ears of subsequent generations. Many
blues songs are built on the same basic bass lines and chord progressions, but
blues musicians have been finding new ways to make songs and to put their
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spin on shared resources for over one hundred years. Jazz musicians can take
a well-known melody and push it into new and interesting shapes (see
Coltranes version of My Favorite Things as an excellent example of how radical an interpretation can be while still being recognizable as a given song).
However, the inherent malleability of music has come to be articulated differently in an age when technology allows people who cannot play any instruments themselves to rework and reshape previously existing songs.
Reinterpretation can now be accomplished through the use of a computer,
and increasing numbers of people create their interpretations or reinterpretations via digital technology.
How is remixing different from the creation of music using digital technology? One key difference is that remixing remains focused on reworking a
given song (or songs). So, in contrast to digital music creation in which
music is genuinely composed or where the musician takes bits of preexisting songs (called sampling) to create a new song in which the source
sounds are not necessarily recognizable (think of a dense collage of sounds),
in remixes the source song(s) retain their identity in some recognizable form.
Navas (2007a, no page) suggests that in remix, regardless of what is added or
taken away, the aura of the original will be dominant. Thus, listeners
should still recognize the elements of the original tracks on which a remix
draws.
Thus, there is an inherent tension in remix, just as there is with any sort
of (re)interpretation of an original or source song. While the aura of the
original song might be dominant in a remix, it is always in danger of being
lost in amongst the sounds added or subtracted to the final track. In this way,
remix challenges the aura of the original and claims autonomy even when it
carries the name of the original (ibid.). The question is how far can you go
in remixing a song before it becomes something substantially new. Of course
the question can also be asked at the other end of the continuum: How much
has to be altered to constitute a remix? Is just adding an extra measure or
chorus enough to justify adding remixed by after the title of the source
song? For amateur DIYers, such questions might not be so pressing, but for
professional remixers such questions are currently hotly debated and difficult
to resolve.
Another key difference between digital music creation and music remix is
that remix tends to call attention to its own use of samples. Samples in this
sense refer to discrete bits of music or sound taken from previously recorded
materials that are placed in a new context (e.g., part of a drum rhythm, a guitar sound, a bit of a vocal). Remixers often expect their audiences to experience recognizing samples as part of the enjoyment and meaning making of
listening. Indeed, part of the enjoyment of remixes is identifying how parts of
the original sound within the context of the remix (e.g., spotting the music
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to Dr Who or Inspector Gadget when they are remixed with other songs). This
recognition often draws on a shared nostalgia (Do you remember that?!)
and supports a sense of connection between the remixer and the audience. So
for example, Hip-hop producers, unlike pop producers, have therefore chosen not to mask the means of production and have often chosen to draw our
attention to the fact that they have recontextualized elements from another
artists song (Haupt, 2006, p. 110). In this way, sampling and remixing are
posited as just as valid forms of interpretation as Coltranes jazz improvisations using well-known songs.
Because the tension between the idea of an original and the autonomy of
an interpretation is at the core of remixing, it allows remixes themselves to be
commentaries on the process of creating meaning. For example, the drum
tracks of James Browns 60s funk masterpieces have long been a really rich
resource that many remixers draw upon. When multiple remixers utilize the
same sample (of I Feel Good, for example), the audience can reflect on how it
is being used in each case. Each song becomes a lesson in remixingOh,
they started with that drum track, added the vocal, and then put in that guitar bit. . . . Listeners can then decide if the assembled bits add up to a new
meaning (that is, they appreciate the work that went into the remix and get
something new out of the song) or are just so many parts that dont hang
together (Yeah, I get how they did it, but so what?).
Although avant-garde musicians began experimenting with editing tapes
and using tape recorders as instruments as early as the 1950s, remixing really
took off in popular music in the 1960s and the 1970s. Two common forms
of remix from this era act as two ends of a remix continuum. At one end
there are remixes in which the aura of the original is clearly dominant. At
the other end are remixes that represent the limits of interpretationthey
pose questions about how far a remix can go (as an interpretation of an original) without creating something entirely new.
Remixes that maintain a clear sense of the original are often created to be
dance floor friendly. Remixers reshape aspects of the song to get people to
move. At some level this represents remix at its most straightforward. For
example, since the mid-1960s, DJs in Jamaica have been famous for taking
the same instrumental track (riddims) and laying new vocals over the top.
In fact, you can purchase entire albums that consist of the same instrumental
track played over and over. Each new vocal track creates another version (a
Jamaican term for remix). Similarly, in the 1970s, producers took known
songs (e.g., Blondies Atomic), added additional percussion (or emphasized
the beat in other ways) and extended the length of the track so it could be
dropped into a seamless mix created by a clubs DJ. Although this process
was first associated with disco remixes of songs, it spread to other genres that
were interested in getting people onto the dance floor, so that even punk
bands like the Clash ended up with dance remixes of certain songs (see vari-
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ous mixes of their song Magnificent Seven, for example). Whether new vocals
have been layered over an existing instrumental track or the beats under an
existing vocal track have been altered, these types of remixes tend to be
clearly recognizable as the song in the title.
At the other end of the continuum are remixes that exemplify a cut-andpaste aesthetic that challenges the idea of the aura of the original. In these
remixes songs are radically reshaped, sometimes with the use of multiple samples from a variety of sources. For example, the birth of hip-hop in the
United States is grounded in DJs taking the drum breaks and other parts of
funk and rock records (e.g., James Brown, Aerosmith, etc.) and using record
scratching and sampling techniques to combine them while the MC rapped
over the top. Unlike Jamaican riddims, hip-hop DJs didnt simply take one
instrumental track and have their MCs rap over themthey created altogether new instrumental tracks from previously existing ones. Yet these
instrumental tracks called attention to the source material and thus to themselves as a form of remix. For example, the first mainstream rap success, the
Sugarhill Gangs Rappers Delight, did not hide the fact that it was sampling
from Chics Good Times. In fact, hearing the Sugarhill Gang rap over the
familiar guitar riff from Good Times was part of the fun of the song. This kind
of sampling pushes the idea of remix to its logical extreme; the edge where
the listener recognizes both the aura of the original source and the remixs
call for recognizing something new. Thus, Rappers Delight is a song in its
own right, but it also would not exist without Good Times.
In the 1970s, remixing was happening both in the production studio
(with high-end technology) and in the street (with turntables and mixers,
electronic devices for combining different audio sources). By the mid-1980s
cultural critics were suggesting that hip-hop represented the cutting edge of
music creation, and that remixing was an art form that captured the zeitgeist.
The idea of remix came to be seen as a cultural process more generally
(rather than just limited to music), and the cut-and-paste aesthetic was seen
as a claim to some new sorts of knowledge (see the flowering of postmodernist writing about culture, for example). At a more concrete level,
what caught peoples attention was that rather than reworking old forms like
folk and the blues on traditional instruments, people engaged in remix were
interpreting songs without actually using instruments.
By the late 1980s and early 1990s, remixing became part of the mainstream. In the studio, pop acts started using pre-existing recorded music as
source material. While some of these artists focused on sampling a diverse
array of sounds to create complex compositions (see the Beastie Boys critically lauded album Pauls Boutique), others worked with just one or two recognizable bits of songs (see Bittersweet Symphony by The Verve, built on a
sample from the Rolling Stones Sympathy for the Devil, or MC Hammers U
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Cant Touch This, which basically consisted of him rapping over Rick James
Superfreak). Mobys album Play consisted of old gospel vocal tracks set to
new electronic music compositions. Subsequent critical debate about Play
focused on the nature of remix (Who is the author of this?) as much as it
did on ongoing arguments about the politics of cultural appropriation
(How does race factor into who gets recognized as an author/musician?).
Since that time, the advent of cheap music editing software has moved
the creation of remixes from the production studio back into the hands of the
people (as it was with the birth of hip-hop in the first place). Remixing now
takes place in basements and bedrooms all across the globe. Websites provide
samples for use and places to share remixes. Chat rooms allow for communication between people engaged in remixing. This period has also seen the
advent of a popular form of remixing called mash-ups, in which two (or
more) songs are combined to make one song in which both parts are still recognizable. A vocal track from one song might be placed over the music track
from another song. Oftentimes this is done to make a point (e.g., these
songs are very similar despite being made by different artists possibly working
in different genres) or in an attempt to be funny by using the sharp contrast
between the songs (e.g., combining a Britney Spears pop song with a heavy
metal track by Metallica). Perhaps the most famous example of this is DJ
Danger Mouses Grey Albuma mash-up of the Beatles White Album with
Jay-Zs Black Album. These mash-ups are not legal, and not intended for sale
but instead are circulated among those interested in the format.
There are many reasons for why people get involved in remixing music,
but most seem to do so for pleasure, politics, or the intersection of the two.
Just as is the case with traditional instruments, people simply like to create
music. The fact that it can be done on computers using samples doesnt alter
this pleasure. There is a creative and artistic urge satisfied by making remixes.
For other people, there is a simple pleasure in working with new digital technologies to produce new music. Many people just like to play around with
software or hardware by taking them for a test spin. Creating remixes is one
way to see what they can achieve with the digital technology they have
(which is also the case with other digital technologies discussed in this volume). Other people engage in music remixing because they are attracted to
the ideological element of it. This can be as straightforward as adding a voice
clip of a politician or public figure to an existing track (e.g., dropping samples
of a speech by George Bush into a song). Some see the format and process of
remix itself as ideological in nature and part of a larger cultural critique of
ideas and assumptions about authorship or the ownership of art. For this reason, reworking parts of the existing music canon (e.g., a Beatles song, a
Beethoven symphony) and re-envisioning it is seen as a political act. This idea
finds support in the legal response to some high-profile examples of remix-
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ing. For example, the band Negativland was sued by U2 and others for a
remix of I Still Havent Found What Im Looking For that sampled a weatherman reading the lyrics of the song and Casey Kasem making off-color offair comments about U2 (see Negativland, 1995, for an account of the case).
DJ Danger Mouses Grey Album was never an official release, but the Beatles
record company sued to force him to stop distributing it. Interestingly, this
act might have extended the life of this mash-up, as people interested in
remix culture became involved, and the continued distribution of the recording became a political act (see Ayers, 2006, for an account).
Although the Grey Album is the most celebrated case of remix as a political act to date, many people involved in remix culture are interested in
exploring new ideas about the ownership of intellectual or artistic creations.
The open source software movement, shareware and copyleft all have analogies in the music production community. Many of those involved in remix
culture reject traditional ideas about ownership. Like the open, collaborative
service, Wikipedia, audio remix can be seen as a democratic ideal, in which
anybody with a relevant set of software and hardware and access to samples
(or songs that can be sampled) can become an artist. People create songs or
samples and post them on the internet, with the expectation and hope that
somebody else will pick them up and make something out of them in turn.
Remix, in this way, is at the forefront of greater debates about what it will
mean to create or to own a piece of artwork (cf. Lessig, 2008). It also extends
some of the lessons of punk rock. Punk taught people that you dont have to
be a virtuoso to get up on stage and make music. Similarly, the computerbased music phenomenon has taught people they dont need instruments or
other people to make music. Remix, as a particular form of that principle,
teaches people that anybody can comment on or interpret already existing
music. Finally, as with punk, the expectation is not that you are remixing to
secure immortality. The idea is that doing it yourself (DIY) is a worthwhile
activity in and of itself.
There are a number of websites where you can explore the current world
of music remix. The four listed below illustrate many of features discussed
above:
(a) ccMixter (http://ccmixter.org)
The site describes itself in this way:
ccMixter is a community music site featuring remixes licensed under Creative
Commons where you can listen to, sample, mash-up, or interact with music in
whatever way you want (ccMixter.org, 2008, main page)
The site contains samples and remixes that are available for use in remixing
(this includes a cappella vocal tracks, too). The site also has editors picks and
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playlists that highlight good work available via this site. Artists can upload
profiles of themselves and samples of their work to this space. Data are
included about which songs have been remixed. There are chat boards
(http://ccmixter.org/forums/7) where people pose specific questions about
the remix process, ask for compositional advice, or call for project participants. Sample topics include, A call to all singers for a slow blues rock
record, How to make my mix sound professional, and Compositional
methods.
(b) Opsound: Open Sound Resource Pool (http://www.opsound.org)
The site describes itself in this way:
Opsound is a gift economy in action, an experiment in applying the model of
free software to music. Musicians and sound artists are invited to add their work
to the Opsound pool using a copyleft license developed by Creative Commons.
Listeners are invited to download, share, remix, and reimagine. (Opsound.org,
2008, main page)
The site has songs and remixes made available by artists under a Creative
Commons Attribution Share Alike license.
(c) Remix Fight (http://www.remixfight.org)
This site was created to provide a chance for remixers to compete with each
other. In a FAQ section they explain:
Remix Fight is a remixing community open to everyone. We get people to send
us source files for their songs and then make that source available for download.
People download that source, make a remix, and then e-mail an mp3 of their
mix to us. Then, we post all the mp3s weve received and set up a poll so that visitors to the site can listen to the mixes and vote on which one they like the best.
At the end of the month, we close the poll and announce a winner. (Remix
Fight, 2008, Frequently Asked Questions)
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SECTION TWO
How to make your own basic remix
There are many different software programs that can be used to create a
music remix. Typically, remixing is done using the same programs that are
used to create digital music. Some of these programs are proprietary and thus
need to be purchased. There are products available only for Mac (e.g.,
GarageBand) and only for PCs (e.g., Fruity Loops, M-Audio Session Software). There are some programs that are available in two versions: the basic
(or demo) one is free and the more advanced one needs to be purchased
(e.g., AcidPlanet, Sound Studio). In addition to using software programs that
are housed in the users computer, remixing can also be done entirely online. For example, Remix Galaxy (http://www.remixgalaxy.com) is a website
that has a sequencer and samples that can be used to create new remixes.
For each digital music or remix software program there tends to be
online tutorials and chatrooms in which users can help each other out. In
addition to the site noted above, there are some sites that provide general
advice about remixing (e.g., http://www.teachdigital.pbwiki.com/digitalmusic). Regardless of which platform is being used, the process of remixing
in each is basically the same. Multiple audio files are added as individual tracks
which are then combined to form an integrated piece of music. These tracks
can be used to add new sounds or to reshape elements of an existing song.
The window of each music remix program provides a menu of editing
options. For example, the user can change the volume, the pitch, or the
tempo of the sounds they input into the file. Most procedures rely upon cutand-paste processes. That is, the user highlights parts of a song they want to
copy, copies this selection to the computers clipboard, and then pastes the
selection into a track in its new form. When possible, the vocal track can be
separated from the instrumental track in the same way. More detailed or
complex remixes take advantage of higher-end functions, but a user can create their first remix without having to master very many key strokes.
For the purposes of this chapter, we will look at remixing using Audacity,
which is available free online (as part of a Creative Commons licensing agreement). There is a free users manual for Audacity (http://audacity.sourceforge.net/help/documentation) as well as a shorter online help guide
(http://audacity.sourceforge.net/onlinehelp-1.2/reference.html).The directions given below for how to create a basic remix draw on both of these
resources (see also, Chapter 3 in this volume). Although the examples presented are from Audacity, the steps covered will basically be the same for any
kind of remixing and music remix program.
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1. Create a File
In any remix software platform, you begin by creating a new file or project. For example, in Audacity, you begin a new project by moving the cursor
to File on the menu bar on the top of the screen and selecting New. This
will create a new file without any tracks. To import a whole song, you move
to Project on the menu and select Import Audio. This will allow you to
select the song you wish to start with, and will create a stereo audio track. In
this case, I will be remixing We Shall Not Be Moved as performed by Mavis
Staples, so I have imported this song intact. Figure 2.1 is a screen shot of
what the project looks like at this point.
The waveform display allows users to move around within the song file
(e.g., for editing or sampling purposes) by using the shape of the track. By
zooming in on the display (available under the View section of the menu),
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users can find pauses or breaks in the music, which is helpful when selecting
samples. The user can also listen to any section of the file by moving the cursor, clicking on a location within the track, and hitting the play button on
the upper part of the window. The other buttons (see Figure 2.1, top lefthand side) provide additional typical audio functions (record, pause, stop,
fast forward, and rewind).
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For my project, I wanted to add additional samples to the song. The easiest way to do this is to create new audio tracks into which you import samples. You can use the Import Audio function to import any sound files that
you already have on hand (e.g., other songs, other sounds, etc.). Once they
have been imported, you can edit them into the form you want (using the
cursor and the function commands). If you have a large sample and you are
going to delete most of, it might be easier to create a new project altogether
and do the editing in that file before importing it into your current project.
Copying-and-pasting works across project files as well as within them.
Of course, you can also create new sound files by recording directly into
your project file. There is software that allows you to record whatever you are
listening to on the computer (e.g., internet radio, sound files from web
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pages, etc.), but that is not required to do this. All you need are a few cheap
cables from an electronics store to have your computer serve as both receiver
and recorder. Most computers have a jack for headphones and an audio input
jack (typically on the side of laptops and on the front of desktop computer
harddrive boxes). By using a cable to connect the headphone jack to the
audio input jack, you can have Audacity record whatever is coming out of
the headphone jack. In order to hear and monitor the process, you can buy a
cord that plugs into the headphone jack on one end and has two additional
jacks on the other end. Your headphones can plug into one, and the cord
connecting to the audio input jack can go into the other.
For this project, I am interested in grabbing a sample of Martin Luther
King, Jr.s last speech. I dont have a copy already on hand, but I know that
it is available on YouTube. Once I locate it there, I create a new audio track
within Audacity and click the record button on the top of the screen.
Then I hit play on the YouTube video. I listen as the whole track is
recorded, and then I copy and paste to grab the samples I want for my remix.
Figure 2.4 shows the section of the program I use for this part of the process.
The record key is the button with the circle on it, and the chart to the right
provides information about the volume of the input (see Figure 2.4).
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In my project, I want to use three sound samples from the video Ive
found, but I dont want them stacked up next to each another. I can create
spacing in the Martin Luther King, Jr. sample track by adding the amount of
silence I desire. To do this I go to Menu, select Generate, choose
Silence and then input the number of seconds of silence I would like. Now
I have created a larger loop or sample of Martin Luther Kings words that I
am going to add to my mix. I can copy and paste this loop throughout my
project. Figure 2.5 shows how my project file now looks:
The project now comprises three rows of sounds. The track in the top
row is the original song. The second track down is the drum instrumental,
and the third track down comprises the Martin Luther King, Jr. samples.
To adjust the volume of each track, users can click on the Audio Track
box, which appears directly to the left of the track (see the left-hand side of
Figure 2.5). Moving the cursor up and down on the - / + scale changes the
gain applied to the track. In my case, I increased the volume of the Martin
Luther King Jr. samples (the third track in Figure 2.5) to make sure they
would not get lost amongst the other elements of the mix. As you move
through the creation of the remix, you will find yourself listening to certain
sections over and over to hear if they are working.
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Other support and feedback are offered at the sites mentioned in the first
section of the chapter (e.g., ccMixter.org).
In terms of completing my We Shall Not Be Moved remix project, I
did the following:
Near the beginning of the song I added an introduction by Barbara Dane
(from her own recorded version of We Shall Not Be Moved)
I continued to add samples from the Martin Luther King, Jr. speech
throughout the project
I added vocals from a Spanish-language version of the song (No Nos
Movern) and several other versions of the song (by the Almanac
Singers, the Seekers, and some un-attributed singers who were part of
the civil rights movement in the U.S.)
Finally, I added an outro by pasting the drum beat loop that I had created earlier on and used it to close my remix.
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SECTION THREE
The educational benefits of music remix
Hopefully the discussion in the opening section of this chapter has shed some
light on why people engage in music remixing and how easily it can be done
using readily available technology. The third and final question to be
addressed in this chapter is how and why remix might be used in the classroom. There are (at least) three possible educational reasons to think about
remix as a classroom activity: (1) its connection to other skills needed in the
contemporary world; (2) the way it opens up discussions about the nature of
artistic creation; and (3) the fact that it offers students a chance to discover
and articulate their own ideas about hermeneutics, or text analysis and interpretation. Each of these is worthwhile on its own (that is, in relation to
remixing music) but can also be applied usefully to other creative works
(including those based on print) and academic disciplines. Each of these suggested educational benefits is addressed in turn below.
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nities that allows students to fully develop the range of skills required in the
current digital age.
For example, beyond basic skills such as keyboarding and basic computer
operations, Jenkins (ibid.) emphasizes the importance of the following 21st
Century Skills.
Play: The capacity to experiment with ones surroundings as a form of problem-solving
Performance: The ability to adopt alternative identities for the purpose of
improvisation and discovery
Simulation: The ability to interpret and construct dynamic models of realworld processes
Appropriation: The ability to meaningfully sample and remix media content
Multitasking: The ability to scan ones environment and shift focus as needed
to salient details
Distributed Cognition: The ability to interact meaningfully with tools that
expand mental capacities
Collective Intelligence: The ability to pool knowledge and compare notes with
others toward a common goal
Judgment: The ability to evaluate the reliability and credibility of different
information sources
Transmedia Navigation: The ability to follow the flow of stories and information across multiple modalities
Networking: The ability to search for, synthesize, and disseminate information
Negotiation: The ability to travel across diverse communities, discerning and
respecting multiple perspectives, and grasping and following alternative norms
This is not the place in which to go into detail about each of these skills
(Jenkins report is available online for readers who would like more detail),
but it is worthwhile to note that engaging in remix depends upon the existence and development of a number of the skills identified. Certainly, remixing is an opportunity for play and performance (as is the production of any
piece of music or art). Remixers work with new technologies and new sounds
to explore the possibilities of each. Additionally, remix as a political act
(whether by adding overtly ideological content to songs or by distributing
freeware programs to facilitate remixing) is grounded in a deep praxis where
ones philosophy is enacted and reflected upon as part of play and
performance.
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For example, in 2007 the musician M.I.A. released a song called Paper
Planes. The base of the song is the melody and rhythm of the Clash song
Straight to Hell, and M.I.A. raps over a remixed version (that includes the
noise of cash registers and gun shotsthe sound of money being made in
ways legal and illegal). In the original song, the Clash used the generation of
children fathered and abandoned by United States soldiers in Vietnam as a
metaphor for the exploitative relationship between Western capitalist powers
and oppressed populations in Southeast Asia. M.I.A., born in London to a
politically radical Tamil family, spent most of her early life moving from country to country (including Sri Lanka, India, and back to England). In remixing
Straight to Hell, M.I.A. stakes a claim as a member of the population the
original song focuses on, directs her lyrics to what it takes to get by as an
immigrant in an unwelcoming society, and adds a sonic overlay (e.g., the gun
shots) that adds street cred and political commentarythis is the sound of
life of people in the working-poor Diaspora. Many of our students are using
their own homemade remixes to make similar commentaries about their own
identities and border crossings. Indeed, this connection of remix technology
to daily decisions around how we perform and/or resist cultural, economic,
or gender identities means that we have to listen for the new ways in which
our students are working through long-standing issues.
Indeed, what might be distinct about remix (compared to the traditional
production of music) is how heavily it draws on some of the other 21st Century skills identified by Jenkins. Most importantly, the technical or mechanical aspects of remix (e.g., finding the source song, identifying the sounds or
materials that will be used in the remix, sharing the song on the internet) are
both individual and communal in nature. To participate in online remix communities means to recognize where resources are stored, how to access them,
and how to share them in return. Being an active member of a music remix
chat room or discussion board means you are willingly sharing resources and
are open to the idea that knowledge is an assemblage of ideas and experiences
generated by novices and experts alike. This use of networking, distributed
cognition and collective intelligence is the hallmark of online life and students must be comfortable with each of them for meaningful participation to
occur. For some students, remixing might provide the perfect invitation to
join this kind of communal work. It certainly can be argued that sharing
music remixes (and advice about how to remix) is a much better use of social
networking technology than page after page of photos of adolescents getting
drunk or throwing faux gang signs. Remixing provides opportunities for the
kinds of project-based, collaborative learning for which teachers strive.
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addressed in art and English classes, it might seem so abstract that students
dont get a sense of it in real-world terms. With well-structured pedagogical
interventions, students and teachers can make productive analogies between
music remix as commentary and appropriation in art (more generally) as
commentary. Having students themselves engaging in the act of commenting
through appropriation might make it clearer. For example, imagine asking
students to remix a recording of a traditional English folk song. Then, at the
same time, imagine providing students with information about the traditional
plots, characters, themes, and tropes that Shakespeare had on hand before he
started putting paper to pen. It takes nothing away from the genius of Shakespeare to suggest that he appropriated materials from the existing cultural
reservoir (Jenkins, 2006, p. 33). Instead, it points to the very nature of that
genius. Discussing with students why his particular tale of star-crossed lovers
is so well loved above countless other versions of the same story encourages
them to think deeply about his art and craft.
This analogy between remixing music and art as conversation also can be
extended to the social sciences. For example, in some sense historiography is
the study of History as sampling. That is, we can ask the same sorts of questions of historians as we do of musicians, writers and artists. For example,
how do those telling or writing history select from available resources to
shape the story that they want to tell? How is one history a commentary
on another history of the same event? How many fresh elements or perspectives does a history have to have to constitute a new contribution
(rather than simple plagiarism)? Like working with Shakespeare, it is not a
large leap from having students articulate the process of (re)interpreting a
song to them analyzing the interpretive work of historians. Remixing and the
discipline of History are both ongoing conversations about meaning.
Finding hermeneutics
For the last few decades the following aphorism has made the rounds: talking about music is like dancing about architecture. Its origin has been attributed to many different people (and thus is a kind of free-floating meme), but
it typically carries the same meaning. That is, talking about music is counterproductive because spoken language cannot possibly capture or express the
meaning found in music. For example, you can analyze the score, list the
instrumentation and note the techniques the musicians are using, but these
are experiences of a different order to listening to (or playing/singing) this
music. (It is said that Tolstoy was once asked what Anna Karenina was
about, and he replied that the questioner should start reading at the first
word of the novel). Thus, talking about remix and sampling might serve to
place us some distance from experiencing (and fully understanding) the
meaning of any given remix. While playing a given piece, musicians have
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always been able to play passages or quotes from other songs within a piece
to call attention to the dialogue in which they are engaging (jazz music is the
perfect example of this). What is different about remixing is that rather than
simply being copies or recreations of those passages, remixes of music often
utilize samples that call attention to themselves as such. These are not exactly
direct quotations, since the original performances are sampled and reshaped,
but they have a distinct quality to them. They combine with traditional elements of music (e.g., instrumentation, timbre, volume, tempo, etc.) to create
new opportunities and requirements for meaning making. As noted earlier, in
remixing, meaning is often found in the juxtaposition of sampled elements.
This requires a certain kind of mastery. In the case of complex remixas distinct from mash-ups, which typically just take the vocals from one song and
overlay it on the music of anothercomprehension relies upon an understanding of the original sources of the samples used (and the contexts within
which they were created) and a sense of the new context being created by
the remix itself.
For example, in the remix project described in the preceding section of
this chapter, the use of the Martin Luther King Jr. samples can resonate in
multiple ways. His powerful voice and words heard against a somewhat martial drumbeat and the melody of We Shall Not Be Moved can evoke optimism
and determination, it can evoke pessimism and grief that he did not live to
continue the struggles he devoted his life to, or it can move the listener to
other emotions. Of course, it could also leave them cold and uninterested
either due to the topic or the piece of art itself. Finally, the remix described in
the preceding section was created during the lead-up to the U.S. elections
that saw for the first time an African American running forand later elected
aspresident. This potentially adds another layer of meaning to this remix
for listeners, regardless of their own political positions.
If remix is brought into the classroom, how do we avoid the pitfalls of
talking about music? Clearly, to write a five-paragraph essay about a specific
remix would drain the life from it (What I meant to say with this remix . . .
would be as productive as What I meant to say with this poem . . .). Rather
than writing down a list of what makes a good remix, students can create
their own remix to illustrate their ideas. Similarly, the best way to respond to
a remix is with another remix. So for example, a student could comment on
MC Hammers rather lazy use of Rick James work in U Cant Touch This by
making a new remix that is more complex and richer in terms of potential
interpretations. This activity is similar to a common classroom practice
whereby students respond to poems by writing their own poems (see Love
That Dog by Sharon Creech, 2001, for a story told in such a manner).
Engaging in remix would deepen that experience. In each case, students
should be allowed to develop their (sometimes unconscious) hermeneutic
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Conclusion
The advent of new types of technology has begun to shift the way that educators and others talk about the work in which students are engaged. Indeed,
students have to negotiate a semiosphere that is more explicitly interactive
and communal than ever. They are expected to respond to and use the
diverse contents of the cultural reservoir. Taking music remix seriously
offers one potential way (of many) for us to recognize how students add to
and draw on that cultural reservoir. Although we cannot assume all youngpeople have access to and expertise with the kind of technology described in
this chapter, many do, and we can only benefit from talking to them about
how this technology offers the chance for old-fashioned pleasures like making
music or mucking about with something that somebody else took hours to
create. For many people, irreverence is fun in and of itself, but realized in the
form of a discussion about how meaning is created, challenged, dissembled,
and recreated, it can also be a rich opportunity for learning. However, any
time educators think about ways to draw on what their students are doing
outside of the classroom they run the risk of leaching the pleasure out of the
activity, and thus making it into just another schoolish assignment (see examples of how disinterested students are in sanctioned graffiti spaces, for
example). Music remix should not be reduced to being a gateway to traditional print work, or used as nothing more than a useful analogy for other
academic work. It should first and foremost be recognized as a valuable activity in its own right. Once it has been established that what is at stake in music
remix does not have to be justified by calling on other already accepted academic goals, moving the discussion into those other arenas will feel much
more organic, and thus is much more likely to be productive for teachers and
students alike.
References
Audacity (2008). Online help reference. Retrieved August 22, 2008, from http://audacity.sourceforge.net/onlinehelp-1.2/reference.html
Ayers, M. (2006). The cyberactivism of a Dangermouse. In M. Ayers (Ed.), Cybersounds,
(pp. 127136). New York: Peter Lang.
ccMixter.org (2008). ccMixter.org. Retrieved August 20, 2008, from http://www.ccmixter
.org
Creech, S. (2001). Love that dog. New York: Harper Trophy.
Haupt, A. (2006). The technology of subversion: From digital sampling in hip-hop to the
MP3 revolution. In M. Ayers (Ed.), Cybersounds, (pp. 107125). New York: Peter
Lang.
Jenkins, H. (2006). Confronting the challenges of participatory culture: Media education
for the 21st Century. John D. and Catherine T. MacArthur Foundation. Retrieved
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Chapter 3
SECTION ONE
Roots of a podcaster
What initially attracted me to podcasting was the power of audio to entertain,
inform, and persuade. Although I was a child during broadcast television of
the 1970s and 1980s, my fathers nostalgia for radio puzzled and fascinated
me. I did sense a lost magic when I saw portrayals of radio dramatizations on
TV and in moviesthe wonders of meek actors transformed into superheroes, sacks of flour into fist fights, and kitchen knives into duels. As an
adult I became an avid listener to audio books and to the National Public
Radio (NPR) station that is broadcast across the U.S. This began with long
commutes to work and weekly four-hour drives between New York and
Washington, D.C., which I did for two years in a long-distance romance with
my future wife; I knew the layout of every rest stop and the schedules of
every NPR station along the New York/D.C. corridor. So when I became
aware of podcasting in 2004, I was excited to learn more about it, with only
a vague and distant hope of becoming a podcaster myself.
Podcasting refers to the practice of creating and distributing audio and,
increasingly, video for people to access in a variety of convenient ways, most
notably, via a computer or portable media device. What distinguishes a pod-
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cast from any other media file on the internet is that it is subscribe-able. A
user can use an intermediary service to automatically locate new episodes of
a given podcast series or show and make them available for downloading. The
term podcast refers to the syndicated show as a whole as well as to individual episodes. Nevertheless, it really is the syndication and resulting subscribe-ability that characterize podcasting. Moreover, the ease of subscribing
to a podcast show and the increasing file storage capacity of computers and
portable media devices encourage consumers to subscribe to numerous podcasts simultaneously. The simplicity of accessing, searching, and continually
revising subscriptions encourages a broad and diverse pool of podcasts and a
fascinating array of individual podcasters.
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Millennium Influence
Daren and Katie Sutton work in the Christian youth ministry field. According to
their website, Millennial Influence (http://www.minfluence.com), their show
Millennium Influence Podcast (MI Podcast), strives to help encourage parents
through an open discussion of topics relevant to raising teenagers. The show
offers engaging and accessible advice for parent on topics such as talking to your
kids about a parents remarriage, dealing with summer boredom, and what to do
if you think your child is gay. Capitalizing on the medium, MI Podcasts description on iTunes reads, the MI Weekly Podcast is no longer than a short commute (1015 min). Their podcast promotes and extends their work in training
youth ministers.
Getting hooked
The potential power to reach a large audience using technologies to create
audio shows that rivaled those of professionals was about half the enticement
for me. I spent the first ten years of my career as a high school English
teacher (and my wife is a high school English teacher), and I tend to look at
the world through that lens. What really lit the fire under me about podcasting were three key events in my own life. First was a trip to Disney World
that I took with my wife and two kids in 2004. One of the exhibits there
focused on Foley artists (the people who recreate the in-the-moment, everyday sound effects heard on movies and television shows). The exhibit comprised a demonstration of how ordinary items are used to make everyday,
often taken-for-granted sound effects like footsteps, doors opening and closing, ice clinking in a glass, and so on. It was mesmerizing. I suddenly realized
that the ability to convey entire worlds of spaceships, armies, and jungles
using ordinary objects such as mop buckets and paperclips held the kernel of
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a powerful idea that could thoroughly engage students (and, from the sight
of parents jumping to their feet in their eagerness to participate in the
demonstration, adults, too!).
Second, I long had been a fan of Youth Radio (http://www.youthradio.or
g), a non-profit initiative to empower youth by engaging them in using audio
technologies to broadcast their own ideas and reporting. U.S. National Public Radio would occasionally play segments from Youth Radio, and it was
about the same time as my trip to Disney World that I found the Youth Radio
podcast. The reports in this podcast are a mix of interviews, reporting, and
commentaries, with titles such as Children as Medical Interpreters about
kids who act as interpreters between doctors and parents who do not speak
English, and Return of the Girlie Girl about femininity and Sesame Street
Muppets. These reports integrated adolescent experiences with a range of
social and cultural phenomena in compelling ways. I listened to dozens of
segments and over time created step-by-step guidelines and templates for students to use to create similar segments (Shamburg, 2008).
Third, I came across the two particular podcasts which simultaneously
provided entertainment for me as a listener and inspiration for me as a
teacher: ArtMobs and Dramapod.
ArtMobs
David Gilbert and his students at Marymount Manhattan College created alternatives to the standard museum tours with their ArtMobs podcast (http://mod.b
logs.com/art_mobs). In producing their podcast shows, Gilbert asks his students to consider such things as what the characters in paintings would say and
to create a soundtrack for a particular piece of art. These podcasts promise subscribers who visit the Museum of Modern Art (MoMA) that youll hear things
youll never hear through MoMAs headphones.
Dramapod
Dramapod (http://www.thedramapod.com) is a collection of new and old audio
dramas; from old time radio shows, to author readings of self-published books,
to current fanfiction. A listener can subscribe to individual shows and vote and
comment on individual episodes. Dramapod offers content to listeners with
tastes that lie in old radio serials or who have unquenchable appetites for Star
Trek fan-written stories.
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to run each year. The course approaches literacies and new literacies by focusing on culture and digital technologies within the context of authentically
producing podcasts rather than on reproducing traditional English classroom
activities (e.g., round-robin play reading, teacher-directed poetry analysis).
In Podcourse, students conduct interviews (like Brian Lehrer does in his
radio show podcast, or Daren and Katie Sutton do in their IM Podcast), create audio tours (like ArtMobs) and audio plays (like Dramapod), and remix
music and poetry for walking or running (like Podrunner). They produce this
content for real audiences and for real purposes.
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Audio lives
I would like to conclude this section with a note about video podcasting.
One of the inevitable requests I get from teachers and students is to work
with video podcasts (also known as vodcasts). While Im not opposed to
video podcasts, I strongly favor working with audio. Audio is here to stay.
There is a physical reason why audio is a medium that will not go away. The
Romantic poets attributed the physical attributes of aural communication
the phenomenon that sounds need to physically penetrate the body through
the ear to be perceivedto its hold on our emotions and imaginations. There
is also another, more practical reason for the timelessness of audio as a
medium. People will want content that they can experience while they are
still able to see what they are doing at the time. Driving a car, working on a
computer, running a marathon, or walking down the street are all experiences
that we can do as we listen to an audio podcast. Regardless of the sophistication of a video device, it is hard to imagine doing any of these activities safely
or productively while watching video. Indeed, some audio podcasts even
work harmoniously with these physical acts to actually improve performance.
Thus, for me, the creative and imaginative powers of audio hold me
spellbound.
SECTION TWO
Doing your own podcasting
There are two main features of a podcast: the medium itself and its subscribe-ability. For this tutorial we will focus on a particular audio file type
the mp3 filewhich is an extremely space-efficient audio file that runs in a
large number of software programs and on a wide range of audio players
(much of what follows applies equally to vodcasts or video podcasts, too).
Subscribe-ability refers to audio content that has an RSS file (also known as
an RSS feed) associated with it. RSS stands for Really Simple Syndication and is a combination of programming code inserted into a file and a
syndicating service that enables users to subscribe to this file (or set of files) in
much the same way that analogue newspapers are subscribed to in the physical world and appear on ones doorstep without you having to do anything
more than pay your annual dues. RSS is what gives a podcast its legs.
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To begin, we will first create an mp3 file using Audacity, the free multitrack audio editing program created at SourceForge. Audacity is available for
for PC, Mac, and Linux platforms. It is a small but powerful program. If you
prefer to use a different piece of software (e.g., GarageBand, Sony Acid
Xpress), you can still follow the general steps of this tutorial. Audio editing
software is like word processing softwarethe majority of the skills are transferable among programs. Also, if you already know how to use a word
processor and a tape recorder, you already have about 90% of the skills
needed for audio editing (e.g., hitting a record button, copying and pasting).
In terms of hardware, all you need is a computer and a microphone. You can
buy a good microphone for under $20 at a computer or office supply store.
Access to the internet while creating your podcast is also optimal with respect
to being able to locate audio files youd like to use but isnt absolutely necessary as long as you have a range of audio files to hand on a harddrive or CDROM.
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2. Record original dialogue and narration (you will play two characters and
the narrator in an audio play)
3. Mix in existing music and sound effectsfreely and legally
4. Shift and manipulate audio tracks
5. Export your project as an mp3 file
6. Submit your file to a free podcast hosting service
Getting set up
So, to begin, download the following three files:
(1) The software: Audacity (For beginners or newbies, avoid beta versions of the software because these often tend to be unstable and can contain
glitches that can cause unnecessary frustration for someone not familiar with
how the software should work.) Available free of charge from: http://auda
city.sourceforge.net
(2) The file: Lame_enc.dll (You will only have to access this file one time,
when you create your first mp3. It comes in a zipped folder with documentation.) Available from: http://lame.buanzo.com.ar/
(3) The zipped folder: cs272_-_Free_and_Legal_Podcaster.zip (A collection
of songs and sound effects that you can use freely and legally if you cite
them). Available from: http://ccmixter.org/files/cs272/15557
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Recording voices
The audio play you will record for your podcast will be the dialogue below.
You will choose a set of characters, write a brief narrative to introduce your
scene (no more that 15 words total to be recorded before the dialogue
begins), enact the five lines of dialogue below, and add music and sound
effects. Begin by choosing one pair of characters from the following list:
Pet Store Clerks
Gangsters
Spies
Boxers
<<Add Narration Here>>
Person 1: I missed you.
Person 2: Its been a long time.
Person 1: I forgot to give you something.
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Now record your audio play dialogue the same way. When you press
record, a second track will automatically display in the Audacity project window. You might want to mute the first track so it does not distract from your
new recording (see Figure 3.4). After you record the second track of dialogue, you use the Shift Tool to move this second track and align with the
end of your narration track (see Figure 3.4)
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If you have extra recording space before or after a track (fumbling for
words, forgot to stop the recording, etc.), you can remove it by selecting it
and deleting it (Figure 3.5).
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where you select the folder containing your unzipped sound files (see Figure
3.6). Youll find a variety of music and sound effects in this folder.
You should begin your audio dramatization with one of the music clips in
this unzipped folder and end your audio play with one of the sound effects.
The sound effect should correspond with the This of the audio play dialogue. Playing and experimenting with each of the files in your unzipped
folder will help with your selection.
By now, your project should look something like Figure 3.7.
You might want to have the music and narration play at the same time.
You can lower the volume of the music track by adjusting the volume of that
track, or you can select a portion of the track and go to Effects in the menu
bar and select, say, Fade out if you want the volume of the music to trail off
(see Chapter 2 in this volume for additional instructions on adding effects to
audio tracks).
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Citing sources
Before you export your Audacity project file as an mp3 file, you need to cite
the sources of your audio. Although the files you used in addition to the ones
you created were in one of my collections on ccMixter.org, I originally took
them from other sources. While you do have some flexibility to use copyrighted resources under fair use parameters, I like nonetheless to stick with
copyleft resources, just to be on the safe side. Copyleft is a term used to
describe intellectual property that has fewer restrictions for unauthorized use
than copyrighted material per se. An excellent system of copyleft registration
is Creative Commons (http://www.creativecommons.org), andas mentioned earliertwo good sources of Creative Commons audio material are
ccMixter (http://www.ccmixter.org) for music and the Free Sound Project
(http://www.freesound.org) for sounds and sound effects. Creative Commons material comes with a sliding scale of permissions and restrictions relating to attribution, profit, and modifying the work. The one requirement
found across most files, however, is that you have to attribute your sources.
Thus, at the end of your podcast, you should record an attribution clip using
the following script, or your own version of it:
The music for this project came from Creative Commons Mixter <<Say Original
File Nam(e)>> with a <<Say Type of License>>. The Sound Effects for this project came from the Free Sound Project <<Say Original File Name(s)>>. All sound
effects have a Creative Commons Sampling 1.0 Plus license <<or whichever
license applies>>.
To help with your attribution script, Table 3.1 presents a summary of the
original file names and copyleft licenses for the set of zipped files (i.e.,
cs272_-_Free_and_Legal_Podcaster.zip) at the start of this tutorial.
Music
Mp3 Name
Artist
Original Source
from ccMixter.org
Creative Commons
License Type
Creepy Techno
AussieJohn_-
Aussie
http://ccmixter.org/media/files/AussieJ
_Around_Dusk.mp3
John
ohn/13476
Guitar from
accousticRyan_-
Accoustic
http://ccmixter.org/media/files/accoust
Attribution 2.5
Accoustic Ryan
_Acoustic_sunrise_gui Ryan
icRyan/5248
Generic
http://ccmixter.org/media/files/oscarx
Attribution 3.0
tar_background.mp3
Slow Piano from
Quest
oscarx_-_Quest.mp3
Oscarx
/1638
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noelkay_-
_Fourmi_2.mp3
Noelkay
http://ccmixter.org/media/files/noelkay
Attribution 3.0
/12926
Sound Effects
Cat
Growl
cat2.wav
dog.wav
noisecolle
http://www.freesound.org/samplesView
ctor
Single.php?id=4914
ljudman
http://www.freesound.org/samplesView
Single.php?id=23387
Machine Gun
Punch
Single Gun
m240.wav
Stomp That.wav
Shot.wav
Matt_G
http://www.freesound.org/samplesView
Single.php?id=30749
JCambs19
http://www.freesound.org/samplesView
90
Single.php?id=38156
Attribution 1.0
mastafx
http://www.freesound.org/samplesView
Single.php?id=33276
Ticking Sound
SmallCarriageClockT
icking.wav
acclivity
http://www.freesound.org/samplesView
Single.php?id=30608
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puter harddrive (see Figure 3.8).
Syndication
As I previously mentioned, an mp3 file is not a podcast unless it is syndicated,
even if it is posted to the internet. You need to give it the power of subscribe-ability so that listeners can retrieve your podcast automatically using
a podcatcher service such as iTunes. There is a long and ever-changing list of
options for adding subscribe-ability to your mp3 file, and no single one will
fit everyones needs. Four popular services that offer free hosting and syndication services are Podomatic (http://www.podomatic.com), OurMedia
(http://www.ourmedia.org), Blip.tv (http://www.blip.tv), and Liberated
Syndication (http://www.libsyn.com
The specific procedures followed for uploading your podcast vary from service to service (and are modified by individual services over time). However, if
you can add an attachment to an email message, you should easily be able to
visit a hosting and syndication web site, register with their service, and submit
your audio files. You can submit the audio play that you created in the tutorial above or develop new material.
All of these hosting and syndication services will allocate you a dedicated
webpage that will archive your shows. In this way, a listener can access your
work simply through a web browser without having to subscribe. In addition, each service will also allocate you an RSS address for your new podcast
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Advice on copyright
In the tutorial above we used copyleft material that has Creative Commons
licenses. By far the most frequent question Im asked when working with digital media is about copyright. It has been my experience that most educators
have an overly restrictive perception of copyright and digital media. This correlates with a report by The Center for Social Media, The Cost of Copyright
Confusion for Media Literacy (Hobbs, Jaszi, & Aufderheide, 2007). Hobbs,
Jaszi and Aufderheide found that confusion about copyright laws within education has debilitating consequences for educators. In particular, they found
that [t]eachers use less effective teaching techniques, teach and transmit
erroneous copyright information, fail to share innovative instructional
approaches, and do not take advantage of new digital platforms (p. 1).
Educators in the United States should know that U.S. Copyright Law
does allow for fair use (U.S. Copyright Office, 2006). Fair use allows people
to use other peoples material (print, music, images) without obtaining or
paying for their permissionwithin reason. To be able to use another persons work under fair use guidelines, there are four interrelated factors to
consider.
The purpose and character of the use (How are you going to use the
work? Fair use favors criticism, commentary, satire, and educational purposes)
The nature of the copyrighted work (What kind of work is it? It is much
easier to claim fair use for facts like the weather or scientific information)
The amount and substantiality of the portion taken (What parts are you
taking? Fair use favors small amounts, unimportant sections or parts)
The effect of the use upon the potential market (Will anyone lose money
if you copy and play this? Fair use favors copying in which no one loses
money)
This process of reflecting on and applying the four fair use factors to
working with digital media should be a welcomed teachable moment in
classrooms. Students and teachers have to be able to navigate the ambiguous
legal guidelines for media use with their own well-developed ethical compass.
I would strongly recommend avoiding strict rules about the amount or types
of material that you can use without permission. Guidelines offering such
advice typically represent the most conservative interpretations of fair use.
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The most salient example here is the Guidelines for the Fair Use of Multimedia document developed in 1996 by the Conference on Fair Use. These
guidelines specify limits for the educational use of video, audio, and images
that do not require obtaining permission from the rightsholder (e.g., 3 minutes of a movie, 3 seconds of a song) (University of Texas, 2001). These
guidelines are replicated within numerous policies in school districts and universities, despite the fact that they are hotly opposed by organizations such as
the Association of Research Libraries, the American Library Association, the
National Association of School Administrators, the National Education Association, the U.S. Catholic Conference, and the National Association of Independent Schools (Association of Research Libraries, 1997). Indeed, in
response to these guidelines, the Association of Research Libraries called on
its members to resist relying on any proposed code of conduct which may
substantially or artificially constrain the full and appropriate application of fair
use (Association of Research Libraries, 2007).
SECTION THREE
Educational applications
Podcasting offers a powerful tool that can engage students in learning and
prepare them for lives in the 21st century. The key for using podcasting successfully in education is, I believe, to abandon the model of simply enhancing
the existing curriculum and to deeply reflect on the types of skills we want
students to have in the kind of world in which they are living now. Podcasting offers an inexpensive way to create and share compelling media that correlates to authentic activities outside of classrooms. With podcasting, students
can create original content as they ethically and effectively collect and remix
the work of others and become participants in culture, politics, and society.
Educators need to believe that podcasting can be a vehicle for teaching
powerful ideas. Applying the term powerful ideas to educational technology was pioneered by Seymour Papert in his groundbreaking book Mindstorms: Children, Computers and Powerful Ideas (1980). Papert saw
technology as a catalyst and incubator for powerful ideas, as opposed to a
means to simply improve the teaching of existing curriculum. Papert writes
that one comes to appreciate how certain ideas can be used as tools to think
with over a lifetime. One learns to enjoy and respect the power of powerful
ideas (1980, p. 76). My observations and my hopes encourage me to think
that student podcasting can promote several powerful ideas that students can
use as tools in their thinking. For example, the hands-on and reflective
approach to copyright, fair, use, and digital media that students employ in
their podcasting becomes a tool for them to think further about the balance
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up with what we called the Podcasting and Creative Audio course, known
more colloquially as Podcourse (http://podcourse.blogspot.com). This
was a high school English class focused on student-centered podcasting
(Shamburg, 2009).
Podcasting became a vehicle for exploring authentic activities that truly
engaged students. Instead of looking at trends in education, we looked at
how people used digital technologies to create, produce, and communicate
via podcasts. There are a number of detailed studies of new literacies that
informed the direction of this work. Prominent among them were Lankshear
and Knobels New Literacies (2003), William Kists New Literacies in Action
(2004), and Henry Jenkins Convergence Culture (2006b) along with Confronting the Challenges of Participatory Culture: Media Education in the 21st
Century (Jenkins, 2006a). Below are common, key ideas that informed the
direction of this work (Shamburg, 2009).
Participation: Digital technologies have given us unprecedented abilities to create media and content with which to express ourselves to varied and distributed
audiences. Media creation toolswhich 20 years ago were only available to a
handful of media conglomeratesnow come preloaded on even the least expensive computers. Relatively low-cost, high-speed internet access also affords participation in networks of content distribution that have never before been
possible for amateurs and hobbyists.
Appropriation: Remixes, mashups, copy-and-paste practices are part of the constitution of our digital environment. Students need the skills and mindsets to
effectively and ethically synthesize the work of others into original and compelling work.
Media: Students need to understand that different mediaaudio, video, text
and different technologiespodcasting, online video archives, blogginghave
different properties, advantages and weaknesses. They need to learn how to
identify, choose, innovate with, and capitalize on these media and technologies.
Ethical Behavior: Students need to understand that with the opportunities made
possible by networked and digital technologies, there are also risks and responsibilities. We cannot teach this to students by blocking out the changing world
but must develop techniques to guide them in developing their own ethical
compasses and responsible behaviors. They need to be able to identify ethical
boundaries and existing abuses of new media as well as to conduct themselves
responsibly with respect to what they do with other peoples work.
Personal Interests: Schools need to take a more dialectic approach to balancing
educative goals with the experiences and learning goals of students. This not
only correlates with the last three decades of research on cognitive science, inter-
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est and learning. This idea also pays attention to the fact that what is happening
in schools with respect to skills and content doesnt always match whats being
used and is needed in life outside school.
Along with these common themes found in studies of new literacies, one
major guiding principle for my own work with students is the connection
between the worlds of bits and atoms. In New Literacies, Lankshear and Knobel (2006) describe the dual worlds of bits and atoms. Building on this distinction, I explored those areas where bits and atoms intersect. When we
come to rely on the internet for driving directions, when we hop across different online dating sites looking for companionship, and when we debate
global warming via video responses posted to YouTube, it becomes imperative that students see the connections between our digital lives and physical
worlds and avoid the solipsism of cyberspace (Shamburg, 2009). Podcasting
can do this. When students interview a parent, create a walking tour, or
record a recipe, they are making this crucial connection almost by default.
Student projects
The process of developing the units for Podcourse can be a model for curriculum development or at least offer points for consideration. The curriculum for the course deliberately cultivated the place where authentic
podcasting activities intersected with student interests. When such activities
were found or developed, I tried to uncover and nurture the powerful ideas
(Papert, 1980) embedded in these activities. These ideas were used in turn to
develop materials and resources that would carefully scaffold student learning. Seymour Papert, one of the earliest advocates of children using digital
technologies at very young ages, saw digital technology as a way to incubate
and liberate powerful ideas. While the concept of powerful ideas will differ
among teachers, the term can be a rallying point and reminder of the important and noble work that we should aspire to as teachers.
Once the Podcourse activities were developed, they were placed in a
sequence in such a way that demand on students cognitive and creative skills
was noticeably increased. Primarily, the demand for collecting and organizing
material created by other peopleincluding research findings and reports,
music, quotes from texts online, sound effect files, among othersand then
synthesizing this material into an original product (i.e., a powerful idea) grew
as each project progressed. For example, students begin the Podcourse with
an activity similar to the tutorial in the preceding section of this chapter. They
have to search, select, and use other peoples music and sound effects to produce their unique visions of a few simple lines of dialogue. The fascinating
part of this activity is the way in which the resources they find and ultimately
select not only advances, but also modifies the students original conception
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of how their audio project should sound. This process is analogous to designing and conducting good research. Working on the audio play easily lays
foundations for students to learn how to ethically and effectively quote from
interviews, how to conduct supporting research for a podcast, and how to
synthesize and comment respectfully upon the opinions of others.
Podcourse activities or projects are organized into units of work. These
units traverse a range of purposes or audio text types. Some of these include:
1. Media Reviews. This unit focuses on students consideration of audience.
Students review a work of media of their choicesuch as a television show,
video game, comic book, movie, or noveland pay close attention to the
purpose of their review and its target audience. Students are given scaffolding
materials that prompt them to choose an audience, consider the prior knowledge of their audience, and to anticipate certain questions from their
audience.
2. Fictional Dramatizations. Students create an audio dramatization of segments of a novel or play, complete with music and sound effects. They are
guided in the transformation of written prose or a play script into an audio
drama. Here they get to reflect on, explore, and capitalize upon the unique
attributes and effects of the podcasting medium.
3. Audio Tours of Important Sites. Students develop a walking tour of a public place that has significance to them. The main goal is that the audio tour is
to be informative and interesting. Students can pick an audience (e.g., a general audience, teenagers, young children, runners) and develop appropriate
podcasts. Each student is encouraged to and supported in their efforts to
broaden the perspective of his or her tour by including social or historical
research in their podcast as well as clips from interviews with people who are
closely familiar with the site being toured.
4. Historic Interviews. Students interview a friend, family, or community
member about a particularly interesting time period or event. The interviewee can have participated in a single historic event or there can be a focus on
social history such as life during a particular time period (the home front of
WWII, the 1960s, the Cold War). Students connect the experiences of the
interviewee with research on larger social and historical trends.
5. DVD Commentary. Students can cue a movie to a particular point and
then write and record commentary that runs while the movie does. They can
collaborate with friends, family, or community members in developing their
commentary. The project can be modified to be a sports commentary (e.g.,
play-by-play descriptions and what is referred to as color commentary in
the U.S.commentary that adds context, humor and random player or game
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facts to the sports commentary), or to be a more substantive version of Mystery Science Theater 3000 (a now-defunct U.S. television show in which a
small cast of characters watched scifi movies and added in their own, usually
hilarious, comments about the movie itself). This project works especially
well when an interview format is used to comment on a movie clip, especially
when the interviewees are family members or friends who have some experience with the subject or time period being presented in the movie.
You can see commentary and student examples at: http://podcourse.blogspo
t.com.
In summary, a very real aim in my work with student podcastingtaught
in Podcourse and shared in teacher education classes and in books like this
is to help students and teachers to better look outside to the world and inside
to student interests.
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ity35.net). Ken reflects on a virtual field trip a group of English teachers were
taken on within Second Life. It is a virtual tour of the house that was the
model for Nathaniel Hawthornes House of the Seven Gables. Ken writes that,
the English teacher in me would immediately wonder what value it would
be to walk through the home anyway. What does an actual field trip offer students? (Ronkowitz, no date). I am not dismissing this virtual project, but I
hope that it comes with important reasons for studying that novel in the first
place and that the virtual world is not a spoonful of high-tech sugar for doing
obligatory work. In that same blogpost, Ken goes on to write a poignant passage about his successes teaching S.E. Hintons The Outsiders and concludes,
It saddens me to see that there are Cliff and Spark Notes for The Outsiders.
What might a teacher do to that book that would send a reader there instead
of [to] the book itself? (Ronkowitz, no date). My guess is that such a
teacher would treat it in the same way many teachers have been treating literature for the last 50 years, focusing on rising actions and arcane symbolism instead of treating it like a great story that kids can enjoy and engage in,
and which is closer to the authentic reasons why we read books outside of
school anyway (for a fascinating description of the contrast between reading
inside of school and reading outside of school, see Atwell, 1998). Podcastinglike helping kids to be active readersbegins by looking at ways we
engage with the world outside school.
For podcasting and for teaching beyond podcasting, one of the noblest
things we can do as educators is to teach the powerful ideas that live in
authentic activities outside of school while validating who our students are
and who they want to be in that outside world.
References
Association of Research Libraries (1997). Association of Research Libraries: CCUMC
multi-media fair use guidelines letter. Retrieved July 17, 2008, from http://www.arl
.org/pp/ppcopyright/copyresources/ccumc.shtml
Association of Research Libraries (2007). Association of Research Libraries: Conference
on fair use joint statement. Retrieved July 17, 2008 from http://www.arl.org/pp/ppc
opyright/copyresources/confu.shtml
Atwell, N. (1998). In the middle: New understanding about writing, reading, and learning
(2nd ed.). Portsmouth, NH: Boynton/Cook.
Black, J. B., Carroll, J. M., & McGuigan, S. M. (1987). What kind of minimal instruction
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Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. New
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Chapter 4
SECTION ONE
Introduction
Last summer I was invited down to a Graffiti Jam held in the old tennis
courts on the edge of an urban park near where I live. I had become interested in graffiti a while back. As a professional educator with an interest in literacy practicesand particularly in the ways in which some of these practices
are formalized and held in high esteem while others are marginalized, or
even, as in the case of most graffiti, simply made illegalId been photographing the tags, slogans and wall-art in my neighborhood for a year or so.
I used these images in my work, as examples of forms and mark-making
processes that normally are overlooked as a literacy practice.
I had also been using Flickr (http://www.flickr.com), the photosharing
site for a number of years, and here I gradually built up a set of pictures on
graffiti. These pictures had received some comments from others but had
never really created a stir except in one instance when a colleague was rather
vociferous about how graffiti defaced the environment. Little did I know that
some graffiti artists actually used Flickr to store images of their own work,
and, over time, had come across some of my pictures on that same site. As a
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Pleasing yourself
The popular misconception that online communities (like MySpace or Facebook, for example) present some sort of danger, as we have seen, clearly does
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not hold then for Flickr. In fact, to the contrary, it does seem to be the case
that social networking sites such as Flickr create new social possibilities. As
mentioned earlier, Wellman (2002) introduces the concept of networked
individualism to describe the way in which individuals can begin to exert
more control over their levels of social participation by making informed
choices about who they interact with and when. In this way, user-generated
content systems like YouTube, and social networking sites like Facebook
allow for more fluid social engagement. Decisions about levels of participation in photosharing communities are placed firmly in the hands of the user,
as we shall see in the following section. At the most basic entry level, you can
simply use Flickr as a private online archive of photographs. You then have
the opportunity to view, download or upload your images directly from the
Flickr server on any networked computer, wherever you are, and at any time.
There is no pressure or obligation to do any more than this.
Many users are keen to make slightly more of photosharing though, by
allowing contacts (classed either as friends, family, or both) to view and comment on particular photographs. This level of use gives the individual the
choice of restricting viewing to existing networks or to personalized networks
created as a friends list. This is entirely consistent with the notion of networked individualism, since the control lies in the hands of the user. At the
next level, a more adventurous use is to make some, or all, of your images
public, thereby entering more fully into the photosharing community. As we
shall see, this can lead to wider involvement and networking (see Davies &
Merchant, 2007), although the extent of this engagement and networking,
still, remains largely controlled by the user. In this way, you please yourself
in the Flickr environment, and it is precisely this that makes it a high quality
Web 2.0 site and service. Joining groups and making new contacts and
friends are achieved by invitation and consent. Flickr is designed so that
sophisticated social networking toolssuch as privacy controls, comment displays, photo sequencing, and category labelsare placed at the disposal of
the individual.
My own use of photosharing can be seen as a way of sustaining and
enriching communication within a dispersed network of friends and contacts;
for me, its an additional way of keeping in touch. As well as this, invitations
to join online groups or to submit pictures to topical or thematic image
pools can add a further attraction to using Flickr. As with blogging, there is
an interesting and motivating recognition effect when someone comments
on an image you have uploaded (Davies & Merchant, 2007). Such comments
may be humorous, or simply appreciative of the object or the photographic
merits of ones image. Flickr offers multiple opportunities for social interaction and so communication is both densely layered and fluid. Davies (2006,
p. 219) describes how this works, as Flickr members add:
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In this way, joining Flickr is about becoming part of a much wider community. But the architecture of the online space allows the individual to control the level and frequency of involvement and to use photosharing in ways
that are most pleasing or useful to the individual.
SECTION TWO
Getting started with Flickr
All you need to get started with Flickr is a digital camera and an internet connection; in fact, you can even begin to explore the site before you decide to
upload any of your own photographs. On the home page of Flickr
(http://www.flickr.com) you can take the official tour (see the hyperlink
labeled Take the Tour) and this will take you through a 7-stage orientation
process. If you have read the previous section of the chapter, this is probably
not necessary; you could simply sign up for a Flickr account. The initial signup process is straightforward and free of charge. You just go to
http://www.flickr.com, click on the Create Your Account button, and follow the instructions.
This requires you to create a Yahoo ID (if you dont already have one),
enter your email address, and confirm some basic details. Once you are
signed up it is well worth spending some time simply exploring the site. What
follows is a straightforward guide to doing this. Individuals will want to
explore the site in their own ways, according to their own interests and ways
of learning. Below I suggest some ways in which you might get to know
Flickrthey are not in any particular sequence but point to some of the features that you may find interesting. Alternatively you can locate a Flickr tutorial on YouTube (e.g., search for Flickr + tutorial) or go to orangejacks
tutorial, which is a more advanced guide that is linked to his own examples in
Flickr (at: http://rob.orangejack.com/2006/01/25/get-flicker).
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to as metadata) that people use when sharing their pictures online. Tagging operates like a key-word system. For example, the graffiti photographs I
referred to above show tags like street art, graffiti, writing,
Sheffield. These labels were chosen and added by me to help categorize
my photographs and to help other people find my photographs. To see how
this works, go to the Flickr Explore page (at: http://flickr.com/explore).
Scrolling down this page youll see the Flickr tagcloud (see Figure 4.2). This
tagcloud is a summary of the most commonly used tags in Flickr, with the
larger-sized words representing the most popular tags. The aggregation of
tags is sometimes referred to as a folksonomy (see Marlow et al., 2006). The
idea behind a folksonomy is that a body of knowledge can be built democratically through participant-users without recourse to the traditional
authority of a discipline, a body of experts, or an established tradition of
practice.
Figure 4.2: The Flickr tagcloud. Reproduced with permission of Yahoo! Inc. (c)2009 Yahoo! Inc.
FLICKR and the FLICKR logo are registered trademarks of Yahoo! Inc.
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simply click on the image with which you want to work and the options will
be available on the new page that appears after you click through. This is also
one of the ways by which you can create a set of pictures, grouped, for example, around a theme, an event or an interest.
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ticipate more in Flickr you will increase your number of friends, and they will
be listed on your profile page. Most of my Flickr friends I know quite well
already; some I meet face-to-face on a regular basis, and others, usually
because they are geographically remote, I only see from time to time. Contacts who are not existing friends, but people I simply have contact with
through Flickr and shared interests, are also displayed here. This is a good
illustration of how online social networking can both strengthen existing
social ties with friends and family and help to establish new relationships.
Images that are marked as public on your photostream will soon begin
to attract some attention, particularly if they are seen as interesting by others
and even more so if they are carefully titled and tagged. Others who are photosharing may leave a comment or invite you to be a contact. Of course, you
are free to accept or decline, but in this way you can begin to build up a list
of contacts. This means that new photographs you upload will appear on
their Flickr home page, and similarly, their new images will appear on your
home page. Over time you can build up quite a complex web of interactions
through photosharing.
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In this way, some images can become the focal point for a whole range of
interactions between a number of people. This is a good example of multimodality (Kress, 2003) at workthe visual and verbal modes work together
to establish and develop meanings.
The architecture of Flickr also provides other opportunities to create
affinity spaces through the use of image pools or groups. These can be either
public or private and are owned by a group administrator. Public groups
can opt to be either invitation only or they can allow anyone to join. Private
groups are hidden from view and you join by invitation only. There are
groups on just about every conceivable topic area. For example, a quick
search for image pools on insects showed 4,281 groups at the time of writing,
with the largest group having 9,473 members. If you want to increase your
participation in Flickr, then the message is clear: join groups you are invited
to join, find groups to join that share a photographic interest of yours, or
even set up a group of your own.
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also not unusual for some of these virtual friendships to become real
friendships. One of the ways in which this happens is through Flickr meets.
Here, groups who are interested in photographing similar subjects, or those
with members living in the same area, will arrange to meet up in person with
the intention of taking photographs together. So, for example, the Flickr
Bloga companion to Flickr itself thats used to alert users to things of interest (see: http://blog.flickr.net)advertised a Street Art Photowalk on June
14, 2008, organized by members of the Tate Street or Studio Group (see
also: http://upcoming.yahoo.com/event/734886). Figure 4.5 shows Trois
Tetes (camera held up to face)a real-life friend of mineon one such Flickr
meet.
The ways in which Flickr can become a resource for wider social networking are augmented by its capacity to work alongside, and integrate with,
other online spaces. The interoperability of Flickr and a number of blogging
services allow users to post images directly from their photostream to their
personal blog. This encourages two-way traffic between bloggers and the
photosharing community. Flickr members can direct visitors to their photostream on to their blog (for instance, by including their blog address in their
Flickr profile), while readers of their blog can be directed to Flickr, by clicking on images embedded within blog posts, or via a click-through Flickr
badge on the blogs sidebar.
Other Web 2.0 applications also integrate well with Flickr. It is possible,
for example, to subscribe to photostream syndication (RSS) feeds from Flickr
to keep track of friends updates. I use Netvibes (http://www.netvibes.com)
to organize and share my feeds. Netvibes is a customizable web service that
acts like a kind of webtop (i.e., like your computers desktop, but completely online). You link your blogs, Flickr photostream, social network
spaces, and anything else you use regularly online to this one webpage that
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interestingness. Its quite engaging to watch these data over time and to
see how your photographs are doing within the Flickr community.
Flickr stats. You can also request more sophisticated Flickr statistics for
your photostream. It usually takes Flickr 24 hours to generate this information. This service is pretty sophisticated and probably has little relevance for the occasional user, but it does give some insight into the kind
of information that can be collected. Among other things, Flickr stats
provide graphic representations of views over time, more detailed information on the images most viewed, and details of where your viewers are
coming from (i.e., referrals from websites outside Flickr).
SECTION THREE
Learning through photosharing
Photosharing is applicable to a wide range of educational topics and contexts.
It certainly could be argued that, in a very general sense, the usefulness of any
resource depends upon the vision and creativity of the teacher and the capacity of learners to experiment with, and explore, its wider potential. At a very
basic level, a photosharing site like Flickr is an enormous archive of images
that can be drawn upon to support and enrich almost any area of learning.
After all, recent developments in the socio-semiotic field of multimodality
(see Kress & Leeuven, 1996; Kress, 2003) have shown how for some kinds of
learning, the visual image can be more effective than a verbal explanation. It
is also widely accepted that the inter-relationship between the verbal and the
visual helps to create new meanings (Duncum, 2004).
While photosharing in and of itself clearly constitutes a substantial general resource for teaching (see also Chapter 5 in this volume), this section
focuses on some important and specific educational uses. In what follows I
suggest five areas in which Flickr can play an important role. These are illustrated by examples from a range of educational contexts. The five areas are as
follows:
Learning through seeing. This is concerned with the ways in which sharing visual images can lead to a process of learning which I describe as
attentive noticing. Here, the learner, by becoming part of a specialist
or expert community, is able to build on an initial interest in order to
learn more about a topic.
Learning through reflection. This depends on using an image or a
sequence of images to frame and provide critical distance on an object or
event. Part of the process of reflection involves looking again or looking
more closely at phenomena, and I argue that visual images provide
potent opportunities for doing so.
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though, I suggest that this cycle of events can transform our seeing into
informed seeing, as we begin to look more closely at objects.
Figure 4.6: Attentive noticing and the role of category-tagging (Merchant, 2007a, p. 252)
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A final view
Photosharing sites like Flickr have contributed to new ways of looking at the
role of the visual image in our lives. It is as if our albums of photographs can
now be released from the shelves and cupboards of our domestic life and
thrown open for public viewing. As I have argued earlier, this has turned our
visual images into social objects that can focalize our online networking. As
user statistics on photosharing suggest, this has considerable attraction for
people who wish to develop and strengthen friendships and establish interest
groups around topics that they find attractive. In this way there is plenty of
evidence to suggest that online spaces like Flickr provide rich opportunities
for informal learning. Whether that learning is about photography itself,
whether [or not] it is considered worthy or frivolous, seems to me to be a
secondary consideration. The most important lessons to be learned from
photosharing are about the power of social participation and its relationship
to learning through interaction.
Two key features of Web 2.0 technology are significant in photosharing.
They are the centrality of user-generated content and the multiple opportunities afforded to distributed users to interact within any particular site. It has
been my intention in this chapter to draw attention to these features, through
illustrating how Flickr gets used, how those new to photosharing can investi-
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gate its potential, and how educators can explore new kinds of learning that
emerge. However, in acknowledging that photosharing suggests new kinds of
learning, I am also aware of the extent to which we urgently need more theoretical sophistication, more classroom research and more curriculum development in this area. The simple fact that your visual image can be generated
and stored in such a way that it can be viewed by others irrespective of geographical and time constraints, that it persists and can be accessed repeatedly
from multiple sites is a potent use of new technology. That the same image
can draw comment and stimulate interaction (potentially on a global scale)
brings an entirely new set of conditions into being. The ease in which we can
engage in this sort of interaction belies the complexity and the social reconfiguration that is implied. We are only just beginning to understand the
implications and opportunities that result from relatively accessible online
spaces such as those that focus on photosharing. From this point of view, the
ideas expressed in this chapter constitute some first steps in image-based DIY
media that will continue to grow in sophistication.
References
Averinou, M. & Ericson, J. (1997). A review of the concept of visual literacy. British Journal of Educational Technology, 28(4), 280291.
Bamford, A. (2003). The visual literacy white paper. Retrieved July 1, 2008, from
http://www.adobe.com/uk/education/pdf/adobe_visual_literacy_paper.pdf
Benkler, Y. (2006). The wealth of networks: How social production transforms markets and
freedom. New Haven, CT: Yale University Press.
Davies, J. (2006). Affinities and beyond! Developing ways of seeing in online spaces. ELearning, 3(2), 217231.
Davies, J. & Merchant, G. (2007). Looking from the inside outacademic blogging as
new literacy. In M. Knobel & C. Lankshear (Eds.), A new literacies sampler (pp.
167197). New York: Peter Lang.
Davies, J. & Merchant, G. (2009). Web 2.0 for schools: Learning and social participation.
New York: Peter Lang.
Duncum, P. (2004). Visual culture isnt just visual: Multiliteracy, multimodality and meaning. Studies in Art Education. 45(3), 252264.
Engestrom, J. (2007). Microblogging: Tiny social objects. In On the Future of Participatory
Media. Retrieved May 31, 2008, from http://www.slideshare.net/jyri/microbloggin
g-tiny-social-objects-on-the-future-of-participatory-media
Gee, J. P. (2004a). What videogames have to teach us about learning and literacy. New
York: Palgrave Macmillan.
Gee, J. P. (2004b). Situated language and learning: A critique of traditional schooling.
London: Routledge.
Guinness Book of Flickr Statistics (2007). Fun, Achievements, News, Welcoming and Sharing. Retrieved May 31, 2008, from http://www.flickr.com/groups/stats/discuss/
72157594473501148/
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Harper, L. (2007). Heuristics analysis and redesign. Retrieved July 1, 2008, from
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Kress, G. (2003). Literacy in the new media age. London: Routledge.
Kress, G. & Leeuwen, T. (1996). Reading images: The grammar of visual design. London: Routledge.
Lankshear, C. & Knobel, M. (2006). New literacies: Everyday practices and classroom
learning. Buckingham: Open University Press.
Marlow, C., Naarman, M., boyd, d., & Davis, M. (2006). HT06, Tagging Paper, Taxonomy, Flickr, Academic Article, ToRead. In U. K. Wiil, P. J. Nrnberg & J. Rubart
(Eds.), Proceedings of the Seventeenth ACM Conference on Hypertext and Hypermedia
(pp. 3140). Odense, Denmark: ACM Press.
Merchant, G. (2007a). Mind the gap(s): Discourses and discontinuity in digital literacies.
E-Learning, 4(3), 241255.
Merchant, G. (2007b). Writing the future. Literacy, 41(3), 119.
OfCom (2008). Ofcoms Strategy and Priorities for the Promotion of Media LiteracyA
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Chapter 5
SECTION ONE
Photoshopping / photosharing: Understanding digital literacies
and curatorship
The image in Figure 5.1 is taken from the photosharing site, Flickr (http://
www.flickr.com; see also Chapter 4 in this volume). It shows some paintings
on sale in bright sunlight, propped against a former colonial house in the oldest part of Monterrey in Nuevo Leon State, Mexico.
The picture was taken in March 2005, during a walk in a recess break at
a seminar being held in the city. It has been uploaded to the online photosharing service and has been tagged with three words: Monterrey, Mexico, and Nuevo_Leon. If you look closely you will see that you can learn
even more about this image. You can see what kind of camera it was taken
with (a Canon Powershot A95), and you can follow a link to locate where the
photo was taken on a map. As the owner of this space on Flickr you can also
edit the tags and any further description. In addition, you can see that this
image has generated some engagement with other users of the space. It has
been marked as a favorite by one user. A positive comment has also been
added, alongside a gentle correction of poor spelling by a user called
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TeoSal. The Flickr software itself analyzed and presented the information
about the camera and the location of the photo. This same software also
recorded and posted the number of times people have viewed this image. You
can also see at the top of the picture that there are tools that the owner could
use which would post this very image directly into a blog, allow them to
resize and edit the picture, and even, should they wish to do so, order printed
copies of this image.
Of all the tools of production and sharing in new media that are capable
of fulfilling the promise of closing the gap between the polarities of consumption and production, digital image making is the single most widespread, most-used form. In developed and developing countries, devices
capable of taking images of varying degrees of resolution are carried, pointed
and clicked; images are captured, stored, sent, saved, organized, tagged,
uploaded, downloaded, shared. How many terabytes worth of pictures have
just been taken in the space of time it takes to read the opening sentences of
this paragraph? If there really is a global form of DIY media production that
touches almost all users of the internet, it is the photoshared image.
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We can make a case, of course, for the moving image, too; the
YouTube/video clip phenomenon is another of these ubiquitous media
forms. Yet, research shows the gap between those who consume and those
who produce is very wide. Even when we arrive at video hosting websites in
search of a tutorial, a clip of a band, a home video, or a holiday video, we are
drawn in by the still-image thumbnails, the opening frames on display. Without the play buttons we remain in the world of the still image and the organized and tagged photo album.
This chapter is concerned with aspects of DIY media as they relate to the
making, sharing and organizing of still images. Specifically, and with agentive
educators in mind (from parent/caregiver through to teacher, tutor, youth
worker, lecturer and others), it attempts to draw these strands into current
debates about digital literacy, one of a number of emergent new literacies. I
aim at working in three different ways in the chapter. In the first section, I
will say a little about what is different regarding our personal production and
organization of still images in the age of new media. In the second section, I
will focus on generic sets of skills: image editing, image sharing and image
curating, which could be developed further in a number of different directions. The premise in this second section is not just a degree of awareness of
some of the techniques and possibilities but also a desire on the readers part
to find out more about what she or he needs to know and from where that
information may be obtained. There will be links to places where users can be
found sharing ideas, information, and advice. The third and final section
comprises a series of thoughts on how all of this relates to the educational significance of this kind of activity, to the important skills and dispositions which
we may expect to develop in our learners as well as alongside them as we
endeavor to make meaning from not just images in isolation but images in
collections.
I would like to offer some relevant and hopefully resonant vignettes
throughout the chapterin a way, communicating via memes of experience
with the reader. Many of us will have been at a concert and found imageharvesting going on all around us, though perhaps not all of us will have
experienced the performer engaging in a philosophical debate about reality
(see below). Many of us will have received news of a family event via digital
images from around the world. Many of us will have been on holiday and felt
compelled to experience the places through a lens, lest we forget them or
why we went there (Susan Sontag has things to say about us doing this, as we
will see). Many of us will have been struck by something useful and usable on
the way to work and will have snapped it using whatever device was available.
All of these experiences and practicesand morewill be presented in italics,
just like this one:
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When was the last time you attended a concert and did not either take a
picture yourself or watch as others fiddled with their cameras to record videos
or take still pictures of it? At a concert in London last year, a performer
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debated with the audience the need to record the performance. I wrote
about it afterwards in my blog . . .
This was the question at Mark Kozeleks concert last night at the Union Chapel. A
number of notices were pinned up all over the venue requesting no taping, no photographs from phones, cameras, etc. About halfway through a typically quiet,
intense, tuneful performance, Kozelek picked out a guy taping the whole thing from
one of the seats down to his right, saying something like What is it with you with
your red light recording devices and your MySpace? Is it more real because you go
home and stick it on your computer? Isnt this enough? I remember a time before all
this MySpace, phones with cameras, iPods, Im forty years old, man, etc., etc. And
the guy in front of us was also obsessively trying to photograph on his little camera in
very low light, giving up and leaving about two thirds of the way through. He wasnt press, but he couldnt get it down and so he left. So where does this leave us with
live performance? And do you need a record of it for it to be real to you?
If you have no idea who Mark Kozelek is, have never heard of the Red House
Painters or Sun Kil Moon you can learn more at http://www.markkozelek.com
Networked images
At another concert a year later, another singer was photographed, not by me,
but with me in the frame from the balcony. Searching for reviews the next
day I found the picture on Flickr. The experience was reported visually and it
had been edited, either in-camera or using photo-editing software, into black
and white which gave it the look of an old, newspaper-reported, lived experience. I could have selected this image and added it to my blog with an
accompanying written description of the concert, or added it to one of my
online social network profiles. The relationship with image and text can be so
strong, with one validating the other perhaps.
Of course, many bloggers feel a compulsion to record as much of their
lived experiences as possible and posting a daily photograph online is a way of
saying something, even if no words accompany it. An example would be
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Heather Armstrongs Dooce blog (http://www.dooce.com), an early successful example of the form containing personal journal accounts of her life,
her family, and a daily photograph. Throughout the site the images go hand
in hand with the writing. The About page is dominated by an image and
the banner announces the existence of a daily photo (see Figure 5.2).
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the self at a particular point in time. We could look to Goffman (1990) and
the notion of the performed self to see how different images are selected as
part of the whole presentation, how they are representative of the different
ways of playing at being you in the world: I am serious. I am playful. I am
cultured. I have friends. I am well traveled. I am all of these things. And for
ways of thinking about how this is entirely an aspect of living in late modernityto be fluid, hybrid and multi-purposefulGiddens provides an account
of the fractured, brittle, fragmented self (1991, p.169), which is readily
identified in some social networking sites. Facebook profiles provide good
examples of what Goffman is getting at: where the owners belong to professional and personal networks simultaneously and sometimes struggle to contain them both within the same space. But, at the same time, online images
can also represent attempts to fix these aspects of self at a particular moment
for a particular purposethe latest exhibitiondrawn from the collection,
shared and curated and announced. Examples of this include image assets
assembled in MobileMe galleries (http://www.apple.com/mobileme) following major life events, holidays, or professional travel of one sort or
another, and employed as a holistic, representative collection.
Shared image production or quotationand here I am referring to the
practice of quoting from other peoples collections by linking to, or appropriating, images which are integrated into that persons own sitesits alongside online gaming, social networking sites and the emerging semantic web
(which, among other things, uses tags that people add to their online texts
and images to organize information) at the leading edge of a new set of skills
and dispositions within media literacy. Indeed the explosion of interest in
what people do with images online, within all fields of cultural studies and
media studies, and the re-invigoration of semiotic theories, suggests that theories, as well as media, are converging on a range of phenomena that have
absorbed the connected, mainly (but not exclusively) technology-rich regions
of the world.
Souvenir images
Away from online spaces, our own use of images begins to resemble the
museum world in the production of artifacts around photographs. Our own
digital images can be the raw material for hardcopy versions printed on photographic quality paper, as well as on tea towels, calendars, mugs and more.
In art museums, we visit the museum shop for these sorts of souvenirs of the
paintings and other works weve just seen, and now we have a perfect corollary in our own DIY media: souvenir production.
At a basic level this can simply be achieved by printing hardcopy images
at home. Consider the rise of the home color printer and sales of photo-
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mobile phone camera, SLR digital camera) makes it possible to step outside
albums and sets, and record images as part of the daily act of moving
around and experiencing life wherever you are. This fluidity of recording and
documenting everyday life contrasts markedly with how things were in the
previous century . . .
The boy stands at about the same height as the small snowman. Aged about 18
months in the coldest winter in London in living memory at the time, in the second
half of the twentieth century. He is wearing a red all-in-one winter suit. He extends
an unsteady hand to the snowmans head and draws it back to his mouth. The ice is
melting on the mitten and he sticks it in his mouth to taste it. His mother calls to
him to look at the camera; his father has now adjusted the light according to the
meter he carries in a small leather bag with the camera. Smile, snap, its gone . . .
SECTION TWO
Photoshopping / photosharing: Tutorials and affinity spaces
The intention of this section is to provide some practical pointers in each of
the categories under exploration: photoshopping and photosharing. For photoshopping we will look at ways of working with individual images to change
them in simple ways, or in more complex operations to achieve certain effects
for an arts project or similar task. For photosharing, we will look at ways of
uploading the results of this work, how photos may work as groups of
images, and how they may be added to the sum of human images on a particular theme (as well as thinking about how you might access other peoples
work in the same field). We will also think about the next step, curatorship,
which is very close to sharing as an activity but subtly different, since it need
not involve sharing at all. There will also be sections on copyright and ownership within educational contexts, followed by a series of suggestions for
how all this fits with educational practice that involves new media.
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To refine your exposure technique, use the centre weighted or spot metering
mode to determine exposure. These read only a limited part of the scene, and
you will learn by evaluating the results and making adjustments (Ang, 2007, p.
23).
Note the you will learn by evaluating the results: the encouragement,
the exhortation, to continue to experiment. In addition to texts like this, you
will find fellow users at all levels willing to post solutions to technical and
artistic problems or issues in many online forums. One site http://photo.ne
t/communitygathers these forums into one place, listing, at the time of
writing, some 33 forums across a wide range of abilities and interests in digital photography.
Your camera, whether a separate device or attached to a phone, takes digital images of varying sizes and types. Professional photographers work with
very large files containing the most amount of information possible about a
single image. Those of us who are not selling work but still wish to take good
quality images will work at the highest resolution our storage or sharing systemsonline or offlineallow. There are some compromises to be made
here, with compression being the key (see Table 5.1) to successfully moving
images around the internet, via email, or uploading them to photosharing
sites. Fully uncompressed files are very large and contain vast amounts of
information about the picture. These image files are known as lossless files.
Other, smaller sorts of filetypes are known as lossy, although the loss of
definition may not be visible to the eye at normal display sizes for photographs. So, if you are planning to use simple screen-viewable images, or small
printed photograph sizes, as opposed to making a poster from them, then
lossy files should suffice. Four very common image file types are shown in
Table 5.1.
You will also encounter various other formats, which are proprietary and
not easily shared due to size or lack of interoperability (e.g., file types that will
only be viewable inside a particular commercial photo editing application).
These are to be avoided as they are not especially portable. It is quite useful
to have a file conversion program that changes your images between the different file types. Preview, an application that ships free on Mac computers,
allows you to do this easily. The disk that came with your digital camera will
also almost certainly have a software title (in lite or full version), which also
will enable you to change file types. One way to work is to take images in the
highest resolution possible and then edit at this resolution before saving the
final image in a smaller, lighter format for sharing online.
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File type
Typical compression
Notes
TIFF or TIF
compressed.
uncompressed form.
RAW
GIF
256-color image.
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editing software on your own computer altogether and work with an online
editing service (see below).
The most ubiquitous image editing software is Adobes Photoshop. It is
so ubiquitous as to have passed into the language as a verb (as shown in the
title of this very chapter). To photoshop something is to change an image
in some way, to crop it, to resize it, to remove red-eye and blemishes, to
change lighting, to adjust color, lighting, or contrast, to apply finishing
effects to regions or to the whole image, to amplify details in pursuit of an
aesthetic effect, or to change its meaning-making properties.
Manovich (2001) discusses the ways in which the tools of new media
contain affordances within their screens, icons, and language from, or based
on, the worlds of old media. Thus, Photoshop, with its filters, retouching,
brushes and erasers, resembles a photo-retouching lab; although, of course,
Photoshop adds even more functionality than is typically available in labs.
Playing with the notion of photography as truthful and realistic (see Sontag, 1979, p. 24), Photoshop gives the editor power to play with juxtapositions which could not have occurred in reality, to add people to events
which took place before they were born, or to allow a politician to look like
she or he was at an event when they were not, as in the row which erupted in
the United Kingdom over the photoshopping of a government minister into
a picture of a meeting at a hospital for which he actually arrived too late to
attend (Pierce, 2007).
Tricks of light they have always been, but digital photographic images
are also tricks of information. Each image file contains multiple pieces of
information, and each of these pieces tells the computer how to display the
image and to what extent the picture can be manipulated and altered. Pictures can be changed in intensity, color, hue, and tone. They can have effects
added, too (e.g., watercolor or charcoal effects). At an even more simple
level, the user can engage with altering the framing of the picture to prioritize
elements in ways that alter the original pictures meaning (e.g., a family portrait originally incorporating a sunset is reframed by cropping closely to the
figures, giving the family unit salience over the time and the location; the
relation of the family members to each other becomes a more central part of
the meaning-making of the image). Kress and van Leeuwenboth social
semioticiansidentify framing as one of the key elements of composition
(Kress & Van Leeuwen, 2006, p. 206). Cropping tools allow for the exploration of parts of images, and for playing with the frame and the meaning
potentials of any image. In digital image editing, the frame itself and everything in it are malleable and adjustable. Editing processes thus become part
of each images final composition.
Vast numbers of image editing software tools are available to users. They
all have similar names and are easily confused: Serif Photo Plus, Ulead
Photo Editor, Arcsoft Photo Impression (some of these will be familiar to
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readers). There are others which are open source and completely free to
download and use (e.g., Gimp, Inkscape). Many of these low-cost or free
applications have interfaces that are very close in appearance and functionality to their high-cost, commercial equivalents. Some, like Irfan View, concentrate on image viewing and file-type converting with simple editing
facilities included as extras. These and many other such titles are available to
download through freeware sites, such as Sourceforge.net or TuCows.com.
Some image editing programs are serious high-end tools for graphicsfocused workplaces. These programs include functions designed for professional image editing and support private collaboration on large-scale
commercial image editing projects. Luckily, however, many of these high-end
editing programs have spawned less-complicated versions for amateurs and
hobbyists, which are much more affordable.
For example, if your school budget does not extend to multiple licenses
for Adobe Photoshop, then consider the cut-down alternative: Adobe Photoshop Elements (like its parent programAdobe Photoshopwhich is
available for PC or Mac). There are very significant savings to be made with
Photoshop Elements. It includes the majority of useful-to-amateurs-andhobbyists functions found in its parent program but at a fraction of the price.
Surprisingly, perhaps, there are common tasks that Photoshop Elements
allows you to perform that are not actually available in Photoshop (or else are
hidden under layer after layer of arcane professional tools in its vast and complex menus).
Also available online for you or your students to use free of charge (up to
a limitcheck the small print accompanying each service) are a growing
number of photo editing sites. Some of these are aligned directly with photosharing facilities (discussed later in this chapter). Here, for example, are
seven popular examples of online image editors with their accompanying
slogans:
http://www.picnik.com: Photo editing made fun
http://www.splashup.com: Jump right inimage editing made easy
http://fotoflexer.com: The worlds most advanced online image editor
http://snipshot.com: Edit pictures online
http://webresizer.com: Making photos faster
http://www.creatingonline.com: Creating onlineincluding online
image and photo editing
http://www.flauntr.com: Professional photo editing. Easy and free
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Typically images are uploaded to the site, and effects are applied remotely
with the results downloadable soon afterwards, if not immediately. How-to
guides for using these and other image editing programs can be found via
internet searches. For example:
nnPicnik
photo editing tutorial: http://www.brilliantprints.com.au/blog/2
008/01/15/picnik-photo-editing-tutorial-part-1-beginners-guide/
nnAnother
Picnik tutorial: http://anapronaday.blogspot.com/2008/06/tu
torial-super-duper-easy-photo-editing.html
nnSplashUp
video tutorial: http://www.youtube.com/watch?v=Bh7_FQV
OL-4
If you are reading this as both a hobbyist and as someone seeking to use
image editing for and with students in an educational setting, some questions
worth asking are:
What kinds of editing will I be doing?
Will it be for print publication in a parents or caregivers newsletter?
Am I working entirely in new media, looking for images for a static website or for a more dynamic environment such as a blog or a wiki?
Am I working with art students looking for particular effects?
So, what should one look for in the basic toolkit? Assuming that you wish
to alter the basic properties of your image, such as its shape and size, then
some kind of cropping tool is the most straightforward to use. This tool is
sometimes available as part of an image viewer (such as Preview on Mac
computers). Figure 5.3 shows a basic set of icons for image editing applications provided for software developers by GoSquared.com. It is a useful illustration of the most basic set of operations on any single image that you or
your students would need to perform.
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Figure 5.3: 40 Image Editing icons (GoSquared, 2008; image used with permission)
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tion. This same editing toolset also enables users to be playful with images by
digitally mimicking the effects of a range of non-photographic art media,
such as pastels, spray paints, and so on.
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Talking with my daughter about how she produced a set of images for a
school project revealed the intuitive way she was using Photoshop Elements
at home while working on a relatively low-resolution image taken on a camera phone on Londons South Bank near the Tate Modern Art Gallery.
Her photograph was the starting point, and, here, Alice explains how she
moved through a series of tools drawn from various menus to arrive at her
end result. In the first edit (Figure 5.4a) she has already blackened the legs of
Louise Bourgeois spider (Maman), an enormous sculpture positioned in
front of the gallery itself.
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Alice explains:
I opened it into Photoshop (edit 1), chose Photo Enhancer . . . then I just did filter,
then sketch, then photocopyI did black and whiteexcept thats a negative
and it had the white in the front and then I got this image (edit 2) . . . then I
decided I didnt like the dottiness in the background (edit 3) and I got the fill tool
and picked a color here and there . . . then literally did that and thats my favorite
one (edit 4) . . . and thats with the edited dottiness (back in). . . . occasionally you
would get a fill that would do something that you didnt want it to do then Id use
the drawing tool and make sure that all the lines were connected (by zooming in)
...
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Photosharing
Having edited individual images and gathered them together, the next step is
to share them and connect with others (see also Chapter 4 in this volume).
We have seen in the first section in this chapter how photosharing is an example of the new paradigm in internet function and form. Since the earliest days
of graphic-interface internet browsers, it has been possible to place images
into webpages in the form of galleries. More recently, online social networking functions have enabled interactive connections to be made between
the images themselves and the people uploading or viewing them.
Perhaps the most famous example of socially-networked photosharing is
Flickr (http://www.flickr.com). Historically speaking, Flickrs origins lie in
an attempt to develop a multiplayer online game. The photo gallery feature
developed for this gamethe Flickr bitwas actually an offshoot of this
larger project. Its foundersKaterina Fake and Stewart Butterfieldsaw the
potential of this gallery feature and launched Flickr in 2004. In the space of
just a few years, Flickr became the largest photosharing site online. Flickr was
sold to Yahoo! a year later for approximately $35 million USDfurther
attesting to this photosharing sites rapid and large-scale success. Flickr was
designed from the very outset to exploit the Web 2.0 properties of the internet. As Fake and Butterfield explained in an interview with Ian Katz in a feature on social software in The Guardian (2006),
The photo-sharing sites that existed [prior to Flickr] had as their paradigm photo
albums. Flickr came along and had the idea you no longer had an album, you
had a photo stream. (Katz, 2006, p. 29)
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your PDAs [personal digital assistants], transportable with you everywhere. The
web will be something you return to do the heavy lifting of your computation,
but for the most part youre going to have very light devices. (Katz, 2006, p. 29)
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readily. Your digital images could have any number of destinations and serve
a range of purposes online, and so the choice of how to organize them goes
beyond the simple hierarchical arrangement of folders and file names on your
computers harddrive. Flickr, for example, makes it possible to add your own
descriptors to each photograph once it is uploaded. Here we are immersed in
the world of folksonomies or non-hierarchically organized labeling. You
may reveal as little or as much as you like about each photo or yourself when
adding tags, but the most effective tags are those that enable you to find your
image again and to find other images uploaded by other users who applied
the same tags (this also means that they will be able to find your images, too).
A quote from an example of an album used in this way demonstrates the
consequences of same (see also Figure 5.5):
We drove a really long way from the coastal area where we were staying over the Tuscan hills inland from the coast, round hairpin bends and through the alabaster city
of Volterra and out the other side in to the great medieval centre of Siena. With two
cameras snapping away, a great many terracotta rooftops, misty hills and pale English tourist faces were encoded that day. In keeping with a habit that frustrates my
family I spent some time also snapping away at pavements and details such as lampposts and walls. Once home I edited them into a set for Flickr and spent some time
uploading the images. I left the settings on public and my images just happened to
include a street lamp which featured a porcupine. There is a race every year on
horseback through Siena which draws in huge crowds from all over the surrounding
areas and much further afield. The families which take part are each represented by
an animal and their animal appears on street furniture in their specific districts.
That year the winning family was the Porcupine and I was contacted through Flickr
by more than one person with connections to Siena for permission to use the picture
...
In the example shown on page 126, the tags included Siena and
Italy. Other users clearly were able to make use of these tags in searching
out photographs of interest or relevance to them. Users with similar images
thus can experience connectedness and relatedness by using the same tags,
making use of the full functionality of the online galleries and albums. It
allows you to search for and visit the work of other users who have tagged
their images with some or all of the same tags you yourself have used, or for
which you go searching. My advice is to explore as many of the interconnective functions of photosharing sites as you can, and decide how these
functions might be applied to your own teaching contexts.
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Figure 5.5: Flickr and connection to cultures outside of your own experience. Reproduced with
permission of
of Yahoo!
Yahoo! Inc.
Inc. (c)2009
(c)2009 Yahoo!
Yahoo! Inc.
Inc. FLICKR
FLICKR and
and the
the FLICKR
FLICKR logo
logo are
are registered
registered
permission
trademarks of
of Yahoo!
Yahoo! Inc.
Inc.
trademarks
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typically stated next to the image. Other sources of images that are free to use
for non-profit purposes (with attribution to the creator of the image) can be
found here:
http://creativecommons.org/image/
http://wiki.creativecommons.org/Image
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images will not enable children to become productive end-users and sharers
of images in the twenty-first century.
Children are often engaged in school settings in making their own photographic images. In preschool settings, photography has long been used to
document daily events, to retell stories, and to develop an awareness of history. Baby photographs, for example, often are used in school to help develop
a meta-awareness of a past and the sense of a life story being told across time.
Digital photography has simply multiplied by a huge factor the possible number of images that can be produced cheaply by students themselves. A key
consideration is the management of digital photography in meeting educational goals. Digital photography and online photosharing can be used to:
leverage the immediacy and ubiquity of digital photography in order to
learn more generally about folksonomies, affinity spaces and memes; that
is, the terminology, skills and dispositions arising from the uses of new
media
participate in collective visual story telling projects. A good example of
this kind of project is the Tell a Story in Five Frames group on Flickr:
http://www.flickr.com/groups/visualstory/
develop imaginative visual stories about non-human objects. For example,
the Secret Life of Toys group on Flickr: http://www.flickr.com/groups
/secretlifeoftoys/
connect home and school in shared, secure areas with younger children
during literacy activities that involve photosharing (as in the work of
Lynn Roberts [2008] in her digital shoeboxes project)
develop interactive history or social studies projects using Picasa.com and
geotags
document and publicize local issues
generate work around identity in new media spaces which explores the
issues of self-representation and self-preservation from the earliest ages
to the oldest students, using, for example, scans and digital camera
images of the self over time
work offline in projects which involve communities in developing countries not connected in the same way as those in the developed world,
such as photosharing using physical media and postal services.
Many writers have identified some of these new skill sets and dispositions
as directly pertinent to new literacies generally, from the familiarity with and
manipulation of memes or contagious patterns of thought (Lankshear &
Knobel, 2006), to school-based digital and media literacy debates (Buckingham, 2003; Marsh, 2004; Burn & Durran, 2007), and wider engagement
with visual literacies and multimodal meaning-making as part of a subset of
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new literacies (Cope & Kalantzis, 2000; Kress, 2003; Kress & Van Leeuwen,
2006). Connections can also be made with the consumption and production
continuum described by Jenkins as arising out of popular culture and fandom
as well as the convergence of devices, spaces and cultures (Jenkins, 1992).
The vast numbers of easily edited, collected and exhibited images made
for, by, and with children in settings of formal and informal education represent a sizable repository of meaning-making about experience. Integrating
childrens experiences of the world around them, their inner worlds, and
these experiences relationship to the curriculum and to their learning creates new challenges to educators today. For example, those issues that arise
concerning learners and those who work with them, such as access, safety,
ownership of digital images, human rights, potential abuses of trust and
more. The benefits are often claimed to far outweigh the risks, but learning
how to deal with safety and ownership of images is arguably one of the skills
of new media literacy and should be of serious concern to those involved in
making decisions about pedagogy in photosharing. Rather than being closed
off from both the curricular potential and the lived culture of photosharing,
students of all ages can learn and share their own learned strategies, ways of
living and being safe in such spaces.
The relationship between digital photography and photosharing sites is
more complex than that of hardcopy photographs displayed in paper-based
albums. The concept of audience, for example, no longer holds for photosharing sites, where more active concepts like user hold sway and where
photographs themselves are no longer static objects. Digital image media are
not done to or performed at an audience. Image viewers can actively
comment on the content or quality of an image posted to a photosharing site
and can even participate in producing their own images by editing, remixing, and reassembling other peoples work (with permission, of course).
Visual memes are a good example of this kind of phenomenon (see, for
example, Lostfrog.org). Photosharing sites are important spaces for learning
about curatorship and exhibition. How many times in their lives and for how
many different purposes will young people have to learn the skills of assembling both media that they have discovered and media that they have produced? These texts and assets will sit side by side in a variety of spaces: in
their e-portfolios for school and college, in their personal social networking
spaces, in online storage environments such as Flickr, and so forth.
Indeed, this notion of curatorship posits a new skill set that is beyond the
duality of the consumer-producer model. Assembling collections that locate
users in time and space and make it possible to create a narrative which suggests that childhood was happy and varied in its pursuits, that life in college is
good, with work and social activity playing a big part in it, is just one such
approach to using curating as an expressive tool. Similarly, students can tinker
with these same images to tell not such a rosy story as they explore the mean-
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presupposes an awareness of how a folksonomy operates, as well as the reusability and re-mixability of images. Learning to see images as arrange-able
and re-purpose-able assets in different contexts means that students can use
an image in a presentation, a piece of writing, a journal, a blog, a photo
albumevery destination is possible. A shift in purpose and destination
establishes a new meaning for the image because the context in which the
picture is viewed alters the reading of it. Being able to use, read, and (re)present images in such ways is an important life skill, one that is applicable across
all contexts of media production, consumption, and curatorship.
References
Ang, T. (2007). How to photograph absolutely everything: Successful pictures from your digital camera. London: Dorling Kindersley.
Barthes, R. (1993). Camera lucida. London: Vintage Classics.
Buckingham, D. (2003). Media education: Literacy, learning and contemporary culture.
Cambridge: Polity.
Burn, A. & Durran, J. (2007). Media literacy in schools. London: Paul Chapman.
Cope, B. & Kalantzis, M. (Eds.). (2000). Multiliteracies: Literacy learning and the design
of social futures. New York: Routledge.
Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. New
York: Routledge.
Giddens, A. (1991). Modernity and self-identity: Self and society in the late modern age.
Cambridge: Polity.
Goffman, E. (1990). The presentation of self in everyday life (New edition). London:
Penguin.
GoSquared. (2008). 40 image editing icons. Retrieved July 1, 2008, from http://www.go
squared.com/liquidicity/archives/384
Jenkins, H. (1992). Textual poachers: Television fans and participatory culture. New York:
Routledge.
Katz, I. (2006, November 4). Flickr, Caterina Fake and Stewart Butterfield. The Guardian
Weekend Magazine. Nov. 1, 2009, at: http://www.guardian.co.uk/technology/2006
/nov/04/news.weekendmagazine8
Knobel, M. & Lankshear, C. (Eds.). (2007). A new literacies sampler. New York: Peter
Lang.
Kress, G. (2003). Literacy in the new media age. London: Routledge.
Kress, G. & Van Leeuwen, T. (2006). Reading images: The grammar of visual design (2nd
ed.). London: Routledge.
Lankshear, C. & Knobel, M. (2006). New literacies: Everyday practices and classroom
learning. Maidenhead, UK: McGraw-Hill Education/Open University Press.
Lievrouw, L. H. & Livingstone, S. (Eds.). (2006). The handbook of new media (Updated
student edition). London: Sage.
Manovich, L. (2001). The language of new media. Cambridge, MA: MIT Press.
Marsh, J. (Ed.). (2004). Popular culture, new media and digital literacy in early childhood.
London: Routledge.
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Pierce, A. (2007, January 10). James Purnell in fake photo row. Daily Telegraph. Available
Nov. 1, 2009, at: http://www.telegraph.co.uk/news/uknews/1564465/James-Purnell-in-fake-photo-row.html
Roberts, L. (2008). Digital shoeboxes: Online photosharing in a cross-contextual literacy
project. Unpublished Masters Dissertation, Institute of Education, University of London, London.
Sontag, S. (1979). On photography. London: Penguin Classics.
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Part 3: Moving Media
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Chapter 6
While to non-games players the world of video gameplay may seem a weird
and irrelevant one (something best left to children at leisure), the rapid and
global growth of the games industry clearly speaks of a more complex story.
So, too, does the emergence of games studies as a serious area of university
study, alongside literary, film and television studies. Ultimately what we can
see going on here is the emergence of digital games as a key communications
and entertainment medium in the twenty-first century. Many peopleat
least, within developed countries that iswho are themselves now parents
grew up with platform video games. Given the powerful capacities of video
games to enthrall an audience (a quality frequently giving rise to moral panics about addiction and other health issues, especially in children) and as a
technology already ahead of the curve in terms of a narrative experience
based on interactivity and immersion (a clear hallmark of the future of filmic
storytelling in a post-Web 2.0 age), its hardly surprising that games technology is now being used to do everything from:
leading us through a yoga routine (e.g., WiiFit yoga games)
helping us cook a meal (e.g., Nintendo DS Personal Trainer: Cooking)
training emergency services workers (e.g., NFPAs Virtual Terrorism
Response Academy: Ops Plus for WMD Hazmat.)
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SECTION ONE
First, what is machinima?
Machinima was initially referred to as Quake movies because Quake (the
enormously successful and groundbreaking massively multiplayer online
game from the second half of the 1990s) was the first game players hacked in
order to create and edit recordings of game play (Hancock & Ingram, 2007,
p. 12). In simple terms, machinima is animated filmmaking which uses 3D
game engines as the source of the video material to be edited together.
Three-dimensional games are those games that have characters which can be
moved somewhat like puppets (e.g., Tetris is not a 3D game, and neither is
Solitaire or Minesweeper). The term machinima (pronounced muh-shini-mah) is an amalgam of: machine + cinema. As intimated earlier,
todays machinima scene grew out of the demos created by online game playing communities which were circulated to show off an individual players
prowess or to brag about a game clans superiority. It is also in many ways an
extension of practices implicitly embedded within the games production and
marketing process itself; namely, the creation of in-game cut scenes, along
with promotional video clips featuring characters and gameplay (cut scenes
are filmic stretches within a gametypically occurring between an old level
and a new onethat carry important narrative information about the next set
of quests or problems to be solved in the game). Machinima utilizes the
inbuilt capacity within some games programssingle player and massively
multiplayer online role-playing games, or MMORPGs, alikewhich allows
you to record game play action for sharing with others or for privately reliving game glory. For example, a game-play video that took the internet by
storm in 2005 was recorded using the in-game video recording functions
built into World of Warcraft. A guilda group of players who agree to play
collaboratively in order to complete questswas about to storm a formidable
bunch of enemies, and the videoclearly meant to be a trophy video recording the guilds resounding victorybegins with the group meticulously planning their attack and choreographing themselves for full-on battle. But
before they can complete their planning, one of the players suddenly screams
out his onscreen nameLeerooooooy Jenkins!and dashes into the room
where the enemies are waiting for them; the rest of the guild can only follow
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suit as they rush to try and stop him, and the video records the utter carnage
that takes place and the guilds humiliating defeat. This video clip also
records Leeroy Jenkins explanation that hed missed the planning bit
because hed been in the kitchen eating some chicken his mother had prepared and had only just returned to the computer before launching into
attack mode. Leeroy is, of course, roundly berated for his actions in very
strong language by all of his guild members. This video clip became enormously popular within World of Warcraft discussion forums, and in wider
online circles, not least because it was often read as an inadvertent spoof of
nerd guilds that meticulously and statistically plan out raids with all the seriousness of actual military tactics (Wikipedia, 2009, p. 1).
From here, its a relatively small step to thinking about the gameworld as
a stage upon which other narratives beyond the expectations of the preprogrammed game structure can be played out and recorded. As Paul Marino
(2004) explains in his extended discussion of machinima production, looking
at a role-play video game this way meant that the viewpoint of the player
became the viewpoint of a director (p. 4). Machinima, like remixes and
mash-ups, is about creating derivative new works, which use existing material
in new ways. Machinima also relies on online distribution networks for its
growth and development as a medium of expression. As well see shortly in
the case of the famous machinima series Red vs. Blue, the ironic juxtaposition
of pre-defined game characters in new and unfamiliar narrative structures is a
significant source of the pleasure to be derived from creating and viewing
machinima texts.
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Other key texts to emerge out of the early years of the machinima
community include:
Rebel vs. Thug (Dir. Ken Thain, 2002), made using Quake 2, is an early
example of machinima being used to produce music video visuals (see:
http://www.machinima.com:80/film/view&id=232)
Eschaton (Strange Company, 2002), this series, inspired by the work of H.
P. Lovecraft, was Strange Companys first machinima project (see: http://
www.strangecompany.org/strangeco/eschaton). Among their other work
is Tum Raider (2001, http://www.strangecompany.org/strangeco/tum
raider).Commissioned by the BBC, this (surprise, surprise) parody of the
Tomb Raider game features not the svelte, yet strangely buxom Lara
Croft but rather her less athletic brother, Larry.
The Cantina Crawl Series, is an exemplar of the machinima as music
video clip genre. It has been an innovator in getting large numbers of
players to come together and act out a rehearsed script (or in this case,
choreographed dance sequences) en masse for a shoot. Cantina Crawl
is filmed in the Star Wars Galaxies gameworld, which allows for some
fanciful characters and (especially) bar scenes (see for example Cantina
Crawl VII, set to Chumbawumbas song Tubthumping, (http//www.
machinima.com/film/view&id=722#). In addition to the music video
mode, the Cantina Crawl machinima also explore other genres such as
parodyas in the form of movie opening sequences Cantina Crawl XVI
http://profile.myspace.com/index.cfm?fuseaction=vids.individual&Vide
culture.
oID=1798126)which clearly parallels non-machinima mash-upculture.
The Strangerhood (Rooster Teeth, 20042006) sees the blokes behind
Red vs. Blue expanding beyond the world of first-person shooter games
and into more domestic drama settings, using The Sims to reveal the dark
side of suburbia in a parody of sitcoms and reality TV (see, for example,
http://sh.roosterteeth.com/archive/).
Paul Marino is a key figure in the machinima world (his credits include
being co-founder of the ILL Clan and Executive Director, Academy of
Machinima Arts and Sciences, as well as being on the production team
for many of the films listed above). His machinima music video, Still Seeing Breen (2005), showcases his skill in synching audio and visual tracks
(for example, this music video has highly accomplished lip-synching).
Indeed, this is the first truly successful lip-synched machinima music
video. Its online success prompted MTV to host a machinima music
video competition in 2007. To really get the sophistication of this particular machinima music video, however, it helps to be familiar with the
character, G-Man, who features in the clip and whose day job in the
game Half Life doesnt usually involve singing!
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Serious machinima
Well, this might all sound well and good as a fan activity, but why might you
wish to pursue machinima as a creative option if your students are serious
about a career in filmmaking? At a basic level, as a cheap filmmaking tool,
machinima can be used to quickly develop portfolio items that showcase your
filmmaking and story-telling capacities. Knowing how to make a film using
basic filmmaking techniquesmise-en-scne considerations, camera angles,
shot/reverse-shot, the power of lighting and music to convey information to
the audience, and moreare present in machinima production, and underscore how quickly machinima is fast emerging as a serious format, especially
when compared to the early days where game players simply cobbled
together brag videos. There are a range of machinima festivals held around
the world each year, and it even has a formal place at the table at prestigious
indie film events such as the Sundance Film Festival. Machinima is being used
to make commercial films, as already seen in relation to the ILL Clans portfolio of films. Award-winning serious films have also followed in the wake
of success stories such as Anna (Fountainhead, 2003, http://www.youtube.c
om/watch?v=bKEr5RRKoO4), which used Quake 3 to create a wordless
fairytale about
about the
the life
life and
and death
death of
of aa single
single flower
flower (Krotoski,
(Krotoski, 2006,
2006, p.
p. 1).
1).
fairytale
Critically
acclaimed,
this
seemingly
simple
story
deftly
employs
pathos
to
Critically acclaimed, this seemingly simple story deftly employs pathos to
engender
an
emotional
relationship
between
the
viewer
and
the
life
and
death
engender an emotional relationship between the viewer and the life and death
of a single flower. Short, not-your-average films such as this are finding new
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and wider audiences than might otherwise be possible through online distribution networks. Indeed, serious machinima film-makers can leverage such
networks to obtain monetary returns on their work. Peter Rasmussen and
Jackie Turnures full-length feature machinima feature Stolen Life
(http://www.youtube.com/watch?v=wU5DXScNJHo), for example, cost
$25,000 to make, and was distributed initially through the internet. This
movie has now been sold to the HBO television channel for distribution as
well as being available for purchase on DVD. The traditional model of distribution, based on pre-selling distribution rights to broadcast companies
and/or cinema distributors in order to finance a film or television program
gives the gatekeepers (i.e., television programmers, commissioning editors,
film distributors, financiers) ultimate power over determining which stories
will be made available to the public and which will not. In marketing, new
media and creative industries circles, much has been made of the potential
for new models of digital distribution to bypass these traditional gatekeepers
altogether (Anderson, 2006; Bruns, 2006, 2007; Jenkins, 2006). These
modelssuch as online distributionenable producers to immediately and
cost-effectively distribute their product to targeted niche audiences. At the
forefront of new thinking around online distribution is Chris Anderson
(Anderson, 2007). Building on Clay Shirkys (2003) analysis of internet
power laws and Andersons concept of the long tail of internet practices,
Anderson (2007, p. 52) explains:
The theory of the long tail can be boiled down to this: Our culture and economy
are increasingly shifting away from a focus on a relatively small number of hits
(mainstream products and markets) at the head of the demand curve, and moving toward a huge number of niches in the tail [of the demand curve]. In an era
without the constraints of limited shelf space and other bottlenecks of distribution, narrowly targeted goods and services can be as economically viable as mainstream fare.
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Copyright issues. Machinima currently exists in a legal gray zone. Technically you are breaking user agreements by using the game companys
soundtracks and images, but mercifullyand assuming youre not out
there making mega-bucks from your machinimamost of the companies
whose games are used regularly to create machinima are willing to turn a
blind eye, appreciating the whole thing as a bit of free advertising for
their product. Why piss off the people who love your games when you
dont really need to? That said, do be attentive to issues of copyright,
especially with commercial music. Music companies are far, far less forgiving than the games companies to which they license their music
Achieving naturalistic lip-synching when producing machinima. This lack
of synchrony is fine if youre creating a comedy machinima (or your characters are wearing full-face helmets as in Red vs. Blue), but its not so
good if youre trying to render an extreme close-up of, say, a tender or
profound moment.
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your piece from public display because the artists label is bombarding you
with cease and desist or else letters from their lawyers.
Step 2: Storyboard
Movie-making buffs know the importance of storyboarding, but gamers
often bypass it to record. Or they might record, then storyboard the footage
they know they have to hand. Our preference is to storyboard first and, if
necessary, adapt the storyboard after recording footage. This is the process
game developers use to make in-game cut scenes and promotional videos or
official machinima.
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Think of a storyboard as a visual plan where you set out key scenes, POV
(point of view), camera angles, shot type (distant, mid, close) and timing (see
Figure 6.1).
Storyboards can take any form, from the hastily sketched to the carefully
drawn-and-dialogued plan. Some machinima makers suggest using comics
softwarelike Comic Life (Mac) or Comic Book Creator (PC)and stills
from your game footage to storyboard your machinima clip or movie.
Storyboarding can be an efficient approach to machinima making, especially if you have a time limit on your piece as well as your production, or are
working with a multi-player cast. Take the music racing clip, for example. If
you have a soundtrack that runs for two minutes, you need to plan for two
minutes of edited visuals. Listen to the music while you sketch the key scenes.
Will you cut fast-paced beats to speeding vehicles vying for the lead position
on the track, the crescendo to a spectacular crash, and the denouement to
crossing the winning line?
Storyboarding key scenes is like writing the visual story for your machinima clip, even if there are no words or clear-cut narrative. It allows you to put
time and effort into recording the gameplay that means the most to your creative piece. This is particularly important if you have a deadline, because you
focus on recording gameplay that is relevant to the storyboard, and ultimately, to the overall story itself. If, for some reason, you cant get all the
shots, revisit the storyboard. It will come in handy when you edit your clip,
too.
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Step 3: Record
Capturing gameplay can be easy or complicated, depending on the game, the
platform, the recording device and your expectations. There are a range of
parameters that can steer it in either direction:
1. Scripted or non-scripted action: Scripted action is when players can
manipulate the game engine to create certain actions at unique times. This,
then, isnt referring to script as movie dialogue for actors to speak but
rather to script as actual programming commands that tell actors where to
go and what to do. This script is then run inside the game and the action
recorded. The good thing about this kind of scripting is that tinkering with
and re-playing scenes is a snap and avoids having to start each scene from
scratch when a retake is required (for more on this, see, for example, Galder,
no date). Game developers use scripted action and character interaction to
create cut scenes. Moddersplayers who tinker with the game program itself
to make changes or additions to the game based on their own preferences
do this to have more control over their game environment. Some games
make it easy for players to manipulate the game environment (e.g., World of
Warcraft, Neverwinter Nights). Other games dont (e.g., the Harry Potter
video games). Non-scripted action utilizes whatever action is available to the
player during the normal course of the game. (It is still scripted of course,
but by the programmers in the process of actually making the game.) If you
are not an experienced gamer, chances are you will be recording action that is
not player-scripted. You need to make do with the in-game action and cameras available to you.
2. Camera positions: Depending on the genre of the game, there will be
a limited range of camera positions at the machinima makers disposal. A
player can maintain one camera position or point of view (POV) during a
recording session (e.g., through the eyes of the character they are playing,
from above the action), then re-play (if its a scripted movie) and record in
another to capture the same sequence from multiple viewpoints, or switch
between POVs throughout the sequence. The storyboard comes in handy
for knowing which shots require which POV. Another trick is to get other
players to join in, if the game allows them to do so (e.g., online), and have
each of them record the sequence from their own POV. That way, each player
can concentrate on their own progress and the shots are edited for continuity in post-production. If you are lucky (or particularly motivated to find an
add-on application to do this) you can script camera positions to automatically occur at certain locations in an action sequence.
3. Lip-synchronization: The bane of machinima makers is to convincingly
synch the movement of characters mouths and facial expressions with the
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words they speak. Unless you are using in-game dialogue (in which case the
dialogue lines and lip movements should already be synched), do not attempt
to achieve lip-sync in your first efforts at machinima-making. Fudge it. Draw
attention away from it. Find creative ways to overcome it, such as the previously mentioned use of full-face helmets in Red vs. Blue). Few characterbased games support easy synchronization with player-originated dialogue.
Some of you will have high expectations, however, and will aim for something that at least comes close. In the case of the latter, study the range of ingame dialogue available to your character and record voiceover that uses
similar mouth movements.
4. Sound: Recording dialogue, whether it is a straightforward narration or
character voices, can make or break the entertainment value of a machinima
clip. Professionally animated scenes use the professional voiceover of hired
actors. If you (and a friend) are recording the voiceover yourself, put emotion
and projection into your voice. Try recording the same line spoken in several
different ways so that you can pick the most suitable one in post-production.
Most machinima use in-game sound effects but you may want to record a
few of your own for emphasis or download sound effects from online archives
(see Chapter 3 in this volume for more on this). Soundtracks, particularly for
music clips, should be considered before recording gameplay to create the
best match between visual and audio. Otherwise a professional sound engineer and composer can create original scores, or you can do-it-yourself using
Garageband (ships free with Macs) or software like Cakewalk (PCs).
5. HUD icons and interface: Depending on the method of recording and
the flexibility of the game interface in terms of turning off on-screen gameplay information, elements of the heads-up-display (HUD) may appear in the
captured footage. This display can include player statistics regarding health,
wealth, location, and the like (if you found the Leeroy Jenkins video
described earlier, youll have seen the players HUD clearly). If you cannot
remove this information from the screen, you may be able to move them out
of the recording frame if you are using an external screen capture application.
If not, include them in the design of your piece.
6. Recording software: Depending on the games platform, there are
numerous methods for capturing gameplay. PC- or Mac-based games require
screen-recording software if they dont already have an in-built recording system (e.g., for replays) to which the player has access. Some recorders are free,
such as CamStudio (http://www.camstudio.org), and trial versions of Fraps
(http://www.fraps.com) and Debut (http://www.nchsoftware.com) all for
PCs, and free trial versions of IShowU (http://www.apple.com) and Snapz
Pro X (http://www.ambrosiasw.com) for Macs. However, trial versions set
limitations on recording and often watermark the footage. Players of console
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games can use a USB video capture card (which plugs into the console itself)
to record game footage which they can then transfer from the console to
their computer. Players also can make use of the more traditional method of
connecting their TV to a DVD recorder or digital camcorder. Online games
and environments like The Sims and Second Life have built-in screen recording software that saves footage directly to your computer. It is also possible to
connect the video output from a console (or multiple consoles) to a computer instead of a television and record gameplay using the computers screen
capture software. Experimenting with what suits you and your technical skills
best is the key to successful recording. Determine what method you use to
record gameplay before, even, you decide on which game you source your
machinima from.
In what follows we describe step-by-step how to create a simple machinima. This overview tutorial uses Mac software, making machinima with PCs
follows very similar principles.
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6. Click on your freshly captured movie clip and it will open and play in
Quicktime. Decide whether youre happy with the clip, or would like to
record it again.
Figure 6.2: The opening screen of iShowU. (Image used with permission from
Shinywhitebox.com, 2009).
Record about ten times more than what your final machinima requires.
Make numerous movies of raw gameplay footage; this is definitely a case of
more is better. Again, this is where the storyboard (or shot list; see the following section) proves useful. You know which key shots are required, so you
can create multiple recordings of each in order to be able to choose the best
among them for your final machinima. Be flexible during the recording sessions. If the unexpected happensand it looks great, or moves the story in a
different directionadapt the storyboard to accommodate the shot.
Step 4: Edit
The art of video editing is a process which can be learnt through training and
study, but it takes skill to do it well. Teaching that skill is well beyond the
scope of this chapter; however, we can provide a few pointers (see also Chapters 7 and 9 in this volume).
Make sure that the editing software you usesuch as iMovie (Macs) or
Windows Movie Maker (PCs)can import and export the video file format
you are using. This refers to the file format of the raw and edited game
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footage. Popular formats are *.avi, *.mpg and *.mov. iShowU, for example,
saves onscreen video recordings as *.mov files, which play in Quicktime.
Some formats are incompatible with certain software (both in terms of editing and playing), so consider your own software requirements as well as your
audiences. There are also different rates of compression. Higher rates of
compression result in a lower standard of visual and audio quality; however
they upload and download faster (e.g., YouTube videos are highly compressed). Aspect ratio is another consideration. A width-height ratio of 4:3 is
a typical landscape format. Recording in one aspect ratio and exporting in
another may distort the final image. Make sure they are the same or are converted appropriately.
Choice of editing software also influences the creative direction of the
edited piece. Some simple video editors have two tracks: one for audio and
one for video. This means that you need to supply a complete soundtrack
(including dialogue, sound effects and music) and edit visuals to it from one
video source. This type of editing software is okay if all you have is, say, a
piece of music and you are making a machinima music clip from one gameplay recording session. Professional editing suiteslike Adobe Premier Pro
or Avid Express Prohave multiple tracks which allow you to combine ingame sound, voiceover, music and multiple gameplay recordings.
Transition effects between shots can carry or interrupt the flow of the
piece. You can make direct cuts from one shot to another, either from
game footage to another sequence of game footage, or cuts to black followed
by game footage. Fades and other transitions are creative decisions. Use them
if they are effective. Music clips are often edited to the beat of the soundtrack. This means timing transitions to synch them with the music. Music
clips are a good way for a beginner to hone his or her machinima editing
skills.
Okay, you are familiar with your editing software (for more how-to
advice, see Chapters 7 and 9 in this volume) and now face the prospect of
picking the best shots out of twenty minutes (or twenty hours!) of raw game
footage to create two minutes of machinima.
1. Using your storyboard as a guide, review the raw footage and note at
which times an appropriate shot appears. It may help to organize a 5-column shot list (either at this point or earlier in the process). Number and
describe each shot in order of their appearance in the first two columns of
your shot list. Note the start and finish of the raw footage time codes in the
next two columns for each shot, followed by the expected duration for each
shot in the edited piece.
2. Start selecting the desired footage, concentrating on the most important
scenes first (if you run out of time, you can cut or adapt the minor scenes). It
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would be a shame to spend all your time on the first part of the clip and rush
the finale.
3. Do a rough edit first without transitions or special effects or perfect timing. Use placeholders for any on-screen text (this could even be blank
slides that will later become the movie title or credits list). Are you happy
with the transition from storyboard to screen?
4. Its time to put the storyboard aside and polish the piece on its own merits. Place any on-screen text thats needed (e.g., movie title, credits). Insert
the transitional effects. Fine-tune the timing of your edits.
Step 5: Disseminate
Build your portfolio online. Post your machinima clip to YouTube if you
want to make it public or share it with your friends via a social networking
site such as Facebook. Be aware of the technical conditions or social restrictions of certain avenues of distribution. There might be a size (megabyte)
limit, a preferred file format, and audience ratings and feedback to consider.
The important thing is to ensure your machinimas accessibility. Do your
homework on your distribution channels before putting it out there.
The Machinima Filmfest (http://festival.machinima.org/) held every
year in New York hosts the Mackie Awards, which are given to outstanding
machinima productions in numerous categories, including best long format
(over 20 minutes), short format (under 20 minutes), independent producer,
student work, game studio machinima produced by a developer, direction,
virtual performance, voice-acting, visual design, cinematography, original
music, sound design, writing, editing and machinima series. The award categories show just how professional machinima has become as an entertainment form. Europe followed suit with its own machinima festival, beginning
in 2007. The Australian Centre for the Moving Image ran a two-day machinima festival program and series of workshops in 2008. Some film and animation festivals around the world, such as BitFilm (http://www.bitfilm.com/fes
tival/) in Germany, now have a machinima category. The Sundance Film Fe
stival has hosted machinima panel sessions since 2005. Some games companieslike Blizzardhost machinima competitions and screenings. There are
growing opportunities for talented machinima makersincluding machinima makers still in schoolto be officially recognized for their work.
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SECTION THREE
Suggested machinima activities
Even if youre not feeling especially skilled at or familiar with gaming, or with
recording and editing software, we suggest you try your hand at the following activities to help build your students machinima portfolio. Have them
aim at making several short clips (90120 seconds each in duration) so that
their work can be created and viewed quickly. As mentioned in the first pages
of this chapter, there are numerous categories that machinima falls into.
Machinima has developed far beyond the boasts of gamers about their
exploits to include social commentary, comedy, drama, advertisements and
music videos, just to name a few. We encourage you and your students to
contribute to these increasingly popular forms of entertainment.
1. The music video: Regarded as the easiest type of machinima to make,
the music video requiresin its most basic formthat you select a soundtrack, play any game, and edit shots in sync with the music. More sophisticated efforts include dancers and singers. Character-based games are
best for the latter. We have seen High Street 5, an online multiplayer dancing
game, used with great results.
2. Social commentary: Using either previously recorded dialogue or wellwritten original dialogue, record and edit gameplay footage to make a powerful social comment. Encourage your students to draw on the elements of
irony, for example, to promote peace using footage from a first-person
shooter game. Recreate a famous persuasive speech in front of a virtual audience of avatars in Second Life.
3. Advertisements: Whether you are promoting your own product, someone elses (beware of libel), or a fictional one, advertisements can be as spectacular as a movie trailer or as ubiquitous as a web banner animation. Search
online for Volvos Game On television ad, or Coca-Colas Grand Theft
Auto-style Coke side of life commercial, to use as models to show your students how machinima has been used for real-world marketing purposes. As
with any marketing endeavor, be aware of your audience. Use an existing jingle or make up one of your own. Write and design on-screen text. Choose
your game wisely. Do you want to shock or lure? How much of a story can
you tell? How can you sell it without revealing too much? We have seen
convincing fictional advertisements using Sims characters and sets.
4. Drama: Have students think of a scene from a favorite movie or television drama and recreate it using either the original soundtrack or by recording their own. Better still, showcase your own scriptwriting talent and make
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a scene, literally. The Movies is a game where you can write and direct your
own shoots. Its also an excellent way of side-stepping copyright issues and
enables students to explore and experiment with script writing, staging, lighting, music soundtrack effects, and other filmic elements in a highly accessible
(and affordable) way.
5. Comedy: Despite being the most difficult to do and the most fun to
watch, irony seems to work best in machinima comedy. Have your students
record an original voiceover audio file and play it over simple exchanges
between game characters. Red vs. Blue does this to hilarious effect using Halo
characters that do little more than stand beside each other. The challenging
part is not the gameplay; its the storyline and the script.
To sum up, machinima-making in school encourages students to produce
their own animated movies, rather than merely consume animations made by
others (McClay, Mackey, Carbonaro, Szafron, & Schaeffer, 2007). It also
engages students in thinking closely about narrative structure and writing
with moving images. Indeed, as Lawrence Lessig, a renowned advocate for
DIY remix culture, reminds us during an interview with Richard Koman
(2005, no page):
When you say the word writing, for those of us over the age of 15, our conception of writing is writing with text . . . But if you think about the ways kids under
15 using digital technology think about writingyou know, writing with text is
just one way to write, and not even the most interesting way to write. The more
interesting ways are increasingly to use images and sound and video to express
ideas.
Thus, even if teachers themselves are not interested in creating their own
machinima, knowing that it can be done is important.
Machinima-making also pushes teachers and students alike to move
beyond digital story-telling practices and into the realm of authentic, prototypical movie making. This is not to diminish the value of digital story-telling
practices in any waystudies and projects have shown time and time again
how much students enjoy and learn from being able to insert still images into
video editing software to create a video and then adding a voiceover track to
complete the narrative (cf., Hull, 2004; Tarasiuk, 2009). What machinima
offers you and your students is somewhere to go once youve explored the
possibilities of digital storytelling. And, of course, a key advantage of machinima is the way in which it leverages game playing proficiencies in meaningful
ways inside the classroom. Avid gamers can focus their energies on developing innovative storylines because they are familiar with what can be done in
multiple game worlds. Not-so-avid gamers are provided with opportunities
for looking at games in a different waythrough the eyes of a movie-maker.
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At the same time, teachers can work to hone students understanding of film
narrative structures and engage them in developing cinematic skills and techniques that will serve them well beyond school. DIY machinima reminds
educators that narrative fiction itself is not a static form and that it is important to remain open to new ways of telling tales. As Jill McClay and her colleagues point out to teachers, in their study of Grade 10 students writing
machinima scripts using the Neverwinter Nights game engine,
[a]s young people increasingly become able to produce fiction in game and
other digital formats, their consumption, production and understanding of fiction in such formats will likely develop in ways that we cannot now predict
(McClay et al., 2007, p. 273).
We conclude this chapter with a list of resources you might find useful as
you begin exploringand creatingyour own machinima, or machinima
with your students.
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CamStudio (http://www.camstudio.org)
FastCap (http://www.ejoystudio.com/)
Battlefield 1942
Second Life
Halo
Neverwinter Nights
High Street 5
The Sims
The Movies
Unreal Tournament
World of Warcraft
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References
Anderson, C. (2007). The long tail: How endless choice is creating unlimited demand.
London: Random House.
Bruns, A. (2006). Wikinews: The next generation of alternative online news? Scan Journal, 3 (1). Retrieved on February 12, 2009, from http://scan.net.au/scan/journal/di
splay.php?journal_id=69
Bruns, A. (2007, June). Produsage: Towards a broader framework for user-led content
creation. Paper presented at the: Creativity & Cognition 6 Conference, Washington,
DC.
Cefrey, H. (2008). Career building through machinima: Using video games to make movies.
New York: Rosen Publishing Group.
Galder, D. (no date). Scripting tutorials. Bioware. Retrieved on February 20, 2009, from
http://nwn.bioware.com/builders/sctutorial.html
Hancock, H. & Ingram, J. (2007). Machinima for dummies. Hoboken, NJ: Wiley Publishing.
Hull, G. (2004). Youth culture and digital media: New literacies for new times. Research
in the Teaching of English, 38(2), 229233.
Isbister, K. (2005). Better game characters by design: A psychological approach. San
Francisco: Morgan Kaufmann Publishers.
Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York:
New York University Press.
Juul, J. (2001). Games telling stories? A brief note on games and narratives. The
International Journal of Computer Game Studies, 1(1). Retrieved on February 12,
2009, from http://www.gamestudies.org/0101/juul-gts/
Kohler, C. (2007). Machinima series Red vs. Blue ends tour of duty. Wired. June 26.
Retrieved February 21, 2009 from http://www.wired.com/entertainment/theweb/
news/2007/06/redversusblue
Koman, R. (2005). Remixing culture: An interview with Lawrence Lessig. Retrieved April
22, 2006,from http://www.oreillynet.com/pub/a/policy/2005/02/24/lessig.html
Krotoski, A. (2006). Lights, camera, joystick. The Age. Retrieved on February 12, 2009,
from http://www.theage.com.au/news/film/lights-camera-joystick/2006/01/26/
1138066913864.html?page=fullpage#contentSwap2
Lowood, H. (2006). Storyline, dance/music, or PvP?: Game movies and community
players in World of Warcraft. Games and Culture, 1(4), 362382.
McClay, J., Mackey, M., Carbonaro, M., Szafron, D., & Schaeffer, J. (2007). Adolescents
composing fiction in digital game and written formats: Tacit, explicit and metacognitive strategies.E-learning. 4(3): 273284. Retrieved February 12, 2009, from
http://www.wwwords.co.uk/elea/
Neitzel, B. (2005). Narrativity in computer games. In J. Raessens and J. Goldstein (Eds.),
Handbook of Computer Game Studies, (pp. 227245), Cambridge, MA: MIT Press.
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Shirky, C. (2003). Power laws, weblogs, and inequality. Clay Shirkys Writings About the
Internet: Economics & Culture, Media & Community, Open Source. Retrieved February 21, 2009, from http://www.shirky.com/writings/powerlaw_weblog.html
Tarasiuk, T. (2009). Extreme reading in the middle grades. NewLits.org Wiki. Retrieved
February 21, 2009, from http://capricorn.montclair.edu/newlits/index.php/Extre
me_Reading_in_the_Middle_Grades
Wikipedia (2009). Leeroy Jenkins. Retrieved February 21, 2009, from http://en.wikiped i
a.org/wiki/Leeroy_Jenkins
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Chapter 7
This chapter contains a mix of voices of, and input from, a range of people.
Writing this text was a collaborative process that spanned three countries
(Australia, the U.S. and the U.K.). Given the distributed nature of this writing, weAngela and Nicoleeach took principal responsibility for particular
sections in order to simplify things. Thus, in what follows, the I referenced
in sections 1 and 3 refers to Angela, and the I in section 2 refers to Nicole.
SECTION ONE
An overview of stop motion animation and current DIY trends
Animation has been a significant form throughout the history of cinema,
prompting, informing and responding to each of the technical innovations
in production (Chong, 2008, p. 15). Chong labels animation as a modernist
art form, a form which engages with, underpins, and changes culture and
society. Animation is, according to Chong (2008, p. 1), the technique of
filming successive drawings or positions of models to create an illusion of
movement when the film is shown as a sequence. Stop motion is the branch
of digital animation where some form of model is used; these models can be
as wide-ranging as paper doll cutouts, Legotm blocks, clay figures, toys, and
even people.
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Coraline also raised a much higher level of consciousness about the production processes of a full-feature-length stop motion animation film with its
clever marketing campaign. First of all, the production team released hundreds of behind-the-scene images to various mainstream media outlets (see,
for example, http://photos.latimes.com/backlot/gallery/coraline/2008/9/
15/Coraline_teresa_drilling).Then they made their own YouTube video
channel and released 13 short video clips, mostly sharing more behind-thescenes footage but also including audience reactions and a focus on the voice
actor cast. These videos revealed such things as the painstaking work behind
creating hair textures, the process of creating miniature knitted costumes,
and the drawer full of tiny faces used to create a scene of dialogue for Coraline (seen at: http://photos.latimes.com/backlot/gallery/coraline/2008/9/
15/Coraline_replacements_face).But one of the most unique pieces of marketing the production team did was to send out 50 individualized Coraline
mystery boxesboxes or suitcases that contained pieces of the set, stills
and even some of the puppets inside themto 50 very lucky, reasonably
high-profile, but everyday, bloggers. This caused a sensation across the blogosphere, with bits and pieces of the movie now spread out across the world,
blogged about, photographed, sent to Flickr and elsewhere. Each blogger
had their own story to tell and each received a personalized letter from the
film company revealing why they were chosen as a recipient of the mystery
box. Some people even filmed the big reveal as they opened the boxes (seen
at: http://www.animationarchive.org/2008/11/more-on-our-coraline-suit
case.html). These marketing and publicity approaches raised a significant,
broad-based awareness and appreciation of stop motion animation techniques as an art form.
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This echoes the work of David Buckingham, who speaks to the development of media education as a move towards democratization and the valuing
of childrens out-of-school DIY experiences and practices (Buckingham,
2003). This also harks back to the core values of digital animation I highlighted earlierthe narrative and artistry of animation are more important
than the technical software used to capture it. Of course, stop motion animation software does have its own unique affordances, and people are using
these along with video editing programs to create magical, stunning pieces of
work.
The simplicity of stop motion animation can be exemplified best by viewing the videos of Keegan, who created her first stop animation at 3 years of
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age, and has recently added a new animation at age four. Keegan is helped by
her father, Greg, but clearly does all the animating herself while Greg does
the editing and final video uploading to YouTube. This is evident because
Greg included a making of excerpt on one video and we see Keegan moving her toys bit by bit and running back and forth to the computer to take a
shot in between each movement (see Figure 7.1).
Figure 7.1: Animal Hospital (Keegan, at age 3) Image used with permission, 2009
(Source: http://www.youtube.com/watch?v=zKhW-Slwdr8)
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with emerging animators who have had their work showcased or featured or
popularized on YouTube. I was fortunate to meet up with Micky, the creator
of the Anim8 Stop Motion site, and I asked him a few questions via email
about his site and about his observations of current stop motion hits and
trends. Heres what he had to say.
ANGELA: Why are you a fan of stop motion and what made you start the
Anim8 Stop Motion site?
MICKY: I have always loved cartoons from being a young child to now, this
included all types of animation. When I was younger I wanted to be an animator
but as time passed I found myself being drawn in a different direction, namely
web design.
In my final year of university I had to develop a major project around any subject
matter I wanted, and having researched lots of different possibilities I was sitting
on YouTube one night watching some really crude stop motion animation but
enjoying it all the same while thinking, I would like to make something like this.
Then I came up with this idea to do something with stop motion animation and
again after a lot of research I decided to go with what is now Anim8 Stop Motion.
I think the reason I am a fan of stop motion is the whole hands on approach to
it (possibly because I spend so much time on a computer), and the time and
dedication many great animators devote to it, creating something, that can be
moving, funny, abstract etc. It is also a really cheap and fun way to learn
about animation these days.
ANGELA: What are some of your favourite stop motion videos and why?
MICKY: Well as I mentioned I was watching YouTube when I decided to do
something with stop motion animation, but there was one particular video I
kept watching which has now had a lot of attention over the web which is Tony
vs. Paul: http://www.anim8stopmotion.com/play.php?vid=95; it is really well
put together and fun to watch, but more than that for me it opened my eyes to
a whole new perception of stop motion and how it didnt have to be clay but,
could be anything you could get your hands on including yourself. Of course I
have given this technique a go myself although it is not as good as Tony vs. Paul
I still enjoyed making it. As well as me, others have also given it a go:
http://www.anim8stopmotion.com/play.php?vid=346 and http://www.anim8s
topmotion.com/play.php?vid=143
Another young but brilliantly talented stop motion animator and inspiration for
the site goes by the name mamshmam on YouTube. He has created some great
stuff with really simple clay characters. You can see all of his videos
at: http://www.youtube.com/user/mamshmam. He has inspired a lot of
younger people to try it and also has his own web site with a forum for people
to meet and chat: http://www.mamshmam.com.
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The insight into the world of amateur stop motion animation fans and
current trends provided by Micky highlights the kind of support networks
and communities that are available for sharing and improving ones animation work. As I viewed all of Mickys recommendations, I was impressed by
the genuine sense of learning and the level of positive critique offered by
community members as feedback on each video. Just as FanFiction.net is a
training ground for writers, sites like Anim8 Stop Motion provide a wonderful training ground and showcase for participants work.
SECTION TWO
How to make your own stop motion animation: A tutorial
As we mentioned earlier, there is a wide range of software available for making your own stop motion animations, but creating stop motion movies with
free software like Windows Movie Maker is not only easy but is extremely
inexpensive as well once you have access to a digital camera and a computer
in place. Most PCs come with the Windows Movie Maker program preinstalled, or it can be downloaded for free via any number of sites (e.g.,
http://tinyurl.com/cjubwb). Although we focus on PC users in this section,
the general principles of stop motion animation apply equally to Mac users as
well (who can use free iMovie software instead to create their animations).
Aside from the materials you will use in creating your stop motion movie,
the only equipment you will need is a camera and a computer. This tutorial
assumes that you are familiar with the camera you will be using, that your
camera is compatible with your computer, and that you know how to transfer pictures from your camera to your computer. In addition, we strongly recommend spending time watching many different stop motion videos to be
found on websites such as YouTube.com, Blip.tv, and Anim8stopmotion.com.
Mickys recommendations described earlier in this chapter are a good place to
start. For true newbies to digital video making, it might be helpful to explore
Windows Movie Maker itself and make a sample movie using still photos (see
also Chapter 9 in this volume for a video-editing how-to).
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Preparation tips
I like to think of a stop motion video as an old fashioned flipbook. In these
flipbooks, pictures were drawn on separate pieces of paper, and on each page
a subtle change was made to the picture so that when the pages were flipped
or fanned quickly, it looked as though the picture was animated. These
changes needed to be incremental so that the motion was smooth and believable. This holds true for photography-based stop motion, too. Its important
to keep in mind that too drastic a change between photos causes the animation to look jumpy instead of transitioning smoothly from photo to photo.
Therefore, it is important to keep a few things in mind before you begin your
movie making.
The first thing to keep in mind is that you do not want your camera to
move. A tripod can be very handy for stabilizing your camera. If you dont
have a tripod or need to shoot a series of photos where a tripod will not
work, use a table, stack some books, etc., to get the camera to the correct
height. This solid, steady base will keep the camera from shifting up and
down. However, it will not prevent the camera from moving forwards or
backwards, or side to side. So be careful. If your camera does shift, bring up
the last photo taken and try to line up the last shot with what you see on the
screen in shooting mode before moving your movie subjects to the next
position. When setting up your scenery and planning your action sequence
you will also want to make sure that your background remains stable, too;
otherwise it will create some unexpected and distracting effects in your final
movie.
Lighting is another important aspect of movie making to keep in mind. If
you will be taking all the photos with regular overhead classroom lighting,
shadows should not be an issue. However, you may need to use a flash. When
shooting outdoors, you will want to try to position yourself and your subjects
in a manner that will avoid shadows being cast on your shots. Shadows can be
a problem because your photos can be too dark. If only some of your photos
have shadows and others do not, your video will not flow. If you will be taking pictures in a room with limited lighting and your photos are coming out
too dark, use a small lamp with the lamp shade removed to help with the
lighting. If your lamp is small enough, you easily can maneuver the lamp so
that no shadows will be cast on your shot.
Finally, it is important to check the quality of the photos you are taking
to be sure the lighting is the same in each photo and each photo is clearly
focused. Although this process can be a little time consuming, its important
to check each photo after it has been taken, so that if a photo does not come
out well you can just reshoot the photo rather than later going back and trying to adjust your scenery and subjects to match how they were originally
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placed in that particular sequence. An excellent way to check that your photos are transitioning smoothly is to go back to your start photo on your camera and scroll through the pictures quickly.
In this example of the doll moving her head from right to left, and then
left to right, I needed to take 8 photos to make the head move completely
from right to left. These 8 photos were 2 seconds of final footage. I then
reused the same 8 photos in the opposite order to move the head from left to
right. So, moving the dolls head from side to side is only 4 seconds of final
footage. A song-length, doll-based stop motion animation I made required
more than 200 individual photos for 3:46 minutes of final footage. It is also
important to note that I reused many photos, included video footage and
used still photos. A line-based stop motion animation I made required 100
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photos for 1:13 minutes of final footage. These numbers give a sense of
whats required in a stop motion animation and can help with planning the
final video as well as with managing time. I strongly recommend a few practice runs at making very short stop motion animations before launching into
your main project. This will help you fine-tune your techniques and sense of
the incremental changes needed for creating a polished stop motion
animation.
Once you have finished shooting your scene, I recommend transferring
the photos to the computer and saving them in a designated folder as
opposed to uploading them directly from the camera to Windows Movie
Maker. This way you have a set of photos on the computer and a set on your
camera so if you accidentally delete one set you have back-up copies.
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Figure 7.4: A screen grab of Windows Movie Maker in the early stages of creating a
stop motion video.
It is important to mention here that you will want to save your project
frequently. To save your project, click on File and then Save Project As
. . .. Type your projects file name in the File Name box and click save. If
you stop working on your movie and close the program, to reopen your project, simply open Windows Movie Maker again. Your project should automatically open. If it does not, click on File, then select Open Project.
Find your project file in the Open Project box, click on it and then click
Open. Your project will open and everything you have saved should
appear. Once you have saved your project with a file name, to continue to
save it, simply click File and then Save Project.
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Figure 7.5: Beginning to construct stop motion animation storyboard in Windows Movie Maker
After you drop a photo into the storyboard, that photo will appear in the
Preview Monitor. This lets you check youve selected the correct photo. If
you miss or forget to add a photo in a given sequence, simply drop it into the
box youd like it to be in on the storyboard and the program automatically
will shift the other photos over for you to make space for the one youre
adding. If youre importing your photos in scenes, repeat the previous steps
until you have all your photos imported and placed on your storyboard in
the sequence you want.
Storyboard mode also allows you to see and edit photo effects and transitions between photos, along with your movies titles and credits slides. In
photo effects, you can rotate your photo, adjust it to look like a watercolor
painting, sharpen your photo, etc. To do this, under Edit click on
Effects. Select the effect you would like your photo to have and drag it to
the small box with the star in it within each storyboard box. With transitions
between photos, or sequences of photos, you can control whether the photo
rolls in, shatters up, reveals down, etc. To select a transition, under Edit
click Transitions. Select the transition for your photo and then drag it to
the smaller box just before your photo (see Figure 7.5). Transitions and
effects are rarely used within a stop motion video, though, because theyll
interfere with the overall animation, but you might want to use them for your
titles and credits.
3. Timing
At this stage, you now really start to pay attention to the timing of your stop
motion animation. Timing here refers to the duration each photo is displayed before moving on to the next. As previously mentioned, a stop
motion movie is similar to that of a flip-book, which means the photos must
move fast enough to make it appear as though your subjects are moving
themselves. In the case of the doll moving its head from side to side described
earlier, you would need to set the duration that each photo is displayed to
approximately 0:00:00.13 seconds to make the sequence of photos move
quickly enough for the doll to look as though shes shaking her head. To edit
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the timing of your photos, you need to switch back to Timeline mode (see
Figure 7.4 earlier). Timeline mode allows you to trim your photo display
times, adjust the duration of your transitions, and edit your soundtrack (the
latter will be discussed later in this section).
Click on the photo you would like to edit. Once the photo is surrounded
by a bold black box, position the cursor so that it becomes a red arrow. Next,
click and drag to trim the clip and adjust the time. The time will be shown in
a small box with the name of the photo and display duration. Repeat with the
rest of the photos. If you accidentally change the timing on a photo that was
set correctly, immediately click on Edit and then click on Undo Trim
Clip.
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Show Options is visible, click it. Click on the box next to mute speakers.
This will prevent any noise or sound from playing over your computers
speakers while you record. Under Audio Device select the audio capture
device you will be using (e.g., external microphone). Next, you will want to
adjust the recording level by speaking into the audio capture device (e.g., a
microphone plugged into your computer) and moving the Input Level
slider to the place that records your voice at the volume you desire (recording with a blanket over your head and the microphone to create a sound
booth can minimize the tinniness that occurs when recording in a large
room). When you are ready to narrate, click on Start Narration. Once you
have completed your narration, click on Stop Narration. When you click
Stop Narration, a Save Windows Media File box will pop up. Type a file
name for your narration and then click Save. You can repeat this process
for another scene in your timeline if you wish. Once you have finished narrating your movie, click on Close to return to the main screen.
You can also set music to your movie. You import your music soundtrack
the same way you imported your photos. Begin by clicking on File, then
Import Media Files. Find the music file you would like to import and then
click Import. Your music files must have one of the following extensions to
play in Windows Movie Maker: *.aif, *.aifc, *.aiff, *.asf, *.au, *.mp2, *.mp3,
*.mpa, *.snd, *.wav, or *.wma. Again, if your music file does not have one of
the following file names, I recommend using Zamzar.com to convert your
file. Once you have imported your music, drag it to the Audio/Music section
of the timeline. You can then drag it to the left or right to synchronize it with
your movie. In addition, you can add narration along with a music file and
have the two play at the same time.
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Exploding Outline, etc. You can change the text and font color, size and
position, as well as the background. For credits, select Credits at the End.
Enter your text in the same manner as done for the title. You can also change
the animation or the font and text color here, too. There are separate options
for credit slide animation which include Scroll up stacked or Fade in and
out, to name but a few.
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SECTION THREE
Stop motion: Theory and practice
When amateurs, fans and professionals meet
One interesting trend in advertising over the past few years has been to incorporate the work of famous YouTube userssupposedly to appeal to the
YouTube generation. This happened for the animators of Tony vs. Paul who
achieved fame for their stop motion videos and were then commissioned by
various advertising companies to make stop motion ads, such as their RedVines commercial (where they used over 10,000 pieces of red vine licorice to
create a stop motion video of the red vines creating a fairytale ivy-covered
balcony) seen at http://www.YouTube.com/watch?v=AUN1CfMV0PQ.
Most interesting though is that Tony and Paul created a recent ad for a Belgian mobile phone company (Proximus) and called out to all of their fans to
participate in the ad via the company website Proximus Generation Movie
Project (http://www.generationmovieproject.be). They produced an empty
shell of the ad in pencil drawings to outline each scene and invited fans to
select their favorite frame from the ad and to take a photograph to fill in that
frame. The final ad featured 472 fan photographs laced together within the
animation (see Proximus Commercial directed by Tony and Paul http://ww
w.YouTube.com/watch?v=z0mzG06K3fw). This clip signals just some of the
creative potential to be found in large-scale collaborative stop motion animation projects.
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Another interesting web trend is that of the mashup or remix. This usually consists of taking a known series of data sources (and in this chapter I am
using it to particularly refer to stories, film, and other users videos) and combining, appropriating and/or refashioning them in some way. When searching YouTube for Shakespeare remixes for another project, for example, I
came across numerous examples of machinima and stop motion animation
using Shakespeare, such as Jonathan Williams Soliloquy, a Legotm remix of a
speech from Hamlet. I also came across a remix of multiple versions of this
same soliloquy re-formed into a single video which combined high end commercial film productions of Hamlet with real actors and amateur versions
using Legotm characters. There are many examples of amateur animators creating fan videos or using existing texts and films as a starting point for their
own storytelling. But the ease of copying any films and remixing them
together allows the new and the old to be blended together visibly, and yet
often times surprisingly, creating interesting juxtapositions that are both
poetic and metaphoric, and for the most part, highly entertaining.
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This too supports one principle of Bolter and Grusins (1999) theories of
remediationthat of making viewers hyperaware of the media, however, not
so much the technological media of the video editing or stop motion software, but the hands-on process of creating the movie one frame at a time.
Viewers are at the same time enchanted by the magic of seeing clay or Legotm
or toys come to life, yet fully appreciative of the hours and hours of work that
clearly were part of the production. It is the physical process of moving a
model one tiny fragment of space and taking a shotsometimes up to 26 to
30 shots or frames for every second of footage, and adding up to over 4000
shots for just five minutes of footagethat is awe inspiring. In fact, amateur
animations are often more awe inspiring than anything a large production
studio can turn out, precisely because we get to see more rough edges,
home-made sets, and the sheer dedication of months and months of work by
young creative people who create with pure passion and limited or no
budget. The audience gets to glimpse into somebody elses world and indeed
into somebody elses brain in a very immediate sense.
Bolter and Grusin (1999) further discuss animation in general as a perfect example of retrograde remediation in which a newer medium is imitated and even absorbed by an older one (Bolter & Grusin, 1999, p. 147).
They claim that animation refashions Hollywood action films using traditional film conventions to present live action (i.e., panning, close-up shots,
and so on) that are actually not possible in real live action (say a theatre with
actors on a stage). Yet stop motion animation is even one step beyond this by
being unashamedly and blatantly retrograde at some levels while at the same
time trying to be transparent in the way it uses the new. In one way, stop
motion is retrograde because it draws on techniques and conventions from
live action films (using the range of known film techniques), from traditional
hand-drawn animation (requiring the audiences persistence of vision to
see the animation), puppetry performance (requiring the audience to recognize dolls or Legotm pieces or abstract 3D objects as characters). These retrograde aspects are valued by animators. This seems to be echoed by Bolter and
Grusin who state:
The latest animated films have found new ways to pursue both the desire for
transparent immediacy and the fascination with media. In being able to finally
compete with the realism of the Hollywood style, the animated film has also
become increasingly aware of and confident of its own status as mediation.
(Bolter & Grusin, 1999, p. 150).
Yet these same animators strive to make the technological side of their
work invisible. They dont necessarily want the audience to care or notice
where you might have placed the cursor or clipped a shot. Animators would
rather the audience see them as the mediator of the imagenot the
computer.
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In a pure media sense, a stop motion animation can be seen within all of
these media forms that came before it. But as with any text, it should also be
seen within all of the cultural practices that came before it. This resonates
with the Bakhtinian notion that all texts are read or understood in the context of a cultural history of textuality and the social practices in which they are
embedded. In discussing the novel, Bakhtin comments:
For the prose writer, the object [the text] is a focal point for heteroglot voices
among which his own voice must also sound; these voices create the background
necessary for his own voice, outside which his prose nuances cannot be perceived, and without which they do not sound. (Bakhtin, 1981, p. 278).
This speaks to the heteroglossia or multiple voices that exist within a text.
With stop motion animation and in particular the DIY stop motion that figured in section one of this chapter, the voices span multiple cultures, time,
space, and generations. We are in a particular cultural moment right now
where multimedia texts like stop motion animations are on the one hand
magical and wondrous, but on the other hand are deconstructed and appreciated for each element and voice embedded within it almost automatically,
because the boundary between spectator and creator has close to dissolved.
We can all see behind the scenes of a text without really needing to see the
how we did this extras any more.
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of doing stop motion animation in the classroom is the range of roles that are
required for students to adopt in order to create a completed piece of work
and the inherent literacy knowledge, skills and attitudes that this entails:
The focus can also be on group collaboration. It is difficult to create an animation on your own and much easier to work in a team with various roles agreed
upon. The range of team collaboration is wide and includes agreeing on a storyboard for an intended audience, understanding the underlying messages of the
story, creating art works for the stage, writing a narrative, recording and editing
a sound and music track. The animation process exposes students to the visual
literacies inherent in multimedia and film development. For example, students
can explore and experience the impact that camera angles, lighting and special
effects can have in getting a message across. Understanding how to portray an
emotion or evoke an audience response is part of the learning process for students. Investigating the role of music in evoking an emotion can also be part of
developing an animation (Edson, 2006, p. 2).
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Figure 7.6: A Walk in the Forest A still from a stop motion animation created in Martin Wallers
Year 2 Class
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Conclusion
Throughout this chapter some of the core values developed by stop motion
animators, amateurs and professionals alike, have been foregrounded: namely,
that animation is an art form and that perfect technical dexterity is not necessary. The strongest message was to ignore the technology and concentrate
on the animation. The DIY animators featured in this chapter all see themselves as artists, and their work as a means of expressing their ideas and identities. At a theoretical level this is a really interesting characteristic that marks
it differently to some of the other DIY media forms found in this book where
artistry is exemplified much more visibly through the medium and what is
possible because of the technology. The ideas expressed about stop motion
provide a kind of disjunction whereby animators are trying to both deemphasize and yet re-humanize technology at the same time. This either
makes the human element of the text visible and privileged over the technological or constructs the human as blended with the technology in such a way
that all that is seen is the human.
At a practical level of use in a learning context, the art of stop motion resonates closely with philosophies of arts-based education, which values imagination, creativity, story telling, performance, active participation, collaboration, and self-expression. In addition, teachers like Nicole Tufano (my coauthor) and Martin Waller are also using stop motion within both a multiliteracies and critical literacy perspective and finding ways in which such an art
form is valued for its capacity to teach young people not just skills but ethics
and values and understandings about the world. And parents like Keegans
father, Greg, are spending time finding new ways to play with their childrenintegrating new media into their everyday imaginative play from age
3. In their book A Century of Stop Motion Animation, Ray Harryhausen and
Tony Dalton state a number of beliefs about stop motion animation: animation is to evoke life, stop motion requires imagination, dedication and
patience, and stop motion enjoys being different (Harryhausen & Dalton, 2008, pp. 13, 34 & 226). DIY animatorschildren and adults alike
featured in this chapter found stop motion animation a unique means of
expression, empowerment, and enrichment in their lives.
References
Bakhtin, M. M. (1981). The dialogic imagination: Four essays. Trans. C. Emerson and M.
Holquist. Austin: University of Texas Press.
Big Cartoon Database (2007). The Humpty Dumpty Circus. http://www.bcdb.com/ca
rtoon_information/50441-Humpty_Dumpty_Circus.html
Boinx Software Ltd. (2009). Overview: Flavors. Boinx.com Retrieved Nov. 1, 2009, at
http://www.boinx.com/istopmotion/overview/flavors/
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Chapter 8
Sometimes breathtaking and beautiful, sometimes simple and rough, animation entertains the impossible, delights with the fantastic, and inspires
through technique. Animation is defined as the rapid display of still images or
graphics that creates the illusion of motion. From the early days of its history
until now, animation has amazed and impressed audiences around the world.
The collaborative art of bringing still images into life and movement has
remained a captivating medium since the first animation was seen in 1832.
The introduction of computers has continued to push the boundaries of possibility for this medium.
SECTION ONE
A brief history of flash animation
It once took a small army of artists and technicians to create a feature length
animated film or television spot. With the technology available today, it may
still require much human creativity and ingenuity, but computer microprocessors can now handle much of the drudge work that characterizes the
production of animation. For professional animators, this means a lot less
repetition and exacting mechanics. For average consumers this means access
to the once-illusive process of animation as well as to its enormous creative
potential in this increasingly digital world.
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Animation began as a very simple system. An artist would draw a character in various states of motion. Those images would be photographed and
then projected at a constant rate in order to create the illusion of movement.
A flip book, made up of pages of still images that are quickly thumbed
through to create a moving image, offers a glimpse into how this illusion
works. By merely flipping the pages quickly from start to finish, one can easily see the animation. If each page is viewed individually, the necessary and
incremental changes in each of the images are revealed.
Not all early animation was created in this crude style. Innovations pursued by Walt Disney and other animators in the 1920s and 1930s involved
whole systems of sketching, inking, and coloring (Giannetti, 1999). The
efforts of these early animators turned run of the mill animation into the
expression of whole artistic worlds, inhabited solely by artists creations. This
process began with multiple pencil sketches that were transferred to translucent celluloid material using ink and paint. These cels would then be
placed on top of full color painted backgrounds and pegged in place for
proper alignment. Each layered image was photographed individually, using
a special fixed camera. In these early years, more progressive styles of animation required significantly more in-between steps. For example, the film Fantasia (Disney, 1940) was filmed using several different images painted
directly on a series of glass plates that were layered and manipulated as the
stills were photographed (this process was time-consuming to say the least;
only 16 stills per hour could be completed). The work of many men and
women was required for such a feat (Thomas & Johnston, 1981).
One modern example of innovation in animation is the use of the Imagemotioncreated by Sony Imageworkswhich uses motion capture technology in an effort to record the emotion and intention of live actors. Sensors
are used to detect all the movement of the body and face and this digital
information is then translated into the movement of a digital character in a
computer. This technology was used in the film The Polar Express (Goetzman, Starkey, Teitler, & Zemeckis, 2004), and similar processes were used to
create the highly effective facial animations of the man-beast, Gollum, in The
Lord of the Rings film trilogy (Jackson, Osborne, Sanders, & Walsh, 2001,
2002, 2003).
Having become more and more filmic, interactive game design also now
relies on much of the same digital technology as modern animation and has
therefore been influenced in similar ways. Game designers can now create
complex visuals as well as intricate worlds within which players navigate and
interact. Interesting and unique ways are being developed to interact with
the screen as more people become involved in the design and implementation
of interactive features. Similar to the Imagemotion technology mentioned
above, Nintendos Wii has revolutionized the gaming world with its focus on
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kinetic gaming. The user-sensitive technology that this system employs may
very well have changed the way gaming interactivity is defined. No longer
are players merely clicking and scrolling their way to success within a game,
but, rather, experiencing and interacting with the game as a whole-body
experience.
Adobes Flash software offers one point of entry into the practice of digital animation production, and its use is proliferating in a range of fields (animation, gaming, advertising, films, etc.) (Vander Veer & Grover, 2007).
Flash animation is the creation of digitally animated material using Adobes
Flash animation software. If you have ever explored the internet for more
than an hour or so, you have seen examples of work created using Flash software. It is becoming increasingly difficult to find a website thatfor better or
for worsedoesnt use Flash animation in some way. Whether it is in the use
of a dynamic menu system or the playback of a short video clip, Flash is
online everywhere (MacGregor et al., 2002).
The versatility and accessibility of this software are what makes Flash such
an exciting and engaging resource. Flash animation does not look much different than other types of more time-and-labor intensive animations. Indeed,
the more skilled the producer, the less the animation can be identified as
being created using Flash. When viewing Flash files online, one can identify
them by simply right clicking on the object in question. All Flash elements
will display the option About Flash Player.
Creating original digital animations and interactive texts (e.g., games,
narratives) is something that previously could be done only by the serious
programmer with extensive technical knowledge and skills. Flash provides
that same level of creative power for amateurs through its well-designed and
carefully structured software interface. Users can see clearly the breakdown of
an animation project into its component features and, through practice,
develop a broader understanding of how animation in general works, and
how it can be innovated upon. This software provides a means to engaging in
better art, better work, and better play.
It all started in 1994 when a small company called FutureWave Software
created a product called SmartSketch (Gay, 2009). Seeing the potential for
computer graphics applications, this small six-man team of programmers set
out to make drawing on a computer easier than drawing with a pen and
paper. Facing stiff competition from other software developers, FutureWave
never quite got SmartSketch off the ground, but it nonetheless became the
seed for the creation of Flash. Once it became evident that animated internet
content was the wave of the future, the SmartSketch programmers focused
their energies on adapting the drawing software they had developed to allow
for the creation of animated graphics. The result, FutureSplash, was released
in 1996 and the first two high-powered clients to use this software were
Microsoft Network (MSN) and Disney Online. Shortly thereafter, Macro-
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The interactive possibilities of Flash mean that online games can also be
created in Flash. This requires a somewhat more complex design process than
does Flash animation, but it is still relatively user friendly. Examples of this
type of interactivity include online multiple-choice quizzes in a multitude of
subject areas, puzzles such as Tetris or Peg Solitaire, and all types of other
games (i.e., action games such as Fancy Pants Adventures, arcade games such
as Bloons or Bubble Struggle, sport games like Stunt Dirt Bike, to name but
a few. For more, see Au, 2008).
Guzer.com also hosts a wide range of good quality Flash games submitted by members (see: http://www.guzer.com/category/flashgames.php). In
the text box in the center of the Flash games page, the latest games uploaded
to the site are listed. This is a good place from which to start exploring (as
with Flash animation on this site, simply click on the game title to play the
game). FlashArcade.com is another user-generated Flash game hosting site.
The site is organized according to game categories. Choose a category and
the top-rated games in that category will appear in the first box on the page.
For examples of student-created Flash games, visit the gallery section of
FlashClassroom.com (see: http://www.flashclassroom.com/cms/flashclas
sroom/index.php).
All this is made possible by the programming language used within Flash
called ActionScript. The more the user understands about ActionScript the
more intricate the interactivity can be, but Flash in many ways simplifies this
element for the average user. Certain templates and pre-set elements within
Flash allow even the most casual user to create elaborate interactives. (For
examples of what ActionScript programming language looks like, visit:
http://www.actionscript.org/actionscripts_library/Misc_Scripts). For the
more technically adventurous, ActionScript.org provides a forum where
ActionScript programmers can share information and templates, post questions for each other, and read the latest industry news and job postings.
There is a wealth of information here for do-it-yourselfers interested in honing their Flash skills and insider knowledge.
Flash can also be used to create media for hand-held portable devices
such as phones and PDAs. Flash content created with these delivery devices
in mind requires a greater flexibility of design and the elimination of the large
file size of a standard Flash file. Hence, the name Flash Lite given to the
software used to develop portable Flash files. Using Flash Lite, users can
create all the same content as described previously but with a much more
simple interface and presentation. A good online resourcealbeit one targeting the industryfor this type of Flash product can be found at
http://flashmobilegroup.org.
The versatility and applicability of what is now Flash CS4 are close to
impossible to dispute. The next section demonstrates the very real accessibil-
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SECTION TWO
Flash fundamentals: A quick introductory tutorial
This tutorial offers a walk through of some of the basics involved in creating
a simple animation using Flash CS3 (the same principles apply to Flash CS4).
Users will create a smiley face graphic and make it move back and forth.
Learning points include:
Creating a new Flash file
Using the drawing tools to create simple shapes and change properties
Using the pen tool to draw simple shapes
Building an understanding of object grouping
Building an understanding of basic timeline function
Defining keyframes
Using shape tweening to create movement
Saving and sharing a Flash project
Flash software is available for purchase and can run on both PC and Mac
computers. You can download a free trial version from Adobe.com (visit:
http://www.adobe.com/downloads/ and click on the try option for Flash
CS4).
The Flash CS3 software window is made up of many important elements.
It is important to understand the basic function of each element, as well as its
location (se Figure 8.1). A timeline (1) appears across the top of the screen as
a row of small, numbered boxes. The purpose of the timeline is to lay out
each frame of an animation so that users can visually and sequentially see each
still image that will be displayed in a frame-by-frame manner (this is similar in
function to the timeline in movie editing software; see Chapters 7 and 9 in
this volume). The toolbox (2) appears down the left-hand side of the screen,
and contains a column of different buttons that activate the many drawing
and effects tools available to the user. In the center of the window is the stage
area (3). This is where the content of the timeline is displayed. Directly below
the stage is the properties panel (4), which contains the controls and editing
options for the objects contained in the stage above. The panels along the
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Now that you are familiar with some of the central elements of the Flash
workspace window, lets begin to build a short animation of a bouncing,
smiley face.
2. Create an oval
In the toolbox, look for the icon that appears as a small rectangle.
Click and hold the left mouse button above this tool and several more
tools will appear in a drop down menu.
Highlight the Oval tool, and then let go of the mouse button. (The Oval
tool should now be your active tool.)
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Look further down the toolbox and you will see a small paint bucket icon
with a black box below it.
In order to change the color of the fill for the oval, click on the black box
and choose another color from the menu that pops up. This will be the
face color of your smiley-face circle so choose accordingly (e.g., yellow is
a popular choice). Please note: directly above this tool is another black
box with a pencil above it. This tool can be used to change the color of
the outline of the oval (by default, the outline is black).
Using your newly defined oval tool, click in the center of the stage area
and drag out an oval of a large enough size to contain two eyes and a
mouth. Release the mouse when the oval is the desired size and shape
(you can click Edit in the menu bar across the top of the workspace
and then Undo if youre not happy with your initial oval, and then try
it again).
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Since each of these shapes has been created separately, before moving forward to animate your smiley face you must combine all the elements into one
graphic image. Otherwise, youll run into trouble with only some parts
becoming animated and bouncing right off your smiley face.
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Look below the stage, in the properties window and find the scroll menu
labeled Tween.
Click-and-hold on the blue scroll menu indicator and release the mouse
button when the Motion Selection option appears. This property indicates that Flash is to create frames in between the two existing keyframes
(1 and 24) in the timeline. These added frames will generate movement
of the object from one position to another.
Test your animation by clicking on the orange box above the timeline and
rolling it back and forth. The animation you created will preview in the
stage area. If you click through each frame, you can see how Flash filled
in the frames to create the movement.
Repeat this process in order to make the smiley face bounce off the edges
of the screen.
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SECTION THREE
Flash as an educational tool
It is undeniable. Media and digital technology have become so much a part
of the world that one can no longer afford to minimize the impact they have
on our daily lives. The insatiable appetite of modern culture for media and
the momentous speed of technological growth have led to increasingly
media-saturated workplaces and lifestyles within most developed countries.
It is understanding the significance of the ubiquity of media and digital technology that fully justifies a major shift in the way that the education system in
developedand increasingly in developingcountries approaches media and
technology studies. It is no longer acceptable to merely instruct students in
traditional discipline-bounded subjects or to have them master, say, the
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the skill it takes to construct dynamic written works? Would they be able to
fully comprehend the content and structure? Would they understand, without lots of practice and guidance, how to best compose their own texts? Students are constrained by limited experience with the written word and it is
the same for digital production. Experience with Flash does not merely
enhance the educational experience of students, it is fast becoming essential
for the development of a firm understanding of the backbone of a wide range
of digital media production processes.
One very important factor in this discussion is the understanding that
many youth are already engaging in a variety of different forms of media production. Acknowledgment of these existing interests and skills is unavoidable
for the modern educator. A visit to http://www.youtube.com offers myriad
examples of the types of do-it-yourself media productions being created by
young people (i.e. school projects, music videos, personal reflections,
response videos, activist media). In their everyday lives, many people workplay as animators, video editors, creative producers and equipment technicians (Lankshear & Knobel, 2006). Harnessing, encouraging and celebrating
this existing knowledge and skills are the keys to creating the most dynamic
and effective media education program possible.
In one sense, it takes less effort to see how animation and interactives can
offer opportunities for learning when they are produced by professionals and
educators with specific curricular intentions. Some excellent educational
Flash interactives can be found at:
http://nobelprize.org/educational_games/
http://www.bestflashanimationsite.com/archive/educational/
These games cover a wide variety of topics across a rich array of subjects
including literature, biology and economics. Users can test their knowledge
of Lord of the Flies, learn how to defeat a bacterial infection, and explore
international economics. These games are thorough, engaging and offer
unique ways to explore different subjects.
The process of developing these types of resources is also very important
in terms of how functional and valuable the final product will be (Kerlow,
2004). User-created videos in general have already impacted the world of television and film, changing the way professionals view licensing and marketing
as well as affecting production styles and even movie scripts. A good example
of this is the film, Cloverfield (Bad Robot, 2008). The cinematic style of this
Hollywood film deliberately mimics the filming style of the handheld camera
used by the main characters to record the monsters attack on New York City.
Additionally, most of the marketing for this film used viral videos, tapping
into video meme practices and networks to help advertise the movie. Similarly, developing Flash skills during early schooling could have a significant
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effect on future productions. As it becomes easier for the average user to create his or her own interactive Flash games, for example, the world of game
design will be affected in a similar fashion. Certainly, it can be argued that the
portability, interactivity and small file sizes made possible by flash animations
have significantly impacted the kinds of applications people are everywhere
developing for Apples iPhone and iPod Touch.
In this era of media immersion, the need for media literacy programs is
becoming stronger and stronger (Semali, 2000; Jenkins, 2006b). What must
not be forgotten is the fact that media literacy involves the understanding of
how media is produced and constructed and not something that should focus
only on audience reception and reading/viewing media. Students who
have the opportunity to develop this understanding and build their own production skills will have a much easier time seeing beyond the surface of the
multi-media world around them.
When using Flash to create media, each frame must be thought about
individually and at the same time in relation to other frames in this animation. This therefore induces a creative process that implicitly addresses a lot of
the questions raised earlier, and engages even the uninformed user in a
process of discovery with respect to the building blocks of media production.
Learning how to make even simple Flash animations builds a skill and knowledge set that carries over into other applications, including all sorts of image,
video and audio editing which operate on simple principles (e.g., using timelines, palettes of different features, selecting and cropping and clicking and
dragging items, etc.)
All moving imagesbe they film, television or animationare composed
of several sequences of still images. This is immediately clear within Flash,
since all work is broken down into individual still images or frames in the
timeline. Users can draw images for each frame, slightly altering the image
from the previous frame in the sequence, in order to create animations using
a method similar to traditional, sequential, non-digital animation. The same
animation can be built using the special tweening function found in Flash,
which allows the program to guess at the content of several frames in between
two frames that have been selected by the user. In either case it is easy
enough to click anywhere on the timeline and see the individual still images
that make up the final animation. With the understanding that all moving
image media are made up of thousands of unique frames, students can begin
to understand the core of media production as well as develop their ability to
construct and deconstruct it.
Flash also clearly distinguishes between the different elements that make
up any or all of the frames within a project. Each frame can be made up of
one or more layers of objects that can each be manipulated separately
throughout a sequence. These layers might include the background image
(location, scenery), a foreground image (foliage, props), and any number of
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characters. This allows for the careful evaluation of the appropriate placement
and arrangement of the various layers throughout a sequence and therefore
forces experimentation with different layouts. The important learning here
lies in the exploration of the changes in meaning that occur when these elements are manipulated: How are the elements arranged? What is the most
prominent feature? Is there movement of the layers throughout the
sequence? What impact does the movement have on the meaning or the
intention? Moreover, once exposed to this frame-by-frame breakdown of
production, students will not be able to read media the same way they did
before.
Analyzing media involves breaking down a final piece into its smaller
parts and determining their individual meaning as connected to the meaning
of the whole. The following is a list of questions that can help this process:
How does the frame separate the real world from that on the screen?
(This can apply to videos and interactives alike. Is it immersive or a more
removed experience?)
How do the composition and design of the elements within the frame
alter its meaning/context? (Are things laid out as expected or do they
distort conventions? What is in the foreground and background? What
are the important elements?)
Is it more stylized or more realistic?
What types of shots and angles are used? (Are the images used close up or
far away? Is the viewer looking up at or down at the images?)
Is it dark or light? (How bright are the images?)
What colors are used and what meaning do they bring? (What do different colors evoke in viewers/users?)
What type of movement is being used? Is it strong or subtle?
How quick are the transitions and cuts? (Is it hard to keep up with or does
it drag along?)
Is there sound? Is it loud or quiet?
What is the overall purpose of the production?
This same type of deconstructive analysis is important to think about
when building interactives. The process still includes many of the same
important elements that generate meaning, but there may be a stronger
emphasis on designing for function. Designing and programming interactives
require the evaluation of the relative function of all the elements of a project.
This process must also take into account the existing knowledge of the
intended users and the degree of technological literacy that they may or may
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not already have. On a very basic level, all this really means is that certain
types of actions will be located in certain places and appear in certain ways
that will help to solidify their meaning for the user who has certain expectations of the way these types of projects behave. A user with previous experience with gaming may look for certain conventions in order to best know
how to proceed (Gee, 2003). For example, a change in the design of a certain
section of a virtual wall may indicate a secret lies behind it. Only a practiced
gamer would know to investigate this abnormality. It may also be important,
then, to think about the way users unfamiliar with gaming might interact
with the projects. This might entail designing an interactive that scaffolds
learning in such a way that users develop a stronger understanding of how to
engage as they move forward through the game.
Game design in Flash also forces students to think both critically and logically about the meaning of all the elements of a game. FableForge.org, for
example, offers a free tool for constructing games that use Flash animation.
Some important questions to ask when building interactive games include:
What is the purpose of the game?
How does the user win?
What type of game is this: a memory game, drag and drop game, a target
game, a maze, etc.?
How will the instructions be delivered to the user?
How does the game itself teach the user to play the game?
How should the different elements interact with each other?
How should the different elements appear?
What is the best tool for controlling moving elements or interacting
within the game; the keyboard or the mouse?
Will there be music or sound effects?
Thinking about the end user/viewer during the design and production
of interactives and animations is a very important skill for students to
develop. The practicality of this skill is limitless on both professional and amateur levels. Without carefully considering the various elements discussed
above, the impact and functionality of any project can easily be lost. It is this
most important process that exposes students to the dynamic efforts that are
necessary for building effective and entertaining interactive games.
Research conducted by the Lifelong Kindergarten group at the MIT
Media Lab indicates that children who are exposed to basic programming
and design techniques develop a broad array of skills relevant for their success
in the future (Rusk, Resnick, & Maloney, no date). These skills include:
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Flash animation offers easy access to the building blocks of digital production, gaming technology, and web design that comprise essential knowledge for our media-centric future. No matter what the final product,
developing skills that enable the use of Flash as a tool to communicate and
engage with others in some way is an invaluable process and challenges students to think about their own education and their future place in the world
from a unique and creative perspective.
References
Au, J. (2008). 10 most popular flash games of 2008Mochi Network. Gigaom. Dec. 15.
Retrieved February 15, 2008, from http://gigaom.com/2008/12/15/10-mostpopular-mochi-network-flash-games-of-2008/
Florida, R. (2002). The rise of the creative class. New York: Basic Books.
Gay, J. (2009). The history of Flash. Retrieved February 15, 2009, from http://www.adob
e.com/macromedia/events/john_gay/
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York:
Palgrave Macmillan.
Giannetti, L. (1999). Understanding movies. Upper Saddle River, NJ: Prentice Hall.
Gillis, D. (Executive Producer). (2007). WordGirl. [Television series]. Watertown, MA:
Soup2Nuts.
Goetzman, G., Starkey, S., Teitler, W., & Zemeckis, R. (Producers), & Zemeckis, R.
(Director). (2004).The Polar Express [Motion picture]. USA: Warner Bros.
Gunter, S. K. (2007). Teach yourself visually: Flash CS3 Professional. Hoboken, NJ: Wiley
Publishing, Inc.
Jackson, P., Osborne, B. M., Sanders, T., & Walsh, F. (Producers), & Jackson, P. (Director).(2001, 2002, 2003) The Lord of the Rings: The Fellowship of the Ring, The Lord of
the Rings: The Two Towers, and The Lord of the Rings: The Return of the King.
[Motion picture]. USA: New Line Cinema.
Jenkins, H. (2006a). Convergence culture. New York: New York University Press.
Jenkins, H. (2006b). Confronting the challenges of participatory culture: Media education for the 21st century. A MacArthur Foundation Occasional Paper. Retrieved
November 25, 2008, from http://digitallearning.macfound.org/atf/cf/%7B7E45C7
E0-A3E04B89-AC9C-E807E1B0AE4E%7D/JENKINS_WHITE_PAPER.PDF
Johnson, S. (2006). Everything bad is good for you. New York: Riverhead Books.
Kerlow, I. (2004). Creative human character animation: The Incredibles vs. The Polar
Express. Retrieved November 25, 2008, from http://vfxworld.com/?sa=adv&code=3
19b255d&atype=articles&id=2306&page=1
Lankshear, C., & Knobel, M. (2006). New literacies: Everyday practices and classroom
learning (2nd ed.). New York: Open University Press.
MacGregor, C., Waters, C., Doull, D., Regan, B., Kirkpatrick, A., & Pinch, P. (2002).
The Flash usability guide. Birmingham, UK: Friends of ED.
McCracken, C. (Executive Producer). (2004). Fosters Home for Imaginary Friends. [Television series]. Atlanta, GA: Cartoon Network.
Rewis, G. (no date). Using the drawing tools. Adobe Video Workshop. http://www.adobe.com/designcenter/video_workshop/?id=vid0119
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Rusk, N., Resnick, M. & Maloney, J. (no date). Learning with scratch: 21st century learning skills. From the Lifelong Kindergarten Group, MIT Media Lab. Retrieved
November 25, 2008, from http://info.scratch.mit.edu/@api/deki/files/637/=Scrat
ch-21stCenturySkills.pdf
Semali, L. M. (2000). Literacy in multimedia America. New York: Falmer Press.
Thomas, F., & Johnston, O. (1981). The illusion of life: Disney animation. New York: Walt
Disney Productions.
Vander Veer, E. A., & Grover, C. (2007). Flash CS3: The missing manual. Sebastopol, CA:
OReilly Media, Inc.
Weiner, E. (Executive Producer). (2005). Little Einsteins [Television series]. Burbank, CA:
Disney Channel.
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Chapter 9
SECTION ONE
Background to AMV as a cultural practice:
Setting the context with Konoha Memory Book
The catalyst for this chapter is a 4.25 minute fan-made anime music video
called Konoha Memory Book (DynamiteBreakdown, 2008a). This was
created over 4 months during 2005 by one of the present authors, Matt
Lewisalso known online as Dynamite Breakdown, Maguma, and/or Tsugasawhen he was 15 years old. It was sourced by Michele Knobel and Colin
Lankshear in 2006 while doing work on remix in relation to the theory
and practice of new literacies. Artifact led to creator and ongoing email
communications, resulting in this chapter.
Konoha Memory Book is set to Nicklebacks song, Photograph, and
contains hundreds of video clips taken from across the first series of the
Japanese anime Naruto (DynamiteBreakdown 2008b). The lyrics speak of
someone looking through a photograph album and how the photos jog longforgotten memories about growing up poor, skipping out on school, getting
into trouble with the law, hanging out with friends, first love, etc. The narra-
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tor is leaving his hometown. Despite all thats happened, hes leaving reluctantly and with at least some fond memories.
Matt uses this basic thread to follow Narutothe principal protagonist
in the seriesthrough a range of adventures. The first verse of the song is
accompanied by clips presenting the main charactersNaruto Uzumaki,
Sasuke Uchiha, Sakura Haruno, and their ninja sensei, Kakashi Hatakeand
conveys a sense of some of the mischief and danger Naruto and his fellow
ninjas-in-training enact and encounter while developing their skills and characters: e.g., playing truant from school (synchronized clips show students
escaping through a school window and running outside) and getting in trouble with the law (clips show someone holding up a record sheet to a sheepish
Naruto).
The initial segue to the chorus moves from bright, yellow and red colorsmatching the singers comment that life is better now than it was back
thento darker, more muted images emphasizing bittersweet memories
recounted in the song. At this point the video includes many close-ups where
an individual is standing at a remove from others, often with text (e.g., Time
to say it and Good-bye) superimposed over images and aligning with the
lyrics as theyre sung. The initial chorus closes with scenes from a beloved
elders funeral. Good-bye does double work here, synching with the song
and saying farewell to the master sensei. The remainder of the song follows a
similar pattern. At times there is a literal synching between lyrics and images
(e.g., mention of cops in the lyrics is matched with images of law keepers in
Naruto). At other times the synch between lyrics and images has a kind of
frisson to it, like the image of Naruto kissing Sasuke (a boy) as the singer
recalls his first kiss. This move references the corpus of Naruto/Sasuke
relationship fiction and music videos made by fans. Sometimes, the synch
between lyrics and images is more conceptualas when the lyrics speak of
missing the sound and faces of childhood friends, while the clip sequence
emphasizes how Naruto, Sasuke, Sakura and their sensei, Kakashi, have
formed a close bond over the course of living and training together. Second
time round the chorus is used to up the visual tempo with a bricolage of
images that suggests time passing. This bricolage includes pages of the original print-based Naruto manga series superimposed over images from the
Naruto anime series. This speaks directly to Naruto having both manga and
anime forms, and links to the concept of the photo album at the heart of the
song. An image of Naruto running away from the reader is superimposed
over other clips, again emphasizing the sense of time passing. This same animation of Naruto is repeated in the closing bars of the song as the singer
explains that its time to leave his hometown and move on.
Matt first uploaded Konoha Memory book to AnimeMusicVideos.org
(aka AMV.org), the premier website for anime music video creators and aficionados (http://www.animemusicvideos.org). AMV fans found it and sub-
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When Matt first began making AMVs in 2005 hed produce like one a
night, but they werent amazing. After We Will Fight for Her, one of my
first major AMV projects, I spent a LOT more time on AMVs. Its not
unusual for Matt to spend hundreds of hours remixing an AMV, particularly
if he plans to submit it to a competition, on top of hundreds of hours spent
watching anime online, downloading resource files, searching for appropriate
scenes, and so on, before starting production and subsequent editing
iterations.
Matt mainly creates in-canon fan videos: situated within a single anime
universe, like Naruto, rather than constructed from clips taken from different
series. To date most of his creations have used the Naruto series and movies
as their anime source, although hes also used Street Fighter Alpha, Tengen
Toppa Gurren Lagann, Digimon, Fullmetal Alchemist, Tenjou Tenge, and
Azumanga Daioh. He categorizes the bulk of his work posted to his
AMV.org account as action genre (34 of 45) and the remainder as comedy,
parody, sentimental, or drama AMVs (many are assigned to multiple categories). As Matt explains, I really enjoy making action AMVs due to the
rush one can get from it; I like that feeling in the back of my head that just
goes Woah . . . ! He also enjoys making drama AMVs cus with it you can
try to express a storyline or bring out a trait of a character that not many
notice or get to see.
Many of his AMVs are accompanied by spoiler alerts, warning viewers
that key plot points to the anime series featured in the AMV will be given
away. Matt remixes his AMVs with audience strongly in mind. This includes
using superimposed text or other devices within the AMV itself to help viewers interpret his video clips. In Before We Were Men,
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I wanted to show all the things that the two had gone through up to the fight
that they have near the end of the series. Also I tried to throw in a bit of fan
service with the text [i.e., words like passion, angst appear at specific points
in the video] and the ending along with keeping the theme of the video feed
effect at the beginning and end [i.e., a visual effect that makes the video look like
its playing on a television monitor].
Music videos
Anime music videos are a subset of music videos, which came into their own
in the 1980s and have a long and interesting history. During the 1920s and
1930s, music and moving images began to be combined by professional
movie makers and music producers to create what are typically referred to as
musical short films and Vitaphone films (Wikipedia, 2009). These short
music films were produced expressly to showcase new bands, vaudeville acts,
and opera singers as well as to promote more established artists and their performances (Vernallis, 2004; Wikipedia, 2009). These films were played
mostly in cinemas. By the 1940s, jukeboxes were playing soundiesa song
combined with moving images printed on celluloid film. Produced primarily
to promote musical artists, soundies largely presented artists performing their
songs in studio settings (Austerlitz, 2007).
In the 1960s, major artists, including The Animals, The Kinks, The Beatles, and Bob Dylan, were experimenting with song films. Performers lipsynched their songs in the studio or real-world settings. Audio and film were
then edited together to produce the song film (Wikipedia, 2009). Producers
began experimenting with camera shot types and angles, with editing
sequences within the song film, and with color. The launch of the television
shows, Countdown and Sounds in Australia in the early 1970s and Top of the
Pops in England in the late 1970s, signaled and stimulated the growing popularity of music videos as a distinct form of entertainment. Their fare
included music videos showcasing up-and-coming artists and established
bands and singers from different parts of the world (Wikipedia, 2009), as well
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Part of the pleasure of fan music video creation appears to be its DIY
nature: exploring the meaning of the song through images to create ones
own interpretation or narrative or commentary. While some fan-made music
videos are highly representational, others reflect a much more experimental
spirit. Some game and music fans use video game engines to film and create
machinima music videos (e.g., Paul Marinos Still Seeing Breen; see also,
Chapter 6 in this volume). Others synch still images to a favorite song, film
themselves lip synching to a favorite song (cf., Gary Brolsma in Numa
Numa Dance), or create kinds of fan fictions, where favorite movies (e.g.,
Lord of the Rings), movie genres (e.g., kung fu movies), or television shows
(e.g., Star Trek) provide the source video to be synched with a chosen song.
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YouTubecurrently the best-known user-made video content hosting websitesimply states millions in response to the search term: AMV
(YouTube, May 1, 2009).
Like music remixing (see Chapter 2 in this volume), anime music video
making began well before digital technologies were readily and widely available. During the 1980s and well into the 1990s, creating AMV involved
manually working two analog video recorders cobbled together with audio
and video cables (Springall, 2004). While one recorder played the source
videos, the other captured clips from the sources on a single video tape,
building the AMV in a linear way, one small clip at a time. The music soundtrack was added when the clips were finally in place. Synchronization between
song and clip sequence was often clunky at best (Springall, 2004). Digital
technologies have made the AMV remixing process much easier, more
affordable and widespread. An anime fan can now use the free video editing
software that ships with most standard computers (e.g., Windows Movie
Maker on PCs and iMovie on Macs) to create a good quality AMV. The creation of online fan communities like AnimeMusicVideos.org, and AMV competitions hosted at high-profile anime conventions, have also helped establish
anime music video remixing as a well-recognized and widespread DIY fan
practice.
Tim Park (2008), founder of AnimeMusicVideos.org, identifies the first
recognized AMV as a 1983 creation by Jim Kaposztas, who remixed segments from Gundam and synched them with the Styx song, Mr. Roboto.
Early AMV remixing was largely underground. Occasionally shown in
British dance clubs in the early 1990s (Milstein, 2008), AMVs remained culturally marginal until quite recently. Park dates AMVs coming of age to
1999, when Kevin Caldwells Engel scooped the prize pool in three major
categories at a premier U.S. anime convention. Engel broke new ground
with its flawless synchronization between song and the on-screen action,
achieved with a laser disc machine and a VHS insert editor (Springall, 2004,
p. 41).
2001 was a landmark year in AMV development and direction.
Odorikuruu, by Jay R. Locke, spearheaded dance/fun AMV, which has
become very popular within the AMV community. Locke spliced segments
from 34 different anime and set them to the wildly infectious dance song,
Elissa, by Mamboleo. Odorikuruu continues to set the technical and
artistic benchmark for many dance genre AMV remixers (Park 2008). 2001
also brought quantum advances in technical sophistication within AMV productions. For example, E-Ko merged two different anime into the same
frame in his Tainted Donuts AMV, using Photoshop, After Effects, and
Final Cut Pro software to achieve this effect (Park 2008).
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SECTION TWO
Creating an AMV
Becoming a good AMV remixer requires watching a lot of AMVs. Matt recommends that beginners watch LOADS of AMVs. He gets a lot of inspiration from other videos on technical stuff and effects. Just because someone
else uses an effect doesnt mean you cant. Watching AMVs helps with
working out personal preferences and dislikes with respect to video effects,
transition effects, sequence editing, synching between images, music and
lyrics, and so on. Reading comments left for anime music videos on YouTube
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by (re)viewers provides rapid entre to what insiders consider good and bad
quality editing and remixing (e.g., avoid cheesy transition effects like the
over-used checkerboard effect).
Matt arrives at developing a new AMV by different routes. Sometimes a
song strikes him as eminently AVM-able. Other times, he has an idea that
has grown out of an anime series that he would like to explore but keeps on
the backburner until he hears a suitable song. The match between the
selected song and the anime used in conjunction with the song is crucial: If
you use a Linkin Park song with shows like Azumanga Daioh, its totally
pointless, explains Matt. Linkin Park is a hard rock band; Azumanga Daioh
is a light-hearted, humorous anime. Then,
Once I get the song I listen to it over and over again so I can get a sense of the
song and am able to work with the clips without having to play the song at the
same time, which makes it very hectic [i.e., listening to the song and editing clips
simultaneously can be hectic].
Matt began remixing AMVs using Windows Movie Maker software and
still considers it a useful starting place for beginners: I always tell people use
Movie Maker. Lots of people dont think you can make a good AMV [using
this software], but almost ALL of my [early] AMVs are made with it, and my
recent ones use it to some extent too. Learn to use it, tamper with the effects
and invent new things. Ive found ways to create effects in movie maker that
[expensive] programs like Adobe Premiere can do. Good quality AMVs also
can be made easily using iMovie. The principles for both movie editing programs are much the same. We focus on Windows Movie Maker here to make
the most of Matts expertise. (For a range of excellent tutorial videos for
using the latest iMovie release, that can serve in place of our technical
descriptions below, see: www.apple.com/ilife/imovie.)
Source anime to be used in the AMV project can be ripped from a DVD
or downloaded from the internet (copyright issues are discussed later). Ripping requires special-purpose software that copies the video file to ones
computer harddrive and converts it into an editable format (e.g., an *.avi file,
a *.mov file). Popular DVD ripping software includes DVDFab (for PCs) and
Handbrake (for Macs and PCs). Video downloading sites can be used to capture video from YouTube and other video hosting websites, like
KeepVid.com and SaveVid.com.
Original, free-to-use-with-attribution anime can be found via CreativeCommons.org. Click on the Search option at the top of the page,
then on the Blip.tv tab. Key anime into the search window and hit Go.
Another option is to search Aniboom.com for anime, find animators whose
work you like and then search for them on YouTube or other video hosting
sites (e.g., Break.com, Revver.com, Vimeo.com, OurMedia.org) in order to
download their videos and use them, after obtaining their permission to do
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Figure 9.1: Importing the first file into a new video editing project using Windows
Movie Maker software
An information window pops up to show file progress as each is converted into a format with which Movie Maker can work. Successfully
imported files appear as thumbnail images in the Collection space between
the task pane and the video player in the top half of the Movie Maker window
(see Figure 9.1). If we import a number of collections or sets of video files we
can move between them using the drop-down menu in the Collections section. This importing process is repeated until all the movie files we plan to
edit at this stage are imported into Movie Maker. We can easily add more
later.
This is a good time to first save the project. Saving a project at regular
intervals is invaluable for guarding against losing work should the video editing software crash. There is a very important distinction to keep in mind here
when saving the project: between Save project as and Save movie file.
Clicking on File in the top menu bar and selecting Save Project or
Save Project As . . . saves your file as a Movie Maker project file. This is an
editable file that will only play inside the Windows Movie Maker software.
(It cannot be uploaded to YouTube or OurMedia.org or burned to a CD
that can be played as a movie on another machine.) We must use this option
while we are still working on our AMV: to add or delete files, edit files, move
files around, add in transitions and effects and so on. Once our AMV is complete, and we are happy with the final results and want to publish it as a
stand-alone movie clip, we can then click File on the top menu bar and
select Save Movie File. . . . This will convert our project into a single movie
clip that can be uploaded to YouTube, emailed to friends, and burned to a
CD that will play on compatible media players on any computer. We cannot,
however, go back inside this movie file to edit and tinker with things. If we
want to make further changes we just open the project file inside Movie
Maker and tinker there, before saving it as a new movie file. (The analogy
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here is saving a text document as a Word file, which can be opened up and
edited etc., and then converting this same file to a portable document file, or
pdf. This pdf file can be read in Adobe Reader software, but the text cannot be edited.)
2. Storyboarding clips.
Now we have a pool of video clips imported into Movie Maker from which to
draw. For the audio we will use The White Stripes song Why cant you be
nicer to me?
Movie Maker provides a storyboard for sequencing clips. Its layout is linear and runs along the bottom of the Movie Maker window (see Figure 9.1).
To begin adding clips to our AMV project we simply locate each one we want
within the collections pane and click-and-drag it into position on the storyboard, using the mouse and cursor. We can preview clips in the collection
pane using the video player in the right-hand top corner of the Movie Maker
window. This same video player can be used to review the AMV as we build
it.
Ours will be a compilation AMV, drawing from a diverse range of different anime. The idea we want to realize in this anime music video is a montage
of rather violent mecha-robots who are wondering why people arent nicer to
them. The message of the video portion will be in tension with the song
itself. Rather than portraying a solitary figure who is treated unkindly by others, it will suggest that people try and do nasty things to these robots because
they are not being nice to others. The White Stripes open their song with
three sets of heavy electric guitar downbeats immediately followed by a quick
bridge to a repetition of these same sets of beats. The third beat in each set is
slightly louder and held slightly longer than the other two beats. So, in our
video, the first two beats of the song are synched to a clip of a normal, very
static everyday scene, and on the third beat, this shifts to a clip of a mecharobot stomping emphatically on a car. This same patternan everyday, fairly
tranquil scene followed by a robot doing serious damageis repeated for the
entire opening sequence of the song.
As we work through this sequence, we find that our resource clips are
way too long for our needs; they also contain a lot of extraneous footage that
doesnt suit our purposes. We need to clip them and make them shorter.
There are various ways to do this and a quick Google search will pull up any
number of how-to tutorials. We will begin by clicking on Show Timeline,
an option found in the storyboard function menu (see Figure 9.2).
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Figure 9.2: Switching between the storyboard view and the timeline view in
Windows Movie Maker
The timeline view displays the actual run-time per clip in seconds, and
this is where we work on refining the synch between clips and, later, between
clips and our audio track.
In the storyboard we highlight the clip to be trimmed by clicking on it
(once selected it will be surrounded by a heavy black outline). Placing the
cursor over one side of this highlighted video clip changes the cursor to a
red, double-ended arrow. Clicking-and-holding-down the left mouse button
when this red arrowed cursor appears, then dragging the cursor, moves the
video playhead (which appears as a blue horizontal line) to where we wish to
cut the video (see Figure 9.3).
Figure 9.3: Clipping a video file to make it shorter or to remove extraneous footage
We release the mouse button once the playhead is where we want it, and
this breaks our original selected video file into two clips. The clip segment
to the right of the playhead automatically deletes itself. If we make a mistake,
we can immediately reinstate this deleted portion by clicking on Edit in
the Movie Maker main menu bar and then Undo Trim Clip.
If we want to use a portion of a trimmed clip elsewhere and want to split
the clip into two, rather than cut it and delete a portion, we first highlight the
clip we want to split. Using the video preview window, we then play the clip
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to the point where we want to split it, and press the Stop button (marked
by a square icon, and found next to the Play button). Still working in this
preview window, we click the Split button (see Figure 9.4), and now have
two clips instead of the one in our timeline or storyboard sequence.
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marked with a musical note icon. We switch to timeline view for our project
and click-and-drag the music file onto the timeline. The audio file now displays as a separate track beneath our video clips in the timeline (see Figure
9.5).
Clicking and highlighting our music track means we can also listen to it
using the same preview pane used for watching and editing our video clips.
We use the shape of the sound waves in our audio track to help synch clip
transitions. We pay attention to the rhythm of the action within each clipif
theres running or other consistent movement we want to aim at lining this
up with the beat of our soundtrack. Our music track can be clipped and split,
just like a video clip and using the same processes. We can also add effects to
the track, like fade out at the end of the song (see Chapters 2 and 3 in this
volume).
4. Refining synch.
The process of creating an AMV now becomes quite recursive. We listen to
snatches of song and fine tune where one clip ends and the next starts. We
may go off in search of new clips that better match the lyrics or to fine-tune
our narrative. We might find we need more video clips to match the length of
the song. We experiment with transition effects (see below) and find that it
throws our timing out, so we tinker with clip length, and so on, in iterations.
Refining the synch between music rhythm, lyrics, mood (e.g., slowing clip
transitions down during sad patches of music; increasing the rate of clip
changes during frenetic bursts of music) is a trial-and-error, lets-see
process. We trim, split, and move clips until were happy with the projects
overall look, sound and feel.
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We also leave some music at the start of our AMV for our title and
enough at the end for credits.
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For additional help with effects and transitions we can click on How to
add titles, effects, transitions in the Movie Task box on the left-hand side of
the Movie Maker window.
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7. Its a wrap!
We watch our video a few more times once everything is in place to check for
smoothness of transitions, that video effects add to rather than detract from
the work overall, and that synching hasnt come a little askew when we tinkered with different things. We invite feedback from family and friends. We
can also post an in-process copy to YouTube, hoping to attract useful viewer
feedback on a work in progress.
When happy with the final video, we click on File in the main menu
bar in Movie Maker, and choose Save Movie File . . . This brings up a dialogue box asking whether we want to save our movie to the harddrive, burn
it to a CD-ROM, email our movie, save and upload it immediately to the
internet, or use a tape in a hooked-up video camera to record it. Since the file
size is quite large, we save it to an external harddrive attached to a USB port.
We select the My Computer option and click the Next button, key in a
title of the final movie (e.g., Robo-Love). Then we click the Browse
button and locate our external harddrive in the drop-down file directory and
click Okay. We double-check the destination for the movie file, then click
the Next button. Were asked to verify file quality wantedwhich we do.
Clicking Next again, sets the ball rolling and our file is converted from a
Movie Maker project file to a neatly transportable *.wmv file.
SECTION THREE
Copyright issues
AMVs currently appear to be running beneath the copyright radar of music
and other media companies (Lessig, 2008). Milstein (2008, p. 32) suggests
this industry ambivalence is because companies see AMVs as providing free
marketing for anime series as well as constituting resources through which to
recruit editors for making [movie] trailers and DVD extras (ibid.). DIY
anime music videos are actively promoted at anime conventions, and
YouTube is loaded with AMVs using commercial anime and music without
visibly attracting cease and desist orders from media company lawyers. This
could change, but at present AMV creation seems relatively immune from
the scale of litigious copyright and IP infringement bullying that plagues
other areas of young peoples popular cultural engagement. Instead, what
seems more likely to be a pressing concern for AMV remixers is the use of
peer-to-peer filesharing networks for sourcing anime footage. Peer-to-peer
networks are increasingly subject to corporate and legal surveillance, especially in the U.S.
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struggles and triumphs but also have many scenes that literally express the
lyrics. Likewise, Matt pays careful attention to narrative structures. His
AMVs typically summarize key storylines from some anime series whilst
simultaneously standing as complete self-contained stories. He identifies
major elements in complex and episodic stories and melds them into engaging condensations of the original, much larger sequential story. Attending to
mood, symbolism, theme, multiple layers of meaning, narrative structure, key
character traits, etc., are as integral to Matts AMV remixing as they are
esteemed understandings within language arts and English classes at school.
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(Leadbeater & Miller, 2004, p. 9; see also Gee, 2007, on authentic professionals). Even where their remixes fall short of the ideal, they nonetheless
know what makes an AMV excellent. They are alert to the musical, lyrical and
mood dimensions of synchthe connections between music and video,
without which there is anime and music but no real connection between
them. They appreciate the importance of concept as ones vision for the
video, what one wants viewers to think and understand, or how one wants
them to feel. And they are attuned to the role of effects, with respect to
their meaning, composition, appearance, and so on (Kalium, 2006). Matts
concept of a high quality AMV emphasizes:
Good quality video resources (e.g., within the AMV community, using
footage downloaded from the internetrather than ripped from
DVDsis frowned upon for quality-of-resolution reasons)
Relevance of the song to the anime resource(s) used
Excellence of the correlation between the song and the video clips; this
includes synching lyrics with the video effectively
Not using clips containing subtitles, series titles, or final credits
Matts understanding of what constitutes a good quality AMV has been
gleaned from participating in a range of anime and AMV remixing affinity
spaces (Gee, 2004). Affinity spaces are places of informal learningphysical,
virtual, or a mixwhere people come together and interact around and
through a shared interest, common goal, or collaborative endeavor (Gee,
2004, p. 98). They comprise resources on which this group draws and that it
shares, ways of providing feedback and responding to other members, collective expertise and troubleshooting advice, and networks wherein newcomers
and experts alike work together in collegial and supportive ways. According
to Gee, within affinity spaces knowledge is both intensive (each person
entering the space brings some special knowledge) and extensive (each person
entering the space shares some knowledge and functions with others) (original emphases; Gee, 2004, p. 98). Matt participates actively in spaces like AnimeMusicVideos.org, regularly watches and provides constructive feedback on
other peoples AMVs, submits AMVs to anime convention contests, and participates in a range of anime cosplay and manga drawing discussion boards
and art-related community sites (e.g., DeviantArt.org, Megatokyo discussion
forums). For Matt, these activities are part and parcel of being recognized as
someone in the know (who has intensive knowledge of AMV remixing)
and whose work and opinions count among members of the affinity space.
Participating in these spaces also enables Matt to draw on the extensive, collective knowledge and expertise of others in developing his own work.
Gee (2007, p. 172) elaborates upon these ideas in terms of learning contexts where one takes on a new identity and acquires an appreciative sys-
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tem. The point about identity puts the emphasis on learning to be a particular kind of person-practitioner rather than on learning about or learning
a subject. Matt has engaged in learning to be an AMV remixer, and at every
point his quest has been to become more of and better as an AMV remixer. As
Gee (2007, p. 172) puts it:
Learning a new domain, whether physics or furniture making, requires learners
to see and value work and the world in new ways, in the ways in which physicists
or furniture makers do. . . . [I]n any domain, if knowledge is to be used, the
learner must probe the world (act on it with a goal) and then evaluate the result.
Is it good or bad, adequate or inadequate, useful or not, improvable or not? . . . Learners can only do this if they have developed a value systemwhat Donald Schn [1983] calls an appreciative systemin terms of
which such judgments can be made. Such value systems are embedded in the
identities, tools, technologies, and worldviews of distinctive groups of people
who share, sustain, and transform themgroups like doctors, carpenters, physicists, graphic artists, teachers, and so forth through a nearly endless list.
AMV remixers are just such a distinctive group, and their affinity spaces
are, precisely, contexts where identities, tools, technologies, and worldviews are taken up, enacted, and negotiated within immersive and embedded practice. Participating in AMV affinities and taking on the identity of an
AMV remixer aspiring to ProAm proficiency involves coming to realize that
AMV remixers look at and act on the world in quite distinctive ways because
of their values and goals and [moreover] these values and goals are supported
by and integrally expressed through distinctive tools, technologies, skills, and
knowledge (Gee, 2007, p. 172). As Gee notes, the same holds true for any
kind of science (e.g., being a physicist, chemist, biologist) and, we would
add, for mathematics and any kind of social science or humanity (e.g., being
a literary critic, a poet, a creative writer, an historian, etc.).
Conclusion
This chapter does not imply that AMV remixing should simply be imported
into school curriculum and classroom practice, any more than the fact that
good commercial video games have sound learning principles factored into
their designs means we should give classrooms over to game playing. Rather,
the point is to understand how and why cultural practices like AMV remixing
constitute social and learning systems that are conducive to learning effectively and that foster high levels of personal investment in achieving success.
We can then try to apply these insights to educational purposes in ways that
maximize opportunities for students to leverage their own social and learning
systems in school-valued ways.
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References
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imemusicvideos.org/members/interview_list.php (accessed 7 March, 2008).
AMV.org (2008b). Site FAQs. AnimeMusicVideos.org. Available from: http://www.an
imemusicvideos.org/help/ (accessed 7 March, 2008).
Austerlitz, S. (2007). Money for nothing: A history of the music video from the Beatles to the
White Stripes. New York: Continuum.
Black, R. (2008). Adolescents and online fan fiction. New York: Peter Lang.
Catone, J. (2008). Radiohead Looks to Fans for Music Video Production. ReadWriteWeb.com. available from: http://www.readwriteweb.com/archives/radi
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DynamiteBreakdown (2008a). The Konoha memory book. YouTube.com. Available from:
http://www.youtube.com/watch?v=u-12_2peCMg (8 March, 2008).
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Gee, J. (2004). Situated language and learning: A critique of traditional schooling. New
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Gee, J., Hull, G. & Lankshear, C. (1996). The new work order. Boulder, CO: Westview.
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Park, T. (2008). Otaku Remixes: Anime Music Videos. Curated screening and commentary presented to the 247 DIY Video Summit. Institute for Multimedia Literacy, University of Southern California. February 9.
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Springall, D. (2004). Popular Music Meets Japanese Cartoons: A History of the Evolution of Anime Music Videos. Unpublished undergraduate Honors Thesis. Birmingham, Alabama: Samford University, 2004.
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Afterword: Communities of Readers, Clusters
of Practices
HENRY JENKINS
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AFTERWORD
allows young people to deploy more effective learning strategies and to take
greater control over their education. Educational reformers have long argued
that schools need to break down the walls that isolate classroom teaching from
the larger learning ecology surrounding schools, incorporate outside perspectives, connect textbook knowledge with real world contexts through authentic inquiries, and link emerging expertise to the meaningful performance of
social roles. Incorporating DIY practices into your teaching is a huge step
toward such a more integrated approach.
Carol Jago of the National Council of Teachers of English told New York
Times reporter Motoko Rich (2008, no page), Nobody has taught a single
kid to text message . . . When they want to do something, schools dont have
to get involved. Im not sure what this implies about the content we do need
to teach through schools, but I reject this laissez faire approach to the new
media literacies. Even if some children learned the needed skills on their own,
these practices, and the skills and mental habits associated with them, are
unevenly distributed across youth culture: some young people amass diverse
portfolios of experiences (Gee, 2004), moving across a range of different
communities and practices, both acquiring mentors and mentoring others.
They have had rich and meaningful online experiences and they have found
ways to connect these experiences to knowledge they are acquiring through
school. Incorporating these practices lets them strut their stuff, allowing them
to tap into the power and status theyve acquired online, and it also helps them
to articulate more fully what they have learned and why it matters.
But, many other young people have little or no opportunities for such
empowering experiences outside of school, lacking access not only to the core
technologies but also to what Ellen Seiter (2008) has identified as the economic, social, and cultural capital required for full participation. We might characterize the limits on technological access as the digital divide and the limits
on social and cultural experiences as the participation gap. Schools have
sought to address the digital divide by insuring that every school and library
provides access to networked computing; the best way to address the participation gap may be for schools to assume a similar responsibility for
integrating many of these DIY practices into our pedagogies.
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al production and circulation. Through doing these things, you learn what it
is like to tap a larger community of expertise around your activities. Do It
Yourself rarely means Do It Alone. For example, much of what youth learn
through game playing emerges from meta-gaming, the conversations about
the game play. Trading advice often forces participants to spell out their core
assumptions as more experienced players pass along what theyve learned to
newcomers. This meta-gaming has many of the dimensions of peer-to-peer
teaching or social learning. As John Seeley Brown and Richard P. Adler
(2008, p. 18) explain, social learning is based on the premise that our understanding of content is socially constructed through conversations about that
content and through grounded interactions, especially with others, around
problems or actions (original emphasis). To call this learning by doing is
too simple, as we will not learn as much if we separate what we are doing
making a podcast, modding a game, mastering a levelfrom the social context in which we are doing it.
I have always felt uncomfortable with the phrase Do It Yourself as a label
for the practices described in this book. Do It Yourself is too easy to assimilate into some vague and comfortable notion of personal expression or
individual voice that Americans can incorporate into long-standing beliefs
in rugged individualism and self-reliance. Yet, what may be radical about
the DIY ethos is that learning relies on these mutual support networks, creativity is understood as a trait of communities, and expression occurs through
collaboration. Given these circumstances, phrases like Do It Ourselves or
Do It Together better capture collective enterprises within networked
publics. This is why I am drawn towards concepts such as participatory culture, (Jenkins, Purushotma, Weigel, Clinton, & Robison, 2009) affinity
spaces, (Gee, 2007) genres of participation, (Ito et al., 2009) networked
publics, (Varnelis, 2008) collective intelligence, (Levy, 1999) or communities of practice (Lave & Wenger, 1991).
Although each reflects a somewhat different pedagogical model, each
captures the sense of shared space or collective enterprise which shapes the
experience of individual participants/learners. Each offers us a model of peerto-peer education: we learn from each other in the process of working together to
achieve shared goals. Many of these models emphasize the diverse roles played
by various participants in this process. It is not that all participants know the
same things (as has been the expectation in school); success rests on multiple
forms of expertise the group can deploy just in time by responding to shifting circumstances and emerging problems. It is not that all participants do the
same things; rather, these practices depend on the ad hoc coordination of
diverse skills and actions towards shared interests.
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dreds of IRC channels, and create fan fiction, fan art, and anime music videos that
rework the original works into sometimes brilliantly creative and often subversive alternative frames of reference. . . . To support their media obsessions otaku acquire challenging language skills and media production crafts of scripting, editing, animating,
drawing, and writing. And they mobilize socially to create their own communities of
interest and working groups to engage in collaborative media production and distribution. Otaku use visual media as their source material for crafting their own identities, and as the coin of the realm for their social networks. Engaging with and
reinterpreting professionally produced media is one stepping stone towards critical media
analysis and alternative media production.
Certainly, within otaku culture, one can gain an identity as a fan-subber, a vidder, a fan fiction author, a community organizer, or an illustrator, but these
practice-based identities do not supersede ones larger identity as an otaku.
What Ito observes about otaku culture is consistent with what researchers
have observed in a range of other subcultures. Consider this description from
my fieldwork on female-centered science fiction fandom in the early 1990s
(Jenkins, 1992, pp. 1523):
Four Quantum Leap fans gather every few weeks in a Madison, Wisconsin, apartment
to write. The women spread out across the living room, each with their own typewriter
or laptop, each working diligently on their own stories about Al and Sam. Two sit at
the dining room table, a third sprawls on the floor, a fourth balances her computer on
the coffee table. The clatter of the keyboards and the sounds of a filktape are interrupted periodically by conversation. Linda wants to insure that nothing in the program contradicts her speculations about Sams past. Mary has introduced a southern character
and consults Georgia-born Signe for advice about her background. Kate reviews her
notes on Riptide, having spent the week rewatching favorite scenes so she can create
a crossover story which speculates that Sam may have known Murray during his years
at MIT. Mary scrutinizes her collection of telepics(photographs shot from the television image), trying to find the right words to capture the suggestion of a smile that
flits across his face. . . . Kate passes around a letter she has received commenting on her
recently published fanzine. . . . Each of the group members offers supportive comments
on a scene Linda has just finished, all independently expressing glee over a particularly telling line. As the day wears on, writing gives way to conversation, dinner, and the
viewing of fan videos (including the one that Mary made a few weeks before). . . . For
the fan observer, there would be nothing particularly remarkable about this encounter.
I have spent similar afternoons with other groups of fans, collating and binding zines,
telling stories, and debating the backgrounds of favorite characters. . . . For the mundane observer, what is perhaps most striking about this scene is the ease and fluidity
with which these fans move from watching a television program to engaging in alternative forms of cultural production: the women are all writing their own stories; Kate
edits and publishes her own zines she prints on a photocopy machine she keeps in a spare
bedroom and the group helps to assemble them for distribution. Linda and Kate are
also fan artists who exhibit and sell their work at conventions; Mary is venturing into
fan video making and gives other fans tips on how to shoot better telepics. Almost as
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striking is how writing becomes a social activity for these fans, functioning simultaneously as a form of personal expression and as a source of collective identity (part of what
it means to be a fan). Each of them has something potentially interesting to contribute;
the group encourages them to develop their talents fully, taking pride in their accomplishments, be they long-time fan writers and editors like Kate or relative novices like
Signe.
At the time, I was interested in what this scene told us about how fans read television and how they deployed its contents as raw materials for their own
expressive activities. Rereading the passage today, I am struck by how fully the
description captures the strengths of a DIY culture as a site for informal learning. Sometimes the women are working on individual, self-defined projects and
sometimes they are working together on mutual projects but always they are
drawing moral support from their membership in an interest-driven network.
Each plays multiple roles: sometimes the author, sometimes the reader, sometimes the teacher, sometimes the student, sometimes the editor, sometimes the
researcher, sometimes the illustrator. They move fluidly from role to role as
needed, interrupting their own creative activity to lend skills and knowledge
to someone else. Their creative interests straddle multiple media practices: they
write stories; they take telepics; they edit videos; they publish zines. Each
activity constitutes a complex cultural practice combining technical skills and
cultural expertise. Leadership, as Gee (2004) tells us, is porous: the space is
Signes apartment; Kate is editing the zine to which they are each contributing; and Mary has the expertise in fan video production which she shares with
her circle in hopes of getting more of them vidding. And we see here a conception of culture as a series of processes rather than a set of products. Fan
work is always open to revision, expansion, and elaboration, rather than locked
down and closed off from others contributions. As a more recent account of
fan cultural practices (Busse & Hellekson, 2006, p. 6) explains:
Work in progress is a term used in the fan fiction world to describe a piece of fiction still
in the process of being written but not yet completed . . . The appeal of works in
progress lies in part in the ways . . . it invites responses, permits shared authorship, and
enjoins a sense of community . . . In most cases, the resulting story is part collaboration and part response to not only the source text, but also the cultural context within and outside the fannish community in which it is produced . . . When the story is
finally complete and published, likely online but perhaps in print, the work in progress
among the creators shifts to the work in progress among the readers. [original italics]
Similarly, Kevin Driscoll (2009) has discussed how Hip Hops diverse
practices around music, dance, the graphic arts, video production, and entrepreneurship associated with Hip Hop encourage participants to master a range
of cultural and technological skills. He describes, for example, the different par-
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ticipatory practices that got mobilized around the circulation of a single song:
As the figurehead of 2007s Crank Dat phenomenon, Atlanta teenager Soulja Boy
exploited social-networking and media-sharing websites to encourage a widespread
dance craze that afforded him a level of visibility typically only available to artists
working within the pop industry. Crank Dat . . . began as a single commodity but
grew into a multi-faceted cultural phenomenon . . . Within just a few months of the
first Crank Dat music video, fans had posted countless custom revisions of Crank
Dat to media-sharing sites like YouTube, SoundClick, imeem, and MySpace. In each
case, the participants altered the original video in a different manner. They changed the
dance steps, altered the lyrics, created new instrumental beats, wore costumes, and performed in groups. Some created remix videos that borrowed footage from popular TV
programs and movies . . .Crank Dat welcomed diverse modes of participation but
every production required considerable technical expertise. Even a cursory exploration
of the various Crank Dat iterations available on YouTube provides evidence of many
different media production tools and techniques. The most basic homemade dance
videos required operation of a video camera, post-production preparation of compressed
digital video, and a successful upload to YouTube. For some of the participants in
Crank Dat, the dance craze provided an impetus for their first media projects. This
lively media culture is representative of a spirit of innovation that traverses hip-hop history. (Driscoll, 2009, p. 61)
As a former classroom teacher who worked with inner city and minority youth,
Driscoll directs attention towards the technical proficiency of these Hip Hop
fans to challenge assumptions that often position African-American males on
the wrong side of the digital divide, assuming that they have limited capacity
and interest for entering STEM subjects. Rather, he argues that educators need
to better understand the ways that their cultural attachments to Hip Hop often
motivate them to embrace new technologies and adopt new cultural practices,
many of which could provide gateways into technical expertise.
Or consider what James Paul Gee (2007, p.100) tells us about the affinity spaces around on-line gaming:
A portal like AoM [Age of Mythologies] Heaven, and the AoM space as a whole, allows
people to achieve status, if they want it (and they may not), in many different ways.
Different people can be good at different things or gain repute in a number of different ways. Of course, playing the game well can gain one status, but so can organizing
forum parties, putting out guides, working to stop hackers from cheating in the multiplayer game, posting to any of a number of different forums, or a great many other
things.
Indeed, for Gee, the idea of multiple forms of participation and status are part
of what makes these affinity spaces such rich environments for informal learning. Unlike schools, where everyone is expected to do (and be good at) the
same things, these participatory cultures allow each person to set their own
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AFTERWORD
goals, learn at their own pace, come and go as they please, and yet they are also
motivated by the responses of others, often spending more time engaged with
the activities because of a sense of responsibility to their guild or fandom. They
enable a balance between self-expression and collaborative learning which may
be the sweet spot for DIY learning.
These examples represent four very different communities, each with their
own governing assumptions about what it means to participate and about what
kinds of cultural practices and identities are meaningful. Yet, all of them
embody the pedagogical principles I have identified within participatory culture: A participatory culture is a culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing
ones creations, and some type of informal mentorship whereby what is known
by the most experienced is passed along to novices. A participatory culture is
also one in which members believe their contributions matter, and feel some
degree of social connection with one another (Jenkins et al., 2006, p. 3).
The DIY ethos, which emerged as a critique of consumer culture and a celebration of making things ourselves, is being transformed into a new form of
consumer culture, a product or service that is sold to us by media companies
rather than something that emerged from grassroots practices.
For this reason, I want to hold onto a distinction between participatory cultures, which may or may not be engaged with commercial portals, and web 2.0,
which refers specifically to a set of commercial practices that seek to capture and
harness the creative energies and collective intelligences of their users. Web
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tion. The return to this earlier moment of fan engagement with radio is especially suggested by recent fan projects to resurrect the traditions of radio drama
as an extension of fan fiction.
These participatory cultures embraced each new technology as it emerged
whenever it offered them new affordances which could support their ongoing
social and cultural interactions. The practices associated with specific forms of
cultural production, similarly, got taken up by a community which could trace
its core identity back to the middle of the nineteenth century. The availability
of new media has allowed this community to dramatically expand the scope of
its membership, allowing much quicker interactions between members, creating greater cultural visibility for its productions and enabling more opportunities to participate, yet the core logic of participatory culture remains
surprisingly unchanged despite the constant churn of tools and platforms.
And interestingly, at each step along the way, there were educators who sought
to harness the communitys practicesamateur printing, radio production, or
home movies, among themas a means of motivating learning, as well as those
who resisted such moves as distracting from formal education. All of this
points to the need for us to explore continuities within participatory culture
and commonalities across creative communities alongside our current preoccupations with technological and cultural innovations. It is an open question
as to how many of the new media literacies are in fact new and how many
of them have simply gained new visibility and urgency as digital culture has
enabled diverse communities of practice to intersect and interact with each other
in new ways.
In their earlier book, New Literacies: Everyday Practice and Classroom
Learning, Colin Lankshear and Michele Knobel (2006) draw a productive distinction between new literacies as responsive to a set of new technologies and
new literacies as responsive to this larger ethos of participatory culture. In
my own work, I have placed much greater emphasis on bringing that ethos
into the classroom than on integrating specific tools and practices, though the
ideal is to do both. Otherwise, we may bring podcasting into the classroom and
do nothing to alter the cultural context that surrounds contemporary formal
education. Without that ethos, podcasts become one more thing we grade, one
more way of measuring whether everyone in the class has learned the same
material and mastered the same skills. Having students make videos rather than
write book reports may shift the mechanisms of learning but may not alter the
hierarchical and pre-structured relationship between teachers and learners.
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You can already see from this description how we sought to embed what we
know about affinity spaces and participatory culture into a reconfiguration
of what it means to study literature in schools. One key way we have done this
is to call attention to what we describe as motives for reading, recognizing
that when we read a text for different reasons in the service of different goals
and interests, we read it in different ways, asking different questions, noticing
different things, and generating different responses.
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In school, there has too often been a tendency to reify one kind of readingone that can easily be reduced to SparkNotesas if that was the natural
or logical way of responding to particular texts. Students arent asked to think
about why they, personally, individually or as members of a larger learning community, might be reading Moby-Dick; they have simply been assigned a book,
and they are reading it because the teacher, the school board, or the national
standards dictate that they should do so. This cuts reading in the literature class
off from the other reasons young people might choose to read outside of the
classroom and thus diminishes the relevance of the skills we are teaching for
the rest of their lives. It has been suggested that if we taught sex education in
schools the same way we taught reading, the human race might die out in a
generation. Literature professor Wyn Kelley (2008), a key collaborator on this
project, describes two very different modes of reading, one Romantic (we are
drawn irresistibly into the text, seduced, horrified, or intoxicated by something
greater than ourselves) and one critical (a left-brain navigation of the text,
complete with charts, guides, and lists). She argues:
Students, in my experience, approach reading with both approaches in mind. They love
the experience of losing themselves in a text, and they also savor the joy of discovering themselves and mastering their world. We do them a disservice if we try to separate those two modes of reading or prioritize them, suggesting that one exists only for
private pleasure, the other for public instruction and assessment. One is for enjoyment,
we seem to be telling them, the other learning. One is emotional, the other rational.
One has no particular meaning; anything you think is fine. The other has a meaning
assigned by teachers, critics, and other authorities; whatever you think, you must
eventually adopt this authoritative interpretation. (Kelley, 2008, p.12)
The challenge was how to create a context in the literature classroom which
supported readers with very different goals and interests, much as Gee (2007)
describes the forums around Age of Mythologies as enabling many different
forms of status, participation, and leadership. What if young people were
asked to identify their own goals for reading this text, to take responsibility for
sharing what they learned with each other, and to translate their critical engagement with the text into a springboard for other creative and expressive activities?
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had gone into an institution for incarcerated youth and helped them to learn
to read Moby-Dick by encouraging them to identify closely with a single character and to try to imagine what kind of person that character would be if they
were living today. In the process, he encouraged them to re-imagine MobyDick not as a novel about the whaling trade in the nineteenth century but rather
as a story about the drug trade in the twenty-first centuryboth dangerous professions involving men who were on the outside of their society and who
formed enormous loyalty to each other and to their leaders in their ruthless pursuit of their economic interests. We might describe this approach as learning
through remixing. Pitts-Wiley (2008, p.28) described some of the ways that
these young men reconceptualized Melvilles characters:
One of the young men chose Ahabit was a great story, too! Ahab was at home. He
had just come back from a very successful voyage of drug dealing for WhiteThing, his
boss. It was so successful that he worried that he was now a threat to the great omnipotent WhiteThing. He was making some decisions that it was time for him to either challenge the boss for control or to get out of the business. Hes home, hes got this young
wife, shes pregnant, and the drug lord sends agents looking for him. In looking for
him, they kill his wife and unborn child. They dont get him. His revenge is based on
what they did to him. Another one chose Elijah, the prophet, and the awful dilemma
of being able to see the future and no one believing or understanding what youre trying to tell them. Im going to warn you about this, but if you dont heed my warning this is whats going to happen, and the awful dilemma that you face. His story was
about 9/11. Im trying to tell you this is going to happen, and then nobody listened,
and how awful he felt that he knew and couldnt stop it . . . Another one chose
Queequeg and he made him a pimp. Wow, why a pimp? He says, Well, when we meet
Queequeg hes selling human heads, shrunken heads, so hes a peddler in human flesh.
Hes exotic. Hes tall. Hes good looking, and fiercely loyal and dangerous. Thats a
pimp.
Pitts-Wiley, in turn, took inspiration from the stories these young men created for his own new stage production, Moby-Dick: Then and Now. In the
process, Pitts-Wiley has become a passionate advocate for getting communities to read and discuss classic novels together as they seek to better understand
how these books inform their own contemporary lives and identities. Although
Pitts-Wiley saw remixing as an important strategy for constructing a productive dialogue with young people around literary works, he was also emphatic
that remixing should emerge from a meaningful engagement with the original and not simply the careless appropriation of someone elses words and ideas
for ones own purpose. As an African American, he was very aware of how his
culture was often ripped off by white artists without any acknowledgment
of its original meanings and contexts. He asserted his right to draw on the literary canon but he also insisted that his students pay respect to those who came
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before. Creative reading worked hand in hand with critical reading; remixing
literary texts started with and enhanced what literature teachers have traditionally talked about as close reading.
We wanted to bring key aspects of Pitts-Wileys visions and pedagogical
practices into our Teachers Strategy Guide. One way we did this was to offer
students multiple models of what it might mean to read Moby-Dick. A video
(see: http://techtv.mit.edu/collections/newmedialiteracies/videos/410-fourreaders), produced by project member Deb Lui and filmed by Talieh Rohani,
introduced Four ReadersPitts-Wiley, Rudy Cabrera (a young actor in his
troupe), Kelley, and myself, each embodying a very different relationship to the
text. Indeed, the video shows that not only do we each read Melville in different ways and for different reasons but that we each may read the same book
in different ways on different occasions. Kelley, for example, describes how she
reads the novel as a scholar and as a teacher and how these different goals shape
what she pays attention to. I discuss what it means to engage with a book as
a fan (in this case, using the Harry Potter novels) and as a media scholar. PittsWiley discusses what he looks for in translating a literary text for the stage, while
Cabrera discusses how engaging with a text as an actor helped him develop a
deeper understanding of Melvilles words through the eyes of a particular
character. Another resource called attention to the range of different goals and
interests reflected in fan websites around popular television shows: a medical
students website on House that nitpicks its representation of medicine;
a Survivor fansite that explores why particular contestants lost the competition;
a Patrick OBrian site that draws together information about nineteenth century ships and their procedures, and so forth. Through these examples, students
were encouraged to reflect on reading as a process and a practice, identifying
the goals and strategies different readers applied to texts.
Students were also asked to take an inventory of their own reading practices, inside and outside the classroom. Jenna McWilliams, Katherine Clinton,
and Deb Lui developed an activity where young people charted various aspects
of their lives and then identified the different kinds of texts they tapped in their
daily activities. As McWilliams (2008, p. 9) tells teachers:
Though traditionally, reading has generally counted if its a book that you read cover
to cover, over the next several weeks the class will be encouraged to expand its concept of what counts as reading a textyou can read a website, for example, or read
text messages, or even read a movie or a TV show or a song. The class will be . . . reading lots of different things, including but not limited to the main text. The teacher
should model these ideas by drafting his or her own Identity Map and engaging in a
discussion about what else might be considered within each identity the teacher
identifies.
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Judi described how this one activity started to change her students understanding of reading. One student, for example, had been told for most of her life that
she was not a good reader, but through filling out the activity, she came to realize that I read all the time. This expanded conception of literacy, thus allows
students to understand the reading they do in the classroom as a particular reading practice with its own rules and goals rather than creating a hierarchy where
they were taught to devalue their own relationship to texts simply
because it falls short of their teachers exacting standards.
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Read in such ways, the push towards dealing with meaningful chunks from the
novel is not about lowering expectations but, rather, about raising expectations; asking students to engage closely and creatively with specific passages
from the text rather than developing a superficial understanding of the work
as a whole, asking students to take ownership over what they are learning rather
than relying on the teacher to hand them the answers for the exam. It is about
intensive rather than extensive reading. As Pitts-Wiley (2008) explains, Dont
make it a test. Make it a lifetime experience. . . . Then the question becomes,
How do I support you all the way through? If you start reading Moby-Dick
in the ninth grade where are you being supported in the tenth grade? Where
are you being further supported in the eleventh grade and the twelfth grade?
For Pitts-Wiley, the key comes through constructing a community with a
shared investment in literary works the student can draw upon for scaffolding
and support. Such a community of readers has emerged spontaneously
around the discussion of popular texts online, but Pitts-Wiley hopes to use his
theater work to help foster a similar kind of community around Melville so
young people remain connected to the books they read in school throughout
the rest of their lives.
Some of our Strategy Guide activities (McWilliams, 2008, p. 25) pushed
the idea of a community of readers even further, applying models of collective intelligence to think about how young people might pool their different
interpretations and reading interests in the book:
How to Ace Moby-Dick wall: Students work together to come up with guidelines for
how other students can begin to engage in Moby-Dick. The class collectively identifies
important themes, concepts, symbols, images, and so on from the text; as these are
acknowledged, theyre posted on a wall for all students to have access to. The purpose
of this activity is to show that knowledge-building can be a collective practice and that
this built knowledge can live in a shared social space (much as it does online). Because
students dont have to worry about memorizing key ideas, theyre freed to engage in
the text and work with the key ideas in other ways. By asking students to articulate the
ways that theyve begun to engage with the novel, they can become more self-reflective of the process of studying the text within the framework of participatory culture.
Ultimately, this knowledge can be pooled online (perhaps using social networking sites
such as ning.com, or a free wiki through such hosting sites as pbwiki.com) with other
classes who are working with the same text, with the end result being a fuller set of tools,
instructions, definitions, and terms for future students use.
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Students and teachers were encouraged to treat even canonical texts as works
in progress, to go back to our earlier discussion of fan fiction, which have
informed subsequent generations of writers and artists.
Learning to read in this context is, as Paula and Professor Kelley suggest,
messier than learning to read in a traditional classroom, much as the mixing and matching of production practice within any given creative communi-
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ty is much messier than trying to deal with the practices individually. Teachers
reported struggling with their own entrenched assumptions about what forms
of culture or what types of reading were valuable and often got caught off guard
by materials students wanted to bring into the discussion that had not yet been
vetted for their appropriateness or directions that students wanted to take the
conversation that were far removed from the instructors own expertise and
training. Often, our field observations found that students were most engaged
when our practices felt least like normal schooling and least engaged when the
bureaucratic structures reasserted themselves. And this is a problem we will need
to explore more fully if we are going to be able to bring a participatory model
of reading and learning more fully into our teaching.
Yet, this approach is also highly generative in the sense that it sparks a range
of different critical and creative responses to what is being read and it encourages students to take a much greater pride in what they were able to contribute
to the classs joint efforts to make sense of this complex nineteenth century
novel. Some of what is valuable here emerges from a Do It Yourself ethos
where students are encouraged to take greater ownership over their own learning, but it is also shaped by the fact that they are doing it together as part of
a larger community of people with diverse interests and multiple opportunities
for participation.
We are, however, pushing up against the boundaries of formal education.
We are pushing against the time limits of the class period which restricts the
ability of students to geek out around subjects of passionate interest to
them. We are pushing against the hierarchical structure which places obligations
of teachers to be in control over what happens in their classroom and which
thus generates fear and anxiety when discussions move in directions that reflect
the intrinsic interests of their students. We are pushing against the requirements
of standardized testing which adopt a model radically at odds with our notion
of a diversified and distributed expertise, insisting that every student know and
do the same things. We are pushing against administrative practices which isolate schools from the larger flow of the culture, and we are pushing against the
division of learning into grade levels which rejects the notions of lifelong learning that underlie Pitts-Wileys idea of continuing to scaffold students relations
to literature after course assignments are completed. Project NML has done its
best to identify ways that at least some of what we see as valuable about participatory culture can be inserted into current pedagogical practices, but all of
us need to continue to struggle with the challenges of how we might more fully
align our schooling practices with what we know to be socially, culturally, and
pedagogically productive within the field studies that have been done around
DIY subcultures.
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At the end of the day, the idea of do-it-ourselves remains a radical conceptat least where formal education is concerned. Enter at your own risk.
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Authors
Erik Jacobson is an Assistant Professor at Montclair State University
(USA). His research interests center on adult literacy, reading comprehension, and using social networking systems to support teachers and learners.
He has published in journals such as Radical Teacher, the Journal of Literacy
Research, and E-Learning. He is working on a book to be published by Peter
Lang, titled Adult Basic Education in the Age of New Literacies. Eriks earliest
DIY memories include refashioning his own clothes, being in punk bands in
the 1980s, and doing live mixes while on the air as a dj at his college radio
station.
Henry Jenkins was until recently the Co-Director of the Comparative
Media Studies Program at MIT and is now the Provosts Professor of Communications, Journalism, and Cinematic Arts at the University of Southern
California. He is the author or editor of thirteen books, including The Childrens Culture Reader, Textual Poachers: Television Fans and Participatory
Culture, and Convergence Culture: Where Old and New Media Collide. He
blogs at henryjenkins.org. Henrys earliest memories of DIY culture involve
making monster models and play-acting Batman and The Wizard of Oz
in his backyard.
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Michele Knobel is Professor of Education at Montclair State University (USA), where she co-ordinates the graduate literacy programs. Her current research focuses on new literacies, social practices and digital
technologies. Micheles books include New Literacies (with Colin Lankshear), as well as The Handbook of Research on New Literacies (co-edited Julie
Coiro, Colin Lankshear and Don Leu). One of Micheles favorite DIY memories from country-town, high school days is cutting-and-pasting photos of
friends into cruise line catalogues, adding captions and creating jet-set,
tabloid lives for them. They did the same for her.
Colin Lankshear is Professor of Literacy and New Technologies at
James Cook University in Australia, and Adjunct Professor at McGill and
Mount St Vincent Universities in Canada. His recent books (with Michele
Knobel) include Digital Literacies: Concepts, Policies and Practices, and A
New Literacies Sampler. He and Michele are currently working on a 3rd edition of New Literacies, with a focus on social learning. His favorite DIY memory is building a verandah on the house in Coatepec, Mexico, applying
Meccano construction principles to steel, timber, and terracotta tiles.
Matthew Lewis attends College of the Canyons in California, where
he is majoring in fine arts. He began using computers at the age of 4 years
and always has been fascinated with technology and art. He is also an Eagle
Scout. He is deeply interested in anime, cosplay, art, and video gaming.
While much of what Matthew does is DIYeverything from creating original manga comics to making anime music videosthe design and art work
involved in creating his cosplay outfits is something he finds deeply satisfying.
Susan Luckman is a Senior Lecturer in the School of Communication,
International Studies and Languages, and a member of the Hawke Research
Institute, at the University of South Australia. Current research explores the
use of GIS and mental mapping digital visualisation tools in cultural research
interviews. She has authored numerous publications on new media, creative
cultures and cultural policy, digital music cultures, and contemporary cultural
studies and is co-editor of: Sonic Synergies: Music, Identity, Technology and
Community. Susans DIY media directorial debut was a silent Super 8 film
fairy tale starring the family guinea pigs.
Guy Merchant is Professor of Literacy in Education at Sheffield Hallam University, where he co-ordinates the work of the Language and Literacy
Research Group. He is interested in the digital literacy practices of children
and young people, and how their informal uses of these literacies cross into
school contexts. Guys most recent book is Web 2.0 for Schools: Learning and
Social Participation (with Julia Davies). Once upon a time in the land of
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DIY, he invested in a bag full of cold dye and invited all his friends to a dyein. It was the summer of 68 and Guy had the most colorful shirts in the
neighborhood that year.
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tity and Literacy in Virtual Communities, and is currently working on a project exploring childrens multimedia authoring with the Australian Childrens
Television Foundation. Angela has a fond DIY memory of spending many
long hours in a darkroom developing her own photographs.
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Index
A
Ackerman, F. K. 240
Adler, R. 19-20, 233,238
Aerosmith 30
Anderson, C. 142
Ang, T. 112-13
Armstrong, H. 108
Association of Research Libraries 68
Audacity Ch. 2
Aufderheide, P. 67
B
Bakhtin, M. 179
Bamford, A. 98
Barthe, R. 106
Bauman, Z. 13
Beatles, the 31
Beck, U. 13
Black, J. 58
Black, R. 15-16, 18-19
Boivin, P. 177
Bolter, J. 178
Bourgeois, L. 120-121
Boyett, S. 53
Brolsma, G. 210
Brown, J. Seely 16-20, 233 238
Brown, James 29-30
Bruns, A. 10
Buckingham, D. 18, 164
Burn, A. 18
Burton, T. 162
Butler, C. 163
Butterfield, S. 122
C
Cabrera, R. 246
Caldwell, K. 211
Campbell, J. 73
Carroll, J. 58
Center for Social Media 67
Chic, 30
Chong, A. 161-162, 164
Clash, the 29, 43
Clinton, K. 242
Coltrane, J. 28-20
Creative Commons 33-34, 56, 64, 67,
223
D
Dalton, T. 182
Dane, B. 40
Davies, J. 18, 87, 89
Disney, W. 186
DJ Dangermouse 31-32
Driscoll, K. 236-7
Duncum, P. 93, 99
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260
F
Fake, K. 122
Flickr Ch. 4, Ch. 5
G
Garland, E. 11
Gee, J. 18, 76, 124, 226-7, 236-7, 242, 244
Gernsbeck, H. 240
Giddens, A. 13, 109
Goffman, E. 109
Grusin, R. 178
H
Hagel, J. 16-19
Harper, L. 99
Harryhausen, R 182
Hickey, D. 242
Hobbs, R. 67
Holt, J. 7
I
Illich, I. 7
Ito, M. 234-
J
Jago, C. 232
James, R. 31, 46
Jaszi, P. 67
Jay-Z 31
Jenkins, H. 14-15, 18, 41-44, 47, 70, 129,
197, Afterword
Johnson, S. 196
Knight, T. 163
Knobel, M. 70-71, 124, 205, 241
Kolos, H. 247
Koman, P. 156
Koopiskeva 212
Kozelek, M. 107
Kress, G. 98, 115
L
Lankshear, C. 70-71, 124, 205, 241
Lars, M.C. 250
Leadbetter, C. 225
Lehrer, B, 53, 56
Lessig, L 156, 223
Lewis, M. 19, Ch 9
Locke, J. R. 211
Lovecraft, H. P. 140
Lui, D. 246
M
M.I.A. 42
Malcolm X 46-47
Mamboleo 211
Manovich, L. 115
Marino, P. 137-8, 210
Martin, A. 13-14
MC Hammer 30, 46
McClay, J. 156
McGuigan, S. 58
McWilliams, J. 243, 247, 250
Melville, H. 246-50
Merchant, G. 18, 124
Miller, P. 225
Moby 31, 47
Morris, W. 6
Morrison, T. 47
Mullins, J. 167
Murphy, D. 56
K
Kaposztas, J. 211
Kasem, Casey 32
Kelley, W. 244, 248, 251
King Jr, Martin Luther 38-40, 46
Kist, W. 70
N
Navas, E. 28
Negativland 32
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Index
O
Turner, F. 239
Turnure, J. 142
OBrian, P. 246
U
P
U2 32
Papert, S. 68, 71
Park, T. 211
Pitts-Wiley, R. 244-5, 247, 249-51
Prensky, M. 18
Project New Media Literacies 242
R
Rasmussen, P. 142
Reilly, E. 242
Reimer, E. 7
Rewis, G. 192
Rich, M. 232
Richardson, W. 18
Roberts, L. 128
Robertson, C. 87
Rohani, T. 246
Ronkowitz, K. 73-74
S
Salen, K. 18
Schn, D. 96, 227
Seiter, C. 232
Selick, H. 162, 178
Shakespeare, W. 45, 73, 177
Shirky, C. 142
Sontag, S. 105-106
Staples, Mavis 35-36
Steinkuehler, C. 19
Sugarhill Gang 30
Sutton, D. 54, 56
Sutton, K. 54, 56
Swartz, L. 242
T
Tolstoy, Lev 45
Tufano, N. 182
V
Van Leeuwen, T. 115
Van Someren, A. 242
W
Waldman, N. 87
Waller, M. 180-182
Wellman, B. 82-83
Williams, J. 177
Williams, T. 87
Z
Zimmerman, P. 239
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A
Affinity groups 81
Affinity spaces 2-3, 12, 15-16, 18, 81, 90,
95, 106, 112, 124, 128, 225, 226,
233, 237, 243
and appreciative systems 226-227
and photosharing 112-113, 124
and photoshopping 112-113, 124
Animation 3, 11-12, 188, 209
flash animation Ch. 8
machinima Ch. 6
stop motion Ch. 7
Anime 15-16, 208-209, 234
fans of 234
types of 208-209
Anime music video (AMV) production 9,
12, Ch. 9
history of 210-212
forms of 206-207, 210
genres of 207, 210, 213
as fan practice 207, 211-212
popular AMVs 210-212
creating AMVs 212-222
preliminaries 212-214
criteria for good AMV 213, 225-227
importing resources into WindowsMoviemaker 214-216
storyboarding 216-218
importing music 218-219
refining synch 219
adding transitions and effects 220
titles and credits 221
C
Community of readers 243, 247-250
Copyleft 32, 64, 67
Copyright 32, 44-45, 64, 67-68, 69, 127
and machinima 144, 156
and music remixing 32, 44-45
and photosharing 126-127
and podcasting 56, 64, 67-68
and AMV 222-223
Creative Commons 32-33, 127
Curatorship Ch. 5
online image curating 108, 109, 124125, 127, 129-130
D
Daily life images 110-111
Digital literacies Ch. 5
Digital photography Ch. 4, Ch. 5
Digital Youth Project 234, 247
DIY 5-12, 32, 143-144, 156, 157, 232234, 238, 239-241
DIY culture 236, 251
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DIY ethic 6-7
DIY ethos 8, 233, 238
DIY media 5-21, 104, 109, 112, 164-167,
179, 210, 225
as a window on the contemporary 12-20
strengths of DIY machinima 143
weaknesses of DIY machinima 143-144
do it ourselves 233, 252
and communities of participants 233252
F
Flash animation Ch. 8
ActionScript programming language 190
Adobe Flash 187-189
amateur Flash animations 189
and games 190
and game design 190, 201
and media literacy 200-202
and mobile devices 190
and reading media 200-202
creating flash animations 191-196
educational appropriations of 196-203
examples of Flash uses 189-190
examples of educational Flash interactives
198-199
frame rate 188
history of 185-191
professional animation 189
publishing animations online 196
user interactivity 189-190
using Flash CS3 with Macs and PCs 191
Flickr Ch. 4, Ch. 5
as a resource 90-92
discussion forums 92
Flickr software 104
Flickr statistics 93
geo-tagging 92
Folksonomy/folksonomies 85, 94, 96, 125,
127 , 131
and taxonomy 127
G
Graffiti 48, 79-81
H
Hip-hop see: Music remix
I
Identity 13-14, 80, 88-89, 123, 128,
225-227, 234-238
and classroom practice 130, 246
Image editing 114-122, 124
Informal learning 236-237, 242
Intellectual property 32, 44, 58, 64
Interest-driven networks 234-238
and gaming 237-238
and hip-hop 236-237
otaku culture 234-236
L
Learning 2, 4, 17, 18-20, 48, 224-227,
233, 236, 244-245
and Flash animation 200-201
and photosharing 93-100, 129
and podcasting 68-9, 71
and stop motion 167, 179-180
about Web 2.0 99-100, 238
as messy business 247-252
just in time 112, 119
participatory model of 242
see also: informal learning, learning 2.0,
learning cultures, learning to be,
social learning
Learning 2.0 19, 238-241
Learning cultures 231, 242
Learning to be 19, 227
and push-pull 20
M
Machinima Ch. 6
and classroom learning 155-157
as DIY storytelling medium 143
weaknesses of 143-144
as DIY film making medium 143
weaknesses of 143-144
as fan activity 138-141
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as literacy 156
creating machinima 146-154
definition of 136
early machinima series 138-140
filmic storytelling 135
history of 137-141
interactivity 135
narrative experience 135
genres of 141, 144-146
serious machinima 141-142
software for creating machinima 157158
Mash-up 31
Meaning 13, 29, 44, 95, 98, 200-202,
210, 225, 243, 244-245
Meaning making 28, 29, 45-47, 89-90,
93, 94, 97, 106, 115, 127, 129-130,
181
Multimodality 90, 93-94, 98-99
Music remix 8-9, Ch. 2
and 21st century skills 41-43
as classroom activity 40-47
aura 28, 30
basic steps in producing music remixes
34-41
creation and dialog 44-45
educational benefits of 41
ntellectual property 44-45
key web sites 32-33
loops 36-39
meaning 29, 45-48
musical genres 30-31
music remix software 34
participation 14-15, 81
pleasure and politics as motives 31-32
reinterpretation 28
samples, sampling 28, 31, 36-40, 46
Music videos 98, 145-146, 155, 198,
206-210
anime music videos, Ch 9
N
Networked images 107-109
Networked individualism 82-83
New media literacies 231-252
role of schools in 231-232
P
Participatory culture 14-15, 18, 70, 164,
Afterword
and classrooms 242-252
and literature 245-251
Photosharing Ch. 4, Ch. 5
and attribution 126-127
and copyright 126-127
and identity 107-110, 130-131
and learning 93-99, 127-131
and memes 128-129
and new literacies 127-131
and RSS 91
Flickr, see: Flickr
Flickr community 86, 89-90, 93
Flickr identity 88-89
Flickr tutorials 84
uploading pictures 86-88
Photosharing community 82-83, 91-92
Photoshopping Ch. 5
and affinity spaces 111-112
and editing images 112-114
Plagiarism 45
Podcasting 1, 3, 20-21, Ch 3, 234, 241,
243
and copyright 56
and curriculum reform 69-71
and teaching and reflecting 73-74
creating a podcast 57-68
citing sources 64-65
copyright aspects, 67-68
exporting a podcast 64-65
getting set up 59
getting started with software 59-60
importing existing audio 63-63
recording voices 60-62
syndicating a podcast 66-67
syndication 52, 57, 66-67
educational applications 68-69
student projects 71-73
RSS 57
Podcatchers 52
iPods and iTunes 52-53
typical podcasts 52-54
Youth Radio 55
Podcasting communities and resources
56-57
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Produsers 10
Project New Media Literacies 242-244
Punk 7-8, 29
and music remix 32
R
Recognition effect 84
Remixing 1, 8-9, 27-29, 31-36, 40-45,
129, 177, 207, 211. 213, 224, 226227, 234, 240, 243, 245-246
Resource mobilization 16-18
emerging models of 16-18
RSS (really simple syndication) 57-58,
66, 91
T
Tagcloud 85
Tags 84-86, 89
V
S
Video remixing 9
Social learning 19-20, 233
See also: learning
Social networking 81-83, 88-89, 91, 9495, 98-100, 106, 108-109, 122123, 127, 129-130, 154, 237-238,
249,
Social practices, 4-5, 19, 130, 177, 179,
224-225
Souvenir images 109-110
Stop motion animation 3, Ch 7
and media theory 177-179
as art form 162
creating stop-motion 167-176
adding music or sound 173-174
importing photos 170-171
publishing a stop-motion movie 175
taking photos and shooting scenes
169-170
timing 172-173
tips for preparation 167-169
using Windows Movie Maker 171-175
using the storyboard 171-172
defined 15
DIY stop motion animation 164-167
in the classroom 179-181
meeting points of amateurs, fans and
professionals 176-7
online resources for 175-176
software 164, 167
Virtual communities 82
W
Wall art 79-80
Web 2.0, 19, 81-83, 91-92, 94, 99-100,
122-123, 127, 135, 238-239
Z
Zines 7-8