Creative Audio Assignment

The video has 2 parts, the introduction, and the teaser.

References:

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Degaspari, creator and podcasts editor gives some tips about recording and editing podcasts.

He explains about differences between Audacity, Sony Vegas e Garage Band. In his oppinion, the best and fastest one, is Sony Vegas for editing, and Audacity for recording.

He explains about the main features on Sony Vegas to edit podcasts.

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In this video, Mark Russel shows some basic features of Adobe Audition.

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In the second video, he shows how to improve the quality by removing breathing sounds, silence, and any other unwanted noise.

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This video shows how to make the podcast sound better using Audition effects, such as the equalizer.

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This video shows how to work with multiple audio tracks in Adobe Audition.

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This video introduces some tips to make the quality of a podcast even better by using Adobe Audition Templates and other features/effects.

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This video shows how to use some effects such as the equalizer, chorus, normalizer, dynamics processing, etc.

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In this video, Leo Lopes, the editor of the biggests podcasts in Brazil, explains a little bit how to use Sony Vegas for audio editing.

He introduces some basic features, such as working with multiple tracks, pan, and envelope lines.

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In these two videos, he talks about the definition of podcast, how the market is growing, and all the history of the audio from the radio to the podcast. He also talks about recording, editing, publishing and improving the quality of a podcast.

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http://www.tecmundo.com.br/como-fazer/35676-como-fazer-um-podcast.htm

 

This technology website explains about some essencial steps of the process for producing a podcast, such as: originality/inovation, recording presentially or from distance, editing softwares, and publishing the podcast.

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Leo Lopes also wrote a book, the “Podcast: guia básico” (Podcast: basic guide) that talks about different topics related to podcasts.
The book helped me to choose the Cyberpunk topic for my podcast, it was inspired in an RPG podcast (Nerdcast Cyberpunk) and I tought that doing a project in this topic would help me learn.

The book also helped me to choose the equipment and software do record and edit my podcast. I used a lapel microphone, because I also want to record videos with the same microphone.

In the edition chapter of the book I understood how to schedule my project and how to put all parts together. I also understood what is important and what can be deleted from the main project. The author also mentions how to remove noise and how to record with less noise. The music was chosen accordingly to the book’s orientations: musics without lyrics are better, because they help the user concentrating in the content of the podcast; it’s better if the music is related to the topic of the podcast.

The book also introduces some of the programs that can be used to edit podcasts, I choose to work with Adobe Audition.

The book can be bought from the following link:

Podcast: guia básico

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When I started editing, I was editing every single part, compiling it, then putting it together with other parts. That was making the multitracks hard to understand and change, then I learnt how to work better with effects in multiple tracks.

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For the voice of the narrator, I inspired on Batman’s voice and used Chorus, Flanger, DeEsser and Tone Shifter to change my voice. For Oleg’s voice I just changed my voice a little bit using Tone Shifter.

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References

Arcas, B. A. (2010). Augmented-reality maps. Retrieved June 3, 2016 from http://www.ted.com/talks/blaise_aguera

 

Crozier, R. (1994). Manufactured pleasures – Psychological responses to design. United States: Manchester University Press.

 

England, E. & Finney, A. (2002). Interactive Media – What’s that? Who’s involved? Retrieved June 3, 2016 from http://www.atsf.co.uk/atsf/interactive_media.pdf

 

Garret, J. J. (2003). The Nine Pillars of Successful Web Teams. United States.

 

Garret, J. J. (2011). The Elements of User Experience. United States.

 

Gutelle, S. (2016). Google’s ‘Pearl’ Shows Creative Potential of 360-Degree Video. Retrieved June 3, 2016 from http://www.tubefilter.com/2016/05/27/google-spotlight-stories-pearl/

 

Harrop, P., Das, R. (2016). Internet of People: Technology 2015-2025. United States: Near Field Communication Research.

 

Hempel, S. M. (2010). Monkey Business. Retrieved June 3, 2016, from http://www.subtours.com/cms/node/76

 

Johnson, A. (2016). 8 Things Keynote Speakers Do To Deliver a Killer Presentation. Retrieved June 3, 2016 from http://www.lifehack.org/374373/8-things-keynote-speakers-deliver-killer-presentation-2

 

Kleina, N. (2016). Você poderá caminhar por Marte com a NASA no HoloLens. Retrieved May 30, 2016, from http://www.tecmundo.com.br/build-2016/103002-voce-caminhar-marte-nasa-hololens.htm

 

Kluwe, C. (2014). How augmented reality will change sports … and build empathy. Retrieved May 30, 2016, from http://www.ted.com/talks/chris_kluwe_how_augmented_reality_will_change_sports_and_build_empathy

 

Landim, W. (2013).  Ford usa realidade virtual e óculos 3D para criar carros do futuro. Retrieved May 30, 2016, from http://www.tecmundo.com.br/ford/39904-ford-usa-realidade-virtual-e-oculos-3d-para-criar-carros-do-futuro.htm

 

Laurel, B. (1993). Computers as Theatre. Addison-Wesley Publishing Company.

 

Laurel, B. (2003). Design Research: Methods and Perspective. London: MIT Press.

 

Levin, G. (2009) Art that looks back at you. Retrieved May 30, 2016, from http://www.ted.com/talks/golan_levin_ted2009

 

Machkovech, S. (2016). No Man’s Sky Finally Charts its Star Path With Major Gameplay Reveal. Retrieved June 3, 2016 from http://arstechnica.com/gaming/2016/03/no-mans-sky-finally-charts-its-star-path-with-major-gameplay-reveal/

 

Makuch, E. (2015).  Microsoft Talks What HoloLens Can Do That VR Can’t. Retrieved May 30, 2016, from http://www.gamespot.com/articles/microsoft-talks-what-hololens-can-do-that-vr-can-t/1100-6426499/

 

McGlaun, S. (2011). Kinect Hack Makes Monkey Toy Dance Into Your Nightmares. Retrieved June 3, 2016, from http://www.slashgear.com/kinect-hack-makes-monkey-toy-dance-into-your-nightmares-11171061/

 

Michelis, D., Muller, J. (2011). The Audience Funnel: Observations of Gesture Based Interaction With Multiple Large Displays in a City Center. International Journal of Human-Computer Interaction. doi 10.1080/10447318.2011.555299

 

Milk, C. (2015). How virtual reality can create the ultimate empathy machine. Retrieved May 30, 2016, from http://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_ultimate_empathy_machine

 

Mitsubishi, LTDA. (n.d.). L200 Triton Savana. Retrieved May 19, 2016, from http://www.mitsubishimotors.com.br/wps/portal/mit/veiculos/mundo-4×4/l200-triton-savana

 

Muller, J., Alt, F., Schmidth, A., Michelis, D. (2010). Requirements and Design Space for Interactive Public Displays. Quality and Usability Lab.

 

Norman, D. A. (2003). The Design of Everyday Things. United States: Perseus Books.

 

Norman, D. A. (2004). Why We Love (or Hate) Everyday Things. United States: Basic Books.

 

Paludo, M. F. (2016). Auckland Museum Interactive Screen. Retrievved June 3, 2016 from https://www.youtube.com/watch?v=Uklt61arVEI

 

Paludo, M. F. (2016). Augmented Reality Trees at Auckland Museum. Retrieved June 3, 2016 from https://www.youtube.com/watch?v=5YFrMxjQYms

 

Paludo, M. F. (2016). Rotating Language Blocks. Retrieved June 3, 2016 from https://www.youtube.com/watch?v=CtWty_ivNFM

 

Robinson, M. (2016). Strange, Slow and Spetacular: No Man’s Sky is Proper Sci-fi. Retrieved June 3, 2016 from http://www.eurogamer.net/articles/2016-03-03-no-mans-sky-questions-answered

 

Saffer, D. (2006). Designing for Interaction: Creating Smart Applications and Clever Devices. United States: Peachpit Press

 

Schneiderman, B., Plaisant, C. (2004). Designing the user interface: strategies for effective human-computer interaction. Boston: Addison Wesley.

 

Toyota, LTDA. (n.d.). Hilux Cabine Dupla Modelo 2016. Retrieved May 19, 2016, from http://www.toyota.com.br/modelos/hilux-cabine-dupla/monte/

 

Unity Technologies. (n.d.). Virtual Reality. Retrieved May 30, 2016, from http://unity3d.com/pt/learn/tutorials/topics/virtual-reality

 

Visnjic, F. (2012). IRIS by HYBE – New Kind of Monochrome LCD Display. Retrieved June 3, 2016, from http://www.creativeapplications.net/processing/iris-by-hybe-new-kind-of-monochrome-lcd/

 

Zhang, Y., Frens, J., Funk, M., Hu, J., Rauterberg, M. (2014). Scripting Interactive Art Installations in Public Spaces. Springer. doi 10.1007/978-3-319-07233-3_15

ITS Definition

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According to the dictionary, the definition of interactivity is: “the extent to which something is interactive; the extent to which acomputer program and human being may have a dialog”. 

The article “Interactive Media – What’s that? Who’s involved” says that  “Interactive media is the integration of digital media including combinations of electronic text, graphics, moving images, and sound, into a structured digital computerised environment that allows people to interact with the data for appropriate purposes. The digital environment can include the Internet, telecoms and interactive digital television”.

With this information, I came up with my own definition of Interactive Technology and Systems, which is: a system (digital, electronic, or not) which, in an innovative way, interacts with the user, giving a completely unique and immersive experience.

In Pixar movies, the producers have the talent of make people feel empathy by objects and animals, in Interactive Technologies and Systems, we have to do something similar, we have to make the user feel immersed in another universe, which interactis with him/her.

Interactive Media

Dictionary

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The Non-Designers Design Book

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“The Non-Designers Design Book – Design and Typographic Principles for the Visual Novice”, written by Robbin Williams, it is a book to help people who want to learn more about design but do not work with it.

The author presents basic concepts with wich the user can produce elements in a professional and organized way.

The book has four basic principles: contrast (similar elements in the same area), repetition (organization of the structure), alignment (a clean appearance) and proximity (reference to previous elements with the same function).

The book has multiple examples to help the reader understand the basic principles of Design. Examples such as cards, magazines, flyers, journals, websites and book covers are given. The writter says that the theory must be applied in practice.

The book explain in a very intuitive way, in which even people that do not work with design can understand its ideas.

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ITS Project

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The project consists of a web application which will display a 3D project of robots. The user can rotate the robots, see layers, make parts transparent, see key informations about the robot, but the user will not be able to change the project.

The project was inspired on Solid Works, and on websites which have similar applications (such as Mitsubishi and Toyota).

The user will be able, during expositions, to test the application in a more interactive way, fully experiencing all the features of the program with either an Oculus Rift or HoloLens. This will give the user a more immersive experience. A Kinect will be used to capture the user’s movements and control the rotation of the robot.

During this expositions, the user’s will get a quick tutorial about how to interact with the program.

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ITS Presentation

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In the last week of ITS class we did a presentation about our project.

My presentation needed more practice on speaking, I was not fluent enough. I could not give the idea of what exactly my project is, this also could be improved.

During the presentation I used several softwares to demonstrate my project, but this confused people, it would be better to put all the demonstrations in the same software.

The video in the presentation was clear and showed how the final project will look like.

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NASA Promotional Video

The intention of the video is to make people interested in our project. To do so, we used a few images from our software and gave some key informations about the project.

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NASA Presentation

The presentation at the NASA Space Apps 2016 event consisted of a 3 minutes presentation + a 30 seconds video.

During the presentation we talked about why we are doing the project and how will the project help astronauts on their trainings. We also show a video of a starting prototype of the software and we introduced some features that may be used to sell the project to the general public.

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NASA SpaceApps Event

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The NASA Space Apps Challenge helped me to learn how to make a project from scratch. With only 72h we made a great project which will help astronauts on their training to start a colony in Mars. We won the “People’s choice awards”, we were also congratulated by being the first team to win a premium with any doctors in the team.

The result can be seen in the NASA Space Apps Challenge 2016 website:

http://spaceapps.nz/2016/#projects

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