| <back | |||||||
|
PhD Research Proposal: Faculty: Faculty of History of Art and Design and Complementary Studies. Title: The Impact of New Technologies on Traditional Media Production. (working title) (5 years part-time) Kelly McErlean MA in Mass Communications. BTEC Higher National Diploma in Comp. Studies. Date of Submission: 12 th March 2003
Section One: AIMS The aim of this research/thesis is to investigate the current and potential applications of digital production technologies within the traditional audiovisual sector. The methodology will include the production of a series of audiovisual pieces specifically for online broadcast. The programmes created will cover a range of genres and will incorporate the interactive potential of this distribution medium. The genres will include drama, documentary and animated films. By looking at the potential of interactive content for online distribution the investigation will develop new ideas for the production of future audiovisual formats. The methodology will also include a 40,000-word thesis that will examine the use of digital technologies within the audiovisual production sector. This research will cover the current application of such technologies and how they are likely to be used in the future. The thesis will examine such content development of future products from the perspective of both the producer and the consumer. Current published texts in this area tend to be focused on traditional media theory and practice. Many authors are not practitioners in new media production, nor do they have the necessary background in IT, film/photography, and critical theory to produce successful academic works. The vast majority of these texts ignore the critical theory element completely and focus on a vocational skills-based approach to new media production Current online broadcast materials are inhibited by bandwidth/streaming and file format issues. As these problems are gradually resolved there will be a steady shift to the web-enabled device as the primary home entertainment portal. Some traditional media products are already suited to online broadcasting. Chris Marker’s ‘La Jetée’ 1962 is a fine example of creative filmmaking using a collage of still black-and-white images to tell a post-apocalyptic tale. In the digital age this film is almost perfect for online broadcasting as its emphasis on detailed sound and reduced visual alteration enable digital compression technologies to substantially reduce the file size of the piece; thereby reducing download times resulting in a constant stream of visuals with no ‘glitches’. The recent film ‘The Last Broadcast’ was shot for $900 and utilised digital technologies in pre-production (storyboards created using digital stills camera), production (digital camera and audio equipment), post-production (digital editing, effects, credits), and distribution (broadcast digitally via satellite, trailer available on-line). This writer/director team realised that they must begin with a strong script for the film to be a success. By doing this they recognised the importance of the basic requirements for creating a compelling audio-visual narrative. They did not rely on digital technology to enhance their story, they employed digital technology to streamline the production and reduce costs in the process. There has been an increase in on-line film festivals where films are streamed from a web server. As the on-line marketplace becomes more developed and audiences become comfortable with on-line transactions the Internet will become the primary distribution medium. Digital technologies are used at varying stages of the audio-visual production cycle. Each occupational area has begun to use new media technologies for communication, research, production, post-production, special effects and distribution. Digital technologies have created shortened product life cycles (through rapid obsolescence), increased costs and heightened demand for improved quality and customer service. New media technologies have become increasingly pervasive within the traditional audio-visual production industry. The applications of these technologies vary from company to company and from person to person due to a lack of formal training available to ensure implementation of industry standards and increased awareness of digital conventions. Animated content is ‘filling the gap’ of audiovisual content online. Films shot for the cinema and television generally do not work as an online broadcast. The limited image size and frame rate of the distribution medium detracts from the quality to an unacceptable degree. Animated films use a limited frame rate and their block colour construction allows high-level image compression. The great problem for broadcasters is that even when short films can be broadcast online with no apparent quality issues, there is still only a limited market for this type of product. A similar issue is found in literature where novels are considered more accessible than short stories and short stories are considered more accessible than poetry. Through research and practice I will present a thesis and a series of online broadcast products that will identify potential trends within the online broadcast sector and critically assess how new media production will revise traditional media theory paradigms. Section Two: SOURCESSource materials will include a range of texts and audiovisual materials. TextsThe following is a sample of the type of source materials that will be used for the research project. Cooke, C. (2001) ‘Digital Deluge. Low budget filmmaking is here to stay and some directors love it’, in Sight & Sound October 2001. British Film Institute. Fabrikant, G. (1995) ‘Blockbuster seeks to flex its muscles abroad’, in The New York Times 23 October 1995. New York. Herman, E. & McChesney, R. (1997) The Global Media – The Missionaries of Global Capitalism. Cassell. Keen, A. HSX Openers In A Conkshell: Over Analyzing and Campaigning. On-line. Available HTTP: http://www.hsbr.net/columns (2000) http://www.msnbc.com/news (2002) Mermel, D. (2001) ‘Cutting Deep. The Pro’s Final Cut Pro System’, in Res Magazine Vol. 4 No. 4 July / Aug 2001, Res Media Group. Nunziata, N. Of Producers and Polygons. On-line. Available HTTP: http://www.chud.com (December 2001). Nunziata, N. You Oughtta Be In Pixels. On-line. Available HTTP: .Sawyer, B. & Greely, D. (2000) Online Broadcasting Power! Create and Promote Radio Stations on the Internet. Muska Lipman. Schleicher, S. The Pixie Awards for Online Films, Animations, and Websites in Motion. Digital Media Online. On-line. Available HTTP: http://www.digitalwebcast.com/2001/02_feb/news/pixieawards.htm ( 1 Feb 2001)Solomon, M. (2001) ‘Where’s the Website?’ in The Financial Times 17 April 2001. Stables, K. (2001) ‘Parallel Lines’, in Sight & Sound Vol. 11 Issue 7, July 2001; British Film Institute Taylor, J. (1998) DVD Demystified. McGraw-Hill. AudiovisualThe following is a sample of the type of audiovisual materials that will be used in the research project. There is an emphasis on Dogme format films due to their exploitation of new technologies. Hotel - Director Damien O’Donnell shot a series of web-based companion pieces to Mike Figgis’s improvised Venice-based film Hotel. O’Donnell worked with the Hotel cast, in character, to capture them on film outside of the Hotel narrative. These pieces were uploaded to the Hotel web site on a daily basis and soon formed their own unique material. This demonstrated that many established filmmakers are using digital technologies to revitalise their work, particularly in the fields of non-linear narrative and reaching the audience on a more personal level. Ivan’s XTC – Directed by Bernard Rose Festen – Directed by Thomas Vinterberg Leaving Las Vegas – Mike Figgis La Jetée – Directed by Chris Marker Section Three: STAGESYear 1 Conduct research into new media interface design and current online broadcast materials and formats. Present an overview of the current state of play of the online broadcast sector. Begin work on first online film project – a drama. Actors will be cast from the Dublin Academy of Dramatic Arts. The improvisation of characters and story arcs will be captured and published online as part of the overall web-based product. Year 2 Continue research and extend to include the potential of non-linear narratives and interactive story elements. Include research into such systems as MIT researcher Kevin Brookes ‘Agent Stories’ technology – this system creates live story lines that enable limited interactivity. Shoot second online film project – documentary. The subject of the documentary has yet to be confirmed. Year 3 Extend research into interactive media production and its application in general audiovisual production including games design. Current games titles are becoming more and more like films as they increasingly use real actors, linear storylines, identifiable locations and real-time. Shoot third film project – web-based animation. This animated film will offer the greatest potential to exploit the advantages of online broadcast. Digital animations are small and portable; in-betweening technologies allow shortened production cycles. Year 4 Continue research into new interactive models including live broadcasts. Live broadcasts offer the greatest potential for interactivity as costs can be reduced due to lower production values. Also, live broadcasts will educate the audience about many of the concepts behind ‘interactivity’. A potential problem with the implementation of interactive products is that the audience simply do not understand their role in interactive media delivery. Fourth film project – content to be decided. Year 5 Drawing together research conducted into non-linear narratives, interactivity and online broadcasting to produce 40,000-word thesis. Write and direct a final online production drawing on the experiences of the previous films. This film should stretch the potential of the medium and be as close as possible to a ‘professional product’. Section Four - RESOURCESAs MD of New Media Technology College I have access to all the resources and personnel required to produce the online broadcast format films as described in this proposal. Web development and web-streaming can all be handled in-house. APPENDIXI have attached my a recent article written for Lusofona University, Lisbon publication. The article is titles ‘The Virtual Film Game’. I have also attached a copy of my CV and a recent press release for my company New Media Technology College. |
|||||||