Tag Archive: video

Nikki Pinney // Final Project

Voicemails have always been precious to me, probably in part because I’m surrounded by people who leave me strange, silly, lovely messages. When I got a new phone, I didn’t want to say goodbye to my favorite messages, so I decided that I would turn them into a new media artifact by remediating them into a visual form and remixing their content into something very meaningful to me. The result is the video above, which quickly got weird.

The process of creating this video was a labor of love. Photoshop anchors the project, as I used it to generate several key parts. There I edited and composited two series of photos for the stop-motion section, as well as built the image I used for the American Gothic-themed portion of my video (from there I used Flash to animate the scene). I used Premiere Elements to piece together the overall video, although I worked in iMovie to sequence the stop-motion animation. Elements and Premiere are often considered to be “lite” versions of video editing software, but for beginners they’re perfect. Their interfaces aren’t cluttered with a myriad of options and each boasts an arsenal of automated processes (like uploads to YouTube, Vimeo, Facebook, etc.), so using these programs, as opposed to Premiere Pro or Final Cut, really streamlined my process.

My tactical goal was to become more experienced with Flash and get familiar with Premiere Pro, and while I definitely picked up some good practice, I also learned a lot of unexpected lessons during the course of this project. For instance, I figured out how to resize large batches of photos in Photoshop at once using the scripts function. I had to give a lot of thought to the dimensions of my images, and admittedly, when planning the project, that was something I looked over. In fact, I would say that the photo taking part of my stop-motion section was probably my weakest link. But I brought my layer game to a whole new level while working on the project. One example of this was when I imported my layers from Photoshop into Flash as movie clips. It made doing the motion tweens a breeze.

As I mentioned before, this is definitely a project with a lot of personal meaning.  Releasing myself from the duty of creating for an  outside audience helped make this project so enjoyable. I’m used to designing and working with the goal of clarity, so it was cool to do high concept/experimental digital art for a change. I’m looking forward to adding more animations to it. I’m also considering entering it in the Iris Film Festival.


Ryan Cutshall

INFO-I 310

3rd Analytic Paper


Halo Montage Critique


            In this paper I have chosen to critique the halo montage created by Christopher Terry.  I chose this project to critique because I personally enjoy playing video games, have seen many game montages, and have always wanted to create one myself.  I believe that this project is well done and demonstrates a huge aspect of the digital media associated with gaming and the video game industry.

People enjoy watching montages, especially FPS montages (Halo, Modern Warfare, etc.), because it allows them to see the incredible things people can do in game and what it looks like on their end.  You see, “sometimes what is important about a medium is how much it resembles another medium,” in this case the video using clips from the game to create a new media artifact, the “Gaming Montage” (Gershon, 2010).  Many gamers create these montages to display their skill or to show off extremely rare/lucky/awesome circumstances in game that allowed for them to do something incredible/funny/stupid.  “To critically evaluate an artifact is to engage in estimating the amount of worth we give to one or more aspects of it,” most of these videos are watched by tons of gamers and are given value, not always in proportion to the skill of the player depicted in the video but by the opinions of the viewers (Clarke, 2007).

Montages and game videos in general, are a huge representation of participatory culture in the gaming world.  Anybody can make one and everyone can see it.  However there is more than just the “headshot montage” or the “sticky montage” there are different game videos that are extremely popular for people to make.  Among those other videos are the “Walkthrough” the “Let’s Play” and the “How To”.  These videos are all huge aspects of the gaming culture allowing other gamers to see how and what people enjoy doing whilst playing their favorite video games.

Of the seven properties mentioned in the reading, storage and replicability, reach, mobility, and temporal structure are all major players with this type of media and the people that create and manipulate it.  Storage is simply explained through the way in which this media artifact was created.  Because this video was created digitally it allows for it to be easily saved and moved around.  This particular attribute (and the posting of this video on the internet) allows for this media to be easily stored and replicated by anyone with an internet connection.  This also plays in to the reach of this media.  Because it is made available on the internet anyone with an internet connection can download, share, and even comment on the video.  This leads to my next point, temporal structure.  The temporal structure of the internet and the site on which this project was posted is extremely asynchronous.  Videos are posted to the site and leaving them open for viewing to the public but there is no way to communicate with the creator (unless other options are shown in the video itself).  This type of temporal structure is extremely beneficial for this type of media because it, “allows very large groups to sustain interaction” (Baym 8) without the struggle of dealing with people who feel the urge to downplay the significance of the video itself.  The mobility of this media is unlimited.  Internet (both on the computer and a mobile device) and digital copies of this media are possible to create and take wherever, whenever you want.

Next I would like to go over the remediation displayed in this video.  This particular project is a video made through the use of in-game footage, changing what once was a real-time, singular, analogous event into a video.  The video shows a player playing Halo Reach but as we all know it’s not the actual game we are seeing but rather a bunch of clips made into a montage.  This form of remediation is extremely common in the gaming community and will likely be around until gaming dies down (which I’m hoping it never will).

Overall I believe the quality and execution of the video itself was great.  It displayed many of the characteristics of digital media artifacts that we went over in class and easily defines a huge part of an even bigger community.  I enjoyed watching the video and hope to see more like it down the road.



Works Cited


Baym, Nancy K. Personal Connections In The Digital Age. Polity Pr, 2012. 6-13.

Gershon, L. (2010). The breakup 2.0, disconnecting over new media. Cornell Univ Pr.

Clarke, M. (2007). Verbalizing the visual: Translating art and design into words. Ava Publishing


Steve Templeton
I310 Paper #3

Chris Terry: Halo Montage

Chris Terry’s Halo Montage is an interesting look into the culture of video games and how through technology we have created a culture around a new form of digital media. The video focuses on showing off the skill of the player, in this case Chris Terry, and has some cool video edits to allow the viewer a better shot of the action. While the video is a montage of action shots during Halo matches, the video does a great job of displaying what these type of fan videos are really about. Videos such as this one show to others within and outside of the culture of Halo what Halo is really all about. Youtube has been almost solely responsible for the ability for fans to share their creations to a huge audience. It is for this fan based culture that Chris and others spend countless hours creating videos to show to the world what they feel is something worth seeing. Some of the class concepts used to discuss this project includes machinma, principles of new media, and remediation.
Before talking about how class concepts tie into the project the video itself should be discussed and how editing the video plays a role in how the viewer will see the content. For this project many of the edits or effects used was to show off an awesome kill bad by the player. This type of editing is to allow the viewer the ability to see a how amazing the player is in killing other players. These editing tricks if you want to call them that allow the video creator the ability to show off their skills in multiple areas including game and video editing. Having watched a number of these type of videos it seems that the culture of video game videos has created the need or desire to display to the world their skills within the game.
The Halo culture and that of other video game intellectual properties (IP) exist because the fans of these games want to connect with other fans and share with others how cool they think of their chosen fandom. Machinma is the term given to this type of video which is created with the use of computer generated content mostly captured within a video game. Machinima is used in many different ways. From game-based reply (similar to this project) which allow individuals to see other players in-game as a form of rehearsal or learning method to completely new media creations (see Rooter Teeth’s Red Vs. Blue) (Lowood, 2011). The use of video games as the setting for machinma allows machinma creators the ability to use in-game content in the creation of their video. This focus on computers has changed the way we used to view content. In days long ago (in terms of technology) TV was our only method for watching an content on a subject. Now with the creation of the internet and sites such as youtube the landscape from which individuals can consume new media is staggering. Machinma simply would not exist without the internet. It is the internet that has allowed for fans of these video games to come together and create new media to share with other fans.
Using computerized video graphics, in the case of this project the game Halo, individuals are able to capture in-game footage and edit videos into whatever they choose. The use of computers to create these new media artifacts can be influenced by the very things used to create them. People expect the computer layer to influence the outcome of the cultural layer. (Manovich, 2001). This is clearly seen when looking at the internet and how it has shaped our culture over the last 20 years. It is the computer and the internet that has allowed for the creation of a video game culture to thrive in an environment that allows for individuals to create new media based on the individuals fanaticism.
Remediation is the final class concept I will use to talk about Chris’s Halo montage project. Machinma is the ultimate form of remediation by allowing individuals the ability to create a video (form of tv and film) which is based within a virtual realm (Grusin, 2002). The creation of media based solely on a video game using its own world as not only the backdrop but used to create the media shows how far we have come in the creation of new media. In days past remediation usually used old media (books) to create new media (movies) but with the use of computers the very media itself can be used to create new forms of media. Machinma is the ultimate form of remediation because it doesn’t require a source of media far removed from the original work.
Chris Terry’s Halo Montage is a great example of new media being created out of new media. This machinma project is a part of greater culture of video game media that has a history of being used to show off player skills, but also to allow members of the culture to connect through these new forms of media. Technology is really the key player in allowing individuals the ability to create these new forms of media. The internet and youtube are clearly the biggest contributors to and continue to be the major methods that people use in the process of creating new media. What might be one of the most interesting things about machinma is how they are just remediation’s of themselves. By using in-game footage of a game to then edit together new media shows how powerful remediation can become. The future of new media appears to be headed into a shifting wonderland of using itself in the creation of new media.

Grusin, J. D. (2002). Remediation: Understanding New Media. Cambridge, Mass: The MIT Press.
Lowood, H. (2011). The Machinma Reader. Cambridge, Mass: The MIT Press.
Manovich, L. (2001). The Language of New Media. Cambridge, Mass: Massachusetts Institue of Technology.

Chris Myles

Heather Wiltse


5 December 2011

Travis Ritchie and Kyle Daul – Fade Gaming Video and 3D Modeling


Gaming is a completely different social world in itself in comparison to life off of the Internet. There is always a high demand for more sources of entertainment, and to find entertainment in something that is presented well definitely gives an upper hand in getting people to play your game. Bolter’s article on Remediation: Understanding New Media, he describes how different forms of media are getting distributed throughout certain populations of people. In Fade Gaming their remediation of creating a game linked with a video about the game itself is a sort of new way of portraying information about the game they are developing. When a game is created there was just the game, now in today’s society you have games that are linked with videos, books, online communities, and apparel ect. These forms of remediation are all new to the communities in which they belong and Fade Gaming has done a good job starting off the making of their game with introduction videos about how it is being developed.

The new technology in today’s society allows for a community of people to devote skills and time to develop games in order to form social activism. Travis and Kyle were able to adopt a technology in order to develop guns and environments for their game. The time that it took to develop these skills in an on going process and Travis has a very good understanding on the concepts behind 3D modeling. Travis did a very good job developing the gun that he created for it being his first time modeling. A form of remixing was used when they made their introduction video because of the software used to record while he was in the process of modeling. Remixing the 3D modeling software with the FRAPS software used to record allows for an integration of technologies to form a new way of communication.

Engaging a population with a new media artifact can be tricky when trying to gain a community into participating about your product. Travis and Kyle’s game allows for an insight video to build a better relationship with the community they are trying to relate too. I think that the introduction video about the game, how it is being developed, who is helping develop, and what software’s are being used to create the game is a very effective artifact to communicate a greater message about this product. Providing information about their game and how the break down of the game is created also gives a status on how far along in the game building process they have come. If the continuation of this game is created, I think that weekly videos should be posted with the progress of their creation. This gives the community that plays the game a better connection to the creators, thus creating a relationship between the creator and the user.

I have never seen any one model before, seeing the video with snippets on how to model was very interesting to me. I was able to grasp a new sense on how things get modeled and develop thoughts about how games are created. This video was not just an information tool about a game that is being developed but it was also an educational video that I can learn concepts about how modeling takes place. I like the integration of the environment terrain building software, sound track software, 3D modeling, as well as the software used to record the initial video. The use of all of these technologies and being able to combine them into one single video, where the user clicks one button and are able to experience all of these emotions about how games are created. Overall the development of this game is very effective and they are on a good start to starting something that has potential in a big community. The relationship with the videos expands to a network of people that is outside of the gaming community to outreach in order to inform them that this game is out there. The community within the gaming culture is already going to be intrigued by this new game, but with the help of this video reaching another networks of people they have potential to expanding even outside of the gaming community for a participatory population.



Works Cited

Bolter, J. David, and Richard A. Grusin. Remediation: Understanding New Media. Cambridge, MA: MIT, 1999. Print.

Clarke, Language and Visual Artifacts, Print

Gershon, Ilana, The Break Up 2.0 Disconnecting over New Media, Cornell University Press, Print

Ritchie, Travis and Daul, Kyle, Fade Gaming Video, https://mediaartsandtech.wordpress.com/2011/11/21/final-project-travis-ritchie-fade-gaming/,




I310 Final Project- Kinetic Type Lyric Video

My project is a kinetic lyric music video. I enjoy music a lot and have seen many of my favorite bands post videos like these to promote a song. I’ve also watched some similar videos created by fans.They are fun to watch and I always wanted to make one myself. The song I chose is “Spain” by Between The Trees. The program I used is Adobe After Effects. I’ve used After Effects before but I’ve never done a text animation video before.

For this project, I had to learn some new tools and skills for After Effects that I’ve never used before. I tediously matched a word with the audio and pre-composed scenes before rendering it and then doing animation over it. To achieve some of the effects of movement, I used the camera tool. I referenced different tutorial videos to help me with this process, but I ran into a lot of different ways to achieve the same thing, and some videos weren’t thorough enough. I eventually pieced together my own process, but some of the animation isn’t smooth, as I had to use a lot of problems with key-frames and tweening.

Through this project, I’ve learned how to use the timeline for text animation and how to use the camera tool. I had to adjust the way a camera tool is conventionally used to work for my project. I feel that I reached a satisfying endpoint for the project, though I plan on developing it further later. After class, I plan on learning how to cut a 2D image into layers and use the camera tool to pan through the layers, creating a 3D effect out of a single image. I would have attempted this for my project now, but I don’t have the time to finish it. Either way, I plan on uploading the finished product to YouTube, to share with the band and its fans.


HD Version:


This project is stop-motion video reflecting some of the experiences I’ve had since I’ve been at IU. I decided on a stop-motion video because I have always had an interest in making a stop-motion video but never had the time to fool around with it. I wanted to do something with the IU campus because it is my final semester and I have been growing more contemplative of what my time here has meant to me. I wanted to demonstrate how the IU atmosphere balances school and fun.

My inspiration for the video came from a number of sources. I watched quite a few stop motion videos and really liked the illusion that the primary character’s feet don’t move. I also developed a better concept of how transitions looked in certain scenarios. I decided to avoid using a tripod because of the disjointed affect it has on the video. The shifting frames match better with the music.

The process of making the video was fairly tedious. There are over 1,300 stills in this video. I primarily used iMovie 08 to edit and compile the video but I found it to be a very weak program. I had to manually set the time lapses on many of my stills. When I was planning to submit the video, I tried to perform an editing function that caused my entire computer to freeze and I lost my entire project. I had to start over from scratch with a very limited timeline but my experience over the semester helped me do this very efficiently.

I had wanted to include sporting events in this video but, unfortunately, things kept coming up. Also, the amount of content I have already included is very substantial. I really wanted to put the Oaken Bucket game in the video but, as you all know, it is after the due date. In the future, I am considering splitting the video up into two separate parts in order to make it into two separate music videos. As far as my intent to continue making stop motion movies, I have become very interested in them and will most likely continue to produce them and hone my skills in making them.

Final Project: George Bush – How To Love

This is the final version of my project that I posted on YouTube. The video is of George Bush clips that are compiled together to make him look as if he is singing along to Lil Wayne’s single, “How to Love.” I was inspired to do this video because of a video that I saw of George Bush singing along to a U2 song. I really enjoyed the video and thought that it would be fun to create something similar. The reason I chose the song “How to Love” is because Lil Wayne is one of my favorite artists and because I also thought it would be funny to show a video of something that isn’t expected from the former Republican president.

The video took quite awhile to create, but I am happy with the outcome. I initially wanted to show the video with President Bush singing every word to the song, but I decided that I did not like how choppy the video looked and sounded when I tried to do this. I decided to use the actual Lil Wayne song while using short clips of speeches given by President Bush.When doing this I focused on key words in the song to match up with the George Bush clips as if he was lip syncing. I created the video using a program in Adobe Creative Suites 5.5 called Premeire Pro. At first the software seemed to be a little overwhelming to learn, but the more I worked with it and watched tutorials I was able to pick it up and I feel like I did a good job. After I finished creating the video I posted it on YouTube for the public to view and shared the link on my Facebook for my friends to see. I have had a few people check it out and I have received a lot of positive feedback.

I have completed all of the steps and goals that I had for this project. The last step that I had to accomplish was to post the video on YouTube for the public to view, which I have already done. I hope to have a lot of people check it out to comment and give me feed back because I would like to create another project like this in the near future. I have actually already thought about one project that I would like to do and that would be to create a video for the IU basketball team. I am a huge IU basketball fan and I think that this would be something really fun and interesting to do. Now that I have acquired some of the skills necessary to do that through this project, I know that I’ll be able to create a really cool video. Ideally I would like to do this over winter break, so be on the lookout for the video in the near future.

For my project I decided to make a few videos of me riding my motorcycle around Bloomington and put them in a flash application so that users could view them simply without having to go between different web pages. The flash application also brought them together in a way that made them look very neat and nice.

The reason I chose to pursue this project was because I had all the tools necessary to do it and I wanted to have a camera mount on my motorcycle and this gave me a reason to do it. I enjoyed it a lot and I learned a lot about flash and movie editing.

In the future If I choose to pursue this I would make video submissions allowed to the public so they could submit a video of their town and I could add it on the map. It could be a lot of fun getting all these submissions about putting them on the map where they belong.



The video above was generated as part of an advertising campaign for Samsung by The Viral Factory. The video went viral and generated a great deal of discussion as to whether it was real or fake. In terms of advertising, the video proved to be genius because of the combination of mild controversy and interesting content. The video addresses an important aspect of economics of new media: sharing. Any video of this nature is subject to a degree of sharing which is essentially free advertising for the company. This example shows one of the subtleties that arises in new media economics that may not always be utilized but can be a powerful tool.

Remixing Application-Tokyo the Remix Culture

This YouTube video shows the remixing of fashion culture in Japan.

Basically, the video is talking about after the war Japanese try to adopt things from Western Country but they mistranslated it. The clip is focus on the mistranslated of Hippie movement in US in the 60’s. This adoption becomes a unique culture in Japan and it interested people all around the world. (Clothes, Harajuku fashion)