分类目录归档:课程学习

色彩公选课作品展示

评课社区的【色彩】课程页面链接 以下是我在评课社区的点评:

这门课主要是让我们感知色彩,用水粉作画,只对色彩有所要求,其余的自由发挥。所以很有意思。

这门课很花时间,大概一周要一两个半天。因为一幅画基本要画半天时间,而每周至少要花一幅画。

课堂上老师会讲课,大部分时间我们自己作画,也会让同学们交流,所以气氛很好。

下面上传一些我的作品(合格与不合格的作业),有好些同学画的比我这些棒多了!

期末考作品-色彩空间混合

自己挑一张照片,我选的是自己清晨去海边看日出时,躲在石头傍边的自拍。我当时觉得很冷,很孤独。作品被分成将近1200个色彩块,花了10个小时,面部画的太仓促太花了,色彩分析不足,左下角的石头分析的比较好。

明度练习

要求画9张图,色调分别满足:高长、高中、高短,中长、中短、中中,低长、低短、低中,还可以画一张黑白。

色调:中长

色调:高长

色调:低长

色调:中长

色调:低中

色调:高长

色调:高短

色调:高中

色调:中中

色调:高中

黑白:

纯度练习

要求画9张图,高纯度对比色、高纯度互补色、高纯度相似色,中纯度对比色、中纯度互补色、中纯度相似色,低纯度对比色、低纯度互补色、低纯度相似色。

作品:高纯度互补色

作品:低纯度对比色

作品:中纯度对比色

作品:中纯度相似色

这些画,一半都送给了朋友们。真的很花时间的课程,也许适合大四比较闲的时候选。

感谢方浩老师,我跟他学了两门课:素描和色彩,都是A+。

无穷大不等于∞

刚刚看微积分学教程·极限论部分,突然有些感悟记录下来:

  1. 无穷小量和无穷大量都是变量,而不是一个具体的数值。
    这个变量的变化趋势/取值集合要满足定义的要求。
  2. 无穷大量不等价于”+∞“或”-∞“,无穷大的极限是”+∞“或”-∞“。
    就好比无穷小量不等于0,无穷小量的极限是0。
    [书中提到 ±∞ 只是”广义的数“,而不是变量]
  3. 举个例子:若Xn=+∞,即X1=+∞, X2=+∞, … , Xn=+∞,则整序变量Xn是无穷大量;
    好比Xn=0,即X1=0, X2=0, … , Xn=0,则整序变量Xn是无穷小量。

以上这些,根据无穷小量和无穷大量的定义都可以得出。附定义:

【无穷小量】若整序变量Xn的绝对值,自某项起,成为而且永远保持小于预定指定的任意小数 ε>0,则Xn称为无穷小。

【无穷大量】若整序变量Xn,由某项开始,其绝对值变成且保持着大于预先指定的任意大数 E>0,则Xn称为无穷大。

无穷小量还有另一种定义,是通过极限来定义的。这里就不展开了。

如有误,欢迎讨论!

 

从《看见》里看见

这是《管理学原理》这门课的一次作业,一篇读书笔记。因为自己这学期也没看几本书…就写了开学初看的《看见》。

从《看见》里看见

向你推荐一本书,柴静的《看见》!

这本书我看了两个多月,一方面书的确很厚;另一方面,这本记录十年经历和成长的书,我得慢慢看。看完一个月后的现在,书里的很多内容我都忘了,甚至看标题也不知道这一章讲什么。但我觉得,这本书给我影响是深远的,它——是一个起点。

《看见》,第一次让我走进新闻工作者,了解他们的工作,他们的理想,他们所肩负的社会责任。

继续阅读

Principles of Transmedia Storytelling

好久没写博客了,这是“科技传播系-媒介概论”课,第一次作业的论文。我花了两天看 Henry Jenkins 的博客,然后提炼[到处复制粘贴]的论文。因为反正自己又没做什么研究,也没什么新的东西,中文的论文搜索结果乱七八糟的。这里有对应的论文演示PPT。

Principles of Transmedia Storytelling

Jingning Zhang

Abstract

Henry Jenkins, who is the Provost’s Professor at USC, before which was the Director of the MIT Comparative Media Studies Program and the Peter de Florez Professor of Humanities. This paper elaborates the definition and summarizes seven principles of transmedia storytelling proposed by Henry Jenkins and discusses implications of the principles on the entertainment industry.

Keywords

Transmedia Storytelling, Transmedia Extensions, Transmedia Entertainment, Media Franchises

1 Definition

Transmedia Storytelling is the technique of telling a single story or story experience across multiple platforms and formats including, but not limited to, games, books, events, cinema and television. The purpose is not only to reach a wider audience by expanding the target market pool, but to expand the narrative itself. [1]

As defined by Henry Jenkins, Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes its own unique contribution to the unfolding of the story. [2] The bold sentence is important for that it points out the difference with Cross-media, which is always the same single contribution to a story presented in multiple channels. [4] There should not be a single source where one can turn to gain all of the information needed to comprehend the whole story. [9]

2 Principles of Transmedia Storytelling

Henry Jenkins has proposed seven principles of transmedia storytelling [3].

2.1 Spreadability vs. Drillability

Spreadability referred to the capacity of the public to engage actively in the circulation of media content through social networks and in the process expand its economic value and cultural worth. [3] Jason Mittell proposed a counterveiling principle, what he called “drillability”, which “encourage a mode of forensic fandom that encourages viewers to dig deeper, probing beneath the surface to understand the complexity of a story and its telling. Such programs create magnets for engagement, drawing viewers into the storyworlds and urging them to drill down to discover more.” [6]

As Mittell suggests spreadability and drillability represent different dimensions of the experience. Spreadable media encourages horizontal ripples, accumulating eyeballs without necessarily encouraging more long-term engagement. Drillable media typically engage far fewer people, but occupy more of their time and energies in a vertical descent into a text’s complexities. [6]

2.2 Continuity vs. Multiplicity

“Continuity”, which in Henry Jenkin’s words, contributes to our appreciation of the “coherence” and “plausibility” of their fictional worlds and that many hardcore fans see this kind of “continuity” as the real payoff for their investment of time and energy. [3]

Multiplicity allows fans to take pleasure in alternative retellings, seeing the characters and events from fresh perspectives, which paves the way for us to think about fan fiction and other forms of grassroots expression as part of the same transmedia logic – unauthorized extensions of the “mother ship” which may nevertheless enhance fan engagement and expand our understanding of the original. [3]

For those franchises where there is a strong desire to police and preserve continuity, fan fiction can be experienced by producers as a threat, something which may disrupt the coherence of their unfolding story. Henry Jenkins emphasizes that there needs to be clear signaling of whether you are introducing multiplicity within the franchise, as well as consistency within any given “alternative” version of the central storyline. [3]

2.3 Immersion vs. Extractability

At the Studio Ghibli Museum outside of Tokyo, there’s a fascinating exhibition on the history of motion pictures. Hayao Miyazki makes the point that immersion– the ability of consumers to enter into fictional worlds – was the driving force behind the creation of the cinema and has fueled the development of many subsequent media. [4]

Henry Jenkins discovers another principle at play, which he named extractability, that we can buy massive models of key characters, props, and settings from Miyazki’s films, or we can buy props and costumes which can become resources for Cosplay in the gift shop. This need for extractable elements has dramatically shaped the development of anime and manga. [4]

Immersion and extractability refer to the perceived relationship between the transmedia fiction and our everyday experiences. [4] In immersion, the consumer enters into the world of the story, while in extractability, the fan takes aspects of the story away with them as resources they deploy in the spaces of their everyday life. [4]

2.4 WorldBuilding

Transmedia stories are based not on individual characters or specific plots but rather complex fictional worlds which can sustain multiple interrelated characters and their stories. This process of world-building encourages an encyclopedic impulse in both readers and writers. We are drawn to master what can be known about a world which always expands beyond our grasp. This is a very different pleasure than we associate with the closure found in most classically constructed narratives, where we expect to leave the theatre knowing everything that is required to make sense of a particular story. [9].

The concept of worldbuilding seems closely linked to the earlier principles of immersion and extractability since they both represent ways for consumers to engage more directly with the worlds represented in the narratives. Particularly world building can raise the desire of audiences to map and master as much as they can know about such universes, often through the production of charts, maps, and concordances. [4]

2.5 Seriality

In classic film studies, a serial creates meaningful and compelling story chunks and then disperses the full story across multiple installments. [4] A serial breaks down a story into chunks which are satisfying on their own but motivates us to come back for more. [8]

Transmedia storytelling can be think as a hyperbolic version of the serial, where the chunks of meaningful and engaging story information have been dispersed not simply across multiple segments within the same medium, but rather across multiple media systems. [4]

2.6 Subjectivity

There are three functions of transmedia extensions. First may focus on unexplored dimensions of the fictional world, second may broaden the timeline of the aired material and third may be show us the experiences and perspectives of secondary characters. These kinds of extensions tap into longstanding readers interest in comparing and contrasting multiple subjective experiences of the same fictional events. [4]

At heart, subjectivity refers to looking at the same events from multiple points of view. [8] Transmedia texts often rely on secondary characters because it is too costly to bring the primary actors over to work in lower yield media like mobisodes and webisodes. Yet, we have a lot to learn about how to turn this into a strength by exploiting the audience’s desire to see through more than one set of eyes. [4]

2.7 Performance

Performance refers to the possibility that the works made by fans become part of the transmedia narrative itself. [7] Henry Jenkins discusses performance in terms of a structure of cultural attractors and activators. The attractors draw the audience, the activators give them something to do. Hardcore fans were motivated to create their own contributions or even without those invitations. [4]

Indeed, the discussion at Futures of Entertainment this year shows that producers were engaging with these fans, supporting, “harvesting,” or shutting down their own creative contributions. Yet, a central theme running through the conference centered on how these fan productions and performances might feed back into the creation of the commercial transmedia franchise itself. [4]

Summary

This paper has gone through Henry Jenkins’ seven principles of Transmedia Storytelling. There is sure to be some overlap between these transmedia principles, while these principles themselves come from different perspectives.

Transmedia Storytelling is the technique of telling a single story or story experience across multiple platforms and formats. Ideally, each medium makes its own unique contribution to the unfolding of the story.

We should treat the definition and seven principles of Transmedia Storytelling as the Creator’s Guide to Transmedia.

References

[1] Wikipedia: Transmedia storytelling

https://en.wikipedia.org/wiki/Transmedia_storytelling

[2] Transmedia 202: Further Reflections, Henry Jenkins

http://henryjenkins.org/2011/08/defining_transmedia_further_re.html

[3] The Revenge of the Origami Unicorn: Seven Principles of Transmedia Storytelling, Henry Jenkins

http://henryjenkins.org/2009/12/the_revenge_of_the_origami_uni.html

[4] Revenge of the Origami Unicorn: The Remaining Four Principles of Transmedia Storytelling, Henry Jenkins

http://henryjenkins.org/2009/12/revenge_of_the_origami_unicorn.html

[5] The Complete Guide to Transmedia Storytelling, Gianluca Fiorelli

http://www.stateofdigital.com/complete-guide-transmedia-storytelling/

[6] To Spread or To Drill? , Jason Mittell

https://justtv.wordpress.com/2009/02/25/to-spread-or-to-drill/

[7] Transmedia Principles

http://transmediaexperience.com/transmedia-3/transmedia-principles/

[8] Transmedia Education: the 7 Principles Revisited, Henry Jenkins

http://henryjenkins.org/2010/06/transmedia_education_the_7_pri.html

[9] Transmedia Storytelling 101, Henry Jenkins

http://henryjenkins.org/2007/03/transmedia_storytelling_101.html

做Flash小动画

数字媒体技术第二次作业是做一个 Flash 小动画,最后只要上交 .swf 和 .fla 文件

我是按照这个教程来做的

https://www.youtube.com/watch?v=G7ZtPj0c6fA

创意来源:模仿小米手机系统升级页面泡泡动来动去的效果。

实现情况:因为不会处理音频长短,也不会用快捷键,所以为了使得音乐完整播完动画分成了两部分。第一部分是一群泡泡一起玩耍,第二部分是两个泡泡的爱情故事。

遇到问题:不知道音乐有多长,好几次都是导出后发现动画结束了音乐还没有结束。而且我发现在 flash 里面和导出 swf 文件后,音乐和动画的同步是不同的…最后也是,保证了 .swf 上两者的同步,放弃了 flash 里面的同步。我觉得可能是两边播放速率的不同导致的。

PS: 刚刚发现 wordpress 不支持上传 .swf 和 .fla 文件,优酷和 YouTube 也不支持上传 .swf 视频。然后 .swf 文件特别小,于是我在 flash 里导出视频 .mov,.mov 超级大啊。还有音乐文件是637KB,做成 .swf 却只有 37KB。是因为音乐被压缩了?

而且发现导出的 .mov 视频没声音…

.swf 和 .fla 下载地址:http://pan.baidu.com/s/1mggPc4C  和 http://pan.baidu.com/s/12OfV4

如何把一幅照片 PS 成手绘动漫风格

这是在知乎看到的热门问答,我按照上面一个答案教程做了一下。

原图1

原图1

效果图1

PS手绘动漫12

psd文件下载:链接

原图2

原图2

效果图2

PS手绘动漫2

psd文件下载:链接

我的PS技术很渣,各种不会,只是按照教程上面说的做,有几步教程上面没讲到,比如如何把天空放到图片后面!我网上居然搜不到,最后是谢老师教的!

我大体说一下:先把背景图(也就是主体图)上的天空抠掉,然后复制一份图层(就是背景拷贝),然后把这个图层放到天空上面!对,就是上面….我才知道图层上下排序决定它们在画布上面上下的关系。

蛮好玩的嘛!

关于线性代数学习的思考

今天课后,鼓起勇气问线代老师,是否可以不做作业只参加期末考?

为什么这样问呢?

因为来科大以后,大部分课程我都缺乏学习主动性。学起来很被动,也感觉没学到什么东西。我觉得主要还是我不适合这样的学习方法。

首先,我不喜欢听课。相比听课我更喜欢课后自己看书,因为有时候我觉得老师讲课太慢,我没耐心听下去,就走神了;有时候我觉得老师讲的太快,我还没有想明白他就继续了,导致之后听不懂,就容易犯困。我尝试过很多次要好好听课,有时候几乎要成功了,一整节课都在专心听讲,跟上老师的思路,可是第二节课后半部分就不行了,我没法集中精力那么长时间,又开始分神了!更多的时候是,尝试认真听讲失败,而且不听课还好,一听课就犯困。。。总之,我觉得自己听课效率非常低。 继续阅读

计算机程序设计2-特点

原先我对这门课的理解是C/C++语言的实践(做题),看了这本书《程序设计导引及在线实践》的序:

“许多大学的本科计算机专业课程设置,在程序设计语言和数据结构这两门课之间,并无空间进行基础算法教学,这就容易导致学生由于基本技能缺失而在学习数据结构时产生困难,或难以学精。 继续阅读