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Thesis/Dissertation Collections
11-1-1993
From the screen through the screen
Marianne O'Loughlin
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ROCHESTER
INSTITUTE OF TECHNOLOGY
A Thesis Submitted to the
Faculty
ofThe
College
ofImaging
Arts
andSciences
in
Candidacy
for the Degree
ofMASTER OF FINE ARTS
FROM
THE
SCREEN THROUGH THE
SCREEN
By
Marianne
O'Loughlin
To Colin
andConor, my
owntwo home-grown
computer generation.Thoughts
1
Introduction
2
Tools Used
4
Research
andDevelopment
5
Process:
The Image
andText
8
Process: MacroMind Director
1 2
Painter: More Details
14
Testing
15
Limitations
1 7
The Future
19
Conclusion
2 1
Illustrations
24
Definition of
Terms
35
1.
THOUGHTS
"You
have
noticedthat
everything
anIndian
does
is
in
a circle, andthat
is
because the
power ofthe
world always worksin
circles, and
everything
tries to be
round...In the
olddays
allour power came
to
usfrom
the
sacredhoop
ofthe
nation andsolong
asthe
hoop
was unbrokenthe
peopleflourished.
The
flowering
tree
wasthe
centerof
the
hoop,
andthe
circle ofthe four
quarters nourishedit.
The
east gave peace and
light,
the
southgave warmth,the
west gaverain, andthe
north, withits
coldandmighty
wind, gave strength and endurance.This
knowledge
cameto
usfrom the
outer world with ourreligion.Everything
the
powerofthe
worlddoes
is done in
a circle.The
sky is
round and
I
have
heard
the
earthis
roundlike
aball
and so are allthe
stars.The
winds,in its
greatestpower, whirls.Birds
maketheir
nestsin
circles,
for
theirs
is
the
same religion as ours.The
sun comesforth
and goesdown
in
a circle.The
moondoes
the
same andboth
are round.Even
the
seasonsform
a great circlein their
changing
andalways comeback
again
to
wherethey
were. "The Sacred
Circle
Black Elk
"Let
us put ourheads together
and see whatlife
we willmakefor
ourchildren."
This thesis
project's aimis to
transfer
the
early
orbeginning
read er'sinterest
andfocus from
the
video screen;i.e.:
television orNintendo,
to the
printedtext
ofthe book through interaction
withthe
computerby
reinforcing
the
narratedstory
with on-screentext. Much like read-along
audiotapes,
the
premise ofthis thesis
is
to
combine pictures, words andsound
into
a computerized supportfor
a story.To
createinterest for the
proposed age group,
the
criteria used willbe based
on anentertaining
tale,
quest, or game, richin language
andillustration,
intermixed
withhumor. The
goalis
to
getthe
childto
useimagination,
creativity, andmemory
by
reading
orhaving
the text
read aloud.Next,
the
user willinter
actwiththe
computerby
re-creating the
storyline onthe
screen and,later,
developing
their
own ending.Children,
at anearly
age,develop
reading
andTV-viewing
habits.
The
computer provides an excellentopportunity
to
capture a child'sinter
est and
direct
it into
the
fun
and adventure of reading.But how
does
oneachieve
this
whenthe
competitor,television, is visually
active,constantly
changing, and packs a
lot
into
a shorttimespan,
atthe
sametime. Unfor
tunately,
it
limits the
expansion ofthe imagination. The
problemto be
faced
by
this
projectis
how
to
capture and retainthe
early
reader'sinter
est,
by
keeping
the
support programvisually
active,changing
and, atthe
text
givethe
answers, orjust
pose questions?Will the
userinteract
by
pressing buttons,
typing
in
answers and endings orhave
multiple choice and/or yes and no selections?The
answersto these
and other questions willbe discovered
during
the
building
ofthis
thesis
project.This
project willbe directed
toward
the
pre-schoolto kindergarten
agelevel.
It
willinclude
a printed storyline and an animated version.The
animation willbe
accomplishedthrough
the
combined use ofsoftware programs such asPhotoshop
2.1,
Painter 2.0
andMacroMind Director
3.1.
Illustrations
willbe
createdby
traditional
hand-rendering,
scans, and com puter-renderedimagery.
Scanning
and computer-generatedimages
willbe
producedin
Photoshop
and otherillustrative rendering
programs.Text
use,in
the
animated computer program, willbe limited due to the
reading
level
ofthe
user andthe
inherent
lack
ofeasein
extendedreading
of screentext.
It
willbe
assumedthat the
beginning
reader willalready
have
TOOLS USED
/MKDWTIKJE.-Macintosh Hfx~32 MB
ofRAM/240 MB Hard Drive
-Macintosh
Quadra
950-32
MB
ofRAM/240 MB Hard Drive
-SyQuest
44
MB
External Drive
-Canon
CLC
500 Flatbed
scanner/printer-linearCCD
array
-Canon
ION
RC-560 Still Video
camera-Canon
FV-540 Still Video Frame Grabber
SOFTWARE:
-AdobePhotoshop
2.
1
-Fractal Designer
Painter
2.0
-MacroMind
Director
3. 1
-SoundEdit
Pro
-Canon
SV Scan
applicationHAND
-ArchesSmooth
90 lb.
Watercolor paperTOOLS:
-ArchesBlack
Coverstock-Winsor
& Newton Watercolors
-Berol Prismacolorpencils
-Design Spectracolor pencils
=
RESEARCH
AND
DEVELOPMENT:
The
Weaving
ofthe Tale
Through
conducting
research onhow
to
capturethe
beginning
reader's attention,
it
wasfound
necessary
to
"look
for
entertaining
tales,
richlanguage,
beautiful
illustration,
pleasing
rhymes andhumor."1The
resulting
natural choicefor
adventure, mystery, and visual activity, andin
conjunction
withthe 1992
occurrence ofThe 500th Commemoration
ofthe
Meeting
ofthe
Two
Worlds,
was aNative American tale. The "invisible
inhabitants"
of our
Western
hemisphere,
soin touch
withtheir
surroundings,
createdthrough
story-telling,the
magical, mysticalfeeling
andimagery
that
has
the
ability
to
capturethe interest
andimagination
ofachild.
The
hope
andintention
ofdirecting
this
same child'sinterest into
further
investigation
ofthe
history
ofthe
originaldwellers
ofthis land
has
also
been taken
into
account.Humor
comesnaturally
to the Native American
tale-weaver,
it
seems,
through
the
use of a witty, and sometimes wry, outlookonthe
nature and reason
for the
existence ofthe
world andthose
whoinhabit it.
Very
often,it
includes the
creatures who surroundedthem.
Having
animals as
the heroes
oftales,
withhuman
orsuper-human attributes,is
found entertaining
to
all,but
to
children,in
particular.This type
oftale
was also selected asthe basis
for this thesis
to
help
dispel
the
myth,particularly developed
in
video games, adventure'Judith
Rovenger,
"Count On
It,"Sesame
Street Parent's
Guide,
stories and cartoons,of
the helpless female.
"In
the
West,
few images
ofwomen
form
part ofthe
cultural mythos.Among
Christians,
the
madonna
is the
female
prototype and sheis
portrayedasessentially
passive;
her
contributionis simply
that
ofbirthing. Little
elseis
attributedto
her. This
image
is
countered...by
the
witch-goddess/whoredesigned
to
reinforce cultural
beliefs
about women, aswell asWestern
adversarialand
dualistic
perceptions of reality.The
tribes
see women variously,but
they
do
not questionthe
power of
femininity. Sometimes
they
see women asfearful,
sometimespeaceful, sometimes omnipotent andomniscient,
but
they
neverportray
women as mindless,
helpless,
simple, or oppressed.The individual
woman
is
provided with avariety
ofimages
of womenfrom the intercon
nectedsupernatural, natural, and socialworlds she
lives in.
Among
the
images
ofwomen...areWhite Buffalo
Woman,
whobrought the
religion ofthe
Sacred
Pipe,
Yellow
Woman,
Coyote Woman. (There
is)
Spider
Woman,
who
brought
the
light,
who gave(the
Laquna
Pueblo]
weaving, medicineand
life,
(the
Cherokee,
the
art ofpottery,the
Hopi
the
Twin-War
gods.)Among
the
Keres,
sheis
known
asThought Woman
who created us andwho
keeps
usin
creation even now."2These
arebut
afew
ofthe
female
images
who appearin
Native
Americanfolklore
as warriors, creators, andsaviors of
their
people.The Cherokee
were one ofthree tribes
whoviewed
the
sun asfemale.
Acoma legends "reflect the
matriarchalsociety
of
the
Western
Pueblos,
with atale in
whichIa'tik,
the
All-Mother,
2Paula Qunn
Allen,
"Native
AmericanWomen
in the Circle
ofLife,'herself
makesthe
gods she wishesto believe
in."3"Huff
(1987)
found
abias
whenhe
askedteachers
to design
educational
gamesfor boys
and girls.The designers
created gamelike challenges
whenthey
expectedboys
as users, and used more conversationaldialogs
whenthey
expected girls as users.When told
to
design
for
students,
the designers
producedboy-style
games."*With this
in
mind,the
original aim of
this
project wasto
combineboth
dialog
andgame-likechallenge or quest.
The
answerto this
challenge, again, provedto
be
the
native-born
legend.
The
choice of suchtales
arediverse
and numerous.The
charactersvary
greatly,though
certainthemes
reoccurfrom tribe to
tribe,
areato
area.
After
browsing
through
several anthologies,American Indian Myths
and
Legends,
editedby
Richard Erdos
andAlfonso
Ortiz,
was selected asthe
story
source.After
test-reading
severaltales to
beginning
readers.Grandmother
Spider Steals the Sun
won out asthe favored
telling,
mainly
because
it
was"funny!"
This
is
an attestmentto humor
asthe
greatcapturer ofa child's
interest.
'Richard Erdos
andAlfonso
Ortiz,
eds.,American Indian Myths
andLegends (New York:
PantheonBooks,
1984),
140
PROCESS: The
Images
andText
The
nextstep
wasto
writethe
storyline, createthe images
andshape
them
into
adummy
version of ahard
copy
book. This
was accom plished underthe tutelage
ofLuvon
Sheppard.
Thumbnails
weredrawn
and re-drawn.
Watercolor
paper(Arches
smooth90
lb.)
was stretched,watercolors and colored pencil applied and
the
images
were underway
in
the
traditional
hand-rendered
method.(See
platesA
-C
andE
-J.)
After
approvalby
those
onthe Thesis Committee
ofthe tale
andimages,
the
images
were scanned on aCanon
CLC
500
flat-bed
scannerat
1
00
percentimage
size(
1 1
inches
x1 7
inches)
with a resolution of1 50
dots
perinch.
The
output size wasapproximately
1
2
megabytes ofinformation for
each scannedimage. These
werethen
openedin
Photoshop
2. 1
asTIFF
files,
on aMacintosh Quadra 950
workstationwhich
included
a2 1 inch
color monitor.Brightness
and contrastlevels
were adjusted,
along
withthe
colorbalance. The
images
were croppedand
then
reducedto 50
percent oftheir
original sizeby
changing
resolution
to 75
DPI,
which resultedin 3
MB
files.
These
were savedto
aSyQuest
cartridge andtransported
to
aMacintosh Hfx
and convertedto
PICT
files.
The
reasonfor
conversioninto
PICT
files
wasfor
usein
MacroMind Director
3.1,
the
animation software package ofchoice.Approximately
20
dummy-spreads
were scanned.Several
images
generated on
the
computer werebased
on scanned sketches.One
image
9.
was captured
by
the Canon
ZapShot
(ION
RC-560)
still video camera(Plate
Dl).
It
wasthen
accessedby
the Canon FV-540
still videoframe
grabber
in
combination withthe Canon
SV
scan application at a video resolution of
640
pixelsby
480
pixels, openedin
Photoshop
and saved as aPICT
file.
The
image
wasthen
brought into
Painter 2.0
and"cloned"
using
the
chalkdoner.
Combining
Painter's
watercolorbrushes,
pasteltool
and"Just Add
Water"brush,
it
was possibleto
createthe
look
of atraditional
watercolor.
An
added extrais
Painter
2.0's
ability
to
accessPhotoshop
fil
ters. The
QE
Spatter
filter
was appliedto this
computer-generatedimage,
adding
afinal painterly look. Painter's
own"Lighting
Effect,"found
under"Options,"
put
the
finishing
touch
onThe Other
Side
ofthe World.
The
remaining
scannedimages
were manipulated, retouched, andadded
to through
the
use ofPainter's
andPhotoshop's toolboxes. Fox
wasthe
initial
characterto be
"reconstructed"in Painter
2.0.
He
was pastedinto
a "New" window whichhad
ablack
"paper"background.
Using
the
frisket
tool,
a maskwas created overthe
character.The
image
wasthen
"spatter"
air-brushed and,
accessing
the
Brush-look
Palette,
stroked withthe
spongetool. The
Color Palette
wasin the
"Impressionist"mode.
Fox
was
finally
outlinedin
chalk withthe brush
size set at5.7
pixels.(
See
plate
A.)
The
thing
to be kept
in
mindin
outputting
these
digitized
images
is
that
the
resolutionincrease
mustbe
re-interpolated withinthe
Painter
2.0
program only.They, also, can
only
printedfrom Painter
2.0.
Otherwise,
posterization and
digitizing
will occur.Each
characterin
the
story:Fox,
Possum,
Buzzard,
andfor the
addition ofhierarchic branching.
At
present,the
projectis
fairly
linear in
construction withlimited
branching.
The
idea is
based
onthe
branching
and returnformat
ofthe
audiolearning
tapes
of aningenious
interactive
"robot,"known
as2XL. The tapes
are gearedfor
various agegroups,
ranging
from 4 to
12
year olds.They
aredesigned to branch
when
buttons
are pushedin
responseto
questions,prompting
and selections
offeredby
2XL.
Though
topics
arebranched,
the tape
cyclesback to
an original storyline.
It
is
envisioned, as afuture
for this thesis
project,the
capacity
to
branch
outto higher
reading
levels
and allowthe
readerto
create an alternate
story-ending
or storyline.For the
sake of completionwithin a
limited
span oftime,
atthe
suggestion ofBob
Keough,
the
branch
selections werekept to
simple choices,i.e.:
yes/ no, and multiplechoice with a
descending
subtraction ofpreviously
chosen answers.The
combination ofverbal narration andtext
wasfelt important
in
the
recognition of wordsby
the
early
reader.Having
the
words appear oneat a
time
was considered,in
responseto
inquiry
by
Jim Ver
Hague,
asway
to
reinforcetheir
recognition;but this interfered
withthe
normal continuity
ofstorytelling,making it
an unnatural and awkwardway
ofreading.This
type
of presentation wouldprobably
be
more effectivein
a programset
up in
aflashcard-type
format.
The human thought
process,itself,
operates
by
forming
wordsin
groups or phrases.Thus,
the
appearance oftext
in the form
ofsentences and phrases wasfound
to be
the
more rational and easier
way
ofpresenting text
in
this
project andcommunicating
with
the reading
beginner. (N.B.: As
a result oftesting
onthe
averageadultreader, even
this
form
ofcommunicating
is
slow.This
canbe
reme11.
an older audience
is to be
consideredin
a similar project.)Text
was generatedin
Photoshop
2.
1,
atthe
suggestion ofMr. Ver
Hague,
aftertesting
software programs such asAldus
FreeHand,
Adobe
Illustrator
andDirector, itself.
The
anti-aliasing
capabilities ofPhotoshop
was,
by
far,
the
mosteffectivein
the
creation of screentext. For the
generation of printed
text,
FreeHand
orQuarkXPress
arethe
preferred programs;
but
on-screen,the
"jaggies"or
digital
stair-stepping
oftext,
whenimported into
or createdby
MacroMind
Director,
areblatantly
evident.To
resolve
the
situationin
Photoshop:
1)
Make
surethe
monitoris
setin
millions
ofcolors;2)
Be
surePhotoshop
is
setin the RGB
mode;3)
Import
the
system palette;4)
Match the background
colorfrom the
systempalette
to that
being
usedin
Director; 5)
Select
text
colorfrom the
systempalette;
6)
Check the
anti-aliasbox
in the text
dialog
box;
7)
Save the text
in
Index
mode as aPICT
file
withthe 8 Bit
system palette selected;8)
-
PROCESS:
MacroMind Director
MacroMind Director 3.
1
was selected asthe
main animation program
for its
ability
to
import full
colorimages,
large
assortment of animation
capabilities, and control ofsound and palette.In
additionto
its
capacity
to handle
alarge
amount of cast-members andinteractivity, it
was chosen over such programs as
SuperCard
mainly
for
its
speed.Director
is
ahighly
diverse
program with animation capabilitiesthat
canbe
accessedby
those
on alllevels
ofexpertise.The
Overviewlevel
automatically
animates presentations and controls sequence andtiming
ofprojects.
The Studio
level,
which was usedin this
project, allowsthe
creation ofmultimedia productions at a personal
level
of control,in
conjunction
withthe
expertise ofthe
user.Images
canbe
createdin
Studio,
imported
from
other programs, or, asin the
case ofthe thesis
project,both.
Manipulation ofimages
was also achievedin this
manner,i.e.:
giving
the
appearance oftalking by
adding
tongues
orteeth
andopening
andclosing
mouths. Animations werebrought to life
by
using
both
automaticfeatures
and a limited amount ofLingo,
the scripting language
inherent
to
Director.
Interaction withthe
user was also made possiblethrough
Lingo.
Sound
was recordedin
SoundEditPro
andimported
into
the
program.Some
sounds nativeto
Directorwas intermingledwith recorded sound.More than
one sound canbe
played at atime through the
use ofDirector's two
sound channels. Character voices were createdby
changing
raised
1.5
levels. Grandmother Spider's,
2
levels.
Buzzard's
pitch waslow
ered .63
levels
andFox's
wasdeepened
by
.5levels. For
clarity
and continuity
in
hearing,
priorto
raising
pitches,the
verbalizeddialog
was spokenat a slower rate.
The lowered
pitches were spoken at afaster
speed.Things to
notein
using
MacroMind
Director
include the
use offilm
loops. The
speed ofthe
animationis
notnecessarily
any
quickerthan
creating
castmembers repeatedly,especially
if less then four
castmembersare used
to
travel
somedistance
acrossthe
stage.It
does
savetime
in
try
ing
to
reposition each memberin its
correct place.It
also savesmemory
and performs
like
a global variable.Another
notableitem deals
withoptimizing
the
speed of an animation. It
is best
to
have
castmemberinks
set atleast to
matte.For
maximum motion speed,
the copy setting is
mostdesired,
though
not alwaysaesthetically
possible.Blank
spotsin
manipulated castmembers should_
PAINTER:
More Details
One
ofthe
mostfascinating
andsurprising
outcomes ofthis
projectwas
the
ability
ofFractal Design's Painter 2.0 to
interpolate
animage
generated on-screen at a resolution of
75
DPI to
an up-graded resolution of200 DPI.
This
wasdone
by
opening
the
originaldocument
in Painter
anda new window set at a resolution of
200
DPI.
Next,
withthe
originalimage
set as
the
clone source,it
was clonedinto
the
new window.The
resulting
image
size wasapproximately
2.25
inches
by
3.25
inches
in
scale, abouta quarter
the
original measurements.The
newimage
was enlarged,in
stages,
up to 300
percent ofits
size.It
retainedits
watercolor appearance, withoutpixellation, when output on
the Canon
CLC
500!
The
brightness levels had to
be
readjusted and a "surprise" spot ortwo blend
ed away.
The
mostaesthetically
pleasing
size wasfinally
found to be
a275
percent enlargement.This
measuredapproximately
6.5
inches
by
9
inches.
(
See
platesDl
&
D2.)
It
mustbe
reiteratedthat this interpolation
canonly be
achievedin
the Painter
2.0
program.The
images
canbe
scannedin from
Photoshop
or
Painter,
but
canonly
be
manipulatedin Painter. After
images
wererecaptured
from
MacroMindDirector,
added noise was noticed which corrupted
the quality
ofimage
output.Any
manipulationdone
otherin
15.
TESTING
The
1993 Kindergarten
classfrom
Horton Child Care Center
ofRIT
reviewedWe need
Light!,
whilebeing
taped
by
WHEC-TV,
Channel
10,
Rochester,
NY
and cableChannel 9. The
class consisted often
ofthe tar
get group:
5
and6
yearold girls andboys.
None
appearedto have
problems
understanding
the
interface instructions
for
navigating
through the
project.
Kyle,
a6
year old, readalong
withthe
narration and recognized and repeated words asthey
appeared on screen.The
attention ofthe
children
washeld
successfully,including
those
who satin
for
a second goaround.
It
was notedthat
many
ofthe
children wantedthe
ability
to
move characters aroundthe
screen andhave
more action resultfrom pushing
keyboard
buttons
andthe
mouse.The
animation and sound,though,
entertained and amused
the
testers throughout. Buzzard's button
seemedto
be the
mostfrequently
chosenbecause
ofits
bright
yellow color.The
response offeredby
afirst
gradeteacher
wasthe
needfor
adding
anillustration
of possum withhis
bald
tail
atthe
end ofhis
story.She
also questionedhow Grandmother Spider
couldfit
the
suninto
her
tiny
little
pot; a question oflogic that
wouldmorethan
likely
be
posedby
childrenin
her
first
grade class.An
elementary
schoollevel
teacher who attendedthe
Graduate
Thesis
showfelt that
the
animation wouldkeep
her
studentsinterested
and entertained while
the illustrations
wouldhave "a
muchcalming
effect onthem.
The
mostexciting
result was a phone call receivedfrom
a motherresiding
in
Walworth, NY,
who, afterviewing
the 20
second spot allottedby
WHEC-TV's News
atnoon
for
astory
oninteractive
children'sbooks
by
RIT
graduate students, wantedto know
where she could purchase acopy
of
the
project.She
felt it
wouldinspire
her
nine year old sonto
pickup
abook,
whichhe
rarely does,
and start reading.The
highest
compliment was received atthe
Graduate Thesis
showfrom two young
men,approximately
10 to 12
yearsin
age.They
felt
that
these
were"the
most awesome graphics ever seenin
a video17.
LIMITATIONS
The
mainlimits for the
viability
ofinteractive
books include
computer
accessibility
for the
user and computer compatibility.User
accessto
a computer
is
abasic
limitation.
The
cost ofcomputers,mainly
Macintosh,
canbe
prohibitiveto
the
general population.Tighter
schoolbudgets
during
this
decade
(1990s)
have
slowedintegration
into
the
classroom.
In
additionto
initial
cost,the
industry
is constantly
in
a stateof
flux
with newer,faster
hard-drives,
whichhave
more and morememory
every
1 8
months or so.This,
in
itself,
is
a plus,especially
if budget is
nota question,
but very
oftenthe
averagebuyer tends
to
purchasethe lower
costing
hardware.
This
means, usually,the
purchase ofaPC
compatible,which adds
compatibility
problems withMacintosh-generated
programsand projects.
VGA
colors systems,in
general, arelimited to their
own16
color palette, which wreaks
havoc
onMac-generated
artwork, whetherproduced
in
aMacintosh
palette of16
colors or millions of colors.What
you see on
the
Macintosh
screenis
definitely
not what you get on aPC
screen.
The
colors mustbe
rearranged and changed.To
convert, colorsmust
be
indexed
and posterized.The images
are primitive and awkward.Blends
and gradations arevirtually
impossible,
aesthetically.Luckily,
in
1993,
Macintosh introduced
to
the
marketthe
Performa,
(their
LC
andLC
II renamed)
pricedfor the
general population's pocketbook, with pointsofpurchase
like
Sears
andLechmere.
computer speed
is
anotherconsideration.This
project,in
particular,is
approximately
20
megabytes.At
this
size,to
run at optimum speed, alarge
amount of random accessmemory
is
needed.Cost
of production and circulation aretwo
more points which willaffect
the limits
onthis
project.CD's
may
be
a partial solutionto the
memory
problem,but,
atthe
presenttime,
their
speedis
stillfairly
slow.The
mostfrustrating
aspectfound in the
creation ofthis
project,was
the
question of whatto
add and what not.And
ofcourse,there is the
question of
time
limits.
More time
will neededto be
spentto
reach a completely
marketable goal.As
athesis
project,though,
this
was successfulas a
learning
experience.It has
opened newdoors to
investigate. More
interaction
needsto
be
addedto the
project,i.e.:
by
a click on an object,allowing it
to
move around.The
possibilities are unlimited onceLingo
19.
The Future
The
world ofinteractive
mediais
notonly
onthe threshold,
but in
reality,
through the door
andmoving
fast.
The
areas of children'slitera
ture
andelementary
schools are, atpresent, wide openfields
with avare-ty
ofcontenders outto
maketheir
mark.But
it is
still not abattle,
as yet,to
find
a nichein the
market.Schools
are an excellentbase for
the
introduction
ofinteractive
books
and projects,blending
fun
and educationtogether.
Interactivity
makes a child
feel
in
control ofhis
learning
process.It's
exciting,but
atthe
sametime,
requiresthought, logic,
and problem-solving.The
childbecomes
an active participant as opposedto
a passive observer, a situation
which occurs oftenin the
regular classroom.Interactivity
allows achild
to
solve problems privately, without peerhumiliation. The
child canwork
through
a problemrepeatedly, untilthey
masterit
withoutfeeling
left behind.
The
greatest plusfor
the
use ofinteractivity,
is
that
childrenare
naturally
drawn to
computers.Computers
are seen asfun,
no matterwhat
is
onthe
screen.It
canbe
readily
observed atHorton
Child
Care
Center
and elsewhere(i.e.: Geneseo
Central
School),
that
whenthe
computer
is
on,kids
make abee-line
for it.
One
ofthe
major playersin the
emerging interactive
children'sbook
marketis
BroderbundSoftware,
Inc.
"Having
producedthe widely
successful
Where
in
the World
is
Carmen Sandiego?
series of educationalproductivity tools,
the
Novato,
Calif-based company
has
cultivatedthe
right mix of
programming, artistic,
andmarketing
expertiseto
createproducts
that
appealto
home-computer
owners...Broderbund
publishedits initial CD-Rom
title.
Just
Grandma
andMe
in
February
(1992.)
It's
the
first
in
a series offour
animated children's stories calledLiving
Books that
Broderbund
plansto
releasethis
year."5Just
Grandma
andMe,
originally
by
Mercer
Meyer, includes
animation, music, anddialog.
Children
click onobjects
to have
events occur.They
can also choosethree languages in
which
to
have
the
story
told.
Also
onthe
market aretitles
publishedby
Discis
Books,
including
The Tale
ofPeter Rabbit
by
Beatrix Potter
andThe Tell-Tale Heart
by
Edgar
Allan Poe. Not
only
arefairy
tales
and children'sbooks
making
a nichein
the
interactive
market,but
also encyclopedias, geographictours,
atlases,dictionaries,
and zoological guides.Many
ofthese
are publishedby
suchcompanies as
New Media
Schoolhouse
andGrolier Electronic Publishing.
The
future
ofinteractive
media, obviously,is
notlimited to the
children's
market.All
areas ofthe
general population'slives
andinterests
willbe
touched
by
this growing field
oftechnology. From
electronic, animatednewspapers
to
virtual reality-basedinterior decoration to 3-D
medicaldis
plays of parts of
the
human
body
in
the doctor's
officeto
shopping
from
catalogs on
CD-ROM. The future
ofinteractivity
is here.
'Daniel
Todd,
"New
Team Turns
Out
CD-ROOM
Books
for
Kids,"new
21.
Conclusion
Over
adecade
ago,the
computer changedthe
worldforever.
It
wasproved
to be
morethan
just
a giantfancy
calculator.In the decade that
followed, amazing
advances were made atlightening
speed.The
computer
has
madein-roads into
every
aspect oflife. It
influences
the
artist aswell as
the
accountant.In ten
moreyears,the
possibilities ofthis tool
will
rapidly
expand and propelthe
productive capabilities ofthe
World
wide
society
(if
saidsociety
survivesinto
the
nextcentury) beyond the
imaginable.
What
cannotbe
forgotten,
ortaken
lightly,
during
this
momentousleap
ahead,is
the human
imagination,
whichis
boundless,
andits
needfor
constant stimulation.It
canbe
setfree,
notby
passive observation,but
by
interaction
ofthe
mind withits
surroundings.The
imagination
must
be
stimulated and grown.It
must notstagnate,for
stagnationis
death,
for
the imagination
andcivilization.The
interactivity
ofthe
computer
is
onetool
to
enliven and sparkthe
imagination,
particularly
a child's."It
makesinformation
easierto
rememberfor
the 5 to 7
yearold...The
motion attracts
the
child's attention;it
helps
childrenrememberthe
action ofa story;
it
canhelp
children ofthe
right agelearn
aboutprocess."6
But
the
printed word cannotbe
dismissed
as a still powerful6Patricia Marks
Greenfield,
Mind
andMedia;
The
Effect
ofTelevision,
stimulant of
the
mind andimagination.
It
stretchesthe
mindto
visualizescenes,
ideas,
conceptsthat
are mere words on paper.It does
notmerely
serve
up
a convenient package."It's
easy
to
makethe
mistaketoday
ofthinking
that
books
andreading
are old-fashioned, obsolete and out ofstep
in the
age oftechnology
andtelevision.
What
a superficial, preposterous notion
that is.
Only
abook,
a magazine, or a newspaper article caninform,
inspire,
or entertainin
truly
portablefashion
withoutany
otheraidexcept
light to
readby."7the
first
technology
of mass communication.It
was not,however,
the
first
symbolic medium ofhuman
communication.Oral lan
guage and
face-to-face
communication precededit. So
the
first
questionto
ask about printis
whatit
addsto
face-to-face
communicationin terms
of
impact
onhuman
development."8The
answeris
knowledge
storageand
its
effect onthe
thinking
process,i.e.:
classification, reasoning, memory, and
historical
conversation.to
ponder anidea
atone's own
leisure.
To
putit
aside and returnto
it later.
It
allowsthe
continuation
of averbalizedhistory
through
its
process ofstoring
and categorizing
ofthe
universal collective memory.In
comparing
printto
radio,television,
and computers, " radiolike
print ...presents, and
therefore
fosters
an articulate verbal style of communication. Television
(and the
computer are)like
face-to-face
communication
in
that
(they)
present and ...foster
an audio visualstyle."9
7Walter
Anderson, "Points
to
Ponder,"Reader's
Digest,
October
1992,189.
"Greenfield, 74.
23.
This thesis
project set outto
provethe
viability
ofcombining
print,oral and
face-to-face
communication.Young
children needthe
face-to-face
encounter.For
them it is the best
and mosthabitual form
of communication.
From
birth,
they
have
first fixated
ontheir
mother'sface
andeyes,
expanding
to
the
world aroundthem.
They
also needthe time to let
their
imaginations
runfree
andwild,for
their
imaginations
arethe
mostuninhibited
by
the
preconceptions of society.One
must nottherefore,
transfer
the
focus
of a child'sinterest from
one mediumto
another.One
should,
instead,
integrate
allforms
ofmedia andtools
availableto
focus
on
the
advancement anddevelopment
ofthe
human
mindand spirit, nowA
V
5
o
>
c
1
$
N N
3
Definition
ofTerms
Animated,
animation -Simulation
of movement
by
computer, achievedby
flipping
through
a series of stills at a particular speed.Beginning
reader-Person
atthe
4
to 6
year agelevel
whois
ableto
recog
nize
the
characters ofthe
alphabet andis
beginning
to
group
these
characters
together to
form
and comprehend simple words.Button
-A
computer-generated
icon,
graphic or object, assigned variousscripts
to
allow a userto
controlthe
pacethroughout the
projectby
clicking
onit;
i.e.:
pause, resume, main menu, stop,forward,
goback,
and so on.
CCD Array
-Charge-coupled device
which allowsfor
the
capture ofmany
pixels at
the
sametime.
Computer-generated -
An
image,
graphic, ortext
createdby
the
computerthrough
mathematical equationsthat
simulate ananalog
orcontinuousdisplay
on a video screen.DPI
-Dots
perinch.
Relates
to
pixelsin
aninput
file
orline
screendots in
Bard-copy
'Text
orimage
produced on paperthrough
the printing
process.
Interactive
-The
processin
whichthe
user,working
withthe
computer,actively
participatesin
controlling
andmaneuvering
through
a programby
making
selections,
answering
questions, andadvancing
by
clicking
on anicon
ortyping
in text.
Multimedia
-Technologies
that
extendbeyond traditional
audio/visual presentations,
by
including
touch
screens,pointing
devices,
computer storage and manipulation
in
combination with compressed audio such asCD's.
PICT
-File format
designed
for
Macintosh
computer.Some
is
built in
codefor image
compression.Posterization
- process ofelininating gray levels from
afull
tonal
rangedimage,
e.g.:reducing
256 levels
ofgray to 8
levels. This
canbe done
intentionally
orbe
causedby
bugs
in
hardware
or software.TIFF Files
-Tagged Image File Format. The
industry
set standard.User
-The
person who works with a computer.User
interface -The
meansby
which a person works with a computer;VGA
-Video
Graphic Access. 16-color
standard
for
PC-computer graphics.Video
-The
Bibliography
Allen,
Paula Gunn.
"Native American Women in the Circle
of Life."Rethinking
Columbus.
September
1991,
50.
Anderson,
Walter. "Points to
Ponder."Readers
Digest,
October 1992,189.
Bergman, Robert,
andThomas
V Moore.
Managing
Interactive
Video/Multimedia Projects.
Eaglewood
Cliffs,
N.J.: Educational
Technology
Publications,
1990.
Erdos,
Richard,and Alfonso
Ortiz,
eds.American Indian
Myths
andLegends. New York: Pantheon
Books,
1984.
Greenfield,
Patricia Marks. Mind
andMedia;
The
Effect
ofTelevision,
Video Games
andComputers.
Cambridge,
Mass.: Harvard
Press,
1984.
Golin,
Mark. "Are Video Games
Zapping
Your
Child's
Mind?."Prevention
Magazine,
August
1992,
57.
Rovenger,
Judith. "Count
on It."Sesame Street
Parents'Guide,
June
1992.
Shneiderman,
Ben.
Designing
the User Interface: Strategies
for
Effective
Human-ComputerInteraction.
Reading,
Massachusetts:
Addison-Wesley
Publishing
Co.,
1992.
Todd,
Daniel. 'New Team Turns Out CD-ROOM Books for
Kids."new