multimedia @ VU
assignment(s) -- (project) interactive multimedia
The choice of topic and approach is free.
Some topics that may be dealt with are suggested
by the following:
amsterdam media society
urban pleasure(s) / dangers
vrije universiteit social network(s)
life is a game studeren connect
The interpretation of such tags is relatively free,
but must be justified in the documentation.
Final delivery includes both a clip and
In your documentation or business plan, it must be clearly
explained what their relation is to the topic(s)
interactive video application
You must develop both a clip,
as well as an interactive video application,
which may contain elements of game play,
based on the indicated topic(s).
For the interactive (video) application XIMPEL is used,
which stands for:
eXtensible Media Player for Entertainment and Learning,
The XIMPEL platform is based on
and allows for interactive video
applications, that can be extended with animations,
as well as mini-games or interactive visualizations,
as far as your programmer's imagination can lead you!
In developing an interactive video application it is
useful to develop story lines, which,
to get a better overview, may be structured as a tree
Experience shows that such story lines, in combination with proper choice points,
can also be used to develop game-lime applications,
by offering the user/player appropriate challenges.
short clip or trailer
Based on the indicated topic(s),
you must develop a short (viral) clip or
trailer that promotes the concept of your
game or interactive video.
The presentation(s) must be entertaining, not to say compelling.
It may be usefull to see the final clip
as the top-level video for the interactive video application.
The viewer must be able to enjoy this without
The interactive video application may, on the
other hand, demand more effort from the user,
and must provide either information or challenge(s),
possibly including elements of game play.
The clip and interactive video application should be
developed in parallel, more or less according to the following phases:
- determine concept(s) -- message, perspective and contents
- scenario(s) -- storyboard, with scenes and transitions
- story or interaction graph(s) -- for interactive video application
- asset(s) -- selection of images, clips and audio
- mini game(s) -- (optional) extension of story graph(s)
- technical realisation -- elaboration of scenes and (visual) effects
- final production -- (web) deployment, and packaging (zip)
- justification -- description, with explanation of design choices
Obviously, designing and developing a complex application
may in practice be difficult to organise following
strict sequential phases.
Nevertheless, it recommended to keep these phases
as a reference, and produce your deliverable(s) accordingly.
Each group must maintain a web-site where all the deliverables of the project are available for inspection.
- week 1: concept -- title, synopsis, plan van aanpak
- week 2: interaction graph(s) -- max 2 pages, with brief explanation
- week 2: detailed scenario(s) -- max 3 pages, with timeline
- week 3: asset(s) -- sketches, photo material, (links to) clips
- week 3: storyboard(s) -- scenario(s) illustrated with asset(s)
- week 3: technical realisation -- keep a record of the work done
- week 4: (viral) clip (on youtube), max length 2 min.
- week 4: interactive video application -- final production online
- week 4: justification/essay (min 2 pages, up to ten pages)
- week 4: review(s) -- using online review form
The final production
as well as the storygraph and justification
must (also) be packed in a zip file, which must be made available
through the groups web-site.
For the planning and delivery there are rather strict
Actual deadlines are indicated on the practicum page.
If any of these deadlines cannot be met,
this may result in being exluded from the
practicum, which means consequently that you cannot
finish the course!
Developing an interactive media application requires
good judgement, as well as an open mind to alternative approaches.
To train your critical faculty, each student must (peer) review
the work of all other groups, as well as give a brief self assessment,
using the online review form.
Regulations of how to make such an assignment should
always be regarded with some suspicion.
After all, what counts most in the end is the final product.
Requirements, however well written, can not compensate
for a product or presentation that is boring, lacking in inspiration
or what is commonly called creative spark(s).
In other words, try to follow these rules, but take them as
supporting your creative process, and not as a constraint.
Let yourself be inspired by what a famous artist of the previous century
called the rethorics of the material.