7 Apr 10
"keyframes … plan ahead. if you insert a keyframe (right click! what’s that?) it will copy the qualities of the previous keyframe. make sure that you select the object (e.g. the instance of the symbol, e.g. the star) in order to make changes to it. make all of your changes. and then do your tweening"
animating basics
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chris
ok, so to animate, i am selecting a layar (e.g. tristar). I insert keyframes along the timeline. i move the symbol; not worrying too much about the medium steps (e.g. it will animate between point a and b). i select ‘classic tween’ to create the animation; without this there would be no animation. i copied the first frame and (paste special/apple option v) at the end to create a more seamless animation.
doing this to all of the layars makes them all move independently.
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chris
ok, so i drew some shapes. I selected all of them and F8’d them to convert to symbols. great. i then had to put them each on their own layer in order to animate them. (everybody needs their own, you know). i then selected them all and distributed them to layers as a shortcut. alternatively, i could have manually made a layer for each.
Notes
chris
Symbol: a reusable animation element
• MovieClip
• Button
• Graphic
Library: our symbol store
Basic Animation
1. Create or import a graphic
2. Turn it into a symbol
3. Select the appropriate frame
4. Place the symbol in the animation window
Notes
6 Apr 10
"never, anybody use centered type. it is a very hard to read."
JMURR comment
Notes
2 Apr 10
Seymour Papert, educational theorist and inventor of the LOGO educational programming system, advocated the application of the procedural power of the computer to learning through the creation of explorable simulations called microworlds.
A microworld is a rule- based environment that models system of relationships, such as gravity and the laws of physics, or electromagnetism. The student learns the domain by playing with the world, and most of all by actively constructing things within the microworld. The learning involved is experiential, because the information is embodied in the rules by which the world behaves. We try something and notice what happens, and this leads us to form hypotheses about how the world works, which we test by trying out some other actions.
(Papert 1980) In the 1980s when he proposed the creation of microworlds, Papert was primarily thinking of mathematical environments, and later he extended those ideas to the building of robots in collaboration with the Lego toy company. But as the expressive power of the computer has grown, designers have been creating moral and cultural microworlds as well, worlds that allow people to explore solutions to intractable problems or to imagine the world as it could or should be.
For example, The PeaceMaker game (Brown, Burak et al. 2007) models the dispute between the Israelis and Palestinians as a strategy game, like Civilization — but it is concerned with strategies for peacemaking rather than for the victory of one side over another. Although the player assumes the role of the leader of the Palestinians or the Israelis, they cannot take a narrowly aggressive approach. In order to succeed at the game the player must confront the complexity of the situation and to think constructively about satisfying divergent interests.
A key challenge for designers of simulations and microworlds is finding ways to make the underlying assumptions of the world clear to players. PeaceMaker uses references to actual news events to bolster its claims to be presenting the world as it is.
JMURR on microworlds
0 notes
30 Mar 10
media/tool/machine/companion
media: templates, structure containers for predictable forms, genres with structure expectations for predictable content
“because a computer thinks, we think of it as an extension of our minds.” JMURR
Notes
She likes this lemonade game and is control.
abstraction of the economy
computer decides: weather. competitor’s prices?
you decide: publicity, recipe, cost per flass, etc.
number sold: function of weather, prices, random
profit: earnings minus raw materials, publicity
time step: 1 day endpoint = x days
Notes
assignment: think about two distinct end states of system, and how the changes are immediately visible; not interpreting number. think about what causes what. what changes. and how key end states are differentated from each other. make clear what interactor controls, how they control it, and how it is different than what is controlled from the system. clear choices controlled by the interactor, and clear why things change in the game.
0 notes
maximize control. make the operations visibile as possible. abstract representations of processes. software is the appliance. limit control panels, impose consistency of representation.
think about software as the appliance, not the hardware.
Notes