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Interactive Video - Essay Example

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The paper "Interactive Video" tells us about interactive media, which involves services, and products that are computer-based and digital systems. Moreover, this technology enables interaction with the user…
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Interactive Video
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? Essay on Interactive Video Interactive video is under the interactive media, which involves services, and products that are computer based and digital systems. Moreover, this technology enables an interaction with the user. This includes animation, text, graphics, games, video and audio. Therefore, interactive video is technique put, in place, to enable better use of video and film through interactions since they are blended (Dewdney, 2006). In addition, interactive video involves different media, designs that enable interaction, digital culture, cyber-culture and the human use or interaction with the computer. There is also an interaction with other media such as interactive television, video games, ambient intelligence, interactive advertisement and the social media. Logically, the concept behind video interaction is the interaction techniques and human use. Therefore, most of technology with video interaction has an interactive system of computing that meets the concept of human interaction. However, there is no much meaning in calling a media interactive because most of these devices have already been enabled to offer interaction with humans. On the other hand, it is still important because it connotes the identity of technology and practices. Moreover, some like video games are meant to provide ways of entertainment and leisure. Luckily, technology today has made video interaction easier as compared to the past where it required a return path. In summary, interactive video requires interactive technology and the end user who are humans, which has provided leisure activities for children through video games and tracking of geographical places through maps, amongst others and there is a wide possible future for interactive video. Therefore, this paper provides an investigation of the use of interactive video in media and film, including its significance and possible future use. Science has been the force behind interactive video. This is because methods that are computable have their influence from science. This includes cybernetics, system theories and autopoesis (LOGAN, 2010: 45) which challenge the memory, cognition, emotions, perceptions, affection and reason. This means that the human elements are not a major concern to interactive video since it is based on computability. Luckily, interactive video is not just bound to digital video but also other videos like games, printed interactive media and flip books (TAY, 1993:78). Moreover, the interface that takes place between the user and the medium, in this case video, is what is known as interaction. Therefore, interactive video does not only have to be used through digital video but also other forms of media. In summary, science leads to the creation of interactive media. Different technology has been put in use in order to create a successful user interface of interactive media. Notably, the complexity of video interaction depends on the kind of codes used in the creation of the video. This is due to different kinds of programmes that are conceptualized. For example, the javascript, HTML5 and CSS3 technique which are in use, in modern day (Mark, 2002:109). In addition, creativity has also been another approach towards programming of interactive video. Therefore, the programmes are dependent on the designs of javascript, HTML5 amongst others. As a result, people can interact with the video in relation to the programming. In summary, the creative coding of the interactive video is a form of technique that has been put in use through programmes such as HTML5 and javascript. It is through the concept of interactive media that video games became a reality. It is the computing programmes that one can play video games. This is an appealing concept for children especially during their leisure time as a form of entertainment. Technically, the IMGD 1001 is a process used in the development of games (WOLF, 2008:32). Its role is to look examine different roles that the participants have in the process development as well as artistic and technique development of the processes. Moreover, this games development process helps in the teamwork of the other processes, mainly in the efforts put for the collaboration of art and technique. Arguably, video games are more interactive than television because one takes part in playing while the watching of television is more passive. The other aspect of interactive video is interactive television that has been enabled by the convergence of media that is technology of television. This includes banking, online shopping and so much more. Interestingly, interactive television is a blend of commercial and technological structures (PYUNGHO, 1999:134). This explains the invention of the World Wide Web that has both concepts. Moreover, interactive television is high in its interaction as people can demand the programs they want aired or the kinds of videos to watch. This is unlike the past where the interactivity was low, volume and few channels to change. However, people can have real time events through their television sets and vote real time in order to make a decision. Luckily, one does not need the path in order to program in an interactive video. Therefore, one can download a video through a link that has been enabled by the interactive softwares. Initially, the interaction of video with the end user required a return path. Logically, the interactive video requires that the end user to be keen to give feedback of the information to the presenter (STEWART & KOWALTZKE, 1997:83). During the aerial era, one found it challenging to respond to a question or vote towards a decision. These responses could be through short text messages or phone call. Sadly, those who view television through satellite use their telephone lines, which they are charged for using those telephone lines. On the other hand, one could use the internet through data communication and ADSL technologies. However, changing times in technology has also continued to increase the chances of better interaction of video. Today, the broadband IP has been the connection in use since to its receiving hybrid (PYUNGHO, 1999:67). Therefore, the connection enables better display of video better than the traditional mode of tuner. Moreover, the Internet Protocol Television has been the main path in use, in television interaction. This means that it is easier to interact through television. In summary, the return path in the modern day is easier compared to that used in the past. There are different forms of interaction in video. Visibly, the television set has been the most common form of video interaction. This has been enhanced using a remote control where one can fast forward or rewind to watch something. Moreover, the DVR helps in skipping, but all this does not in any way change the content. Arguably, the use of a remote to turn the television set on and off makes it interactive in nature. In addition, the television content or programs are interactive. Additionally, the program could be used, through the content, to change views of people or affect people differently thus it becomes interactive. Other programs directly ask the viewer a question that the audience responds to during the programming. However, there are questions on how true interactive television could be. In summary, interactive television can be through interaction with the television set or through the television program. Reasonably, interactive video has had its impact both positive and negative upon the user. One of the interactive videos is the video games that are mainly used by children as a form of entertainment. It is interactive because they are taking part in the script. However, these video games have an impact on the player. Positively, a child or the video game player will have a better understanding of graphics and is able to coordinate their playing and visual aspects better, as one has to watch keenly. However, video games have been known to be addictive and the content violent in most cases (GENTILE & ANDERSON, 2003:14). Consequently, one develops a negative character and at times becomes lazy. On the other hand, one could use a video map to locate a place if lost or when not sure of where on is headed. Fortunately, technology has enabled vocal interaction with the map video where one is also responded to verbally (BUSHMAN & ANDERSON, 2002:87). This means that there are indeed consequences in the use of interactive video. In summary, the consequences of video games are more often negative other than positive but interactive video has other positive consequences such as tracking an area through a video map. In conclusion, interactive video is an interaction between the video and the end user, mainly human beings. This has been enhanced by the technology available in the modern day. As a result, different interactive videos have been developed such as television programs and video games. Therefore, technology is the main concept behind interactive video. Moreover, the future of interactive video is bright because there are more technological advancements that will enhance the development of interactive video. In summary, interactive video requires interactive technology and the end user who are humans, which has provided leisure activities for children through video games and tracking of geographical places through maps, amongst others and there is a wide possible future for interactive video. Bibliography BUSHMAN, B. & ANDERSON, C 2002, “Violent Video Games and Hostile Expectations: A Test of the General Aggression Model.” Personality and Social Psychology Bulletin vol 28, pp. 1679-1686. DEWDNEY, A 2006, The Digital Media Handbook. Routledge. GENTILE, D. A. & ANDERSON, C. A 2003, Violent video games: The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children. Westport, CT: Praeger Publishing. LOGAN, R. K 2010, Understanding New Media: Extending Marshall McLuhan, New York: Peter Lang Publishing. MARK, I 2002. The History of Sega: From Service Games to Master Systems. McGraw Hill. PYUNGHO, K 1999, “A Story Of Failed Technology: Deconstructing Interactive TV Networks.” Javnost-The Public vol 6, no 3, pp. 87. STEWART, C & KOWALTZKE, A. 1997, Media: New Ways and Meanings, JACARANDA, Milton, Queensland, Australia. TAY, A 1993, Multimedia: Making It Work. Osborne/McGraw-Hill, Berkeley. WOLF, M 2008, The video game explosion: a history from PONG to Playstation and beyond. New York Read More
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