This document discusses the use of free software tools for audiovisual creation and production in virtual learning environments. It notes that digital technologies have transformed communication and media production, allowing for more complex, interactive multimedia works. Free software supports collaboration and helps address the diversity of students in online education by allowing compatibility across systems and easy access. The document describes how virtual classrooms can become platforms for collaborative learning communities using free software to create and experiment with audiovisual projects.
This document discusses the use of free software tools for audiovisual creation and production in virtual learning environments. It notes that digital technologies have transformed communication and media production, allowing for more complex, interactive multimedia works. Free software supports collaboration and helps address the diversity of students in online education by allowing compatibility across systems and easy access. The document describes how virtual classrooms can become platforms for collaborative learning communities using free software to create and experiment with audiovisual projects.
This document discusses the use of free software tools for audiovisual creation and production in virtual learning environments. It notes that digital technologies have transformed communication and media production, allowing for more complex, interactive multimedia works. Free software supports collaboration and helps address the diversity of students in online education by allowing compatibility across systems and easy access. The document describes how virtual classrooms can become platforms for collaborative learning communities using free software to create and experiment with audiovisual projects.
This document discusses the use of free software tools for audiovisual creation and production in virtual learning environments. It notes that digital technologies have transformed communication and media production, allowing for more complex, interactive multimedia works. Free software supports collaboration and helps address the diversity of students in online education by allowing compatibility across systems and easy access. The document describes how virtual classrooms can become platforms for collaborative learning communities using free software to create and experiment with audiovisual projects.
New Media Free Software Jordi Alberich Pascual and Antoni Roig Telo
NEW MEDIA FREE SOFTWARE
FREE TOOLS AND RESOURCES FOR AUDIOVISUAL CREATION AND PRODUCTION IN VIRTUAL LEARNING ENVIRONMENTS
JORDI ALBERICH PASCUAL & ANTONI ROIGTELO DEPARTMENT OF INFORMATION AND COMMUNICATION SCIENCES UNIVERSITAT OBERTA DE CATALUNYA UOC
Introduction
The development of digital communication media and, above all, the increasingly intensive use of the Internet have profoundly and irreversibly transformed the way in which we communicate in contemporary society. The growing digitisation of communication products and processes over the last decade has led to important changes, not only in terms of the contents of these communications, but also, and primarily, in the associated tasks needed for their creation, production and broadcast. As opposed to the classical and usually unitary and linear structured model of communications (and narrative), new audiovisual multimedia productions have to be structured as complex electronic hypertexts. Thanks to a wide, and growing, range of digital audiovisual resources and tools, audiovisual production tasks for new digital communication media are no longer bound by the traditional limits; indeed, they are moving on to a point where these limits are disappearing. The new digital media break the linear nature of analogical audiovisual media, thus giving digital audiovisual text a form that is often kaleidoscopic, open and allowing for interaction and participation from users in many varied ways. At the heart of this intensive process of change and substitution of key concepts and models that we are witnessing is the production of digital
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audiovisual applications, which is still currently in the phase of investigating its possibilities. The directions taken are constantly in motion in the markets, industry and society. The emergence of digital communication technology has led to a radical change in the previous modern definition of media, aiding and leading to the rise of new and varied communication possibilities and dimensions. Communication in and through new digital communication media offers communication content that is typically flexible and unstable, asynchronous, dematerialised and/or deterritorialised, as well as, among other possible variables, widely accessible for users around the world set free from the here and now. The virtualisation of audiovisual production thus produced opens the doors to a rich field of changing possibilities. In virtual environments, the limits are neither explicit nor evident. The sense experience proposed and embodied in the Internet and the new digital communication media has led to a movement towards the removal of the traditional sense of distance and boundary. Indeed, it has been taking on, or expressing, this new field of possibilities opened by the Internet, and the information and communication technologies resulting from it, that, at the Universitat Oberta de Catalunyas Information and Communication Science Studies, has led us to face up to the fascinating challenge and task of teaching and experiencing the act of digital audiovisual communication through the innovative use of free software resources and tools.
Free software and collaborative environments in a virtual university
As shall be explained in more detail later on, one of the distinctive traits of free software is its ability to strengthen collaborative networks, so that users can become programmers and integral members of communities to develop and learn how to adapt and improve a specific tool. Thus, virtual teams 1 can be seen to be at the heart of the very idea behind free software, as they are for Virtual Learning Environments (VLE). One of our main interests as teachers in a virtual university and researchers in the field of new media is the
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New Media Free Software Jordi Alberich Pascual and Antoni Roig Telo
form in which collaborative networks in a VLE are established. This is the reason why the opportunity to study the use of free software tools in this context is of particular interest to us. We need to make some initial clarifications in terms of the type of the student who chooses e-learning. Our experience at the Universitat Oberta de Catalunya (UOC) 2 , and in terms of the Audiovisual Communication programme in particular, has shown us that we are dealing with adult students, with a high level of personal and academic maturity, previous professional experience and training, a reasonable economic level and solid knowledge of Information and Communication Technologies (ICT). These students have to share their time between their professional and personal lives and their studies in their place of residence 3 and their expectations for personal and professional development are wide ranging. The focus on free software in the UOCs Audiovisual Communications programme is, primarily, in response to the need to face up to the diversity inherent in our educational model. We would highlight three fundamental advantages:
- Technological compatibility, which allows for adaptation to different connection systems, the characteristics of the workplace and versions of operating system. - Ease of distribution and access. - Promoting the students independence, both in the learning process (guided, but independent and with a rapid learning curve) and in terms of carrying out individual and group projects.
Virtual classrooms become a platform for collaborative learning, in such a way that the diversity of profiles and the encouragement from the teacher in the shared areas form a learning community characterised in terms of independence, commitment and diversity in learning styles 4 . These environments thus provide a unique opportunity to observe the relations that are established in learning communities aimed at creating and
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experimenting with audiovisuals. There are two types of communities, depending on the type of subject:
a) Communities in subjects focusing on a certain skill (eg, dedicated to video or sound editing, web design, 2D or 3D animation, etc.). b) Transversal subjects, which work on the entirety of an audiovisual project (eg, final degree project, digital broadcast production).
In the first case, the guidelines from the teacher for the shared aim are much more obvious and the learning is structured through a single study plan that includes the meeting of set targets together. The teacher thus has to act as a catalyst in order to involve the community in the assessment of the groups progress in terms of their use of the tool (through an open Forum, where each student can take part, ask for help or tell the other group members about their progress) and the quality of specific creations (through areas for debate, such as the activity discussion area). In the second case, each student develops her/his own project, with her/his own aims, tools and targets, which she/he completes asynchronously and which requires more personalised attention. It is wrong, however, to consider these projects as unconnected. Students share their doubts and the need to overcome a range of obstacles in a relatively short period of time. The synergies produced may lead to part of the work being made public in the shared areas and an open collaboration that can be highly beneficial from the point of view of motivation and the possibility of sharing knowledge (in this way, a web design project may be aided by the sharing of knowledge with another on interactive video or an Internet TV project with a work on storyboards). As can be seen, the level of independence that students can achieve in this kind of environment means that it can become difficult to distinguish between the border between the academic environment, consumer use and professional practice. These students can be seen to be users of portable technology and independent tools, designed for digital consumption,
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production and distribution in a virtual environment; a privileged position both for student and researcher. Beyond the academic skills training, we can also have a focus group for the analysis of the dissolution of the limits between the consumers and producers of digital media 5 . A group with a shared aim, which can be studied in terms of a range of indicators, identifying patterns of connection and use, establishing online work networks and, even, organising mixed initiatives, both online and face-to-face 6 , as is already the case in our classrooms. So as to be able to promote the development of this type of initiative, certain actual limitations must be underlined, such as the need to look in depth at the ability of virtual environments to organise work groups efficiently or the lack of free software tools dedicated the totality of audiovisual production (this would aid transversal possibilities, so that larger proposals could be generated, to be subsequently reabsorbed into final projects as group projects).
New media design, creation and production using free resources and tools
A basic list of the free software tools and resources designed to aid the tasks associated to the design and creation of a hypothetical new media production should initially include one or more free software programs designed specifically for digital graphic and image processing and retouching, both for bitmap and vectors. Likewise, it is also essential to have a tool for the design, editing and processing of digital sound. Finally, to complete this hypothetical survival kit for audiovisual free software, we need, obviously, a video editor, which is vital for the final postproduction and editing tasks. The Gimp, Skencil, Audacity and VirtualDub are rich and comprehensive free software tools and resources that meet the needs of the above tasks with flying colours. All four programs illustrate and embody the increasing possibilities for creating and producing audiovisual content through the use of free resources and tools that can be run anywhere, adapted to
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individual needs, redistributed, or improved upon, with these improvements made public and accessible to whoever needs them. All of them are, furthermore, free software currently included in the different subjects that form part of the study plan for the UOCs Audiovisual Communications programme, ie, Visual Design, Theory and Practice of Audiovisual Editing, Design and Creation of Digital Sound or Creation of Digital Video.
The GIMP 7 , acronym of GNU Image Manipulation Program, originally began as a project by Spencer Kimball and Peter Mattis for the University of California, Berkeley. It started as a simple piece of class work on LISP compilation. Frustrated with the initial results, they looked to take the project in a new direction. Instead of LISP, Kimball and Mattis decided to write a project for processing and manipulating images in C, which quickly grew to become a complete bitmap image editing software program. Bitmap images are those that are made up of and based on a grid or matrix of dots on which are mapped a series of bits of information to represent the pixels. These bits of information determine the colour and position of each of the pixels and all of them together form the bitmap images in high resolution rows and columns, thus offering the sensation of a real image, that of a natural and photographic image. As free software, The GIMP is available under the GNU General Public License, and currently has versions that work on the majority of platforms. There are versions available for Solaris, SunOS, HP-UX, SGIs IRIX, GNU/Linux, FreeBSD, as well as the Mac OS X and Windows environments. The GIMP is currently the most advanced free software for the processing of digital graphics, with advanced digital photography retouching and editing capabilities. It can be used as a simple digital drawing tool and an expert photographic retouching program, with the ability to generate realistic previews, process, convert and optimise digital graphics. Its drawing and painting tools include all the usual options for this kind of software: pencil, paintbrush and spray, among many others; as well as tools for selecting and
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New Media Free Software Jordi Alberich Pascual and Antoni Roig Telo
transforming both graphics and text. It supports almost all kinds of format (GIF, JPEG, PNG, XPM, TIFF, TGA, MPEG, PDF, BMP, etc.) and alpha channels for slide editing. It allows for the adding of an infinite number of plug-ins, which are constantly being created and shared around the web.
The GIMP has thus become a program that can be greatly expanded and extended. Through the addition of the many plug-ins available, it can be expanded to cover all the functions that may be required for our graphics needs and interests. The GIMP enthusiasts, volunteers and developers have written and made publicly and freely available hundreds of plug-ins including plasma, map to sphere, fade, mosaic, line integral convolution, motion blur, engrave, page curl, sparkle, lens flare or lunarize, which increase the range of creative options and effects. The GIMP is also able to read vector graphic formats such as PostScript or SVG. The GIMP is a graphic application which is useful for both beginners and advanced users. Using its basic set of main tools is not very difficult, whilst making the most of all of them is an art. It is an extremely powerful and
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versatile program, suited both to simple photograph retouching tasks and the creation and design of complex new original images.
Skencil 8 is a free software program, which is both old and new. Skencil is the new name (suggested by Frank Koormann) with which its predecessor Sketch has been re-baptised. Sketch was originally developed by Bernhard Herzog. It has also been given a new graphic image thanks to the icons designed by Taiabati 9 . Skencil is a basic vector drawing program that handles images based on independent graphic objects, created through mathematical operations carried out by the computer. The objects in a vector image (such as Bzier curves) are described in terms of line segments connected by nodes. These line segments can be straight or curved, and that which determines this factor are the handles. There are two handles from the nodes, which are used to indicate the degree of curvature and the direction of the segment.
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The objects that make up vector graphics have their own characteristics, which means that there may be graphics with certain colours, sizes and shapes; where changing one of these characteristics changes the whole object. In this way, enlarging a vector image does not involve the distribution of a series of pixels (which is the case with a bitmap image), nor increasing the number over the area, instead we simply modify the mathematical formula that calculates the vector object. It can be enlarged as far as we want without affecting its quality, which always remains ideal. Vector objects do not thus depend on the resolution, which means that their size for storage is, generally speaking, much less than that required for bitmap images. Despite Skencil currently being published under the terms of the GNU General Public License, part of its source code is distributed under license as Python 10 . Skencil works on the following platforms: GNU/Linux, FreeBSD, Solaris, AIX, and also recently on Windows environments, based on a version developed by Joonas Paalasmaa 11 . Among Skencils most important characteristics are its ability to transform text to image, the ease of the aforementioned work with Bzier curves, the possibility of exporting EPS-type files, or the development of text along a freely predetermined path. Likewise, and as has been seen with The GIMP, Skencil allows for a wide range of external plug-ins which increase the programs functionalities. Among many more, we would highlight GeoObject, (which is able to import ArcView files to Skencil), Graphic, (which allows for the importing of simple lines and graphics), JapaneseText (a plug-in from Tamito Kajiyama that allows for and aids drawing with Japanese characters), or TexText (which was created by Christian von Ferber and aids the creation of mathematical formulae with LaTeX 12 and their importing to Skencil as EPS- type objects).
Audacity 13 is a comprehensive free software program for processing and editing sound, which began life as a project at the end of 1999 by Dominic Mazzoni when he was a student at Carnegie Mellon University, Pittsburgh, and he, together with his professor Roger Dannenberg, needed to develop a
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tool able to visualise audio formats. As time went by, and thanks to collaboration from other developers key to the projects evolution such as Matt Brubeck or Joshua Haberman, this initial project went on to become the general digital sound editor that we have today.
As is logical in any good free software, Audacity is still currently increasing its possibilities and being developed by a wide number of volunteers. It is written in C and C++, using the wxWidgets cross-platform toolkit and resources, and all the source code is available under the GNU General Public License. It is hosted by and accessible from SourceForge. Audacity has a highly intuitive graphic user interface, which aids its use both by those who are new to this kind of software and expert users. It has a very complete selection of functionalities. It allows for both the recording and reproduction of sound, importing and exporting WAV, AIFF or MP3 files, among others. It has all the usual editing tools such as cut, copy and paste for all kinds of sounds, as well as a wide range of effects that can be added and possibilities for processing
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all sorts of recordings, such as BassBost or Wahwah. It also allows for VST plug-ins. Likewise, it incorporates an amplitude envelope editor, a powerful spectrogram mode and a frequency analysis window, amongst other basic resources.
Finally, we have VirtualDub 14 , a video capture, processing and export utility for Windows platforms (95/98/ME/NT4/2000/XP), originally developed by Avery Lee, and licensed, once again, under the GNU General Public License.
VirtualDub is one of the best options for the application of postproduction effects to video, which in many cases (blur, format changes, manipulation of colours or audio compensation, among others) are already included in the basic program. Likewise, there is also a large number of plug-ins already in available or under development for specific effects. It allows for video capture from analogue devices and the editing of these captures, as well as the retouching or correction of both audio and video files. Furthermore, it is able
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to convert formats such as DivX directly in real time from any format and input device. It reads and writes AVI2 (OpenDML) and multi-segment AVI clips, and it has integrated MPEG decoders, among others. It includes a volume meter, as well as compression and input level monitoring functionalities. VirtualDub is an application that is particularly valued for its filters, which are complete, varied and of high quality. They allow for a wide range of functionalities, such as deleting the typical fixed images seen in one of the corners of the screen (if the origin is TV), or simply and easily including and synchronising subtitles. VirtualDub can also easily be used as a video server, as when it applies a filter, instead of using one of the AVI compressors installed on the system itself for compression, it creates a new fictitious AVI file which can be imported again later. VirtualDub has opened the way for a series of modified and extended versions, such as VirtualDubAVS, VirtualDubMPeg2 and VirtualDubOGM 15 , which have recently been brought together under the name VirtualDubMod 16 . Alongside the functions offered by VirtualDub, VirtualDubMod allows for the importing of video in the MPEG 1 and 2 formats, sound in the AC3, DTS and OGG formats and also includes help for use of Avisynth, making it even more popular and widely used than the original program.
Sources of information and virtual collaborative communities for the innovation and spread of audiovisual free software
Alongside the specific references dealt with above, it is also worthwhile reminding ourselves once again of the mass of free software present on the Internet, whether specifically audiovisual or not, which is continuously undergoing a process of redefinition, transformation and growth. New projects are added daily, whilst others are adapted or modified in terms of the new interests or needs arising from the radically evolving reality that is audiovisual communication.
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Below is a summarised list (necessarily reduced) of the latest innovations and the state of affairs at the wide range of sources of information and virtual collaborative communities that currently exist and are active in the promotion and distribution of free software, as well as some of the new, specifically audiovisual, free software projects under development.
GNU 17 :: Started in 1984, the GNU project exemplifies collaborative work in the development of a complete free operating system, as well as a range of different and highly successful specific applications such as The GIMP. It maintains close links with the Free Software Foundation itself. SourceForge 18 :: A website that hosts and centralises active open source developer projects, providing developers with a long list of online services. Gnome 19 :: An organisation that offers a comprehensive editing tool and development platform for Unix and GNU/Linux. Gnome is also an active community of professionals and volunteers who are expert developers of free software. Python 20 :: Website for the object-oriented programming language of the same name. Important parts of free software such as Skencil are distributed under its license. Hispalinux 21 :: Website of the active Association of Spanish GNU/Linux Users. It is a key source of information and communication for resources, forums and collaborative initiatives in free software throughout Spain. Agnula 22 :: Acronym for A GNU/Linux Audio distribution, Agnula is a European Commission project for the creation, promotion and distribution of free audio software, led by the Centro Tempo Reale 23 (Florence, Italy) in which the Music Technology Group from Barcelonas Pompeu Fabra University takes part.
Jordi Alberich & Antoni Roig, september 2004
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BIBLIOGRAPHY
GAUNTLETT, DAVID (Ed.). Web.Studies. London/New York: Arnold/Oxford University Press, 2000, ISBN: 0-340-76048-6
HAMPSHIRE, S.; PREZ-MONTORO, M. (Eds.). Fundamentos de Teora de la Comunicacin. 1 st ed. Barcelona: Edicions de la Universitat de Barcelona, 2004. ISBN: 84-477-0876-4
HARRIES, D. (Ed.). The New Media Book. London: British Film Institute Publishing, 2002, ISBN: 0-85170-925-7
HINE, C. Virtual Ethnography. London [etc.]: Sage Publications, 2000. ISBN: 0-7619-5896-7
LIEVROUW, L., LIVINGSTONE, S (Eds.). The Handbook of New media. London [etc.]: Sage Publications. 2002, ISBN: 0-7619-6510-6
MANOVICH, L. The language of new media. Cambridge, Massachussets: The MIT Press, 2001, ISBN: 0-262-13374-1
MANSELL, R. (ed). La revolucin de la comunicacin. Modelos de interaccin social y tcnica. Alianza editorial. Madrid, 2002.
TURKLE, S. La vida en pantalla. La construccin de la identidad en la era de Internet. Barcelona: Paids, 1997, ISBN: 84-493-0461-X
TURKLE, S. What are we thinking when we are thinking about computers? In: M. Biagioli (ed.). The Science Studies Reader. New York: Routledge, 1999. http://web.mit.edu/sturkle/www/routledge_reader.html
WENGER, E.; McDERMOTT, R.; SNYDER, W.M. Cultivating Communities of Practice. Boston: Harvard University Press, 2002. ISBN: 1-57851-330-8
NOTES
1 Defined as a group of people working with a common aim in a project using Information and Communications Technology (ICT) (Hampshire and Aguareles in Prez-Montoro and Hampshire, 2004). 2 http://www.uoc.edu
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3 Despite Catalan currently being the language for study, we have students residing both in other parts of Spain and other countries including UK, France or Belgium. 4 The aim of this model is to promote students ability to manage and become responsible for their own studies (Hampshire and Aguareles in Prez-Montoro and Hampshire, 2004) 5 A methodological approach to take into consideration would be that proposed by Wenger et al in the study of communities of practice (see Wenger, McDermott and Snyder, 2002) 6 In just one year, spontaneous initiatives have sprung up that combine work in person and online: a digital magazine and a visual experimentation group 7 http://www.gimp.org 8 http://sketch.sourceforge.net 9 http://www.taiabati.it 10 http://www.python.org 11 The development version of Skencil for Windows environments and its executables can be found here: http://skencil.org 12 http://www.latex-project.org 13 http://audacity.sourceforge.net 14 http://www.virtualdub.com 15 All these are available on the SourceForge website, http://sourceforge.net 16 http://virtualdub.sourceforge.net 17 http://www.gnu.org 18 http://sourceforge.net 19 http://www.gnome.org 20 http://www.python.org 21 http://hispalinux.es 22 http://www.agnula.org 23 http://www.centrotemporeale.it