Module 8
Module 8
PLUGINS OR MACROS
Modifications like adding, removing, or editing functionality in an existing authoring
software or digital media software program.
PUREDATA (https://puredata.info/)
Pure Data (or just Pd) is an open source visual programming language for
multimedia. Its main distribution (aka Pd Vanilla) is developed by Miller Puckette.
Pd-L2ork/Purr-Data is an alternative distribution (originally based on the now
unmaintained, dead and deprecated Pd-Extended project), with a revamped GUI and
many included external libraries.
Pure Data is an open source visual programming environment that runs on anything
from personal computers to embedded devices (ie Raspberry Pi) and smartphones
(via libpd, DroidParty (Android), and PdParty (iOS).
It is a major branch of the family of patcher programming languages known as Max
(Max/FTS, ISPW Max, Max/MSP, etc), originally developed by Miller Puckette at IRCAM.
Pd enables musicians, visual artists, performers, researchers, and developers to
create software graphically without writing lines of code.
Pd can be used to process and generate sound, video, 2D/3D graphics, and
interface sensors, input devices, and MIDI.
Pd can easily work over local and remote networks to integrate wearable
technology, motor systems, lighting rigs, and other equipment.
It is suitable for learning basic multimedia processing and visual programming
methods as well as for realizing complex systems for large-scale projects.
Algorithmic functions are represented in Pd by visual boxes called objects placed
within a patching window called a canvas.
Data flow between objects are achieved through visual connections called patch
cords.
Each object performs a specific task, which can vary in complexity from very low-
level mathematical operations to complicated audio or video functions such as
reverberation, FFT transformations, or video decoding.
Objects include core Pd vanilla objects: external objects or externals (Pd objects
compiled from C or C++), and abstractions (Pd patches loaded as objects).
PROCESSING (https://processing.org/)
Processing is a flexible software sketchbook and a language for learning how to
code within the context of the visual arts.
Since 2001, Processing has promoted software literacy within the visual arts and
visual literacy within technology. There are tens of thousands of students, artists,
designers, researchers, and hobbyists who use Processing for learning and
prototyping.
Processing uses Android 2.3.3
on exitFrame
go the frame
play sprite gNavSprite
end
Iconic/Flow Control
This tends to be the speediest (in development time) authoring style; it is best suited
for rapid prototyping and short-development time projects.
Many of these tools are also optimized for developing Computer-Based Training
(CBT).
The core of the paradigm is the Icon Palette, containing the possible
functions/interactions of a program, and the Flow Line, which shows the actual
links between the icons.
These programs tend to be the slowest runtimes, because each interaction carries
with it all of its possible permutations;
The higher end packages, such as Authorware (Figure below) or IconAuthor, are
extremely powerful and suffer least from runtime speed problems.
AUTHORWARE
The Card/Scripting paradigm provides a great deal of power (via the incorporated
scripting language) but suffers from the index-card structure.
It is excellently suited for Hypertext applications, and supremely suited for
navigation intensive (a la Cyan's "MYST" game) applications.
Such programs are easily extensible via XCMDs and DLLs; they are widely used
for shareware applications.
The best applications allow all objects (including individual graphic elements) to
be scripted; many entertainment applications are prototyped in a card/scripting
system prior to compiled-language coding.
CAST/SCORE/SCRIPTING
Macromedia director uses this method and examples can be found in figs 2.2-
- 2.4:
HIERARCHICAL OBJECT
The Hierarchical Object paradigm uses an object metaphor (like OOP) which is visually
represented by embedded objects and iconic properties. Although the learning curve is
non-trivial, the visual representation of objects can make very complicated constructions
possible. (Shopee)
HYPERMEDIA LINKAGE
The Hypermedia Linkage paradigm is similar to the Frame paradigm in that it shows
conceptual links between elements; however, it lacks the Frame paradigm's visual linkage
metaphor.
TAGGING
The Tagging paradigm uses tags in text files (for instance, SGML/HTML, SMIL
(Synchronised Media Integration Language), VRML, 3DML and WinHelp) to link pages,
provide interactivity and integrate multimedia elements.
Think about any media authoring tool that you already know how to use. What authoring
paradigms does it use?
Earlier, two advanced multimedia production tools were mentioned, PureData and
Processing. Look at the interface that they use (Figures 8.4 and 8.5). What authoring
paradigms is used by each tool?
AUTHORING SOFTWARE CAN BE CLASSIFIED IN DIFFERENT WAYS.
Thick Client (Or Fat Client) Applications.
Some authoring software need to be installed in your computer's operating system;
word-processing programs like Open Office Writer and Microsoft Word are
examples of such software.
Thick client applications require your computer to do most of the work
A great number of different authoring tools exist, but many share the same authoring
paradigm. So, if you know how to use Final Cut Pro, you'll be able to quickly learn how
to use Adobe Premiere and all other video editing tools because they use the same
timeline-based authoring metaphor.
If you know how to use Audacity, you'll know how to use Pro Tools. If you know how to
use PureData, you will find it easy to understand how to work with MaxMSP.
Knowing about authoring paradigms means you can easily transfer your
knowledge about one authoring tool to another authoring tool.