Contents

Contributors

Preface

Acknowledgments

CHAPTER 1 INTRODUCTION

FROM FIREPIT TO KINDLE FIRE, THE RISE OF DIGITAL MEDIA

DEFINING DIGITAL MEDIA IN TERMS OF THEATRICAL PERFORMANCE

DEFINING THE ROLE OF THE DIGITAL MEDIA DESIGNER

BASIC SKILLS OF THE DIGITAL MEDIA DESIGNER

DIGITAL MEDIA DESIGN AS A CAREER

JOBS FOR A DIGITAL MEDIA DESIGNER BEYOND THE THEATRE

WHY USE DIGITAL MEDIA?

MEANING MAKING AND THE LANGUAGE OF DIGITAL MEDIA IN THEATRE

A Designer’s Practical Taxonomy

Examples of Atmospheric and Interactive Digital Media

Atmospheric Digital Media

Interactive Digital Media

REFERENCES

CHAPTER 2 INTEGRATING DIGITAL MEDIA DESIGN INTO THE THEATRICAL TEAM

PRODUCERS AND PRODUCTION MANAGEMENT

Budget

Scheduling

Personnel/Crew

STAGE MANAGEMENT

Digital Media in the Rehearsal Hall

ARTISTIC TEAM

Directors

Actors

Rehearsing with Interactive Digital Media

TOWARD A UNIFIED DESIGN

Scenic

Screens

Materials and Textures

Self-Emitting Media Gear

Staging

Floor Treatment

3D Models

Shared Documents Created by the Scenic Department

Ground Plan

Elevations and Sections

Line Set Schedule

Lighting

Projections

Direction of Light

Projector Placement

Color Temperature

Color Palette

Brightness

Tech

Sound

Who’s in Charge of What?

Audio Playback in the Performance Space

Costumes

Props

CHAPTER 3 DIGITAL MEDIA DESIGN PROCESS AND WORKFLOW

FIRST STEPS

Salary

Negotiating Deliverables

Setting Limits

Working with Budgets

Equipment

Consider the Schedule

Know the Venue

Design Meetings

Production Meetings

THE SCRIPT

Working with Scripts

Reading the Script for the First Time

On the Second Reading

On the Third Reading

A List of Lists

DEVISING

How to Be Productive in the Devising Process

Constraints

DESIGN PHASE I: RESEARCH

To Research Previous Productions or Not?

Finding Your Research

Organizing and Sharing Research

Mood Boards

DESIGN PHASE II: CONCEPTUAL DESIGN

Conceptual Design Statement

Design Presentations

DESIGN PHASE III: FROM SCRIPT TO CUE LIST

Creating the Cue List: Scene-by-Scene Content Breakdown

Elements of a Good Cue List

The To-Do List

Reviewing the Cue List with the Director: Early and Often

Cue Numbering

Looking Ahead to Calling Cues

DESIGN PHASE IV: DECIDING ON SYSTEM AND TECHNOLOGY

System

Stock Equipment

Rental Equipment

Purchasing Equipment

Projector Placement

DESIGN PHASE V: CONTENT CREATION AND SHOW INTEGRATION WORKFLOW

Initial Phase: Roughs

Initial Phase: Firsts

Intermediate Phase: Seconds

Intermediate Phase: Finals

Onsite Phase: Finals in the Theatre

DESIGN PHASE VI: LOAD-IN AND TECH WEEK

Paperwork

Rendering

The Order of Tech and Dark Time in the Theatre

Load-In and System Setup

Alignment/Warping/Blending

Mapping/Masking

Programming/Cueing

Tech Notes

Training Operators

DESIGN PHASE VII: FINALIZING THE DESIGN

Getting Final Sign-Off from the Director

Locking Down Equipment, Cables, and the Media Server

Show Reports

DESIGN PHASE VIII: DOCUMENTING YOUR WORK

DESIGN PHASE IX: ARCHIVING THE PROJECT

CHAPTER 4 CONTENT CREATION 101

2D AND 3D CONTENT IN A 3D WORLD

CREATING CONTENT IN RELATION TO THE THEATRICAL SET AND FOR SURFACES OTHER THAN PROJECTION SCREENS

HOW MUCH CONTENT DO YOU NEED AND HOW LONG DOES IT TAKE TO CREATE?

ORGANIZATION OF ASSETS

BACKING UP YOUR DATA

THE BASICS OF DESIGN

Style

Line

Shape

Composition

Rule of Thirds

Negative Space

Unity

Variety

Balance

Color

Texture

Emphasis

Contrast

Scale and Proportion

Repetition and Pattern

Typography

THE BASICS OF DIGITAL CONTENT

Bits and Bytes

Pixels, Rasters, and Resolution

Pixels Are Data

Pixels in Displays

Pixelization

Raster vs. Vector

CMYK and RGB Color, Bit Depth, and Alpha Channels

CMYK

RGB

Hue, Saturation, and Value

RGB(A): Alpha Channels

Digital Color Space

Chroma (Color) Subsampling or 4:2:0 vs. 4:2:2 vs. 4:4:4

Contrast and Dynamic Range

Compositing

TYPES OF CONTENT

Custom Content

Found Content

Stock Content

Still Images

Photography

The Ubiquity of the Photograph

The Basics of Photography and Still Images

Moving Images

Video Basics

Analog vs. Digital

Interlaced/Progressive

Frame Rates and Standards

Video Resolution/Aspect Ratio

Bit Rate

Compression, File Types, Codecs, and Containers

Transcoding

Making Movies: Video Production 101

Types of Shots

Video Lighting

Audio

Video Editing

Linear vs. Nonlinear

Pace/Speed

Looping

Cutting on Action/Matching Eyeline

Montage

Animation

2D Animation

3D Animation

Real-Time Effects on Prerecorded Content

Generative Art/Video as Content

The Basics of Generative Art/Video

Data as Content

Interactive Systems as Content

Meaning Making from Interactivity

Live Video/Cameras

Real-Time Effects on Live Cameras

Rehearsing with Cameras

To See a Camera Operator or Not?

Computer/Machine Vision

Tracking Performers and Objects

VJ Style

Video Game Theory and Technology

Hybrid Content/Systems

RENDERING, STORAGE, AND PLAYBACK

RENDER VS. REAL-TIME

CHAPTER 5 GEAR AND TECHNICAL TASKS

SYSTEMS

VIDEO SIGNALS

Video Cables

The Anatomy of a Video Cable with a Single Strand of Wire

Coax

BNC

RCA

S-Video or Y/C

VGA

DVI

HDMI

DisplayPort

SDI

Fiber Optic

Thunderbolt

USB

FireWire

Cat 5 and Cat 6 Ethernet cable

Video Signal Distribution Hardware

EDID Managers, Video Amplifiers, Replicators, Extenders, Repeaters, Splitters, and Distribution

Datapath

Matrox Triple Head

Video Scalers

Video Mixers

Video Cable Adapters and Signal Converters

Wireless Video

RF Modulator

Cat 5/6 Extenders

Analog-to-Digital Converters (ADC) and Digital-to-Analog Converters (DAC)

MEDIA SERVERS

Types of Media Servers

Timeline-Based Media Servers

Layer/Cue Stack-Based Media Servers

Node-Based Media Servers

VJ-Based Media Servers

Common Media Server Features

Built-In Mapping and Masking Features

Max # of Inputs

Max # of Outputs

Max # of Layers

Max # of Simultaneous HD Videos

Notable Supported Protocols

PROJECTORS

Projector Types

DLP

LCD

LCoS

Laser

Technical Specifications of Projectors

Lumens

Resolution and Aspect Ratio

Contrast Ratio

Inputs/Outputs

Fan/Air Flow/Filters

Network Capable

Installation

Projector Lenses

Types of Lenses

Working with Projectors

Focus

Keystone

Lens Shift

Convergence

Calculating Surface Brightness/Luminance

Calculating Screen Size, Throw Distance, and/or Lens Needed

Calculating Pixel Size, Pixels per Square Inch (PPI), and Approximate Perceived Pixel Size

Projection Calculators

Warping and Projection Mapping

Masks

Using Multiple Projectors

Blending

Step 1: Calculate the Overlap

Step 2: Align the Projected Rasters to the Calculated Overlap

Step 3: Adjust the Media Server’s Blend Function to the Same Percentage of Overlap

Step 4: Adjust the Gain, Gradient, or Blend Amount in the Media Server

Projector-Related Equipment

Lamps

Dowsers

Mounts and Cages

PROJECTION SCREENS AND SURFACES

Screen Gain and Viewing Angle

Front and Rear Projection Screens and Fabrics

Sharkstooth Scrim

EMISSIVE DISPLAYS

LED Displays

Monitors/TVs

CAMERAS

Camera Basics

Aperture

Shutter Speed

ISO

White Balance

Digital Image Sensors

DSLR

Video Cameras

Cameras for Live Video

Latency

Lighting for Live Cameras

VIDEO CAPTURE CARDS AND DEVICES

VIDEO PRODUCTION GEAR

Camera Kit

Audio Kit

Light Kit

Miscellaneous Video Gear

Editing System

NETWORKING

Open Sound Control (OSC)

DMX512-A

MIDI

Art-Net

Wired and Wireless Routers/Switches

Network Cable

Cat 5/6 Ethernet Cables

Serial Cables

SENSORS

Infrared (IR) Cameras

Marker-Based Real-Time Tracking of Performers and Objects in 3D

Depth Cameras

Microphones

Encoders

Gyroscopic

Pressure, Flex, and Contact

REFERENCE

Endface

Glossary

Index

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