Audiovisual Project

Basic Audio and Video Editing
Story boarding 
Audio and Visual Development
Human Computer Interaction

About

In today's multi-media world it's important to be good at using both pictures and sound to share information. Audiovisual (AV) projects mix sounds, videos, and pictures to  engage, educate, and entertain. They let people create exciting stories, share what they know, and express ideas in a way that's different from just using words.

You'll learn the basics of using sounds and visuals and how to tell stories with video. This will help you do well in a world where good communication on the internet is super important. Whether you like movies, podcasts, or any multimedia stuff, this course will help you become an expert in making AV content. Let's start this creative journey together!

This course is designed to use Premier Pro, OBS, and Audacity.

Important Notes on Software

OBS and Audaicty are free open source software but Premier Pro is not. A free alternative to to Premier Pro is Openshot but it does not have nearly the same level of tools and may not be suitable for projects beyond level 1.

Recording on OBS and Audacity may not be possible in a school environment so may need to be done for homework. Similarly cinematography skills are not taught in this course so recording video needs to be done in collaboration between students and teachers.

~~~ Big Ideas in Audio Visual~~~

The discipline of Digital Technologies embodies whanaungatanga. Outcomes are made by people, for people, within cultural, social, and environmental contexts

Audiovisual projects are born out of the connections people have with each other. They take in their cultural, social, and environmental surroundings. In making these projects, people work together to make meaningful video and audio for others. All while being respectful of the diverse backgrounds that shape their work. 

Digital outcomes are created for a purpose by following established processes

Creating audiovisual projects, involves following a structured process. These projects don't happen by chance; they need a plan and to executed, with every step serving a purpose. This methodical approach ensures that the end result serves its intended function .

The discipline of Digital Technologies embodies auahatanga. Outcomes solve problems and enhance and expand human possibilities

Audiovisual projects follow auahatanga by solving problems and making life better. They tackle difficult issues, share thoughts, bring joy, and making life more exciting. These projects use technology to create fresh experiences for both the makers and the viewers. 

All digital technologies are underpinned by algorithms and computer science principles

In audiovisual projects, software and hardware uses algorithms. These handle and show information from pictures to sound. Compressing and converting this data is a important principles in the digital world.

~~~ OVERVIEW OF COURSE ~~~

The course starts with eight weeks of learning and skill development in Premier Pro, OBS, and Audacity to grow your skills in all aspects of video and audio editing. This is an opportunity to develop all the skills that you'll need without any assessment or risk and have some fun. 

After you have an idea of your own capabilities and the capabilities of the software, you'll decide on what you'll make for your project and then design it. This will help you create your Design Portfolio that you must can use to help you answer the question in the Design DCAT, AS92007,  that will be held at the end of the year.

After you finish the design you get to make the thing you designed. This will be around 11 weeks of work where you will plan and develop what you designed, testing and getting feedback along the way to make it better. This will be assessed by your teacher in AS92005 - Develop a digital technologies outcome, for 5 credits.

By the middle of term 3 you'll have your outcome finished and you will move on to study for your two DCAT Exams. As mentioned above, one of the DCATS will be AS92007- Design a digital technologies outcome and the other will be either AS92006 - Demonstrate understanding of usability in human computer interfaces OR you can learn basic python programming. The content and knowledge for this is all contained in the unit shown below. This computer science concept is seen throughout all digital technologies and will help you get a much better understanding of interfaces as you move on to further study in digital technologies in following years. Each of the DCATs are worth 5 credits.

~~~ TIMELINE ~~~

~~~ COURSE MATERIAL ~~~

Learning Premier Pro, OBS, and Audacity

(approximately 10 weeks)

Learn the basics of Audio Visual content creation with three mini projects which introduce industry standard video, screen capture, and audio editing tool.

Story boarding

(approximately 4 weeks)

You'll learn to Storyboard an audio visual outcome along with some basic script writing

Audio and Visual Development

(approximately 12 weeks)

You'll learn the basics of HTML and CSS to display content in the browser. You will then create your own design (from the previous unit) or a design given to you.

HCI 

(approximately 4 weeks)

Understand Human Computer Interaction through Neilsens Heuristics and be able to identify good and bad interfaces in a variety of applications. This will assist in helping you design good webpages and applications in the future. 

A note on suitable projects

Some projects may not be able to easily meet all the criteria for NCEA qualifications. For instance a video game-play montage it may be difficult to describe the purpose, potential users, get constructive feedback. However a tutorial about how to play the game, or part there of, can much more easily define these criteria.

Some other ideas that would make good final projects: 

NZ CURRICULUM

Digital Technologies Progress Outcomes

In authentic contexts, students investigate and consider possible solutions for a given context or issue. With support, they use an iterative process to design, develop, store and test digital outcomes, identifying and evaluating relevant social, ethical and end-user considerations. They use information from testing and apply appropriate tools, techniques, procedures and protocols to improve the quality of the outcomes and to ensure they are fit-for-purpose and meet end-user requirements.