Digital and traditional storytelling

Workshop information and public resource

Announcement: Jason's new book about digital storytelling and new media narrative in education - Digital Storytelling in the Classroom: New Media Pathways to Literacy, Learning and Creativity- is now available for advance purchase.

Go to the book site to read reviews, peruse the table of contents, or purchase the book. Would you like your copy "signed at a distance?" Then contact us to receive a bookplate you can add to the inside cover.

PART III - Technology, techniques, resources

Hello and welcome to the digital part of digital storytelling!

If you are reading this page, you are probably in one of my digital storytelling workshops, or are simply looking for resources about storytelling in education. Whether or not you are in a workshop, feel free to use any materials you find here.

Storytelling in four parts. I have divided my storytelling resources into four parts, each with its own web page.

This is Part III- The technology and techniques of digital storytelling. It addresses the technology needed to create digital stories, as well as various techniques for using technology effectively. This site has a strong media literacy component, showing how to help students understand the persuasive nature of media.

If you are attending a workshop, or if you simply want to know more about the many facets of digital storytelling, please read this web page, as well as Parts I, II and IV:

Together, the three parts provide a fairly comprehensive overview of digital storytelling within an educational environment, from the big picture down to the details.

This site is geared toward the classroom teacher. I assume you have limited time and resources to spend on incorporating digital storytelling into your curriculum. That is why I tend to think in terms of low budget projects that can yield high academic returns.

Feel free to contact me with any questions: jason.ohler@uas.alaska.edu

Getting Started

What do you need to do digital storytelling? Here's the short answer...

If you are in a hurry to get going and want to know what you need to create digital stories in your classroom - and therefore what you need to have at a digital storytelling workshop - here is the short answer:

  • Hardware - a reasonably recent computer, a digital camera, a flatbed scanner and a microphone; perhaps (but not necessarily) a video camera and a music keyboard. More about this later.
  • Software - a movie/media editing program (like iMovie on the Mac or Movie Maker II on the PC), an image editing program (like PhotoShop or GIMP) and an audio editing program (like Audacity or the audio capabilities that are part of the movie editing program).

That's the short answer to a complex question. If you have these things you can do a great deal in your classroom and will be all set for a workshop. But there's a good deal more to consider (like using video, finding software, buying gear, etc.). So, I recommend you scan the information on this page so you understand the depth and breadth of your options in creating and telling digital stories.

Working within your budget

...one eye on today's classroom, one eye looking down the road...

In my workshops I like to use the equipment that teachers have on hand. This makes it more possible for teachers to transfer what they learn in the workshop to their classrooms. The good news is that there is a lot you can do with what seems like very little. On this web page you will find references to low and no cost software, where to buy software with an academic discount, and many other resources.

By the way, I also like to model new and evolving technologies so teachers have an idea of what to expect. My motto is one eye on today's classroom, one eye looking down the road. We need to focus on what's happening today, while anticipating what could happen tomorrow.

Finding stuff- the never ending search for the latest and greatest

If I could clone myself, one of my clones would do nothing but try to stay on top of all the digital gear that is being developed and offered through the internet (...other clones would conduct the New York Symphony and model for GQ). It would take a full time job to find all of the gear, compare it, and then make cost vs. features recommendations, a process that would need to be repeated every month to address the constant evolution of technology.

The reality is that I find what to buy the way you do, by searching the internet and talking to colleagues and field professionals. And, like you, I am overwhelmed by what I find. I simply make the best decision I can given my needs, budget, and the time I have to spend looking.

Some ideas about how to approach buying gear

  1. First, determine whether there are any "gotta have" features. For example, when I bought five consumer quality video cameras for a media production program, I knew the cameras had to have headphones and external mike jacks or else they would be useless. It turns out that these are very hard to find on consumer gear these days. It took the better part of day to finally find them. But you gotta have what you gotta have.
  2. Second, stand on the shoulders of previous shoppers. You are networked with all sorts of people who buy gear, including friends, colleagues and family members. Ask them where they shop, what they bought and how they like it. You might even ask them if you can borrow their gear for a few hours to see how it feels.
  3. Lastly, set "search time" budgets. I don't have hard and fast rules in this regard, but generally if I am looking for something fairly low cost (under $200), I won't spend more than an hour looking for the best deal. The more expensive, the more time I will allow.

Bottom line: Figure out the "gotta have" features for your gear, ask others what gear they buy and where they buy it, and give yourself a "search time" budget.

The act of digital storytelling

So, what does telling a digital story involve?

When you are creating and telling a digital story, here are some of the activities you might be engaged in. Which of these you choose to do depends on the kind of digital story you are telling and the nature of your project. The next section looks at the technology required for these activities.

Digital storytelling involves:

  • Planning what you are going to do...right?
  • Sitting at a computer, creating and editing music, pictures, video, animation and other kinds of media. You are perhaps surrounded by gadgets (more formally known as peripherals) like digital cameras, keyboards, scanners and other tools of the digital storytelling trade...
  • Speaking into a microphone, creating the voice-over narration for your story...you might even be singing...you might be recording someone else who is speaking or singing...
  • Looking for resources on the Internet...maybe creating a website to show your final work...
  • 'In the field,' shooting pictures, interviewing people, recording sounds, video, finding objects to scan...
  • Searching through your (or someone else's) attic, bookshelves, closets, under-the-bed shoe boxes in order to find old photos, new photos, objects (locks of hair, jewelry, year books, 4H ribbons) to scan...
  • Identifying what you need from what you found in the attics and shoe boxes (see above) and scanning them to create images you can use in your story...
  • Rehearsing and performing a story in traditional oral fashion, which is being recorded, or acting out your script as an actor in a story...
  • Sitting at a computer piecing it all together, doing post-production editing, adding titles, credits, etc...

So, what hardware and software do we need to do all this? I address that question next.

Digital Storytelling Tools

What's in my digital storytelling tool kit?

What does it take to do the activities described above? This section addresses that question.

Hardware

A reasonably recent computer. In practical terms this means a Mac running at least OS X.2 or later, or a PC running Windows XP.

Digital camera. The new low end (as of 5/2006) is supposedly a camera with 5 megapixel capacity. However, I still use a 4 megapixel camera for many things quite successfully. The key is to use a camera within its capacity. How do you know whether it is within its capacity? Simple: do the pictures look good? Then you're fine. I tend to buy Sony and Canon. A reasonable amount to spend on a good digital camera is $250-500. Make sure the camera can plug directly into your computer via a USB port and has removable memory cards. Personally, I love a swivel monitor.

Flatbed scanner. You can put anything on a scanner that is more or less two-dimensional (keys, pictures, a toothbrush, your hand). You can even scan some three dimensional things- I just scanned a spice bottle and it worked, sort of... I have been using my CanonScan LIDE 60 for awhile and it does everything I need it to do. Cost: around $80. Comes with software.

Microphone. Lots of variations here, but I have been using my Logitech USB desktop microphone with great success. It sits on a stand that makes it easy to speak into. Cost: around $30. See miking techniques below for a discussion of different kinds of mikes. A number of computers have built-in mikes, allowing you to talk into your computer.

What else in terms of hardware?

The hardware described above comprise the tools of a basic digital storytelling tool kit. Here are some other gadgets and peripherals you might also want on hand:

Video camera? I have seen many, many wonderful digital stories that used just music, voice and still images: that is, no video. But if you are doing video work, then make sure your video camera has the following:

  • an input for an external mike; don't use the mike built into camera unless you are recording a large group at close range.
  • an input for headphones; you must be able to check to make sure you are picking up audio.

Both of these features are crucial to you but are hard to find on consumer quality gear these days.

...make sure your video camera has inputs for headphones and external microphones

What happened to the external mike and headphone inputs? Until fairly recently, most consumer quality video cameras came with inputs for an internal mike and headphones. However, camera manufacturers finally figured out that most people who bought their cameras - primarily tourists and parents who recorded scenery, birthday parties and soccer games - didn't use these features. To them, cameras are used primarily in 'point and shoot mode,' catching life as it unfolds, with no time or need to check sound or to set up a mike. In the case of birthday parties and soccer games, there's no real way to mike what they were shooting anyway.

Bottom line about buying video cameras with the features you will need: Professional quality gear will always have these inputs, but they cost $2,000 and up. You have to specifically look for inputs for an internal mike and headphones in a consumer camera (anything around $600). In 2005 it took me many hours to finally find the Panasonic PVGS150 DVC, which has worked wonderfully. However, models change frequently and I assume that this model is no longer available.

Also, make sure that whatever video camera you buy has the following:

  • a DV (aka Firewire) output, so you can import your video directly from your camera to your computer...this seems fairly standard these days.
  • a storage medium you are comfortable with; tape? minidisc? direct to memory? They all work. Tape-based cameras are becoming very inexpensive because they are yesterday's technology. I still use my Sony Digital 8, a Hi8 tape based machine, and love it.
...use a wireless mike once, and you'll wonder where they've been all your life...

A wireless microphone? This is another piece of technology you may want to have, especially if you are going to video record someone. DO NOT rely on the video camera's built-in mike. It does a crummy job and makes most people sound like they have a mouth full of marbles. Instead, get a wireless mike. I have used the "Azden WLX-PRO Wireless Lapel Mic/Receiver System" for years and love it. The set (consisting of a lavaliere mike, base station and optional hand-held mike) cost about $160. You will use a wireless once and never want to use the mike in your video camera again. For a little more money you can buy an Azden unit that allows you to record two people- very handy for interview situations.

A boom microphone? If you are going to frequently video record groups, you might want to invest in a boom mike. It is uncommon to have one of these; I have never needed one, but I can see how some specialty applications might require it. More about this in miking techniques below.

Music keyboard? If you are only using packaged audio clips then you don't need a keyboard. But if you want to include your own performed music (melodies, background chords, etc.) then you will need a keyboard as an input device. M-Audio makes a variety of keyboards for as little as $60. Don't buy the keyboard with the most knobs! Buy what you need, and teachers typically don't need most of those knobs. I have an M-Audio Radium 61 (means 61 keys) and haven't used most of the knobs it came shipped with. Cost: $120 and weighs a few pounds. Incidentally, this replaced my Korg OMW1, which cost $1600 and weighs 35 pounds!

Software

Where to get an academic discount? I buy software with an academic discount from Academic Superstore. Prices and service are great. But shop around; there are other sites that specialize in selling software with an academic discount.

Kinds of software. You will use three basic kinds of software to create and edit your digital story: movie/media editing software, audio editing software and image editing software. Each is addressed in turn.

1 Movie (or media) editing software. Whether you are making a movie or simply combining still images and music, you will probably use movie editing software to assemble your digital story. Let's look at this issue in terms of the two major platforms, Mac and PC:

  • Macintosh... iMovie is a jewel. It is free, easy to learn and will do most things you need it to do. Download iMovie HD, the last version of iMovie before iMovie iLife 08 (which many do not like). How about Final Cut, Apple's high end video editor? Every time I open it I get dizzy. It is just too much, and much more than you will need to create digital stories with your students. And it's not free.
  • PC... Movie Maker II is like iMovie, and comes free with Windows XP. Make sure you have Movie Maker II (rather than I). Free upgrades are available through the Microsoft site.

    But Movie Maker II has a serious flaw. The only way to get two tracks of audio is to import one track from your video camera, and then add another with a mike or other sound source. This is very clumsy. Typically when making digital stories you want to be able to create audio tracks, one for music and another for narration, and then mix the two. This is exactly what you can't do with Movie Maker II. So, if you have a PC, I urge you to download Audacity, a free audio editing program. You will need it.

If you have a small budget - There a number of midrange packages that don't cost too much. It should be noted that the PC world has a lot more mid-ranges options than the Mac world. For example, Premiere elements ($80) will give you a professional yet fairly easy to use editing environment.

On May 6, 2006 I conducted a Goggle search for video editing software, and found the following sites helpful:

I strongly recommend you conduct your own search. The amount of free or low cost software entering the market increases every time I look.

2 Audio editing software. Both of the video editors mentioned above (iMovie on the Mac and Movie Maker II on the PC) have some audio editing capabilities. iMovie is usually sufficient for what I want to do, but Movie Maker II isn't because of the clumsy audio editing limitations I mentioned above. So, get the following piece of software:

  • Audacity, (Mac, PC), a free, feature-rich, cross-platform audio editing software
  • Amadeus, (Mac only) a cheap, feature-rich, audio editing software program

Audacity also offers lots of editing effects that are useful and interesting. For example, one of my digital storytelling students created a story told from her daughter's point of view. She then used Audacity's pitch-shifting feature to raise her voice to make herself sound like her daughter. The results are powerful and a bit spooky.

3 Image manipulation software. PhotoShop is the standard in this category, but there are options these days:

  • GIMP (Windows and Mac), a free PhotoShop clone that friends tell me works well. It's a bit fussy with the Mac; you have to download something called "X11" before downloading GIMP. But if you follow the directions, eventually you will get there.
  • Adobe PhotoShop Elements (Windows, Mac), a lite version of PhotoShop, for around $80. Available through many resellers.
  • PhotoPlus 6.0 (free, Windows only) available through Free Serif software, where you can find a number of free programs.
  • PhotoStudio, (Mac, Windows), cheap, easy to use.
  • Graphics Converter, (Mac), cheap, easy to use.
  • Preview, a free program shipped with the Mac. If all you need is to flip, rotate or crop a picture, or do some other basic picture editing, Preview will do it.

Bottom line: Keep Googling. Use search phrases like "image manipulation free software"... "alternative to Photoshop" ... new software is becoming available all the time.

What else in terms of software?

The software described above comprise the standard digital storytelling software tool kit. Here is some other software you might want on hand:

Music software. If you are using a Mac, get GarageBand. Period. It is free and has changed everything, bringing music composition within the grasp of just about anyone. One evening I tried to create a piece of music that sounded bad with GarageBand and couldn't; weird yes, bad, no. As someone who has been involved in computer-based music composition for 15 years, trust me on this: it has been very easy to make music that sound just plain bad until GarageBand arrived.

ACID for the PC is similar to GarageBand. But it is not free.

There is tons, nay, scads, nay, a veritable plethora of music composition software available to you. But for most things teachers want to do in the classroom, you need to look no further than GarageBand.

What's your favorite?

Do you have a favorite camera, recording technique, piece of software to share? Let me know!

Camera Techniques

The manipulative power of camera angles

The word "medium" (singular of the word "media") means "in the middle of." Life in the Digital Age means adjusting to the media filters that sit in the middle of and in between us and our experience of the real world. Our senses are the first filter we need to account for; our eyes and ears are fairly limited input devices that can only perceive certain things. A camera further restricts our abilities to experience life as it is and adds a twist: by deliberately shooting things at particular angles, a photographer or videographer can influence how viewers think and feel about the things, events and people being captured or recorded.

Camera angles

First some basics. The following two handouts provide a great visual orientation to the world of camera angles:

The next section explains how the angles in these handouts can be used to persuade and convey meaning.

Camera angle persuasion

Media is a filter while pretending to be a clear window... steve goodman

Here is a short list of camera angles and descriptions of the biases implicit in their use. They apply to the technology and techniques of photography as well as video recording - basically, anything with a lens:

  • Shot from above. Shooting from above looking down on a subject tends to diminish the stature of the subject. It can have the effect of belittling the subject and/or making viewers sympathize with or think less of it.
  • Shot from beneath. Shooting something from beneath looking up at, say, the chin of a human subject, tends to make the subject seem larger than life. It can have the effect of making something seem superior, overly important or menacing.
  • Shot straight on. You'd think this is the only honest camera angle, and in some ways it is more honest than others. But we all know the effect of holding a still shot of a subject face-on and not moving. We tend not to look at people this way because it makes us and them feel uncomfortable. When the camera shoots a subject dead on without wavering for more than a few seconds it tends to make us, the viewer, squirm. We are left with our discomfort, which is easily projected on to the subject.
  • Moving the camera. Short, jerky coverage of a subject often makes the subject seem strange, untrustworthy or confused because it implies that the subject is trying to dodge coverage.
  • The bias of the moving subject. Standard fare in media literacy courses are stories about news coverage that favors scuffles over quiet discussion, regardless of how unrepresentative the video bite is. If there is a peaceful demonstration that has 15 seconds of scuffle, the video lens and the television medium favor the movement of the scuffle. That is, we, the viewer, are much more apt to stay interested if there is such movement.

Bottom line: how we hold, position and move a camera can in large part determine how we think and feel about what we see. Camera angles are the adjectives and adverbs of video grammar.

Common Video Shooting Shooting Mistakes

Robert Scoble and Beth Kanter created this excellent short video about how to shoot effective video by demonstrating four common errors many of us make as videographers and how to fix them:

The 4 common video shooting mistakes and how to fix them are as follows:

  • Don't center the eyes- use the rule of thirds. Make sure that the eyes are not centered in your video frame. Instead, they should be about a third the way down from the top of the frame.
  • Don't shoot in backlight. Make sure that the light is behind you, not behind your subject, when shootint video. If you don't then your subject will appear dark.
  • Find a quiet spot. Avoid ambient noise. Your camera will "hear" all of it and include it in your video.
  • Don't shoot close to the subject. I know this sounds like something Capt. Obvious would say, but shooting too far away makes viewers squint. It also introduces ambient noise.

Going green - using green screen and chroma key editing in digital storytelling

One of my favorite approaches to digital storytelling is "green screen" storytelling that uses chroma key editing, much like the editing used in weather programs and modern movies, like the Matrix and Harry Potter. Students tell stories in traditional oral fashion in front of a chroma key background, like a green wall or a mono-color sheet hanging behind the performance. This allows students to add artwork "behind their performance" in post-production using simple chroma key editing, the same kind of editing the weather announcer uses. The result is students performing their own stories in front of their own artwork. The results are stunning.

  • Fox Becomes a Better Person. This is an example of a green screen project that was created, told and illustrated by fourth grader Hannah Davis.
  • Going green. This is in Part II and explains step by step the process I use to help students plan create green screen stories. In this section I explain the technology and techniques involved.

Technically, what is required to do green screen chroma key editing? Not much - a solid color wall and a software program that allows chroma key editing, which many video editing programs do. It is not important that the wall be "green" only that it be mono-color, well lit and have as few shadows as possible. Movies and weather announcers tend to use a particular shade of green or blue because it is distinct and not commonly worn.

Here is a quick list of software and information about "going green" with your digital storytelling:

  • Premiere. The editing of Hannah's performance was done with Premiere. While Premiere is a bit pricy, Premiere Elements (a lite version of Premiere) is only about $80. Premiere is still being made for the PC, but not the Mac; the last version for the Mac was 6.5 and works just fine. I have prepared a list of steps to perform chroma key editing in Premiere.
  • iMovie. As of 1/2007, iMovie is not capable of doing chroma key editing as shipped. However, you can buy a plug-in for it. As of 1/2007, there are two I know of (although I am sure there are others):

    • eZeScreen, by eZedia. As of 3/2007, it costs $30. For the purposes of green screen storytelling, I find eZeScreen very cumbersome. It works, but it's not intuitive. Contact me if you want training materials I have developed for this software.

    • VIdMix, part of Slick 4 by Gee Three. It costs $50, or $40 if you 5 copies. It is much easier to use and more full featured than eZesScreen. Contact me if you want training materials I have developed for this software.
  • MovieMaker, for the PC. My friends in the PC world sent me instructions for getting MovieMaker to do green screen editing. Download the instructions if you want to know more. Caution: I have never tried it myself. If you do try it, let me know how it goes.
  • Sony Vegas 6 DVD Studio, for the PC. Around $200, a very good package.
  • Some video cameras have built-in chroma key capabilities. They can be a bit clumsy but they do work. As long as you are not trying to create something for prime time TV, the results are just fine. Your camera may have this capability and you may not know it. This might be one of those rare times to read your video camera manual.
  • Directions for doing performance-based green screen storytelling. Feel free to download my information packet about using chroma key editing in digital storytelling. The green screen storytelling information appears at the end of an information packet about "Stories of Culture and Place," a program sponsored by the University of Alaska Geography Program that uses DEOST with K-12 students in Alaska. The information packet includes tips about choosing a chroma color, lighting your area, optimizing oral storytelling to accommodate the addition of artwork, and more.
  • A pictorial step-by-step guide to green screen storytelling. You can also look at a step-by-step pictorial guide to doing a green screen storytelling project, which is based on a project completed at Nome Elementary School in December, 2006.

    My prediction: in the near future, chroma key editing will be a standard feature of most video editing software packages.

Bottom line: As video becomes less expensive and easier to use, it will appear more and more in digital stories. The expressive quality of chroma key editing assures that it will become more commonplace. For much of The Matrix, Keannu Reeves was flying around in a green room; the green was then chroma edited to add the unbelievable events and backgrounds that gave the movie its groundbreaking quality. I think it's fair to say that some portion of digital storytelling will "go Matrix" even if just to tell personal stories in a very new way.

Editing and Posting Video on the Web

Free services abound

A number of services are becoming available that actually allow you to edit your video online; some are free, some are tiered (support free basic accounts, as well as more feature-rich premiere accounts). As of June 15, 2008, here are some of them:

Posting Video on the Web

Summary of a USA Today 12/20/07 article

On December, 20, 2007, USA Today featured an article about where to post video on the web titled, "Video-sharing websites resolve to showcase better viewing." Here is a summary, much of which is directly quoted from USA Today's excellent article. Keep in mind that other leading contenders, notably YouTube, Google Video and TeacherTube, were not reviewed.

  • Veoh: Looks great but lots of ads. Veoh postiions itself as a next-generation TV alternative (has the backing of Time Warner, former Disney chief Michael Eiser and former Viacom CEO Tom Ferston). If offers independent video productions, user-generated content and complete shows from such providers as CBS.

    Upside: Content is impressive, there are no time or file-size restrictions on your videos (unlike YouTube, Yahoo, AOL and others). Clarity, color, sharpness is betther than Vimeo. YouTube, Blip TV or SmugMug.

    Downside: Your video is displayed on a web apge littered with ads. To avoid the ads, use the service's downlain VeohTV appplication.


  • SmugMug. It's best known as a premium photo-sharing service that charges annual fees ($60-$150).

    Upside: It allows unlimited photo backup, and hi-rez clarity is very good.

    Downside: Your video clip can't be bigger than 500 megabytes or longer than 2.5 minutes for the $60 level, or five minutes or 500 megs at the $150 level.


  • Blip.TV. Fashions itself as a TV alternative, with channels devoted to independent video production.

    Upside: Video looks good, is easy to share and looks better than YouTube. No restrictions on file size, no ads, and (unlike YouTube) you can download the video directly to your desktop.

    Downside: Clarity and resolution are just okay.


  • Vimeo. Noted for its tough download restrictions- you can only download 500 megs/week, but there is no time limit on the videos.

    Upside: Clips look wonderful, has a free high def channel.

    Downside: Standard def quality is fair, and usage rules are strict.

Audio Techniques

Videotaping oral storytelling

If you are using recorded oral storytelling or recorded performance as part of your digital story, there is one rule above all: have your performers wear wireless mics. If you rely on the mic built into the video camera the audio sounds like amateur video shot at a birthday party. You'll use a wireless mic once, and never want to use anything else. And they're inexpensive. I use the Azden. Approximate cost: $180

Mike Technique and Speaking Into Your Computer

Miking a live storyteller: Use a remote wireless mike. Do NOT rely on the mike built into the video camera.

Most digital storytellers assume they need to sit when recording their narrative. Not so. Experiment with audio delivery. How you sit, stand and move will determine what you audio sounds like.

  • Sitting. This seems to be the default for recording narrative for digital storytelling. Good mike technique says "talk directly into the mike." And because you are reading, you are sitting still at a desk. This works, but it can restrict expression.
  • Standing. This means putting your mike on a mike stand, and plugging it into your computer. A lot of radio theater is done this way. It is easier to move your body, which in turn helps you inflect your delivery.
  • Wearing a headset. Using a headset (combination mike and headphones, like telemarketers wear) allows you to move your head without having to worry about not speaking directly into the mike. Your natural inclination is to be more expressive.

    Purchase option: USB Headset (BestBuy price): $51.99 Logitech Premium USB Headset 350 with Noise-Canceling Microphone Model: 980374-0403.
  • Wearing a wireless. This allows you to move your entire body; your natural inclination is to be more expressive. This is ideal for spontaneous, unscripted speaking. Or, you can hold the narrative in your hand as you act out your narration. I use the Azden wireless.

Bottom line: What you do with your body as you record your voice-over narrative will greatly affect what your narrative sounds like. Use your body to help you speak your words.

The Manipulative Power of Music

Most people want to include music in their digital stories. So, let's visit the issue of "the manipulative power of music" for a moment.

In my media literacy classes, we talk about strategies advertisers use "to pierce the neocortex," that is, to grab listeners (or consumers) beneath their judgmental minds where they are often helpless to use critical thinking to assess what they are watching.

What pierces the neocortex? Appeals made to primal instincts (survival, sex, belonging to a community, happiness, etc.), and, above all, music.

...nothing pierces the neocortex and manipulates the emotions like music

Like it or not, sappy music tends to make us feel sentimental (even if we don't want to), while the Rocky theme makes us feel powerful and conquering, even if we aren't. When I am conscious of being manipulated by music, especially during a bad movie, I consider it a cheap shot and an admission that the story isn't very good. But even knowing this, the music still effects me. What's more, the effects of music are usually very predictable over a very wide range of audience members. That is, play the Rocky theme for a diverse crowd, and most people will still have similar reactions to it every time. That's power.

To demonstrate the power of music, view two creations that I found on the web that I consider to be among my favorite. Both use music and editing to create trailers that portray well known movies completely inaccurately:

  • The Shining, (a spoof). The Shining, a desperate, edgy nasty movie if there ever was one, is portrayed in this trailer as being great family entertainment. The music is instrumental (pardon the pun) at making that happen. The author has done an amazing job of creating mood through music and editing, and completely misleading you about the movie in the process.
  • A Christmas Gory, a spoof on A Christmas Story offers the flip side. A Christmas Story is one of those cute, family classics that hits you squarely in the Disney chakra. Watch this trailer and you'd think it was some creepy, slasher flic.
...the Jaws theme can make Bambi appear evil... that's the power of music... use it wisely

Three Movie Sequences. This is another great resource for demonstrating the manipulative power of music. My thanks to Kathy from Creating Passionate Users for allowing me to include it on my website.

In this exercise, 3 different kinds of musical backgrounds are applied to the same 30-second movie of someone getting out of bed in the morning and walking out into the living room. The net effect is to suggest three entirely different moods and stories.

Using this with students: Have them do a quick write following each video about what kind of movie they think they are watching, what they think the story line might be and how they feel toward the young man in the movie. You need to play each movie to get the full effect. They are only 30 seconds long. I suggest you play the movie without any sound at all before playing all three sequences with sound.

A project for students: have them create their own "three movie sequences" project. If you want to really drive the point home about the power of music to your students have them create their own "three movie" project. Have them a) record 30 seconds (the legal limit) of a well known movie, b) tape a 30-second conversation between a few people in class, or c) shoot something potentially boring, like traffic. Then have them add background music to make listeners feel three different ways about the dialogue: creepy, sad, sentimental, whatever. Thanks to programs like GarageBand, creating music is quick, easy and within anyone's reach. The results are amazing and often hilarious.

Bottom line: Music manipulates and can overtake a story if over used or over played. Make sure your music supplements your story, and not the other way around. When it is the other way around, you have a music video.

Technology to bring to the workshop

Rule of thumb: Have one mike and camera per every 3-5 five people; 1 scanner per every 10.

If you are attending a workshop, here is a list of what you will need to have. I am not sure whether we will have access to equipment at your site for this workshop so please bring the following if at all in doubt. Note: It is much like the list covered in the digital storytelling toolkit section above:

  • Your own laptop with basic software. If you have a Macintosh (definitely my preference) it should be running OS X and have iMovie installed on it. If you have a Windows machine, it should have Movie Maker II installed on it. Movie Maker II is standard issue with later versions of Windows software. Please boot up your software to make sure you have version II and that it opens okay. If you have version I, upgrades are available at the Microsoft site.

    As mentioned earlier, you will also be well served to have an image editing program (like PhotoShop or Gimp) and an audio editing program like Audacity, particularly if you using Movie Maker II. See the software section for more details.
  • A digital camera and a scanner and the necessary cords and software to connect these to your computer. Typically we don't do video in our workshops, but you are welcome to bring your video camera if you like. Also, most venues I work in (schools, training centers) provide scanners, but be sure to check. For information about what to get in terms of cameras and scanners, see the section digital tool box.
  • A microphone. Please check to make sure your mike will plug into your computer. It used to be simple; mikes plugged into computers. It is a little more complicated now. Talk to your local tech about what it takes if you are unsure. My preferences in terms of microphones is mentioned in the digital tool box section.

Rule of thumb: For every 3-5 participants there should be one microphone and one digital camera one hand. Try to network class participants ahead of time so they can decide who can bring what (sort of like a pot luck lunch). If everyone shows up with their own mike and camera, great. But it's not necessary.

Story materials to bring to the workshop

...bring all the media you think you might need

For personal stories, bring digital photos of people involved in your story, an outline of the important events (take a walk down memory lane and try to sketch out the salient points), any music that is important on CD or iPod, any audio or video you might want to take clips from...

Thoughts about finding images

Here are some important points to consider about images

  • What's the #1 complaint from digital storytelling students? They didn't bring the materials they needed to the workshop. In fact, it is impossible to know what you need, but you have to try your best to anticipate. Bring a suitcase of everything you might need in terms of scannable objects, computer files, video snippets, music...whatever. It's much easier to ignore what you brought than try to compensate for what isn't there.
  • You can produce an image of anything that you can put on a scanner or that you can photograph. So, don't think just in terms of photos, think in terms of things that can be scanned or photographed.
  • Personal media is everywhere. You have produced a lot of media during your life that you are not aware of. Sit in your favorite easy chair and look around you. There is a great deal of media that will work well for your story that is on your walls, on your bookshelves, in desk drawers, or in that box in the attic you refuse to throw away. And don't forget your friends and family members who have been taking pictures of you, shooting video of you, and receiving your letters and gifts for many years.

A list of image sources

Here is a list of potential image sources taken from Bernajean Porter's book on digital storytelling called Digitales:

- old photos

- greeting cards

- watches

- report cards

- fabrics

- jewelry

- post cards

- letters

- personal papers

- flowers, leaves

- wall paper

- book covers

- hair braids

- drawings, art work

- mementos

Academic story images

For academic stories, in addition to the items for personal stories mentioned above, here are some suggestions:

  • lesson plan(s) and materials used with your lessons
  • pictures you use in the lesson
  • relevant charts
  • maps
  • URLs and web materials
  • pictures of students, your classroom, your school

Just walk through the lesson and think about what might go into a story or movie about it.

Free Sound, Music and Graphic Resources

The Internet is a great way to find free sounds, graphics, music and other resources. You want to find a burp sound? Try Googling "burp sound"...it's amazing what's out there.

Here are some good sites:

...try Googling "burp sound"...it's amazing what's out there
  • Free Play Music. It's an amazing site; you can choose music based on type, mood and length.
  • Bravenet. Lots there.
  • GarageBand. Specializing in new music by new artists.
  • Microsoft Office Online. A good source of images and music.
  • Free Images. A good source of photos, other images.
  • Free Graphics. A portal to thousands of free graphics, pictures, photos and other resources.
  • Creative Commons. An interesting web spot where you can post your original work and use original work created by others. It is a portal with many, many free graphics, pictures, photos and more.

More free sources. Here are others. Remember- these come and go. Some are free one day, and not the next, some require acknowledgement, others don't:

Pictures, graphics

Music, Sounds

Copyright Issues - Living in the Gray Zone

The day the lawyer came to town...

I will never forget the day a lawyer came to my institution to explain the implications of the TEACH Act, a vague enactment of government intended to explain the legalities of using electronic material in teaching and learning. The lawyer's presentation was well attended because many of us were confused about academia's legal responsibilities with regards to faculty and student use of materials found on the web in projects and coursework. Like everyone else who had come to hear the lawyer speak, I looked forward to finally getting some clarification.

After making a short presentation that was muddy at best, she asked for questions. While there were plenty of them about a number of different topics, her answers all began the same way: "Well now, that's sort of a gray area..." In short, we all came for clarity and left with grayity. Had the Q & A session been a Monty Python skit, it would have been hilarious.

"...well, now, that's sort of a gray area..."

Bottom line: the issue of copyright and acceptable use is indeed a gray area. The material that follows is intended to help you navigate the grayness. It is not legal advice and should not be construed as such. If you are ever concerned about the legality of something, ask your district's legal counsel for advice.

John Brim's videos. I recommend you check out John Brim's mini lectures on copyright in education. They address a wide variety of common issues in straightforward language. They can be found at the Adventure of the American Mind Site.

What teachers want to know

When it comes to issues of copyright, teachers want answers to questions like:

  • Can my students use graphics they find on the web in their digital stories?
  • Can my students use music in their digital stories that they have downloaded from the Internet or commercial CDs?
  • Should my students cite works? Ask permission? Both?
  • What values regarding the world of creative content should I impart to my students?

This section of the website addresses these issues from a non-professional's perspective. Whenever in doubt, ask your district's legal counsel for advice.

Common Sense Copyright

Using common sense, the golden rule and respect for others' property - just like your parents taught you - is a great place to start your conversations with students about using other peoples' material in their digital stories. It also provides a good (though incomplete) introduction to what the law actually does say.

For many students the stumbling block in understanding the nature of "fair use" is the altered nature of theft in the Digital Age. If I take your car, I have your car and you don't. But if I use a copy of your song, you still have your original copy. I don't deprive you of your song, but of something that results from it: royalties, recognition and respect. Depriving someone of royalties is very real yet conceptually less tangible, particularly to the young mind. However, asking students a question like the following helps them focus on the realities of fair use and copyright in very real ways: "If you were trying to make a living as a musician, how would you react if someone downloaded rather than bought your music?"

Three rules of respect

The bottom line is respect- respect for other people's work and how they want their work to be used and credited. There are three levels of increasing respect that help frame this discussion for students:

  • Citation. Students must cite all material they use in a digital story, showing the same respect for graphics, words, music and other media that we expect them to show when quoting a journal article. This is the minimal level of respect and must always be observed.
  • Permission. When possible, also ask permission. Many websites provide an email contact.

    How about the saying "asking forgiveness is easier than asking permission?" In practical terms, what happens if you ask permission to use an original graphic from someone's website, are denied, but using the graphic still falls within "fair use" guidelines? That's a gray area alright. I can tell you this: no one has ever refused to let a student of mine use a picture or other piece of media for educational purposes. Often they are grateful they were asked. What happens if you try to contact someone, don't hear from them, and use of the graphic falls within fair use? In my very un-legal opinion, you have passed the test of respect and have a fairly strong case for using it. By the way, be sure to find out if the author of media you are using wants to be cited. Most do, but some don't.
  • Compensation. Typically anyone who requires compensation for the use of their materials will be very clear about it. Feel free to ask if they make exceptions for educational use. But if they insist on being compensated, then pay them or don't use their materials. To me, it's that simple. However, I appreciate that to others it may not simple. This is one of those issues that is handled on a case-by-case basis in the legal system. However, within a school setting, I strongly encourage you not to push the limits on this. If someone wants to be paid for their material, and you can't or don't want to pay them, then don't use their material.

Four Factor Fair Use Test

Another approach to determining fair use is what is commonly called "the four factor fair use test," which offers guidelines in terms of the four questions below. If you want to know more about the four factor test, I suggest consulting the University of Texas's site devoted to this topic, which offers far more detail than I provide here:

  • What is the character of the use? Non-profit, educational use is better (that is, less apt to raise legal red flags) than commercial use.
  • What is the nature of the work to be used? Factual, published material is better than imaginative, creative work.
  • How much of the work will you use? As obvious as this might sound, a small amount is better than more than a large amount.
  • If this kind of use were widespread, what effect would it have on the market for the original? The less your use of the material competes with or takes away from sales, the better.

What the law says

...I'm not a lawyer and don't play one on TV...seek legal advice when in doubt

I have read the Teach Act and a good deal of commentary about it and have developed my limited understanding of what it says about using digital materials in school projects, like digital stories. Below are points that specifically relate to using material in projects:

  • Music, video, animation: Students can use 10% or 30 seconds of songs, movies and other works, whichever is shorter.
  • Words: Students can use 10% or up to 1000 words from a text, whichever is shorter.
  • Illustrations, photos, graphics: This is more vague. Students can use no more than 5 images from one artist; they can use 10% or 15 works from a collection, whichever is smaller.

When I asked a lawyer who specializes in copyright and fair use issues whether these points related equally to media projects posted on the web as to those created just for 'in-house' use and not distributed via the web, she said, in so many words, "Well, now, that's sort of a gray area." I'm not kidding.

The Case of "Liberal Viewer" vs. Viacom

So much of this area depends on legal interpretation and precedent. So, the case of Liberal View vs. Viacom attracted a good deal of attention on the part of YouTubers and other mediasts. Educators should take notice as well.

Read this short article about it, or simply Google "Asch Viacom YouTube." But the gist of it is this. A YouTuber who goes by the name "Liberal Viewer" (real name = "Allen Asch" from Sacramento, Califorinia) posts short commentaries that use clips from programs like the Colbert Report. Viacom, who owns the Comedy Channel, told YouTube (owned by Google) to take down his work. Google complied.

From the article: "He (Asch) studied the "fair use" doctrine of the copyright laws and fought to get the videos reinstated. Fair use is an exception to the law that allows people to use copyrighted material for commentary, parody, news reporting and educational research." So, Asch, with the help of the ACLU, fought the ruling, and won. Viacom even promised to be more tolerant of such use in the future.

What does this mean for the rest of us? I have no idea. But a non-legal interpretation suggests that when students use copyrighted material for "commentary, parody, news reporting and educational research," they are covered by this ruling.

Avoiding the gray zone of copyright and fair use

Here are some ways to avoid the gray zone:

  • Be perpetually paranoid. The easiest way to avoid the gray area is to be paranoid. Whenever in doubt (which is almost always) just don't use something. While it is the safest approach, I don't recommend it. The laws are there to serve both groups of people: artists, as well as the teachers, students and rest of us who would like access to material. I say, "When in doubt seek permission."
  • Use what you find on the Web, observing the 3 Rules of Respect. Follow "the three rules of respect" explained above, citing sources, asking permission when possible, and compensating when necessary.
  • Create your own material. An exciting option these days is creating all of your own material. The tools are so good now that it is possible to do a credible job in a very short period of time. Software like GarageBand makes creating your own music not only doable, but easy, fun and quick. Even a rudimentary grasp of a program like PhotoShop makes preparing visual information very doable.
  • Use your friends' material. There is always material created by your friends, and your friends' friends, who are usually amenable to letting you use their material. I use my friends' material, and in turn let them use mine. Better yet, have them list their material through Creative Commons, covered next.
  • Use the Creative Commons (creativecommons.org). Creative Commons is an alternative form of copyright licensing that gives creative content developers and consumers options not available under the traditional copyright system. Rather than "all rights reserved," developers can select from a range of permission options. Are you looking for music or artwork for classroom projects that you can use with a clear conscience? Do you have music or artwork that you would like to make available to teachers, the public or to commercial enterprises? Go to Creative Commons.
  • Subscribe to media services. There are a number of graphics subscription services that offer unlimited access to a database of materials. I subscribe to ClipArt for about $150/year and gain access to over a million graphics and photos. It is a great deal.
  • Use material only provided on free-use sites. Many places on the web advertise the use of their material for free, or with less restricted access. I have provided a list of websites featuring inexpensive resources above. Read the disclaimers, cite your sources, but use them. That is what they are there for.

Copyright Resources

There are many websites devoted to the issue of copyright and fair use in education. Some are comprehensible by mortals, others are not. The resources listed below are some of the better ones I have found in terms of translating legalese more or less into plain English: