What’s New for Video and Audio (April 2017) | Adobe Creative Cloud

 

 

 

Adobe Creative Cloud Propels Video Forward at NAB 2017 — from news.adobe.com
Latest Release Features New Capabilities in AI, VR, Motion Graphics, Live Animation and Audio

Excerpt:

SAN JOSE, Calif.–(BUSINESS WIRE)–Ahead of the National Association of Broadcasting (NAB) conference, Adobe (Nasdaq:ADBE) today announced a major update for video in Adobe Creative Cloud to help filmmakers and video producers collaborate and streamline video workflows. The Creative Cloud release, available today, delivers new features for graphics and titling, animation, polishing audio and sharing assets; support for the latest video formats, such as HDR, VR and 4K; new integrations with Adobe Stock; and advanced artificial intelligence capabilities powered by Adobe Sensei. Announced at Adobe Summit 2017, Adobe Experience Cloud also allows brands to deliver connected video experiences across any screen at massive scale, while analyzing performance and monetizing ads.

Technology advancements and exploding consumer demand for impactful and personalized content require video producers to create, deliver and monetize their video assets faster than ever before. From the largest studio to next generation YouTubers, a scalable, end-to-end solution is required to create, collaborate and streamline video workflows with robust analytics and advertising tools to optimize content and drive more value.

 

 

Adobe Makes Big Leaps in Video, Just in Time for NAB — from blogs.adobe.com

Excerpt:

Next week, thousands of broadcasters, video producers and digital content lovers will gather for the National Association of Broadcasters (NAB) annual conference. Just in time for the event, Adobe is unveiling big updates to our video tools for graphics and titling, animation, and sharing assets; support for the latest formats including HDR, VR and 4K; lots of improvements to video workflows; and more power from Adobe Sensei, our artificial intelligence technology. It’s all part of a major Adobe CC product update available today.

“The newest Creative Cloud video release integrates the advanced science of Adobe Sensei to make common tasks faster and easier. All video producers – whether they’re part of the major media companies or up and coming YouTubers – can now bring their creative vision to life without having to be motion graphics or audio experts,” says Steven Warner, vice president of digital media at Adobe.

 

 

 

These are the latest features in After Effects CC 2017, available now — from provideocoalition.com by Mark Christiansen
Get up to date and up to speed with these additions & changes

[For a detailed overview, check back during NAB when the course After Effects CC 2017: New Features from LinkedIn Learning (otherwise known as Lynda.com) will be updated with everything that’s brand new as of today. This course will feature the examples depicted here in step-by-step detail.]

 

 

Adobe updates Premiere Pro CC for April 2017 — from provideocoalition.com by Scott Simmons
And instead of waiting months for the new CC versions they should be available soon, as in probably today

 

 

 

After Effects NAB 2017 Update — from provideocoalition.com by Chris and Trish Meyer
How to play nice(r) with Premiere Pro editors, as well as other updates

 

 



 Also see:



 

 

 

 

VR resumes are catching the eyes of industry recruiters — from vrscout.com by Kyle Melnick

 

 

Excerpt:

A brand new market requires a brand new kind of CV.

Getting creative with a resume or job application is a common tactic among job-seekers looking to stand out from the pack. A simple Google search reveals incredible examples of resumes iced into cakes, programmed into video games, hidden inside QR codes, the list goes on. In most cases however, the most engaging CV is always the most successful, which is why many developers looking to get into the VR industry are using the immersive technology to build some of the coolest resumes you’ve ever seen.

Through a variety of methods, from VR art programs to 360-degree videos, amateur hopefuls have designed incredible works of art that creatively display their information while simultaneously showcasing their skills in the medium. One art community in particular, Sketchfab, has been a popular platform for distributing VR resumes and applications. Here are some of the best examples of brilliant self-advertising on the web (Click and hold to change angles, zoom in/out and move around the pieces):

 

 

Superb creative photo manipulations by Chunlong Sun — from designyoutrust.com
Chunlong Sun is a talented graphic designer, art director and retoucher who lives and works in Beijing, China. Chunlong focuses on advertising, he creates stunning surreal, sci-fi and humour manipulations.

 

 

 

Apple Releases Education Bundle With Video, Audio Editing Tools — from campustechnology.com

Excerpt:

Apple Friday introduced its Pro Apps Bundle for Education, available for K–12 schools and higher ed institutions.

The bundle is a collection of five apps from Apple that deliver industry-level tools for video editors and musicians:

 

Also see:

 

 

 

 

ISNS students embrace learning in a world of virtual reality — from by

Excerpt (emphasis DSC):

To give students the skills needed to thrive in an ever more tech-centred world, the International School of Nanshan Shenzhen (ISNS) is one of the world’s first educational facilities now making instruction in virtual reality (VR) and related tools a key part of the curriculum.

Building on a successful pilot programme last summer in Virtual Reality, 3D art and animation, the intention is to let students in various age groups experiment with the latest emerging technologies, while at the same time unleashing their creativity, curiosity and passion for learning.

To this end, the school has set up a special VR innovation lab, conceived as a space for exploration, design and interdisciplinary collaboration involving a number of different subject teachers.

Using relevant software and materials, students learn to create high-quality digital content and to design “experiences” for VR platforms. In this “VR Lab makerspace” – a place offering the necessary tools, resources and support – they get to apply concepts and theories learned in the classroom, develop practical skills, document their progress, and share what they have learned with classmates and other members of the tech education community. 

 

 

As a next logical step, she is also looking to develop contacts with a number of the commercial makerspaces which have sprung up in Shenzhen. The hope is that students will then be able to meet engineers working on cutting-edge innovations and understand the latest developments in software, manufacturing, and areas such as laser cutting, and 3D printing, and rapid prototyping.  

 

 

 

From DSC:
The following article reminded me of a vision that I’ve had for the last few years…

  • How to Build a Production Studio for Online Courses — from campustechnology.com by Dian Schaffhauser
    At the College of Business at the University of Illinois, video operations don’t come in one size. Here’s how the institution is handling studio setup for MOOCs, online courses, guest speakers and more.

Though I’m a huge fan of online learning, why only build a production studio that’s meant to support online courses only? Let’s take it a step further and design a space that can address the content development for online learning as well as for blended learning — which can include the flipped classroom type of approach.

To do so, colleges and universities need to build something akin to what the National University of Singapore has done. I would like to see institutions create large enough facilities in order to house multiple types of recording studios in each one of them. Each facility would feature:

  • One room that has a lightboard and a mobile whiteboard in it — let the faculty member choose which surface that they want to use

 

 

 

 

 

 

 

  • A recording booth with a nice, powerful, large iMac that has ScreenFlow on it. The booth would also include a nice, professional microphone, a pop filter, sound absorbing acoustical panels, and more. Blackboard Collaborate could be used here as well…especially with the Application Sharing feature turned on and/or just showing one’s PowerPoint slides — with or without the video of the faculty member…whatever they prefer.

 

 

 

 

  • Another recording booth with a PC and Adobe Captivate, Camtasia Studio, Screencast-O-Matic, or similar tools. The booth would also include a nice, professional microphone, a pop filter, sound absorbing acoustical panels, and more. Blackboard Collaborate could be used here as well…especially with the Application Sharing feature turned on and/or just showing one’s PowerPoint slides — with or without the video of the faculty member…whatever they prefer.

 

 

 

 

  • Another recording booth with an iPad tablet and apps loaded on it such as Explain Everything:

 

 

  • A large recording studio that is similar to what’s described in the article — a room that incorporates a full-width green screen, with video monitors, a tablet, a podium, several cameras, high-end mics and more.  Or, if the budget allows for it, a really high end broadcasting/recording studio like what Harvard Business school is using:

 

 

 

 

 


 

A piece of this facility could look and act like the Sound Lab at the Museum of Pop Culture (MoPOP)

 

 

 


 

 

 

From DSC:
After seeing the sharp interface out at Adobe (see image below), I’ve often thought that there should exist a similar interface and a similar database for educators, trainers, and learners to use — but the database would address a far greater breadth of topics to teach and/or learn about.  You could even select beginner, intermediate, or advanced levels (grade levels might work here as well).

Perhaps this is where artificial intelligence will come in…not sure.

 

 

 

 

learningthemes2016-elliottmasie

Learning Themes
Curated Content from Learning 2016
Open Source eBook – No Cost
http://www.masie.com/eBookL16

 

From an email from Elliott Masie and the Masie Center:

This 35-page eBook is packed with content, context, conversations, video links, and curated resources that include:

  • Learning Perspectives from Anderson Cooper, Scott Kelly, Tiffany Shlain, George Takei, Richard Culatta, Karl Kapp, Nancy DeViney, and other Learning 2016 Keynotes
  • Graphic Illustrations from Deirdre Crowley, Crowley & Co.
  • Video Links for Content Segments
  • Learning Perspectives from Elliott Masie
  • Segments focusing on:
    • Brain & Cognitive Science
    • Gamification & Gaming
    • Micro-Learning
    • Visual Storytelling
    • Connected & Flipped Classrooms
    • Compliance & Learning
    • Engagement in Virtual Learning
    • Video & Learning
    • Virtual Reality & Learning
  • And much more!

We have created this as an open source, shareable resource that will extend the learning from Learning 2016 to our colleagues around the world. We are using the Open Creative Commons license, so feel free to share!

We believe that CURATION, focusing on extending and organizing follow-up content, is a growing and critical dimension of any learning event. We hope that you find your eBook of value!

 

 

 

nmc-digitalliteracyreport-oct2016

 

The New Media Consortium (NMC) has released Digital Literacy: An NMC Horizon Project Strategic Brief in conjunction with the 2016 EDUCAUSE Annual Conference.

In analyzing the progress and gaps in this area, the NMC’s report has identified a need for higher education leaders and technology companies to prioritize students as makers, learning through the act of content creation rather than mere consumption. Additionally, the publication recommends that colleges and universities establish productive collaborations with industry, government, and libraries to provide students with access to the latest technologies and tools.

Based on the variety and complexity of these results, NMC cannot identify just one model of digital literacy. Instead three different digital literacies are now evident, each with distinct standards, potential curriculum, and implications for creative educators.

 

digitallits-nmc-oct2016

 

 

The aim of this publication is to establish a shared vision of digital literacy for higher education leaders by illuminating key definitions and models along with best practices and recommendations for implementing successful digital literacy initiatives.

 

 

To be digitally literate, you need to be:
fluent at critical thinking,
collaborating,
being creative, and
problem-solving in
digital environments.

 

 

Computer science and digital media classes can instruct on everything from office productivity applications to programming and video editing, for example.  Sociology courses can teach interpersonal actions online, such as the ethics and politics of social network interaction, while psychology and business classes can focus on computer-mediated human interaction. Government and political science classes are clearly well equipped to explore the intersection of digital technology and citizenship mentioned above. Communication, writing, and  literature classes have the capacity to instruct students on producing digital content in the form of stories, arguments, personal expression, posters, and more. 

 

 

 

From DSC:
If faculty members aren’t asking students to create multimedia in their assignments and/or take part in online/digitally-based means of communications and learning, the vast majority of the students won’t (and don’t) care about digital literacy…it’s simply not relevant to them: “Whatever gets me the grade, that’s what I’ll do. But no more.”

This type of situation/perspective is quite costly.  Because once students graduate from college, had they built up some solid digital literacy — especially the “creative literacy” mentioned above — they would be in much better shape to get solid jobs, and prosper at those jobs. They would be much better able to craft powerful communications — and reach a global audience in doing so. They would have honed their creativity, something increasingly important as the onward march of AI, robotics, algorithms, automation, and such continues to eat away at many types of jobs (that don’t really need creative people working in them).

This is an important topic, especially as digitally-based means of communication continue to grow in their usage and impact.

 

 

Part of digital literacy is not just understanding how a tool works but also why it is useful in the real world and when to use it.

 

 

 

 
© 2016 Learning Ecosystems