3.4 Complex Techniques

AS91903 - v1 - Use Complex techniques to develop a digital media outcome - 4 credits (internal)

Relevant Implications

3.4 Draft Task Sheet

3.4 Complex Technique Standard

3.4 DDDO Unit Plan

3.4 Requirements

3.4 Summary

You need to show and explain 2 or more complex techniques from your Digital Media Outcome.

  • using appropriate tools and techniques for the purpose and end users

  • applying appropriate data integrity and testing procedures

  • using relevant conventions for the media type

  • explaining & ADDRESSING relevant implications.

Tip! Remember to explain - 5Ws & H: Who, What, When Where, Why & How :

The Standard DT 3.4 (AS91903)

VR L3 Complex Procedures:

There are a variety of ways you can address the need for Complex skills and Techniques:

  • applying industry standards or guidelines

    1. Good use of 12 Principles of Animation. Applying VR UI principles.

  • integration of original media assets

    1. Creating a range of your own low poly models / 2D textures optimised for VR

  • dynamic data handling and interactivity

    1. using JavaScript interactivity for navigation, controllers, playing / pausing audio / video

  • Automation Through Scripts

    1. Create 'Actions' in Photoshop to resize and optimise- original high resolution images to optimal settings. Apply these 'Actions' to a folder of images to 'Batch Process'.


Other Complex techniques include:

  • non-core functionality

  • sophisticated digital effects

  • applying industry standards or guidelines

  • responsive design for use on multiple devices

  • integration of original media assets

  • dynamic data handling and interactivity

  • automation through scripts.

A) Advanced Tools

Examples of advanced techniques include:

  • creating or customising scripts, code or presets

  • using a combination of steps to manipulate or enhance elements

  • using a third-party library (such as A-frame.io and animation mixer)

  • using composite effects. (such as creating an entity model from a number of primitive shapes and applying textures)


M) Step-ups for Merit

develop an informed digital media outcome involves:

  • using information from testing procedures to improve the quality of the outcome (use IDE debugger tool and Developer Tools to inspect Console)

  • applying relevant conventions to improve the quality of the outcome (improving textures / animations / interactions / UI instructions / text for menus & info.)

  • addressing relevant implications.

E) Step-ups for Excellence

develop a refined digital media outcome involves:

  • iterative improvement throughout the design, development and testing process to produce a high-quality outcome (such as refining components such as rotation, scale, position, textures' repetition or use of embedded ambient sound and animation)

  • Adding complex interactivity to refine user experience

  • using efficient tools and techniques in the outcome’s production. (such as the Object Inspector to arrange XYZ position of entities, use of asset management <a-assets> & #IDs)

E) Efficient Tools

Examples of efficient tools and techniques include:

  • management of assets (such as <a-assets and #IDs )

  • using stylesheets

  • master pages or student developed templates (such as version control in Glitch.com)

  • commenting <!-- html comments --> & /* CSS comments */

  • character formatting controls

  • reusing objects, styles and/or frames (such as re-suing the same 3D tree model but changing the entity's components for scale, rotation, position to make them look varied). This could be varied using Javascript and random number variables and for loops.

  • HTML / CSS validation procedures (https://validator.w3.org/ )

  • Careful testing on mobile to consider loading times, e.g. maybe splitting the webVR into separate pages to reduce the number of interactive spheres loading on one page.

  • optimisation of media assets. (use Photoshop well-named layers, adjustment layers & layer masks to make non-destructive edits, use of Photoshop to 'Save for Web' to compress textures .png or .jpg files for textures, using MeshMixer to reduce the number of polygons in a model mesh to <5K polys (Less Than 5000 polygons in order to increase speed / reduce complexity & loading time)

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