Page 23 - spaces4learning, November/December 2019
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even smartphones mounted on cameras for the talent to read. Some systems can layer static and moving graphics inserted from pre-set templates for show openings, title animations, and lower third ti- tles with timing, speed and duration control. Design of graphics can originate in popular Adobe Photoshop and After Effects applications.
Many live production systems provide software-based control panels, which can operate a production system from any compati- ble desktop or mobile device and from anywhere on the network. Easily accessible through any web browser or operating system, this functionality includes production-ready control panels for remote video and audio mixing, media playback and macro automation.
Another way that systems can help manage production is with PTZ camera control. There are a number of PTZ cameras available providing video, audio, control, tally and power over a single cable that simply connects to an Ethernet port on a standard IT network.
The Curriculum Is Critical
While these are the pillars for the infrastructure, it should be mentioned the curriculum for esports must be dovetailed with these technologies. This is no coursework in playing videogames — just as sports management degrees don’t help you play better golf or hit more jump shots. Look back to the core technologies we’ve consid- ered and think about how they have educational touchpoints that will translate to valuable workplace skills in esports.
Where design meets technologysm
SMARTdesks® designs solutions for every style of collaborative learning incorporating every emerging technology.
We co-create solutions with you to make sure your vision is realized.
Building, repairing and upgrading computers brings in a foundational element to the technology that will be critical both in designing workflows on budget and during real-time trouble- shooting.
Understanding networks to a point where they can be effec- tively designed, managed, troubleshot and scaled is a skill that goes beyond just esports. The network is an emerging technology for all types of AV and broadcast environments.
Understanding the technical components of directing, switch- ing and managing a live studio and live performance is once again valuable beyond just the esports space as it touches on uses in the broadcast, streaming and live performance industries.
Finally, work in front of the camera should also be added as students take over as announcers and — yes, finally — as esports competitors. In total, the esports space requires a distinct blend of computer, network, AV and management literacy that can be accomplished through simple and affordable technologies.
The key to success is implementing IP workflows that en- able esports production to be completely driven by the students. An esports center can be student friendly enough to be operated without ongoing technical staff support while still being afford- able, effective and professionally competent.
Matt Allard is a product marketing manager at NewTek.
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