Published in 2020 by The Rosen Publishing Group, Inc.
Copyright 2020 by The Rosen Publishing Group, Inc.
All rights reserved. No part of this book may be reproduced in any form without permission in writing from the publisher, except by a reviewer.
Names: Harvey, Janet, 1966 author.
Title: Careers in interactive media / Janet Harvey.
Description: First edition. | New York: Rosen Publishing, 2020. |
Series: Makerspace careers | Includes bibliographical references and index.
Identifiers: LCCN 2018051630| ISBN 9781508188049 (library bound) | ISBN 9781508188032 (pbk.)
Subjects: LCSH: Interactive multimediaVocational guidance Juvenile literature. | Computer gamesProgrammingJuvenile literature. Classification: LCC QA76.76.I59 H39 2020 | DDC 794.8/1536dc23
INTRODUCTION
I n the realm of entertainment, interactivity is becoming a key part of what people do for fun. We use our phones to walk around the neighborhood and catch virtual creatures. We call up our favorite movies and shows from an online menu, sometimes just by using voice commands. And in gaming, virtual reality (VR) headsets are creating whole virtual worlds for us to immerse ourselves in and interact with.
Interactive media is an ever-growing and expanding field. The job outlook for interactive media is strong: field growth is outpacing the national average, and salaries for interactive media jobs average about $45,000. But how can you prepare yourself for the dream jobs that will be out there in ten to twenty years? In such a rapidly growing, unpredictable field, whats the best way to jump in and start building the skills of the future?
One of the most reliable ways to get hands-on experience in coding and designing for interactive media is through makerspaces and hackerspaces. Many schools and communities are creating such spaces. Joining a creative space is a great way to gain experience with equipment and resources that you might not otherwise have access to. In makerspaces and hackerspaces, you can develop skills in interactive media development and design, digital media production, Arduino coding, game design, robot creation, and three-dimensional (3D) printing.
Pokmon Go was one of the first games to use augmented realitya technology that superimposes computer-generated images on top of the real world.
If this sounds like something out of a cyberpunk novel well, it kind of is. From the first hackerspaces of the 1990s until today, hackerspaces have been run by loosely organized groups of hackers and like-minded techno-geeks with a desire to learn and a do-it-yourself (DIY) attitude. Gathering in rented studios, lofts, or warehouses, they would pool their resources and knowledge in the interest of learning and cooperation, enabling the group to access equipment and resources that the individual members might not be able to acquire on their own.
As more and more people see the value of these types of spaces, hackerspaces have been showing up in different areas of study, at universities, and even in libraries. Makerspaces, an offshoot of hackerspaces, took the same concept into fabrication.
The world of digital media also took a page from the hackerspace/makerspace book, and today you can find digital media labs that share resources, software, hardware, equipment, and work space in the spirit of sharing information in the digital age.
Today, there are 2,289 hackerspaces around the world, with 1,418 of them listed as active, according to Hackerspaces. org. Hackerspaces continue to grow at an amazing rate. You may even have one in your own school or library. If you dont, the good news is you can probably start your own. There are plenty of resources out there to help you start your own makerspace, hackerspace, or digital media lab.
How can a hackerspace help you get the job of your dreams? Get ready to find out.
CHAPTER ONE
A BRIEF HISTORY OF HACKERSPACES
T he term hacker originally meant hacking technol-ogy in ways that would make it do something it wasnt intended to do. Today, we use the term hacking to describe a variety of purposes and activities, from hack-ing our closet to make our morning routine more efficient, to more nefarious computer hacks, like breaking into an internet server or stealing someones identity. For a lot of people, the term has come to be associated with criminal activityand because of this, the term computer hacker has come to have a negative connotation.
But that wasnt always the case. The original hack-ers were simply hardware, software, and programming enthusiasts who were interested in using digital tools and the internet in new ways to create something that didnt exist before. They would be more likely to build a robot that made you coffee in the morning than use their skills to rob a bank. Hacker culture introduced open-source programming, a type of pro-gramming that anyone can use without a license. Hackers con-tinue to push the boundaries of what code and hardware can do.
When you think of hacker culture, you may think of anonymous sin-ister figuresbut it really refers to any technology hack that makes your life better.
The birth of hackerspaces can be traced back to the mid-1990s, when the first hack-erspace, called C-Base, was launched in Berlin in 1995. It was basically a community space where computer pro-grammers met, worked, and shared infrastructure, trying to use new technologies in cre-ative ways.
As time went on, the hacker movement evolved into the maker movement, as people started using technology to create physical items in the real world with digital tools, like computer numerical con-trol (CNC) routers, 3D printers, and other fabrication tools. The maker movement continues the traditions of hacker culture by freely sharing information, plans, and techniques over the internetand by sharing resources with makerspaces.
AN ALIEN SPACE STATION IN BERLIN
Widely recognized as the earliest hackerspace, C-Base in Berlin was founded in 1995. From its inception, the space was envisioned as a creative hub, with the creation of computer software, hardware, and data being part of a broader movement of music, design, and digital media creation.
C-Base is home to the Chaos Computer Club (CCC), Europes largest association of hackers. Self-described as a galactic community of life forms, independent of age, sex, race or societal orientation, which strives across borders for freedom of information, the CCC advocates for the free transfer of information and supports open-source software, more transparency, and decentralization of power.