Grindstone Island

QuickTime™ "Survivor" Style:
Unearthing the new interactive media features
July 29-August 4, 2001

Main Lodge






Primary - Scott Sayre, Director of Media and Technology, The Minneapolis Institute of Arts

Secondary - Kris Wetterlund, Museum Educational Consultant


This hands-on intermediate level workshop will delve into the creative application of QuickTime for museums. Apple's QuickTime is a multi-purpose digital media format offering a wide range of exciting possibilities for creating interactive online and fixed media applications for both the PC and Macintosh. Workshop participants will work with a variety of software and hardware tools to explore the development of linear movies, audio sequences, QuickTime VR, object and panorama movies, digital slide packages, and non-linear interactive programs. Specific attention will be paid to the use of QuickTime 4 and 5's track features, which allow a wide range of multimedia to be delivered within one QuickTime movie. Participants will also delve into the integration of the new SWF (Flash) format information within QuickTime to create interactive interfaces and computer generated camera moves and zooms.


This is an intermediate level workshop for media producers and museum professionals with an interest in producing interactive media programs for education and marketing applications. Attendees should possess basic knowledge and skill in the use of software tools for graphic production and image processing (e.g. Adobe Photoshop). PC experience is required and Macintosh experience is desirable.

Learning Objective

Participants will be able to design, direct and produce interactive multimedia programs for fixed media online applications utilizing QuickTime's advanced feature set.

Course Outline

Session One
QuickTime Applications

Exploring examples of QuickTime applications using a range of media and build a small slide presentation from digital images generated in class.

Learning objective: Attendees will understand the types of digital media which can be delivered via QuickTime and the types of applications which can created with this media.

Session Two
QuickTime Player Pro

In-depth exploration of the QuickTime Pro application including tracks, editing tools, compression options and output options.

Lab: Simple video editing and recording of a video interview.

Learning objective: Attendees will understand the types of digital media which can be delivered via QuickTime and the types applications which can be created with this media.

Session Three
Introduction to GoLive's QuickTime Track Editor

Introduction to Adobe GoLive's advanced QuickTime track editor's interface and features with an emphasis on text tracks and chapter headings.

Lab: Creating a closed captioned movie and adding interactive chapter headings.

Learning objective: Attendees will create searchable closed captioned movies and chapter headings.

Session Four
Exploring the Flash animation track

Overview of SWF format movies created in Flash and Live Motion incorporated in to QuickTime movies.

Lab: Creating simple animations in Live Motion and incorporating them into a QuickTime movie.

Learning objective: Participants will understand the unique features of the Flash SWF format and how to incorporate SWF sequences into QuickTime sequences.

Session Five
Special Techniques: Computer Generated Camera Moves

Exploration of how a variety of QuickTime applications can be used to create high quality movies containing simulated camera moves and zooms using only still images as source material.

Lab: Use Live Motion and still images to create a dynamic guided tour using the described techniques.

Learning objective: Attendees will create dynamic narrative movies using only still images and computer simulated camera moves.

Session Six
Utilizing Sprite tracks and SWF for Interactivity

Examination of how both Sprite track and SWF "Flash" track can be used to add operational interfaces and interactivity to any type of QuickTime movie. Lab: Use GoLive's Sprite track editor to create a sprite track to control tracks within a QuickTime movie.

Learning objective: Participants will create interactivity within a QuickTime movie by using either sprite or SWF tracks.

Session Seven
Special Techniques: QuickTime VR

Introduction to the creation of QTVR object movies and panoramas using a digital still camera.

Lab: Use a digital camera and a QTVR authoring tool to produce either a QTVR object or panorama sequence and incorporate it into a QT movie.

Learning objective: Attendees will create their own QTVR object movies and panorama sequences.

Session Eight
Exploring the other tracks

A general introduction to the other QuickTime tracks including MIDI, QuickDraw 3D and http.

Lab: Begin to design and spec area of interest project.

Learning objective: Participants will have a general understanding of the capabilities and applications for the other QuickTime tracks.

Session Nine
Area of Interest Project Period

A workshop period devoted to further exploration and or experimentation with a tool or technique covered in previous workshop sessions.

Lab: Participants will produce one or more demonstration projects in their area of focus.

Learning objective: Participants will experiment in one or more areas of QuickTime through the design and development content that appeals to their personal interest.

Session Ten
Area of Interest Project Show and Tell

A concluding session in which all participants demonstrate, critique and discuss their personal interest projects and create a class CD-ROM containing all of the participants work.

Learning objective: Attendees will learn more about QuickTime and its applications through their peers interests and experiments.

Software Used

  1. Adobe Photoshop
  2. Adobe Live Motion
  3. Adobe Go Live
  4. Apple QTVR Toolbox
  5. Apple QuickTime Pro
  6. Cleaner 5
  7. iMovie 2

Hardware Used

  1. PC computer
  2. Macintosh computer
  3. CD-R
  4. Video cameras
  5. Digital cameras

Other Requirements

Participants will be encouraged to bring a digital camera and digital video camera if they have one available. Analog video cameras can also be used. Participant may also bring existing digital video, digital images, graphics and music on CD-ROM for possible use in their activities

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all photos © 2001 J. Trant
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last updated: June 19, 2014