Showing posts with label reading. Show all posts
Showing posts with label reading. Show all posts
Tuesday, July 2, 2013
Actors Today Don’t Just Read for the Part. Reading IS the Part.
Ms. Zackman had classical training through the Shakespeare Theater of Washington, has worked in regional theaters for the last two decades and has had a sprinkling of appearances on television shows like “Law and Order.” Those performances, however, have brought neither fame nor fortune. Instead, like a growing number of actors, she has found steady employment as a reader in the booming world of audiobooks. In recent years, Ms. Zackman has recorded more than 200 titles, and she says she can now count on steady work of two books a month, earning $1,000 to $3,000 a book. The income helps her make the payments on her one-bedroom Manhattan apartment while giving her the freedom to travel around the country and perform. Once a small backwater of the publishing industry, in part because of the cumbersome nature of tapes, audiobooks are now flourishing. Sales have been rising by double digits annually in recent years. A recent survey by industry groups showed that audiobook revenue climbed 22 percent in 2012 compared with 2011. Much of the growth can be attributed to the business’s digital transformation — from how books are recorded (increasingly at studios in the actors’ homes) to how they are sold (through subscription or individually on the Internet) and consumed (downloaded to mobile devices). That development is good for publishers and authors, of course. But it has also created a burgeoning employment opportunity for actors pursuing stardom on the stage and screen, allowing them to pay their bills doing something other than waiting on tables. Ms. Zackman says the demand for her work is tied in part to her dedication to her craft, and she does extensive research before each book, with the aim of infusing intonation and emotion into each character’s voice. She also gives credit to Audible.com, a company in Newark that is pushing the digital revolution in audiobooks, and which has become her main employer. “I get to have a whole flourishing life as an actress because they have given me an opportunity to practice and to be employed,” she said. Audible, the biggest producer and seller of audiobooks, says it produced some 10,000 recorded works last year — either directly or through a service it provides that allows authors to contract directly with actors. Each book amounts to an average of two or three days in the studio, but can be more, for the person voicing the book. Donald R. Katz, the founder and chief executive of Audible, which was bought by Amazon.com in 2008, said that his company employed 2,000 actors to read books last year, and he speculated that he was probably the largest single employer of actors in the New York area. The actors’ guild says there is no way to calculate such a number but it confirms that not only is audio narration work suddenly plentiful, but that it is also lucrative enough to allow many of its members to survive on it. As with other forms of acting, compensation varies according to fame. An unknown actor might earn a few thousand dollars for a book, while stars like Nicole Kidman, who recently narrated Virginia Woolf’s “To the Lighthouse” for Audible, can be paid in the hundreds of thousands. Still, Michelle Lee Cobb, president of the Audio Publishers Association, said “there are hundreds of actors who make their living reading books and we are seeing more and more people trying.” The field is so promising that drama schools, including prestigious institutions like Juilliard and Yale, have started offering audio narration workshops. Courtney Blackwell Burton, director of career services at Juilliard, said: “It is very exciting because it is a new source of income and work that really uses their training. We are really pushing this idea of entrepreneurship, and with narration you can even have your own studio in your home.” Since the workshops started in 2008, eight Juilliard actors have recorded 62 books for Audible, she said. Katherine Kellgren has led narration classes at various acting schools. She said she was excited that audio narration, which is different from other forms of acting, is finally getting recognition as a craft.
Saturday, March 16, 2013
Dispatch: Reading, Writing and Video Games
Here’s what I learned: At a certain level on Microwave, the music from the bar scene in Star Wars comes on. If I am at the front line when aliens descend to Earth, we’ll all be in trouble. Also, dealing opium in the South China Sea is more lucrative than trading in commodities. In short, I didn’t learn much of anything. My parents didn’t expect me to. I just had fun. Today, educational technology boosters believe computer games (the classroom euphemism for video games) should be part of classroom lessons at increasingly early ages. The optimistic theory is that students wearied by the old pencil-and-paper routine will become newly enchanted with phonemic awareness when letters dressed as farm animals dance on a screen. Last week, GlassLab (Games, Learning and Assessment Lab) unveiled a free version of the role-playing game SimCity created specifically for classrooms. According to its Web site, GlassLab’s mission, in part, is to show that “digital games with a strong simulation component may be effective learning environments.” At the new PlayMaker school in Los Angeles, financed in part by the Gates Foundation, a gaming curriculum includes adventure quests and other educational game apps. A 2012 report by the New Media Consortium identified “game-based learning” as one of the major trends affecting education in the next five years. Meanwhile, many parents believe that games children play on home computers should edify children, improve their hand-eye coordination and inculcate higher math skills. The most popular apps in the Apple store for toddlers and preschoolers are educational. Even parents who scoff at the idea of toddlers learning from Dora gleefully boast about their 2-year-olds’ having mastered basic math on Mommy’s phone. The concepts of work and play have become farcically reversed: schoolwork is meant to be superfun; play, like homework, is meant to teach. There’s an underlying fear that if we don’t add interactive elements to lower school curriculums, children won’t be able to handle fractions or develop scientific hypotheses — concepts children learned quite well in school before television. In a 2012 survey of elementary and middle school teachers by Common Sense Media, 71 percent of teachers say entertainment media use has hurt students’ attention spans “a lot” or “somewhat.” The findings have had no apparent effect on palpable enthusiasm for interactive teaching. When experienced teachers express skepticism about the value of computer games in school, they’re often viewed as foot-draggers or change-resistant Luddites. A 2012 Project Tomorrow report (paid for in part by the technology industry), found that only 17 percent of current teachers believe technology helps students deeply explore their own ideas. Technology firms are understandably eager to enter the lucrative school market and acquire customers at the earliest age. News Corporation plans to introduce in schools a new tablet computer that directs a child’s wandering gaze with the on-screen message: “Eyes on teacher.” Perhaps the child would have done just that had he not had a colorful screen blinking in front of his face. Take-home games for the device include one in which Tom Sawyer fights the Brontës. (Lest children avert their attention to the actual books.) Alarmists warn that schoolchildren won’t excel in the i-economy if they aren’t steeped in technology. Many schools boast of their iPad-to-kindergartner ratio on the theory that children should learn early on how to use a touch pad. Really? Any parent with an iPhone can tell you how long it takes a small child to master the swipe. OBVIOUSLY there is a place for technology in the classroom. For students of a foreign language, interaction with a native speaker is invaluable. Distance learning can connect a talented inner-city child with a math professor at M.I.T. Schools that cannot manage an incubator in the classroom will benefit from observing an egg crack open on-screen. High school students can study programming, and yes, even learn to design games. In classrooms, apps may supplement traditional lessons in handwriting, letter recognition and math drills. Digital puzzle games offer none of the tactile effort involved in turning a shape and trying — and trying again — to get it to fit. Multiple studies show that skills learned on-screen don’t always transfer to real life. Is it really advantageous for GarageBand to replace school orchestras? Many of the games marketed as educational aren’t as much fun as video games children would play if left to their own devices. But the added bells and whistles still make it harder for them to focus on plain old boring work sheets and exams. Imagine how flat a work sheet would seem after a boisterous round of Zap the Math From Outer Space. Technologists aim for educational games that are “immersive” and “relevant,” “experiential” and “authentic,” “collaborative” and “fulfilling” — adjectives that could easily apply to constructing an art project out of found objects. It’s easy to foresee a future in which teachers try to unpeel children from their screens in order to bring them back to such hands-on, “real world” experiences. To renew their “focus.” “Imagine if kids poured their time and passion into a video game that taught them math concepts while they barely noticed, because it was so enjoyable,” Bill Gates said last year. Do we want children to “barely notice” when they develop valuable skills? Not to learn that hard work plays a role in that acquisition? It’s important to realize early on that mastery often requires persevering through tedious, repetitive tasks and hard-to-grasp subject matter. How’s this for a radical alternative? Let children play games that are not educational in their free time. Personally, I’d rather my children played Cookie Doodle or Cut the Rope on my iPhone while waiting for the subway to school than do multiplication tables to a beep-driven soundtrack. Then, once they’re in the classroom, they can challenge themselves. Deliberate practice of less-than-exhilarating rote work isn’t necessarily fun but they need to get used to it — and learn to derive from it meaningful reward, a pleasure far greater than the record high score.
Pamela Paul is the features editor and children’s books editor at The New York Times Book Review.
Sunday, January 6, 2013
All Or Nothing, The Movie Promo 1
Official promotional video for the movie "All Or Nothing". The movie will be released in 2014. Until then, you can read the entire book right now. This production will be by Stakk Money Films.
"All Or Nothing" On Amazon.Com -http://www.amazon.com/dp/1461172683/ref=cm_sw_r_tw_dp_HR0Kpb18SNJ3
"All Or Nothing" On Amazon.Com -http://www.amazon.com/dp/1461172683/ref=cm_sw_r_tw_dp_HR0Kpb18SNJ3
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