Tuesday, 17th September 2019
Level 2 Media
Sectors, products, Platforms + Devices
Sectors : The different parts of the media industry. There are 5 main sectors
1. Moving image (film + Tv)
2. Gaming
3.Audio (songs, radio, podcasts)
4.Publishing( newspappers, magazines, posters)
5.Websites
Sectors = Products.
what the sectors produce
- Film
- Song
- Game
- Magazine
The sectors need to go to a platform, where the product is accessed
- Netflix
- Kindle Store
- Itunes
- Xbox Store
The device is where the audience consumes the product
- Phone
- Tv
- Ipad
- Game
Moving image = Power on Netflix
Audio = Victory Album = Itunes
Gaming = Hitman = xbox 360 Dvd
Publishing = vogue = shops
Websites = google chrome = apple store/ apple play
Tuesday,24th September 2019
Analog vs Digital
Analogue:Devices which record data linearly from one point to another. Analogue devices read the media, such as tapes or records, by scanning the physical data off the media
Digital: Devices which perform all calculations using ones and zeros. This method of computing is referred to as the "binary system". Digitised information is recorded in binary code of combinations of the digits 0 and 1, also called bits, which represent word and images.
Digital Devices: iPhones, iMac
Analogue Devices: CD player,
Discuss the Advantages and Disadvantages of Analogue compared to Digital technology: An Advantage of an digital technology is that its less expensive, more reliable and easy to manipulate whereas the d
Wednesday, 25th September 2019
Cross-Media Synergy
Technological Convergence
LO: To understand cross-media synergy. To understand technological convergence
Synergy-Media Sectors overlapping to create a product
Technological Convergence is the tendency that as technology changes, different technological systems sometimes evolve toward performing similar tasks. for example: a mobile phone can now do more than just call and text, it has a number of other functions reducing the need for a bunch of devices
Advantages and Disadvantages of my mobile phone.
- my phone is a device for accessing content from many media sectors such as websites. some advantages of this convergence include getting access to different platforms easily without struggling or finding it difficult. some disadvantages of this convergence include being addicted to internet and always running to it for everything.
Wednesday 2nd October 2019
Immediacy: having access immediately
Access: it easy to access and easy to carry around
convenience: it is easy and helpful
Portability: you can take it with you wherever you want, its easy to carry around
Connectivity: you are constantly connected to world wide things
Interactivity: This means that the user is not just passive but active and can engage with the product
Personalisation: This means that the media product is made personal to the consumer
Discuss the advantages and disadvantages of technological convergence in the creative media industry.
Technological convergence is the tendency that as technology changes, different technological systems sometimes evolve towards performing similar tasks. An advantage of technological convergence is that content creators can use the platform to generate customized content that is targeted at a specific group. this implies that it is easy for others to access their personalised things and also for content creators to give them what they want. Another advantage is that is has brought about change in the dynamics of economy as distribution and cost structure is also not the same as traditional media. this means that its different from traditional media and its cost is also different because the newer the media the more money it will cost. Additionally, an advantage is that is has brought change in the experience that a person goes through while consuming media. to further this it means that it gives the person more experience and its more helpful than traditional media. finally, an advantage is that it has brought about a sense of modernism to media. this means that as media grows so does its audience so media stays as modern as possible. A disadvantage is that is has brought in a certain amount of unpredictability in the responses that media would receive. meaning as modern media you can't really predict on what the audience will say because its something that everyone is adapting to so there will always be mixed feelings. Another disadvantage
Tuesday 8th October 2019
Topic 4 - Stylistic Codes Part 1
Connotation is something that you associate with something else
Denotation is something you actually see
Denotation is something you actually see
Written codes
Slogans
Typeface/Face
Headlines
Captions
Style
Choice of meaning
Emphasis of words
Mise en Scene: the use of costume, hair, make-up, props, setting and figure expressions
in media everything is constructed for a reason. every shot type, every font choice, every colour has been chosen for a particular effect
Use of colour: do they use contrasting colours, black and white, filters, saturation,shades tones
Use of movement: does the camera pan, tilt track, use slow motion, speed up, zoom in, zoom out
Framing and angles: long shot, close up, medium shot.
Composite or navigation: what is the layout, focus, do they us the rule of thirds, what fronts do they use and where.
lightning: do they use under lightning, overhead lightning, high key, low key, shadows
Editing: do they change the rhythm,pace,continuity of the shots
sound: do they use natural sounds, jingles,voice over.sound effects
Image= a lady with a stick, black
This infers to her being old she is also in a grave yard which implies that she might be dead or she has someone dead
Wednesday 9th October 2019
Camera shots
Extreme long Shot:(ELS) used in Scene setting establishing shots
Establishing shot:
Long Shot (LS): shows the image as approximately "life" size (corresponding to the real distance between the audience and the screen in the cinema)
Medium or Mid Shot (MS): shows a figure from the knees? waist up and is normally used for dialogue scenes, or to show some detail of action Background detail is minimal
Close-Up: shows very little background, and concentrates on either a face, or a specific detail of mine en scene.
Extreme Close-up (ECU): an extreme version of the close up, generally magnifying beyond what the human eye would experience in reality.
Over-the-shoulder shot
Establishing shot:
Long Shot (LS): shows the image as approximately "life" size (corresponding to the real distance between the audience and the screen in the cinema)
Medium or Mid Shot (MS): shows a figure from the knees? waist up and is normally used for dialogue scenes, or to show some detail of action Background detail is minimal
Close-Up: shows very little background, and concentrates on either a face, or a specific detail of mine en scene.
Extreme Close-up (ECU): an extreme version of the close up, generally magnifying beyond what the human eye would experience in reality.
Over-the-shoulder shot
Camera Angles
Bird's eye view: The camera is directly above the action.
High angle: The camera is above the action, looking down at it
Eye level
Low angle: the camera is below the action, looking up at it
Oblique/Canted angle: slanted
Worms Eye View: the camera is directly below the action
Tuesday, 15th October 2019
Topic 4 Part 2
Sound and lightning
Lo: to explore how sound and music are used for effect.
Sounds
Ambient Sound: the sound of everything going on around the person who is speaking. for example, the sound of waves and wind on a beach scene.
Synchronised Sound: the words are spoken to match the lip movements of the speaker. Often used in music videos or musical programs.
Voice-Over Sound: sound that is dubbed onto any picture sequences. Documentaries and advertisements often use a lot of Voice-Over.
Sound Effect: usually added to the soundtrack at the dubbing stage. Sound effects can be sub-divided into two types:
sound to match actions of events on the screen ( a door slamming glass breaking). sounds that are about a scene but do not match anything actually shown( the sound of birds singing might accompany a scene in the countryside)
Music: is the final sound added to film/television
Diegetic Sound: sound whose sources is visible on the screen or whose source is implied to be presented by the action of the film:
voices of characters
sounds made by objects in the story
music represented as coming from instruments in the story space(Source music)
Non-Diegetic Sound: sound whose source is neither visible on the screen nor has been implied to be present in the action.
narrators commentary:
Wednesday,16th October 2019
Topic 4 Part 2
Sound and Lightning
Uses of light
Illumination
Mood
Guide our attention
Texture
There are 2 types of shadow
- Attached
- Cast
4 Major Features of Filmic Lightning
- Quality
- Hard: clearly defined shadows/ lights and dark areas
- Soft: diffused illumination, soft shadows, indirect or indistinct lighting
- Harsh: extreme differences between light and dark areas, high-contrast image
- Direction
- Frontal Light
- Side Light
- Back Light
- Under Light
- Top Light
- Natural Lightning: it is defined by utilizing the light that is already available at whatever location you chose
- Make sure you do a location scout
- Take time of the day into account
KL Summary: Avoid placing your key light near the camera or your light will become flat and featureless.
- Create a dramatic mood by using the key behind the subject
- A key light is the primary light in a three point lightning setup
HKL Summary: dominated by whitr tones from bright lights
- Minimal use of blacks and mid-range tones
- Tone can be optimistic or hopeful
- Used in a lot of pop music video lightning setups
LKL Summary: dark tones, blacks, shadows
- striking contract image
- Used in noir or thrillers for ominous warnings
- High contrast and shadow to convey a dark expressive mood
- subjects are sometimes back lit only to create a silhouetted figure
- May also involve the use of single hue 'gels', filters and other optical effects to create a specific mod.
AL Summary: Always take into account the time of day
- Refers to light that leaks into frame
FL Summary: Remove shadows created by the key
- Does not create shadows or it's own characteristics
BL Summary: The sun is a great backlight you can use a reflector or bounce the sun at a lesser intensity back the subject
- If a backlight is placed behind an actor at an angle, the backlight is called a 'kicker'
PL Summary: consider multiple practical light to help illuminate a subject
- Keep a count of available outlets in every location
- Make sure color temperatures match
Tuesday 29th October 2019
Topic 5 Narrative
Narrative: is a word for describing the plot or storyline of a film
Linear: Beginning-middle-End
Non-Linear: out of order-Flashbacks, starts at end
Multi-Strand: multiple Storylines linking together at the end
Open Ending-Cliffhanger
Close Ending- Story wraps up
Todorov's Theory
- Equilibrium: the introduction of the main character
- Disruption: oppositional characters appear and the story takes a particular direction
- Recognition
- Attempt To Repair
- Reinstatement Of Equilibrium
Wednesday 30th October 2019
Topic 6 Media Processes
Stages Of Production(5)
- Pre-Production(Planning)
- Production(Making)
- Post-Production(editing-finishing touches)
- Distribution (end it out to platforms)
- Exhibition(watch/consumed by the audience)
Wednesday 13th November 2019
Topic 7 Media representation
Media representation: is about the way in which people, places and behaviours are portrayed.
The media Constructs versions of these things and can never show true reality.
Stereotype: a preconceived and oversimplified idea of the characteristics, appearance and behaviours which symbolise a person, situation or location.
The Geek
Archetype: the original pattern or model on which copies are made; a prototype for stereotypes.
Counter-type: A stereotype which is the complete opposite of another
Why stereotypes are useful:
Narrative- easy to tell stories
Recognisable-no need for character development
Expectations-audience know these characters
The audience can respond in a controlled and expected manner when presented with a stereotype as they have been tested or proved to work
The audience can respond in a controlled and expected manner when presented with a stereotype as they have been tested or proved to work
Tuesday,19th November 2019
Topic 8: Media Consumption
Individual Consumption: when users engage with a digital media product on their own, for solo enjoyment(reader, gamer consumer)
Group Consumption: when users engage with a digital media product with others, for collective enjoyment((social interaction)
Passive: we accept whatever we are told
Active: we have a choice. we choose to consume a media text to fulfil our own needs.
Hypodermic Needle Model: This was the first media theories used as an attempt to explain how audiences consume media. it suggests that the audience, passively (without realisation) receives information via media text and they do not challenge or process the information.
Uses and Gratification Model: The uses and gratification Theory states that we are active consumers of media and that there are four main reasons we choose to consume any given media product:
Hypodermic Needle Model: This was the first media theories used as an attempt to explain how audiences consume media. it suggests that the audience, passively (without realisation) receives information via media text and they do not challenge or process the information.
Uses and Gratification Model: The uses and gratification Theory states that we are active consumers of media and that there are four main reasons we choose to consume any given media product:
- Need of Social Interaction
- Need for Education/Information
- Need for Identity
- Need for Entertainment
Target audience: a specific group of people within the target market at which a product or the marketing message of a product is aimed at.
Primary audience: The main target audience of a product.
User-Generated Content: is any form of content created by users of a system or service and made available publicly on that system, an example of this is a user of youtube creates and uploads their own video to youtube.
Topic 9 Interactivity and Personalisation
Lo: to understand multimedia technology and the concepts of interactivity and personalisation
Interactivity: digital media that encourages audience participation and interact
Personalisation: adjusting content for a particular individual can be used to improve a user experience and add value.
User-Generated Content: content that is created by the media user
Wednesday,27th November 2019
Producers use consumer generated content because it is cheaper than professional material. Explain 2 other advantages for media producers of using consumers content and 2 disadvantages
- The Advantages of users that consumes generates content are that they are able to afford the content and also it has less attachments meaning its more freely to use whereas Professional materials require legal things to be signed or more serious things are required. Another advantage is that
Tuesday 3rd December 2019
Topic 10: Regulatory Bodies
- BBFC:British Board Of Film Control
- Put age rating on films
- Assess content violence, language
- PEGI: Pan European Game Information
- Put age rating on films
- Assess content (violence)
- ASA: Advertising Standards Authority
- 70% Misleading advertising
- 30% inappropriate adverts
- OFCOM: Office Of Communications
- Deal with audience complaints
- IPSO: independent Press Standards Organisation
- Regulating the press
- Fake news
- libel
- Discrimination
Tuesday 10th December 2019
Topic 11-Audience Research and Audience Profiling
Demographics: are defined as statistical data about the characteristics of a population, such as the age , gender and income of the people within the population.
Audience Profile:An audience profile is one way for producers to work out exactly who is buying their products, which helps them to ensure their products, which helps them to ensure their product will sell
An Audience profile is broken down into demographics
- Gender
- Race
- Sexuality
- Lifestyle
- Education
- Occupation
- Personality
- Buying habits
- Income
Demographics: are defined as statistical data about the characteristics of a population, such as the age , gender and income of the people within the population.
Psycho-graphics: labels given to a particular type of person based on their habits.
Target Audience: a specific group of people within the target market at which a product or the marketing message of a product is aimed at.
Target Audience: a specific group of people within the target market at which a product or the marketing message of a product is aimed at.
How do you know who their target audience is?
- You will know who their target audience is by carrying out audience research and finding audience statistics.
Primary Research: research that is conducted first-hand (questionnaires, focus groups, interviews, etc. ).
Advantages & Disadvantages of Primary research.
Advantages
- The information is always relevant and reliable
- Information is up to date
- The information is specifically about your product
Disadvantages
- More expensive than secondary research
- The information takes time to collet
- A large sample is needed if the result are to be accurate
Secondary Research: "second-hand" research conducted bu using existing primary research information (books, magazines, internet, etc.)
Advantages & Disadvantages of Secondary research
Advantages
- Typically inexpensive
- Can assist with planning primary research
- Can be obtained quickly
- Comparison of data from different sources
Disadvantages
- May be out dated
- Originally collected for another purpose so it may not entirely suitable for your purposes
- Data collection methods and accuracy may be unknown
- May not be available
Audience Statistics: When facts and figures are collects on things like circulation, website 'hits', box office figures, rating, sales, etc.
Why is the type of information important?
- Obtaining this information will give you an idea of who is using/watching your media product the most, and from where.
- it's a good way for media companies to see if their products are successful.
Quantitative research: To measure responses in quantifiable terms (how much, how many), using numerical data.
Qualitative research: measuring individual opinions, attitudes, behavior and the psychology behind the choices people make.
Quantitive research example:
- 75% of college students prefer to get a lift to college instead of riding the bus.
Qualitative research example:
- " I hate getting the bus because I have to wait a long time for it"
Tuesday 17th November 2019
Topic 12- Reception Theory
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