This assignment brief outlines tasks for a digital video production project. Learners will produce a promotional video for a college department and negotiate the brief with their client. They will investigate digital video technology, create a proposal and report on working to a brief. Learners must document all communication with their client and conduct meetings to develop the brief and a SWOT analysis. The tasks aim to develop skills in creative media production management, working to a brief, and digital video production.
In the HACKFEST-GGV INFO SESSION, we will provide you with all the necessary information. We will make sure that all your doubts and queries related to the HACKFEST-GGV gets resolved. Meet you all in the session guys.
To get more details, please visit our website through the following link: https://dscggv.github.io/hackfest.html
HackFest-GGV is going to be a lot thrilling as it will be covering a lot of exciting technologies along with Advanced Google Technologies. The top performers will be awarded with some exciting swags and perks. So, Please Hurry up everyone and Innovate fast.
In the HACKFEST-GGV INFO SESSION, we will provide you with all the necessary information. We will make sure that all your doubts and queries related to the HACKFEST-GGV gets resolved. Meet you all in the session guys.
To get more details, please visit our website through the following link: https://dscggv.github.io/hackfest.html
HackFest-GGV is going to be a lot thrilling as it will be covering a lot of exciting technologies along with Advanced Google Technologies. The top performers will be awarded with some exciting swags and perks. So, Please Hurry up everyone and Innovate fast.
Computing Student Success at Montgomery College in the Web 3.0 Eraafacct
Computing Student Success at Montgomery College (MC) in Maryland is deeply rooted to the Web 3.0 era. The success of the Computer Science and Information System students at MC has evolved over time. The various success stories of the Montgomery College students were presented, and the innovative pedagogy that the faculty are using at MC in this Web 3.0 era was explored. Off-course, the rapid and efficient communication among the faculty members, and also among faculty members and the student body was made possible due to the innovative technologies that the Web 3.0 has to offer. Besides, the student success at MC is deeply rooted to the inter-faculty co-operations, and collaborations in and outside of the discipline. Attendees discussed contributions of the Web 3.0 technologies to the Student Success at other institutions as well. As a result, the overall discussion extended to various Maryland institutions besides only the Montgomery College. Faculty attending the session explored innovative, and active learning strategies made possible through Web 3.0. They discussed future undertakings that could have been possible through Web 3.0, and would accelerate the traditionalistic means of pedagogical delivery.
A Learning Setting Based on Competitions for Agile Software Engineeringdcsunu
In learning, competitions are used for years in applications of robotics because of the increased learning efficiency. Likewise, competitions can be used as learning catalyzers in software engineering. In this work, a graduate-level course in software engineering is flourished with a learning setting based on competitions. The course relies on teaching agile software engineering methodologies. A project is implemented using an agile methodology because of the preparation of the students to the real world. From the software engineering point of view, software development should be learned by the students by experiencing the entire development life cycle. From the business point of view, the students should learn to take roles in software development by experiencing teamwork and collaboration, and they should be ready for the software development issues of real life. Competition-based learning supports these two points of view by increasing teamwork, creating self-motivation, and by simulating today’s fast-changing environments. In short, learning efficiency is increased for a course of agile software engineering using a competition-based learning setting by adapting a problem from mathematics.
Computing Student Success at Montgomery College in the Web 3.0 Eraafacct
Computing Student Success at Montgomery College (MC) in Maryland is deeply rooted to the Web 3.0 era. The success of the Computer Science and Information System students at MC has evolved over time. The various success stories of the Montgomery College students were presented, and the innovative pedagogy that the faculty are using at MC in this Web 3.0 era was explored. Off-course, the rapid and efficient communication among the faculty members, and also among faculty members and the student body was made possible due to the innovative technologies that the Web 3.0 has to offer. Besides, the student success at MC is deeply rooted to the inter-faculty co-operations, and collaborations in and outside of the discipline. Attendees discussed contributions of the Web 3.0 technologies to the Student Success at other institutions as well. As a result, the overall discussion extended to various Maryland institutions besides only the Montgomery College. Faculty attending the session explored innovative, and active learning strategies made possible through Web 3.0. They discussed future undertakings that could have been possible through Web 3.0, and would accelerate the traditionalistic means of pedagogical delivery.
A Learning Setting Based on Competitions for Agile Software Engineeringdcsunu
In learning, competitions are used for years in applications of robotics because of the increased learning efficiency. Likewise, competitions can be used as learning catalyzers in software engineering. In this work, a graduate-level course in software engineering is flourished with a learning setting based on competitions. The course relies on teaching agile software engineering methodologies. A project is implemented using an agile methodology because of the preparation of the students to the real world. From the software engineering point of view, software development should be learned by the students by experiencing the entire development life cycle. From the business point of view, the students should learn to take roles in software development by experiencing teamwork and collaboration, and they should be ready for the software development issues of real life. Competition-based learning supports these two points of view by increasing teamwork, creating self-motivation, and by simulating today’s fast-changing environments. In short, learning efficiency is increased for a course of agile software engineering using a competition-based learning setting by adapting a problem from mathematics.
The following resources come from the 2009/10 BSc (Hons) in Multimedia Technology (course number 2ELE0075) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate abilities to:
Design and implement multimedia applications
Apply System Development Life Cycle methodology
Create and manipulate a range of media elements such as image, sound and animation
This project requires students to apply the System Development Life Cycle methodology to design and implement their personal multimedia portfolios for specific target audiences, with proper use of different media elements including image, sound and animation.
The following resources come from the 2009/10 B.Sc in Media Technology and Digital Broadcast (course number 2ELE0077) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The following resources come from the 2009/10 BSc (Hons) in Multimedia Technology (course number 2ELE0075) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate abilities to:
To plan, generate, source, evaluate, refine, manipulate, edit and present audio / video content
Apply creative digital project development methodology
Create and manipulate a range of media types such as animation, stills, clip art, drawn art, video and audio content using optimum software technologies
Identify and utilise correct communication and presentation methodology
Design and produce a short story to be delivered over the internet using multimedia applications
Effectively respond to a brief
Task 2iii editing the digital video for the creative media project
Btec level 3 ass 1 u4 5 and 62
1. Assignment brief
Qualification BTEC National in Creative Media Production
Unit number and title
4 – Creative Media Production Management Project
5 – Working to a brief in the Creative Media industries
62 – Digital Video Production for Interactive Media
Start date
Deadline
Assessor name
Assignment title Assignment 1
The purpose of this assignment is to:
Introduce learners to the production and use of digital video material for an interactive media product. Learners will investigate
how video is used in interactive media products and will examine the technology used to produce and manipulate digital video
sequences. Learners will plan and create a video sequence and prepare it for use within an interactive media product.
This assignment also aims to take the learner through the whole process of working to a brief from initial negotiations, through the
process of developing and realising ideas in liaison with the client to final self‐evaluation on completion of the work. Also by
working within pairs it will provide the opportunity to manage the production both individually and as a team.
Scenario
You have been asked to tender a proposal by the college to produce a promotional video for a department within the college
which can then be used on the college website, be produced as a DVD to send to potential students and also be uploaded to the
college YouTube site and Facebook site. As part of this assignment you will have to negotiate a brief with your client and have
records of communication and correspondence between yourself and the client. While negotiating the brief you will decide on the
style, length and content of the video depending on your client’s requirements.
Tasks Grading Criteria Mapping
Task 1
You are required to produce a proposal which covers how digital video technology could be used to
help, promote and advertise the college subject areas on a variety of different delivery platforms.
In your proposal you must cover both of the following sections:
Applications
Technology as relevant to each application.
Examples need to be included from some of the following areas with specific illustrations to endorse
your points. In applications, some of the uses including Promotional material, advertising and viral
marketing
Also platforms including WWW, DVD and Presentation.
In technology, some of the following including, compression, digital file formats, streaming methods,
data transfer rate, file size, media players and digital rights management systems.
* Your proposal needs to be embedded onto your U62/ U5/ U4 blog as evidence
UNIT 62 P1, M1, D1
Task 2
Before working with your client, you need to have an understanding of what the requirements are of
working to a brief. You will have to write a illustrated report which shows your understanding of the
following:
Structure of briefs: contractual; negotiated; formal; informal; commission; tender; cooperative brief;
competition
Show examples of the above types of brief within your report
Contributes to Unit 5, P1,
M1, D1
Important note
All correspondence with your client from this point forward must be fully documented in a communication log which will be
incorporated in to your blog.