This document provides descriptions of the design process for various elements of a CD package. It summarizes how each element was created through editing photographs in Photoshop and combining images to achieve different effects. For the poster, the background was changed and the image was posterized. The front cover combined two color negative photos to represent partying and drugs. Interior spreads placed the artist on traffic light and color-changed backgrounds. The back cover used the same photo as the poster but with enhanced original colors.
This document contains a survey about music video preferences. It asks respondents about their preferred music genre, viewing method, age, gender, opening scene colors, inclusion of stunts, preferred local filming location, and preferred setting. The results showed that the audience prefers rock/pop music, colorful opening scenes, inclusion of stunts, filming in Manchester, and settings in cities or towns.
The document summarizes the technical elements used in the music video for the song "Call on Me" by Eric Prydz. It discusses the camera shots, editing style, lighting, costumes, props, location, and sound design. The video takes place in a mirrored gym and features a fitness class dancing to the beat of the music, with many close-up shots used to make the dancers appear bigger and more important.
This document provides descriptions of the design process for various elements of a CD package. It summarizes how each element was created through editing photographs in Photoshop and combining images to achieve different effects. For the poster, the background was changed and the image was posterized. The front cover combined two color negative photos to represent partying and drugs. Interior spreads placed the artist on traffic light and color-changed backgrounds. The back cover used the same photo as the poster but with enhanced original colors.
This document contains a survey about music video preferences. It asks respondents about their preferred music genre, viewing method, age, gender, opening scene colors, inclusion of stunts, preferred local filming location, and preferred setting. The results showed that the audience prefers rock/pop music, colorful opening scenes, inclusion of stunts, filming in Manchester, and settings in cities or towns.
The document summarizes the technical elements used in the music video for the song "Call on Me" by Eric Prydz. It discusses the camera shots, editing style, lighting, costumes, props, location, and sound design. The video takes place in a mirrored gym and features a fitness class dancing to the beat of the music, with many close-up shots used to make the dancers appear bigger and more important.
Philippa and Liam have questions about James' song "My Cure". They ask about the song's origins, themes, influences, and target audience. They then provide ideas for the music video, including using props like fake drugs to represent lyrics. They outline a 5 week production schedule and equipment needs like cameras, costumes, and glow paint. However, they note they will need to stage their own party after their original venue did not have enough people.
The document discusses research into target audiences for music channels to promote an indie rock song. It analyzes the target audiences of Kerrang!, which ranges from 15-44 but is split evenly into three age groups, and MTV Rocks (MTV Two), which specifically targets 16-24 year olds. Based on this research, the document concludes that the song's target audience of 16-30 year olds would be suitable for both channels since they attract viewers within that age range.
Using augmented reality and mobile learning: opportunities and challengesLiz FitzGerald
Using augmented reality and mobile learning: opportunities and challenges
This presentation discusses augmented reality (AR) and mobile learning. It begins with an overview of AR and theories of situated learning that inform AR pedagogies. Then, it describes two case studies: augmenting visitor experiences at heritage sites through mobile guides, and developing audio guides for a community history group to teach about a local reform riot. Finally, it addresses challenges for AR like maintaining innovation versus sustainability, overcoming novelty, connectivity issues, changing practices, and assessing informal learning. The presentation concludes by inviting questions.
Guidelines for the design of location-based audio for mobile learningLiz FitzGerald
This document outlines guidelines for designing location-based audio experiences for mobile learning. It discusses three categories of spoken audio guides: audio vignettes which are short pieces of audio triggered by movement with no history or adaptivity; movement-based guides which adapt information based on user movement, orientation, and position; and mobile narratives which are audio stories dependent on the sequence of user movements. It provides examples of each type and guidelines for effective audio experiences. A case study examines a movement-based guide and mobile narrative that determines the level of chaos in an audio story based on the user's movement patterns. Findings show users enjoyed the movement interaction but too much ambiguity could leave them unsure how to proceed and adaptivity was important for enjoyment.
Hidden Histories: a Towards Pervasive Media feasibility studyLiz FitzGerald
The document summarizes a project that used mobile technology to provide guided walks around Nottingham Castle focusing on the 1831 Reform Riots. It investigated using location-aware audio to teach history outdoors. Two guided walks were conducted - one led by community historians, the other using a mobile app. The project explored how technology can convey different historical perspectives and promote empathy. It assessed learning outside versus inside and the impact of individual versus group guides. The results provided insights into informal mobile learning of history in public spaces.
Lies, damned lies and statistics: an evaluation of learning styles in AEHLiz FitzGerald
The document summarizes research into using learning styles for personalization in adaptive educational hypermedia (AEH). Two case studies are described that tested whether matching students' learning environments to their assessed learning styles improved learning outcomes. Both found no significant benefits to matching, and no differences in performance between different learning styles or environments. The author concludes there are issues with using learning styles for personalization and promoting the concept itself, calling for higher-quality research in the field.
Philippa and Liam have questions about James' song "My Cure". They ask about the song's origins, themes, influences, and target audience. They then provide ideas for the music video, including using props like fake drugs to represent lyrics. They outline a 5 week production schedule and equipment needs like cameras, costumes, and glow paint. However, they note they will need to stage their own party after their original venue did not have enough people.
The document discusses research into target audiences for music channels to promote an indie rock song. It analyzes the target audiences of Kerrang!, which ranges from 15-44 but is split evenly into three age groups, and MTV Rocks (MTV Two), which specifically targets 16-24 year olds. Based on this research, the document concludes that the song's target audience of 16-30 year olds would be suitable for both channels since they attract viewers within that age range.
Using augmented reality and mobile learning: opportunities and challengesLiz FitzGerald
Using augmented reality and mobile learning: opportunities and challenges
This presentation discusses augmented reality (AR) and mobile learning. It begins with an overview of AR and theories of situated learning that inform AR pedagogies. Then, it describes two case studies: augmenting visitor experiences at heritage sites through mobile guides, and developing audio guides for a community history group to teach about a local reform riot. Finally, it addresses challenges for AR like maintaining innovation versus sustainability, overcoming novelty, connectivity issues, changing practices, and assessing informal learning. The presentation concludes by inviting questions.
Guidelines for the design of location-based audio for mobile learningLiz FitzGerald
This document outlines guidelines for designing location-based audio experiences for mobile learning. It discusses three categories of spoken audio guides: audio vignettes which are short pieces of audio triggered by movement with no history or adaptivity; movement-based guides which adapt information based on user movement, orientation, and position; and mobile narratives which are audio stories dependent on the sequence of user movements. It provides examples of each type and guidelines for effective audio experiences. A case study examines a movement-based guide and mobile narrative that determines the level of chaos in an audio story based on the user's movement patterns. Findings show users enjoyed the movement interaction but too much ambiguity could leave them unsure how to proceed and adaptivity was important for enjoyment.
Hidden Histories: a Towards Pervasive Media feasibility studyLiz FitzGerald
The document summarizes a project that used mobile technology to provide guided walks around Nottingham Castle focusing on the 1831 Reform Riots. It investigated using location-aware audio to teach history outdoors. Two guided walks were conducted - one led by community historians, the other using a mobile app. The project explored how technology can convey different historical perspectives and promote empathy. It assessed learning outside versus inside and the impact of individual versus group guides. The results provided insights into informal mobile learning of history in public spaces.
Lies, damned lies and statistics: an evaluation of learning styles in AEHLiz FitzGerald
The document summarizes research into using learning styles for personalization in adaptive educational hypermedia (AEH). Two case studies are described that tested whether matching students' learning environments to their assessed learning styles improved learning outcomes. Both found no significant benefits to matching, and no differences in performance between different learning styles or environments. The author concludes there are issues with using learning styles for personalization and promoting the concept itself, calling for higher-quality research in the field.