The document provides an evaluation of a group music video and individual digipacks created for an artist named Real Strife. It discusses how the products develop and challenge conventions of real media, how effective the combination of the main product and ancillary texts are, what was learned from audience feedback, and how new media technologies were used. The evaluation covers marketing research done, the development process for the video and digipacks, techniques used, and feedback received. It also discusses distribution plans and compares the group's digipacks.
The document provides an evaluation of a group music video and individual digipacks created for the artist "Point Blank". It begins by outlining the 4 main questions that will be addressed: how the media product uses or challenges real media conventions; the effectiveness of combining the main product with ancillary texts; what was learned from audience feedback; and how new media technologies were used. Several sections then evaluate specific aspects of creating the media products, such as marketing research, the music video production process, the design of digipacks and advertisements, and audience feedback. Overall, the evaluation finds that the music video and ancillary texts were effectively combined and complimentary while achieving realistic styles and conventions for the genre.
The document discusses the production of a music video and ancillary materials for a fictional R&B artist. Research was conducted on existing music videos and album packaging to identify conventions. Technologies like cameras, Photoshop, and Final Cut Pro were used to film footage, design packaging, and edit the video. Feedback was gathered through surveys to evaluate the effectiveness of the main video and ancillary texts at conveying the intended narrative.
The document summarizes the process of creating a music video and related promotional materials. It discusses using editing techniques like dissolves and flashbacks in the video. Photos were taken and edited in Photoshop for use in an advertisement and CD cover. Research was done on existing music videos and album covers to understand conventions. Planning involved storyboarding, casting, and location scouting. Feedback was gathered through surveys and used to improve the work. Technologies like cameras, editing software, scanners and blogs supported the production and evaluation.
Our media product is a concept-based music video that uses visual metaphors and symbolism to represent the themes of cheating explored in the song lyrics. We developed a visual brand identity centered around the motif of a red hand and used consistent typography, layout, and color palette across the music video, magazine advertisement, and CD cover. Audience feedback was positive and suggested we make the motif and meaning of the lamp symbolism clearer. We incorporated new media technologies like video editing software, desktop publishing, and blogs to construct, plan, and evaluate our project.
The music video uses typical conventions like showing the artist and using a narrative storyline to promote their performance. To add originality, it includes a reverse editing technique and shots filmed with a camcorder for a documentary feel. Inspiration came from music videos like Alt-J's "Breezeblocks" that used reverse editing effectively. Audience feedback was positive and people connected to the storyline and felt nostalgia. A variety of media technologies were used in planning, filming, and editing the video, including social media for collaboration, cameras, lighting equipment, and editing software like Final Cut Pro X.
This evaluation summarizes the creation of a music video and ancillary media products. It addresses how the products used and challenged conventions of the genre, how effective the combination of the main products and texts was, what was learned from audience feedback, and how new media technologies were used.
The evaluation discusses how the music video incorporated both typical elements of UK rap videos as well as unconventional aspects. It provides details on the creation and editing process, and analyzes the synergy between the video and CD cover/advertisements. Feedback from test audiences is presented, which led to improvements. The use of technologies during planning, filming and editing is also reviewed.
Our production, Rum and Redbull, is a dancehall music video that follows conventions of concept-driven music videos while also challenging some conventions. It focuses on everyday people partying rather than professional dancers. Audience feedback was generally positive but identified areas for improvement, particularly in simplifying the narrative. Research and planning made effective use of online resources like search directories and YouTube. New media technologies like digital camcorders, editing software, Photoshop, and online platforms supported different stages of production and evaluation.
Our music video, Rum and Redbull, follows conventions of concept-driven music videos by focusing on the song lyrics rather than narrative. It features scenes of characters getting drunk at a party and on the street. While the editing and camerawork are conventional, atypically it does not feature professional dancers and instead uses everyday people. Audience feedback praised the ancillary texts but found the narrative confusing; simplifying it was suggested. New media like YouTube, smartphones, and editing software like Final Cut Pro and Photoshop supported research, planning, production and evaluation.
The document provides an evaluation of a group music video and individual digipacks created for the artist "Point Blank". It begins by outlining the 4 main questions that will be addressed: how the media product uses or challenges real media conventions; the effectiveness of combining the main product with ancillary texts; what was learned from audience feedback; and how new media technologies were used. Several sections then evaluate specific aspects of creating the media products, such as marketing research, the music video production process, the design of digipacks and advertisements, and audience feedback. Overall, the evaluation finds that the music video and ancillary texts were effectively combined and complimentary while achieving realistic styles and conventions for the genre.
The document discusses the production of a music video and ancillary materials for a fictional R&B artist. Research was conducted on existing music videos and album packaging to identify conventions. Technologies like cameras, Photoshop, and Final Cut Pro were used to film footage, design packaging, and edit the video. Feedback was gathered through surveys to evaluate the effectiveness of the main video and ancillary texts at conveying the intended narrative.
The document summarizes the process of creating a music video and related promotional materials. It discusses using editing techniques like dissolves and flashbacks in the video. Photos were taken and edited in Photoshop for use in an advertisement and CD cover. Research was done on existing music videos and album covers to understand conventions. Planning involved storyboarding, casting, and location scouting. Feedback was gathered through surveys and used to improve the work. Technologies like cameras, editing software, scanners and blogs supported the production and evaluation.
Our media product is a concept-based music video that uses visual metaphors and symbolism to represent the themes of cheating explored in the song lyrics. We developed a visual brand identity centered around the motif of a red hand and used consistent typography, layout, and color palette across the music video, magazine advertisement, and CD cover. Audience feedback was positive and suggested we make the motif and meaning of the lamp symbolism clearer. We incorporated new media technologies like video editing software, desktop publishing, and blogs to construct, plan, and evaluate our project.
The music video uses typical conventions like showing the artist and using a narrative storyline to promote their performance. To add originality, it includes a reverse editing technique and shots filmed with a camcorder for a documentary feel. Inspiration came from music videos like Alt-J's "Breezeblocks" that used reverse editing effectively. Audience feedback was positive and people connected to the storyline and felt nostalgia. A variety of media technologies were used in planning, filming, and editing the video, including social media for collaboration, cameras, lighting equipment, and editing software like Final Cut Pro X.
This evaluation summarizes the creation of a music video and ancillary media products. It addresses how the products used and challenged conventions of the genre, how effective the combination of the main products and texts was, what was learned from audience feedback, and how new media technologies were used.
The evaluation discusses how the music video incorporated both typical elements of UK rap videos as well as unconventional aspects. It provides details on the creation and editing process, and analyzes the synergy between the video and CD cover/advertisements. Feedback from test audiences is presented, which led to improvements. The use of technologies during planning, filming and editing is also reviewed.
Our production, Rum and Redbull, is a dancehall music video that follows conventions of concept-driven music videos while also challenging some conventions. It focuses on everyday people partying rather than professional dancers. Audience feedback was generally positive but identified areas for improvement, particularly in simplifying the narrative. Research and planning made effective use of online resources like search directories and YouTube. New media technologies like digital camcorders, editing software, Photoshop, and online platforms supported different stages of production and evaluation.
Our music video, Rum and Redbull, follows conventions of concept-driven music videos by focusing on the song lyrics rather than narrative. It features scenes of characters getting drunk at a party and on the street. While the editing and camerawork are conventional, atypically it does not feature professional dancers and instead uses everyday people. Audience feedback praised the ancillary texts but found the narrative confusing; simplifying it was suggested. New media like YouTube, smartphones, and editing software like Final Cut Pro and Photoshop supported research, planning, production and evaluation.
The document is an evaluation by Shakira Seraphin-Whyte of a media project creating a music video, CD covers, and advert for a UK rap artist. It addresses the four main evaluation questions: 1) How the products used, developed or challenged conventions of real media products. 2) How effective the combination of the main products and ancillary texts were. 3) What was learned from audience feedback. 4) How new media technologies were used in construction, research, planning and evaluation. The evaluation discusses research conducted, the creative process, audience feedback received, and improvements made based on that feedback.
The document provides an evaluation of a media production called "Rum and Redbull", which is a dancehall music video. It discusses how the production uses and develops conventions of real music videos. It effectively combines the main video with ancillary texts like a digipak and magazine advertisement. Audience feedback was positive about the ancillary texts but noted the narrative in the video was confusing. New media technologies played an important role in the research, planning, production and evaluation stages of the project.
This document discusses Tara Rendell's process for creating a music video for an indie artist. In the planning stage, Tara researched conventions from other indie music videos, such as using filters that drain color. For her own video, Tara challenged some conventions, like avoiding long pans in favor of cuts that match the beat. Feedback was positive about shot variation and editing to the beat. Areas for improvement included ensuring lip syncing matched. Throughout the process, Tara used various media technologies like WordPress, Final Cut Pro X, Photoshop, and web 2.0 platforms.
The document summarizes a student's music video project. They created a music video for the song "We Speak No Americano" along with a CD cover and magazine poster. The video follows two nerdy tourists having fun in Windsor landmarks using editing techniques from the original song video and Charlie Chaplin films. Research informed their use of fast pacing, split screens, and layered footage to keep their target audience of 17-21 year olds entertained.
The document discusses the creation of media products including a music video, magazine advertisement, and CD cover for a digipak release. It reflects on how the products use conventions of real media, including influences from other artists' music videos and album artwork. Audience feedback found the narrative and style to be clear and consistent across the products, though some felt the music video could have used more close-ups. A variety of media technologies were employed at different stages of production.
The document discusses Farzana Begum's short film project for her A2 media course, including how she used forms and conventions of real media to both challenge and develop genres. She drew inspiration from music videos like Raxstar's "Jaaneman" in incorporating flashbacks and filming in her home. Through audience feedback, she learned that her narrative was clear but could have benefited from more varied camera angles and additional scenes of the main character's boyfriend.
Emily Thomas discusses her group's media production of a music video for the song "Dog Days" by Florence and the Machine. She also produced two ancillary tasks: a magazine advertisement and a digipack. She analyzes how their production uses conventions of real media products through similarities in style, camerawork, editing techniques, and intertextuality. Feedback from the target audience was positive overall but pointed out some areas for improvement, such as clarifying the storyline. A variety of media technologies were used in the construction, research, planning and evaluation of the project, including blogs, YouTube, Google, magazines, video cameras, and Adobe Premiere editing software.
This document evaluates a student's music video project and ancillary texts, including a CD digipak and poster. The student aimed to use conventions of indie/alternative rock music videos but also challenge expectations somewhat. Feedback indicated the video successfully targeted the intended genre audience. The student effectively combined narrative and performance elements across the products and incorporated a nature theme. New media technologies like video editing software, cameras, and design programs were used at all stages of planning, production and evaluation.
The document discusses the planning, filming, and production of the music video shot in Camden Town, London to match the song's theme. It also covers the creation of promotional materials like a digipak and print ads, which were designed to represent the artist's style and brand consistently across formats. Feedback from surveys and online views was positive, showing that the video entertained audiences and encouraged further exploration of the artist's work.
From audience feedback on multiple projects, the creator has learned:
1) Feedback is important for understanding audience needs and improving work.
2) Elements like camera work, lighting, pacing, and narrative/performance balance impact audience experience.
3) Design elements like color, layout, images, and fonts must be carefully chosen to effectively portray the intended style and brand.
4) Feedback validated that their work meets audience expectations for quality and professionalism in the indie genre.
Our media product is a dancehall music video that follows conventions of the genre but also challenges them in some ways. We received positive feedback on our ancillary texts but mixed feedback on the music video, with some finding the storyline confusing. Audience research helped us target 13-25 year olds but some felt we could have simplified the narrative. New media technologies helped with research, production and evaluation.
The document summarizes feedback received on a music video project. Key points:
1) Viewers responded positively to the variety of camera angles used and the performances of the two main actors.
2) Chorus scenes needed improvement due to lighting and color issues with the singer's clothing.
3) The singer lip-syncing in choruses was not believable enough. Footage was reshot with one actor playing both roles.
4) Feedback helped identify other issues like subtle effects that were too difficult to notice and inconsistent fonts/designs across ancillary materials. Changes were made to address these.
During the filming of the music video, the group tried to make the subject, Jem, feel comfortable by being well-prepared, rehearsing scenes, and ensuring Jem knew his lyrics so they did not have to stop frequently. They also experimented with different shot types and editing techniques to test the boundaries of a contemporary music video and emphasize the song. Feedback sessions were held during editing to get input from a wide range of people in the target demographic of 16-25 years old. Feedback was generally positive about the catchy song. Media technologies like social media, cameras, and editing software were used throughout the process for communication, filming, and editing.
The group created a range of ancillary texts like a digipack and magazine advertisement to promote the artist Belle Rose and increase her fan base. Feedback from questionnaires showed that viewers responded positively to the natural beauty theme and camera work in the music video but that additional locations could have improved engagement. Various media technologies were used at each stage of research, planning, production, and distribution to make the project accessible across platforms and evaluate effectiveness.
The document discusses a music video created for the song "Rum and Redbull" that uses an unconventional multi-strand narrative rather than a typical performance-based video. It aims to depict the everyday effects of drinking rum and Redbull on various characters. Feedback was positive about the unique approach, though some found the narrative confusing. Research involved using tools like Google and YouTube, and the video was filmed using a Canon camcorder.
The document discusses a music video called "Rum and Redbull" that uses a multi-strand narrative rather than focusing on a single performer. It aims to depict the effects of drinking rum and Redbull on everyday people. The video and ancillary materials like a digipak and magazine ad use consistent colors and logos to clearly link them. Audience feedback was positive about the unique approach, though some found the narrative confusing. New media like Google, YouTube, and editing/design software were important tools in the research, production, and evaluation stages.
1) The combination of the main music video and ancillary materials like CD covers, posters, and inlay cards was effective because it maintained consistency across products while avoiding repetition through varied camera angles and shots.
2) The music video genre blended grime, R&B, and hip hop by depicting the artist as sometimes stylish and relaxed, reflecting R&B, while also maintaining elements of grime culture through clothing.
3) The ancillary designs reflected the positive tone of the music video by depicting the artist in a friendly, happy way through vibrant colors and compositions rather than a typical sinister grime artist image.
The document discusses the use of various new media technologies in the production stages of a music video. Video cameras and tripods were used to record footage, while cameras were also used to take still photos of performers. Mobile phones recorded audio feedback from audiences. A Tricaster was used to film green screen footage. The internet was researched for inspiration and to upload the final video. Adobe Premiere Pro was used to edit all footage into the final music video.
- The document discusses the evaluation of a music video created for the song "Rain Dance" by the indie band Modern Mafia.
- Feedback on the music video was generally positive, though some noted dark lighting made the band's performance unclear at times and that some scenes seemed repetitive.
- Feedback on ancillary texts like the magazine ad and DVD cover was also positive, praising the professional design and use of consistent visual elements tying the pieces together.
- New media technologies like digital cameras, editing software, and design programs were used throughout the project and helped with construction, research, planning and evaluation.
The document provides a personal evaluation of a music video the author created called "Away". It discusses how the music video both uses conventions of typical music videos, such as an artist lip syncing, but also challenges conventions through original shot angles, quick cuts, and unique transitions. The author aimed to capture the obscure trip-hop genre of the song through a visual style that presented the artist alone to match the lyrics about feeling distant. Feedback helped the author improve the pacing and ending. A range of media technologies were used in planning, producing, and promoting the music video, as well as creating a website and digital packaging to further develop the artist's imagery and themes.
The group created a promotional package for the band Arctic Monkeys that included a magazine advertisement, music video, and digipack. The music video focuses more on the girl in the song "Arabella" than the lead singer, challenging conventions. Shots of the band are in black and white to match the original video. Lighting, costumes, and camerawork were chosen to fit indie music video conventions. The advertisement and digipack use dark colors and simple designs that represent the indie rock genre. Some inconsistencies exist, like high key lighting in the digipack, but overall the package uses synergy across products to represent the band and genre.
The document discusses how the media product uses conventions of the indie music genre while also differentiating itself. It follows conventions like using a love story narrative and a performance aspect, seen in other indie music videos. However, it makes the love story about an elderly couple rather than a young one. The ancillary tasks of a tour poster and digipak also follow conventions like centering the artist and using consistent colors and font. But the background of the poster and use of multiple artist photos in the digipak differentiate it somewhat. Audience feedback confirmed the narrative was clear and the artist was effectively marketed as indie. However, the video's ending needed clarification. Across planning, production and evaluation, various technologies were used for research,
The document is an evaluation by Shakira Seraphin-Whyte of a media project creating a music video, CD covers, and advert for a UK rap artist. It addresses the four main evaluation questions: 1) How the products used, developed or challenged conventions of real media products. 2) How effective the combination of the main products and ancillary texts were. 3) What was learned from audience feedback. 4) How new media technologies were used in construction, research, planning and evaluation. The evaluation discusses research conducted, the creative process, audience feedback received, and improvements made based on that feedback.
The document provides an evaluation of a media production called "Rum and Redbull", which is a dancehall music video. It discusses how the production uses and develops conventions of real music videos. It effectively combines the main video with ancillary texts like a digipak and magazine advertisement. Audience feedback was positive about the ancillary texts but noted the narrative in the video was confusing. New media technologies played an important role in the research, planning, production and evaluation stages of the project.
This document discusses Tara Rendell's process for creating a music video for an indie artist. In the planning stage, Tara researched conventions from other indie music videos, such as using filters that drain color. For her own video, Tara challenged some conventions, like avoiding long pans in favor of cuts that match the beat. Feedback was positive about shot variation and editing to the beat. Areas for improvement included ensuring lip syncing matched. Throughout the process, Tara used various media technologies like WordPress, Final Cut Pro X, Photoshop, and web 2.0 platforms.
The document summarizes a student's music video project. They created a music video for the song "We Speak No Americano" along with a CD cover and magazine poster. The video follows two nerdy tourists having fun in Windsor landmarks using editing techniques from the original song video and Charlie Chaplin films. Research informed their use of fast pacing, split screens, and layered footage to keep their target audience of 17-21 year olds entertained.
The document discusses the creation of media products including a music video, magazine advertisement, and CD cover for a digipak release. It reflects on how the products use conventions of real media, including influences from other artists' music videos and album artwork. Audience feedback found the narrative and style to be clear and consistent across the products, though some felt the music video could have used more close-ups. A variety of media technologies were employed at different stages of production.
The document discusses Farzana Begum's short film project for her A2 media course, including how she used forms and conventions of real media to both challenge and develop genres. She drew inspiration from music videos like Raxstar's "Jaaneman" in incorporating flashbacks and filming in her home. Through audience feedback, she learned that her narrative was clear but could have benefited from more varied camera angles and additional scenes of the main character's boyfriend.
Emily Thomas discusses her group's media production of a music video for the song "Dog Days" by Florence and the Machine. She also produced two ancillary tasks: a magazine advertisement and a digipack. She analyzes how their production uses conventions of real media products through similarities in style, camerawork, editing techniques, and intertextuality. Feedback from the target audience was positive overall but pointed out some areas for improvement, such as clarifying the storyline. A variety of media technologies were used in the construction, research, planning and evaluation of the project, including blogs, YouTube, Google, magazines, video cameras, and Adobe Premiere editing software.
This document evaluates a student's music video project and ancillary texts, including a CD digipak and poster. The student aimed to use conventions of indie/alternative rock music videos but also challenge expectations somewhat. Feedback indicated the video successfully targeted the intended genre audience. The student effectively combined narrative and performance elements across the products and incorporated a nature theme. New media technologies like video editing software, cameras, and design programs were used at all stages of planning, production and evaluation.
The document discusses the planning, filming, and production of the music video shot in Camden Town, London to match the song's theme. It also covers the creation of promotional materials like a digipak and print ads, which were designed to represent the artist's style and brand consistently across formats. Feedback from surveys and online views was positive, showing that the video entertained audiences and encouraged further exploration of the artist's work.
From audience feedback on multiple projects, the creator has learned:
1) Feedback is important for understanding audience needs and improving work.
2) Elements like camera work, lighting, pacing, and narrative/performance balance impact audience experience.
3) Design elements like color, layout, images, and fonts must be carefully chosen to effectively portray the intended style and brand.
4) Feedback validated that their work meets audience expectations for quality and professionalism in the indie genre.
Our media product is a dancehall music video that follows conventions of the genre but also challenges them in some ways. We received positive feedback on our ancillary texts but mixed feedback on the music video, with some finding the storyline confusing. Audience research helped us target 13-25 year olds but some felt we could have simplified the narrative. New media technologies helped with research, production and evaluation.
The document summarizes feedback received on a music video project. Key points:
1) Viewers responded positively to the variety of camera angles used and the performances of the two main actors.
2) Chorus scenes needed improvement due to lighting and color issues with the singer's clothing.
3) The singer lip-syncing in choruses was not believable enough. Footage was reshot with one actor playing both roles.
4) Feedback helped identify other issues like subtle effects that were too difficult to notice and inconsistent fonts/designs across ancillary materials. Changes were made to address these.
During the filming of the music video, the group tried to make the subject, Jem, feel comfortable by being well-prepared, rehearsing scenes, and ensuring Jem knew his lyrics so they did not have to stop frequently. They also experimented with different shot types and editing techniques to test the boundaries of a contemporary music video and emphasize the song. Feedback sessions were held during editing to get input from a wide range of people in the target demographic of 16-25 years old. Feedback was generally positive about the catchy song. Media technologies like social media, cameras, and editing software were used throughout the process for communication, filming, and editing.
The group created a range of ancillary texts like a digipack and magazine advertisement to promote the artist Belle Rose and increase her fan base. Feedback from questionnaires showed that viewers responded positively to the natural beauty theme and camera work in the music video but that additional locations could have improved engagement. Various media technologies were used at each stage of research, planning, production, and distribution to make the project accessible across platforms and evaluate effectiveness.
The document discusses a music video created for the song "Rum and Redbull" that uses an unconventional multi-strand narrative rather than a typical performance-based video. It aims to depict the everyday effects of drinking rum and Redbull on various characters. Feedback was positive about the unique approach, though some found the narrative confusing. Research involved using tools like Google and YouTube, and the video was filmed using a Canon camcorder.
The document discusses a music video called "Rum and Redbull" that uses a multi-strand narrative rather than focusing on a single performer. It aims to depict the effects of drinking rum and Redbull on everyday people. The video and ancillary materials like a digipak and magazine ad use consistent colors and logos to clearly link them. Audience feedback was positive about the unique approach, though some found the narrative confusing. New media like Google, YouTube, and editing/design software were important tools in the research, production, and evaluation stages.
1) The combination of the main music video and ancillary materials like CD covers, posters, and inlay cards was effective because it maintained consistency across products while avoiding repetition through varied camera angles and shots.
2) The music video genre blended grime, R&B, and hip hop by depicting the artist as sometimes stylish and relaxed, reflecting R&B, while also maintaining elements of grime culture through clothing.
3) The ancillary designs reflected the positive tone of the music video by depicting the artist in a friendly, happy way through vibrant colors and compositions rather than a typical sinister grime artist image.
The document discusses the use of various new media technologies in the production stages of a music video. Video cameras and tripods were used to record footage, while cameras were also used to take still photos of performers. Mobile phones recorded audio feedback from audiences. A Tricaster was used to film green screen footage. The internet was researched for inspiration and to upload the final video. Adobe Premiere Pro was used to edit all footage into the final music video.
- The document discusses the evaluation of a music video created for the song "Rain Dance" by the indie band Modern Mafia.
- Feedback on the music video was generally positive, though some noted dark lighting made the band's performance unclear at times and that some scenes seemed repetitive.
- Feedback on ancillary texts like the magazine ad and DVD cover was also positive, praising the professional design and use of consistent visual elements tying the pieces together.
- New media technologies like digital cameras, editing software, and design programs were used throughout the project and helped with construction, research, planning and evaluation.
The document provides a personal evaluation of a music video the author created called "Away". It discusses how the music video both uses conventions of typical music videos, such as an artist lip syncing, but also challenges conventions through original shot angles, quick cuts, and unique transitions. The author aimed to capture the obscure trip-hop genre of the song through a visual style that presented the artist alone to match the lyrics about feeling distant. Feedback helped the author improve the pacing and ending. A range of media technologies were used in planning, producing, and promoting the music video, as well as creating a website and digital packaging to further develop the artist's imagery and themes.
The group created a promotional package for the band Arctic Monkeys that included a magazine advertisement, music video, and digipack. The music video focuses more on the girl in the song "Arabella" than the lead singer, challenging conventions. Shots of the band are in black and white to match the original video. Lighting, costumes, and camerawork were chosen to fit indie music video conventions. The advertisement and digipack use dark colors and simple designs that represent the indie rock genre. Some inconsistencies exist, like high key lighting in the digipack, but overall the package uses synergy across products to represent the band and genre.
The document discusses how the media product uses conventions of the indie music genre while also differentiating itself. It follows conventions like using a love story narrative and a performance aspect, seen in other indie music videos. However, it makes the love story about an elderly couple rather than a young one. The ancillary tasks of a tour poster and digipak also follow conventions like centering the artist and using consistent colors and font. But the background of the poster and use of multiple artist photos in the digipak differentiate it somewhat. Audience feedback confirmed the narrative was clear and the artist was effectively marketed as indie. However, the video's ending needed clarification. Across planning, production and evaluation, various technologies were used for research,
The combination of the main product (a music video for the song "Dancing Shoes" by Arctic Monkeys) and ancillary texts (a digipak and promotional poster) were effective at appealing to the intended indie rock target audience. Conventions like a consistent black and white "house style" across all products helped create a professional brand identity matching the genre. Mise-en-scene choices in the video and on the digipak, like rough, casual clothing, portrayed the band as working-class and focused on the music rather than flashy appearances. The simple, low-budget designs of the poster and digipak met audience expectations of indie rock emphasizing the music over production values. Overall, the package
The document summarizes a group project to create a promotion package for a new album, including a music video, CD cover, and magazine advertisement. The group chose an electro/baseline genre and targeted an audience of 18-24 year olds. They developed the media products using conventions like bright colors from music videos they researched, but also challenged conventions by using unusual backgrounds and animation in the video. Feedback indicated the products effectively linked through consistent imagery, fonts, and colors, though could be improved by linking the elements more closely. The group learned about audience tastes and used various media technologies in planning, research, construction and editing.
The document discusses conventions used in music videos, album packaging, and advertisements for both. It summarizes that the music video uses visuals linked to lyrics, following Goodwin's theory. It uses typical rap music video conventions like dark colors, close-ups of the artist rapping, and locations. However, it also challenges conventions by using open grassy spaces and brighter shots. The album digipak and advertisement include standard elements like the artist image, album title, and tracklist, but the advertisement challenges conventions by placing the image on the right side. Using conventions like a meaningful narrative, black and white shots, and close-ups of the artist rapping may appeal to the target rap/hip-hop audience.
Question 2 – how effective is the combinationSantanaStewart
The document discusses the synergy between a main product (music video) and ancillary texts (CD cover, etc.). The genres of both are indie/pop based on questionnaire results. There is consistency in style across products with the same fonts, images, and dark colors associated with indie music. The finished products compare to real media as the video is edited like a professional music video and ancillary images relate to those in the video through matching settings and clothing. Difficulties arose from not knowing what the final video would be, requiring ancillary re-edits, and from different house styles chosen initially making it hard to find cohesive music.
The document provides an analysis of a music video created by the student. It summarizes how the video challenges conventions by not including an audience and using longer takes rather than rapid cuts. It also describes how the video was filmed in a hotel music room to provide an "underplayed grandeur." Feedback from audiences was positive about the colors, camerawork, music, and cartoon effects used in the narrative portions. New media technologies like Photoshop, Final Cut Pro, and After Effects were used to create graphics and edit the video.
The document provides an analysis of a music video created by the student. It summarizes how the video challenges conventions by not including an audience and using longer takes rather than rapid cuts. It also describes how the video was filmed in a hotel music room to provide an "underplayed grandeur." Feedback from audiences was positive about the colors, camerawork, music, and cartoon effects used in the narrative portions. New media technologies like Photoshop, Final Cut Pro, and After Effects were used to create graphics and edit the video.
This document summarizes the key ways in which the media product uses and develops conventions of real music videos and media products. It discusses conventions of music videos such as demonstrating genre characteristics and relationships between lyrics, music, and visuals. It then describes how the media product incorporates these conventions, such as through shots that reference other music videos and the use of close-ups, angles, and imagery that establish the indie/rock genre. Overall, the document conveys how the media product was influenced by real examples but adapted them in an original way.
The document summarizes how the media product uses and challenges conventions of real media through techniques like camera shots, editing, sound, and mise-en-scene. It discusses using close-up shots of the artist and props to engage audiences and convey emotions. Feedback was gathered from audiences to understand how to improve the video and print products. A variety of media technologies were used in the research, planning, and evaluation stages.
The document discusses conventions used in Little Comet's music videos and how the media product develops or challenges these conventions. It summarizes that the media product uses conventions like live performance, close-ups of the artist singing, and filming in multiple short locations. However, it also develops these conventions by using longer shots and additional locations. The document also discusses conventions used in Little Comet's editing, use of stock motion, animation relating to lyrics, and color schemes, fonts, and imagery used in digipaks and advertisements. It aims to appropriately use, develop, and challenge conventions from real media products to create a realistic work.
The media products use conventions of the indie genre including vintage camera filters, exploration themes, and natural locations. Ideas came from analyzing genres and songs like "Cala Cola" and "The First Days of Spring." Audience feedback improved the quality and helped choose new locations. While limited technology impacted professionalism, the studio environment made performances look polished. Overall, the products included redundant genre elements but tried to be original in the road trip narrative and separate performance scene.
In what ways does you media product use, develop or challenge forms and conv...RachAH
The document discusses various conventions used in Kate Nash's existing music videos and how the media product challenges or develops these conventions in their own video. It identifies conventions around performance, locations, editing, use of props to relate to lyrics, and photography style for the digipak. The media product aims to use familiar conventions but also develops them in some areas, such as using longer shots during certain parts of the song.
The student produced a music video, digipack, and magazine advert for an indie band as a class project. They researched conventions of indie music videos such as relaxed clothing, varied settings, and still or energetic performances. The music video incorporated these conventions through costumes, locations, and small movements. Feedback noted the video could have been brighter and included a storyline. The print products linked through shared design elements and were generally well received, though some found the text hard to read. Various software programs were used effectively in production and editing.
This document discusses how the media product uses conventions of real R&B music videos. It uses conventions like a grey scale filter to indicate emotions during a break up, close-ups to show feelings, and camera movements to involve the audience. Locations, outfits, and focal points on the artist are used to sell the artist and match conventions. The cuts match the tempo of the song. The digipak and poster continue themes from the video to link the products together and sell the artist, following conventions of real music products.
The document discusses a music video created for an indie band called The Wolvves. It seeks to promote the band in a style similar to real indie music videos on YouTube. Audience feedback was incorporated which led to adding more off-stage footage of the band to break up the performance clips. The print product and music video were designed to have a consistent scruffy, rebellious style through illustrations and color schemes to effectively promote the band across mediums. New media technologies facilitated efficient online research, planning, distribution and evaluation.
My music video follows conventions of popular dance music videos by using flashing lights, props like alcohol, and dressing one actor in a polo to reference the band Joy Division. It is filmed in three locations - a house for a house party, a car while drunk driving, and a club. Camerawork includes close-ups to show facial expressions and establishing shots to set the scene.
The ancillary materials are designed to be formal like advertisements from bands like Eminem and New Order, using a consistent red and black color scheme. This balances formality with portraying modern youth culture.
The combination of the music video and ancillary materials is effective because the video uses conventional shots and sequencing while the materials are formally
The document discusses the creation of a music brand identity across three promotional pieces - a music video, digital album packaging, and magazine advertisement. The group established a consistent brand identity using the motif of a red handprint, which featured prominently in all three pieces. House colors of red, black, and white were also used consistently to create a simple yet effective visual style. While the font changed slightly between pieces for variety, the red handprint image motif remained the same central identifying element. Still images from the music video were also utilized in creating the ancillary promotional materials.
This document summarizes an evaluation of a group media project that included a music video, CD cover, and magazine ad. It discusses how the project used and challenged conventions of real media products by targeting a specific audience. Feedback was gathered from audiences on the CD cover designs. New media technologies like Final Cut Pro, Photoshop, and online research tools were used to construct, plan, and evaluate the project. The evaluation concludes the group worked well together but faced challenges when original artists backed out, requiring more time be spent rushing to complete the project.
The document evaluates the effectiveness of combining a music video with ancillary texts like a digipak and advert for promoting a fictional band called North Picaro. It discusses how the music video, digipak, and advert use consistent colors, fonts, and visual elements like splattered paint to create a cohesive brand identity and connect all the media products. The combination of the main music video with supplemental materials is deemed effective at promoting the band's image and genre while appealing to a wide audience regardless of gender.
5. How did you use new media technologies in construction, research, planning and evaluation stages?A2 Media / Real Strife/ Nadine Cowan
6. Marketing Aims One of the first things that we did when we started this project was to research on artist similar and different to the artist that we found. By researching similar artist we got a incite into a typical conventions of music video similar to the genre our artist was in. And looking at artist from different genre gave us the opportunity to find out what was popular in other genres and possible incorporate into our video which could lead to a wider target audience. We also did research on distribution and promotion similar to the product we were hoping to create . Doing this initial research allowed us to gain knowledge which would help us to create a music video which shows typical conventions of videos in this genre, but also a few unconventional things to makes it stand out. A2 Media / Real Strife/ Nadine Cowan
7. In what ways does your media product... A2 Media / Real Strife/ Nadine Cowan
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10. I also believe that location is important when listening to the song as it allows you to visualise what our artist is talking about.A2 Media / Real Strife/ Nadine Cowan
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13. By making our whole video black and white it makes it stand out slightly to typical videos.The Video A2 Media / Real Strife/ Nadine Cowan
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15. Although grime videos don’t typically have costumes the artist and extra many have a dress code such as ‘All black’ or the same style top.
16. As you can see in the two pictures on the left, in the top picture they are all in similar coloured outfits and in the bottom picture they are all in the same top promoting the crew ‘Boy Better Know’A2 Media / Real Strife/ Nadine Cowan
17. Techniques used to create meaning... At one point in the video our artist says ‘eyes going blurry’ and we made our video go in and out of focus this connect the song with the video. He then says ‘take a walk in my shoes ’ and the video switches to a pathway in his estate, this reinforces that our artist is in his area and shows the audience ‘his path’ A2 Media / Real Strife/ Nadine Cowan
18. How effective is the combination of your main product and ancillary texts? A2 Media / Real Strife/ Nadine Cowan
19. Making the video While filming we came across a number of problems; One of the biggest was with one of the cameras that we used during our first session of filming. The setting had been changed resulting in all the camera setting appearing on our raw material when opened up on editing software this set us back as we had to reshoot those scenes again. Another problem that we came across while editing was that we didn't have enough footage e.g. cut aways, so special effects had to be used to give the effect of more footage. Although we did have a number of set backs and complications i can say that making the video was a fun process . We gained knowledge on how to film a video using a digital camcord and then using editing software to put it all together. A2 Media / Real Strife/ Nadine Cowan
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21. Also REM video to ‘what's the frequency Kenneth ’ also has the shaky shot similar to ours video. Although it is from a different genre of music I think it fits both of them. (http://www.youtube.com/watch?v=ZIOXQp-YGpQ)A2 Media / Real Strife/ Nadine Cowan
22. In the studio While filming in the studio one of the main things that we had to think about was lighting. There was no natural lighting so the lights positioned on the top of the camera the was the main source of light. A2 Media / Real Strife/ Nadine Cowan
23. On Location; Rayners Lane estate While on location we had to be cautions of the time, As it was winter when we filmed it became dark very early, so sticking to a time schedule was important. Additionally we had to watch out for the public incase they got into one of the shots. A2 Media / Real Strife/ Nadine Cowan
24. Digipack While filming we decided to do a photo shoot of our artist. The images in the photo shoot could then be used for our adverts and CD front, back and insides. These are some of the images that we took while filming... A2 Media / Real Strife/ Nadine Cowan
26. Advert These two album covers by ‘Dizzee Rascal’ were two big inspirations when creating my advert. I like the use of big bold colours and the fact that it is very simple and easy on the eye. I thought that this was key when creating the advert as it had to be eye catching and easy to remember. Also the same font is use on both album covers. A2 Media / Real Strife/ Nadine Cowan
27. Initially this was the advert cover that I started designing. I changed it as this image is used on the front cover of the CD and I didn't think it was a good idea to use it twice. Also we took so much images in the photo shoot i thought it would be a waste to use the same image several times. A2 Media / Real Strife/ Nadine Cowan
28. Editing I added in the 5 stars and quote. Erased the background. Changed the background to yellow. A2 Media / Real Strife/ Nadine Cowan
29. Advert I choose the yellow as it is a very eye catching colour and can be seen from a distance. Also the colour yellow and black together has a connotation of being quiet ‘warning’ colours when together. Insects such as Bees are black and yellow and when stung by them they give off a poisonous chemical Also black and yellow tape is used is used by people such as police when cornering off a area to warn people. By using these colours it catches people eyes but also a has a subliminal message that he is a new artist that wants to be taken seriously. A2 Media / Real Strife/ Nadine Cowan
30. CD When making my CD pack I wanted it to fit in with the ‘grime/ UK rap’ genre but at the same time stand out from current singles out at this time, something slightly unconventional the genre as he is a up and coming artist. Wretch 32 Skepta Chipmunk All up and coming artist from the same Music Genre as our artist A2 Media / Real Strife/ Nadine Cowan
31. This mix tape by Bashy was inspiring when it came to me making my own CD pack. I like the mix of reality and futuristic techniques, not to much of either makes for a good combination. It allows to show his personal style but still be recognizable to consumers. This is a roll deep album cover. Although I do think that this I a excellent album cover for our artist first single I think that all the animation may be too much. As he is a up and coming artist it is important that consumers can recognize him and his product and with a lot of animation that may be hard for them. This kind of stuff would be perfect for future single or album covers. A2 Media / Real Strife/ Nadine Cowan
32. Front cover This is my final front cover for my CD. I think that its a good mix of reality and futuristic styles. I flipped the image. The background is a artists aspect of a cityscape. I used Photoshop to change the colour to fit in with the theme The ‘P’ in Point Blank is a font called ‘God of war’ and I used it as I think it stand out slightly to usual font, also I reflects the ‘P’ on our artist hat. ‘Impact’ font is used for the rest of the font. A2 Media / Real Strife/ Nadine Cowan
33. Insides When doing the inside of the CD pack I didn’t want to do much editing as there was a lot of that on the front and back. I simply use two images and cropped them so they were closer up. I use a image of a microphone because when I was doing my research I found that often the inside a CD case were images or what the artist like. E.g. in the inside of 50 cent album there is a close up of just his arms with money laying on top and ‘Bling’. I Also added a quote that our artist say during the track ‘RL Real Life…’, I think this makes it more personal to him and the song. A2 Media / Real Strife/ Nadine Cowan
34. Back cover This is the back cover for my CD pack. I wanted to keep it very simple and to the point. Use of the ‘God of war’ and ‘Impact’ font again authenticates the product. I added the ‘Parent advisory’ logo as I think it again authenticates the product as something genuine. A2 Media / Real Strife/ Nadine Cowan
35. How effective is the combination of your main product and ancillary texts? Overall I do think that our music video and digipacks have a lot of synergy. All the images that I have used include our artist with headphones on this reinforces that he is a musician and is passionate about music. Again the city background reinforces that our artist is from a city. Although the background may not look like the estate that he lives on, in the song he talking about himself getting out of that area to a better place and the use of modern buildings shows were is he aiming to get. On the insides of the CD pact there is one image of a microphone and another of our artist and his friends. These two images again reinforce that our artist is passionate about music and hopes to bring his friends through in any success that he gains (this is also mentioned in the song). The advert that I created represents and promotes our artist very well. It is straight to the point yet has all the details needed for people interested in his music. Also the bright yellow background is something that is eye catching from a long distance away and also something easy to remember. Using the same font for both parts of the digipack makes it more recognizable to consumers. Overall I believe that the combination of our main product the music video and ancillary text the digipacks has created a synergetic product which all compliment each other. A2 Media / Real Strife/ Nadine Cowan
36. What have you learned from your audience feedback? A2 Media / Real Strife/ Nadine Cowan
37. Final cut raw When we completed our video to a final stage we got a group of people to watch over it and give their honest opinions. By doing this we had the change to say what we would improve in the future, but also do slight improvements if possible. This is the feedback that we got A2 Media / Real Strife/ Nadine Cowan
38. It was an ok attempt. I like the Varity of shots and changing in colour of the jacket although there is a lack of footage. Really liked it, positive song, not the usual UK grime vide; editing was also good. Good, Very good! Good, Some of the clips could have been smaller. I like it! The song is good, not your typical ‘grime’ song. I feel like I could be friends with the artist. Really good, i like the use of black and white. ‘HARD’ although more extras would make it better. Its good, I couldn't do better so I'm not going to criticise. Some clips are to long! Very good editing. A2 Media / Real Strife/ Nadine Cowan
39. Hearing the audience feedback let us know what was good about our video and also the things that we needed to changed. Overall the video was a success and everyone enjoyed it. The one thing that kept on popping up was the ‘lack of footage’ that we had used and this meant that some shots were too long and become boring. Thanks to the audience feedback we gain the chance improve those aspects of our video A2 Media / Real Strife/ Nadine Cowan
40. Questions Do you think our music video would be suitable on music channels such as MTV base and AKA? Has the addition of footage made our video better? A2 Media / Real Strife/ Nadine Cowan
41. After seeing our video and Digipack how much would you pay for our CD pack? Would you watch our video again? A2 Media / Real Strife/ Nadine Cowan
42. Do you think our product is representative of the ‘Grime’ Genre? 13 people agreed that our music video did fit in with the ‘Grime’ genre due to things such as the locations, casting and message in the song. 7 people didn't agree that our music video didn't fit the ‘Grime’ genre as it didn't follow some of the conventions such as the black and white theme throughout. A2 Media / Real Strife/ Nadine Cowan
43. Do you think that our music video and digipack is technologically advanced? 75% of the people that we asked agree that it was technologically advances, most people quoting ‘considering it was your first attempt the editing is at a decent standard and the use of black and white must have been something quiet challenging to do ’. 25% didn't agree mainly saying that some of the editing between shots wasn't sharp. A2 Media / Real Strife/ Nadine Cowan
44. Comparing our Digipacks... We had to choose the best digipack. When it came to comparing we only had myself and Shakira to do so. We took them around asking people which one was most eye catching and which one they like the most. Shakira front and back was more popular. A2 Media / Real Strife/ Nadine Cowan
45. My insides won out of the two. A2 Media / Real Strife/ Nadine Cowan
46. My advert got more votes. People said it was more eye catching. A2 Media / Real Strife/ Nadine Cowan
47. What music/ radio channels will your product be air on? First I think that channel aka would be a good place to start airing our video as it is a channel that focuses mainly on British urban so our target audience is bound to watch it and hopefully create a fan base for our artist which would hopefully get our artist more well known. Flava is a music channel that focus mainly on hip-hop and RnB music but often play songs that have become popular from music channels such as AKA. And with a wider audience that AKA it would hopefully give our artist more publicity. MTV base is the most popular and commercial music channel out of the 3 and is also very popular world wide. If we were able to get our artist one this channel we have open a new door into possible in a Varity on counties. A2 Media / Real Strife/ Nadine Cowan
48. At 1xtra Tim Westwood presents a show between 4pm-7pm on weekdays and 9pm-11pm. He has had a lot of artist from that same genre as our artist pass through his show including chipmunk, Wiley and Tinie Tempah who all now have successful music videos playing on all the TV channels that I spoke about. Choice fm is also one of London's most popular radio stations for hip hop and RnB and similarly to 1xtra a lot of artist from the grime genre have passed through the station and had a number of there tracks played on a regular basis, including Tinchy Stryder and N-Dubz. A2 Media / Real Strife/ Nadine Cowan
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50. Internet social networks such as MySpace and face book allowed us to search from up and coming talent.
51. Only magazine such RWD kept us up to date with new artist and popular trends. A2 Media / Real Strife/ Nadine Cowan
52. Blogging Blog spot was something new to me and most of my media class. Usually our work would be done on the computer and the printer into hard copies. But using blog spot allowed us to upload our work online. I think doing it this was beneficial as it lessened the changed of losing our work which often happens if it is saved on a USB or Paper copy. A2 Media / Real Strife/ Nadine Cowan
53. Making the Video... When filming we used relevantly good digital cam cords that allowed us to have sharp footage, we gained basic training before filming but also learned as we went along. Also when in the studio we use a number of Hot light to create light and dark areas, we had to be extremely careful when used them as they did get very hot (as in the name). Props such are microphones and microphone stands were used to make it more realistic and when we were on location in Rayners lane estate a portable wireless stereo was essentially so that our artist was in sync with track. A2 Media / Real Strife/ Nadine Cowan
54. When editing our footage we used a editing soft ware called Final cut pro. At first we hardly knew how to use the software but as the weeks progressed we all got better. The first thing we did was to long and capture our footage to get all the useable footage in once place, we put them in different folders e.g. two shot and establishing which made it easier when dropping it on to the timeline. Once everything had been sorted into different files be began to drop the clips down onto the time line, at first syncing the footage with the track but practice makes perfect and after a while it became easier. When everything was on the time line we started to add little effect such as in and out of focus (which went with the lyrics at one point) , we also used a lot of fades when changing between shots. This type of editing is a typical convention of our music video. A2 Media / Real Strife/ Nadine Cowan
55. Making the advert / CD pack... Photoshop was the main program that I used when editing images for my digipack. Overall I didn't find this aspect that difficult as I use this program at home sometimes and in photography weekly. A2 Media / Real Strife/ Nadine Cowan
56. Youtube Youtube was one of the biggest helps when making our music video. When doing research it allow us to look at video of a similar genre and the type of things that were included in the video. Also it allowed us to see comments from that public about the video and the things they did and didn't like. It also allows world wide coverage of the video, artist such as Soljah boy became famous after continuously posting music videos of himself now he is internationally known. A2 Media / Real Strife/ Nadine Cowan
57. After just 3 days on youtube we have had some really good feedback and a good amount of views. This is promising for the future of the video and artist. 71 views in 3 days Comment ‘ARD’ A2 Media / Real Strife/ Nadine Cowan
58. After just 1 day of days on facebook we have had nothing but good feedback.
59. Conclusion Overall I believe that making this video had been a great experience. From the planning, to filming and finally the evaluation. I have learnt the importance of doing the boring things such as planning and how it helps you to get a great final product. When starting the projects we had to get deep into our target markets thoughts which I thought was pointless at the start but when we started planning our video it made complete sense. Also we had to deal with a number of different set back such as losing a team member and having to find a new artist, this was beneficial as things like this happen everyday and is bound to happen to us in the future. So learning how to deal and overcome these problems have become life long lessons which will help us in the future. As a team I believe that we worked well together sticking to dates we made to film and finish certain tasks by deadlines. Using new software such as final cut was a challenge at first but with most things practice makes perfect and over time we became better, also our main editor wasn't also around so me and my other team mate had to step in to do a large amount of the editing . In conclusion I have learnt that a lot more work going into making a media product and promoting a artist that what we see on TV or in adverts. Also I have learned the process of making a marketable music video and how having a hard working team is key to a successful product. A2 Media / Real Strife/ Nadine Cowan