Advancements in digital technology have changed the media landscape. New media relies on digital technologies and the convergence of previously separate media forms. Key examples include the internet, which allows for video and audio streaming, and the definition of new media continues to evolve as the technologies change. New media offers advantages like being a global platform that is easy to access from anywhere in the world, and it gives audiences more power through user-generated content. While search engines and new media tools provide benefits for research and production, they can also be frustrating to use if not specific enough or can lack certain information. Overall, new media is still developing and offers new opportunities for collaboration, information access, and democratic participation in media.
New media technologies allow for collaborative work, sharing with remote communities, and enable all users to be producers through digital tools. Key benefits include presenting work in various formats like blogs, videos, and presentations. However, questions remain around true global availability and usage, as well as whether new media enhances or limits creativity. Overall, new media is invaluable for media projects while still being a developing platform.
The document discusses new media technology and its uses in evaluating a student media production project. It defines new media as global, defeating time and space, and driven by user-generated content. Research was conducted collaboratively online using search engines and websites like IMDb and YouTube. Planning was shared through blogging, and construction of the project used editing software like Final Cut Express that allowed for collaborative work and experimentation through reversible editing tools.
This document discusses new media technology and its use for research and planning. It begins by defining new media as digital, interactive, and globally accessible. Examples are then given of using search engines and free music sites for research, noting both advantages like access to information but also disadvantages like filtering irrelevant results. The document also discusses using blogging to plan collaboratively, with benefits like tracking progress and accessible sharing, but challenges of overwhelming information amounts. Overall it presents new media as opening up new opportunities for research and creativity while also introducing new challenges.
New media technology allows for concise summaries in 3 sentences or less that provide the high level and essential information from the document. The document discusses uses of new media technology including for research, planning, and construction of a trailer. Search engines provided a quick way to research elements but had disadvantages of irrelevant results. Planning was presented on a blog and YouTube, allowing global access and feedback. Final Cut Pro software enabled creating and editing the trailer with advantages like special effects and sound layering, but some issues arose with sound quality.
New media technology has led to a shift from traditional print and broadcast media to digital formats accessible online from anywhere in the world. This document discusses how a production company used various new media tools for research and project planning, such as searching YouTube for trailers, Google Images for poster ideas, and blogs to share their work and receive feedback from others. It also addresses both the advantages of these new media tools, like their accessibility and interactivity, as well as some disadvantages like unreliable search results and difficulty finding copyright-free music and media to use.
The document discusses new media technology and its various uses. It defines new media as digital technologies that allow for interactive and on-demand access to content from any device. Some key uses of new media discussed include using search engines and websites for research, blogging to plan and track progress collaboratively, and using software like Final Cut Pro, Photoshop and Blogger to construct and evaluate projects. Both advantages and disadvantages of these new media tools are provided.
The document discusses uses of new media technology for research, planning, and construction of a project. It describes using search engines to research conventions in a specific genre. It also details using YouTube to view trailers and gain ideas, and using a storyboard and animatic on blogger to plan shots and timing. For construction, it mentions manipulating images in Photoshop and combining text and photos on blogger to showcase work in progress. New media allows for collaboration and interactive presentation of creative work.
New media technology allows for interactive, collaborative research, planning, construction and evaluation of media projects. Blogs and sites like YouTube enabled research from varied global sources, while tools like Photoshop and Final Cut Express facilitated collaborative editing and experimentation. However, new media also presented disadvantages like limited free software and pre-packaged effects. Overall, new media supported an ongoing reflective process across all stages of production.
New media technologies allow for collaborative work, sharing with remote communities, and enable all users to be producers through digital tools. Key benefits include presenting work in various formats like blogs, videos, and presentations. However, questions remain around true global availability and usage, as well as whether new media enhances or limits creativity. Overall, new media is invaluable for media projects while still being a developing platform.
The document discusses new media technology and its uses in evaluating a student media production project. It defines new media as global, defeating time and space, and driven by user-generated content. Research was conducted collaboratively online using search engines and websites like IMDb and YouTube. Planning was shared through blogging, and construction of the project used editing software like Final Cut Express that allowed for collaborative work and experimentation through reversible editing tools.
This document discusses new media technology and its use for research and planning. It begins by defining new media as digital, interactive, and globally accessible. Examples are then given of using search engines and free music sites for research, noting both advantages like access to information but also disadvantages like filtering irrelevant results. The document also discusses using blogging to plan collaboratively, with benefits like tracking progress and accessible sharing, but challenges of overwhelming information amounts. Overall it presents new media as opening up new opportunities for research and creativity while also introducing new challenges.
New media technology allows for concise summaries in 3 sentences or less that provide the high level and essential information from the document. The document discusses uses of new media technology including for research, planning, and construction of a trailer. Search engines provided a quick way to research elements but had disadvantages of irrelevant results. Planning was presented on a blog and YouTube, allowing global access and feedback. Final Cut Pro software enabled creating and editing the trailer with advantages like special effects and sound layering, but some issues arose with sound quality.
New media technology has led to a shift from traditional print and broadcast media to digital formats accessible online from anywhere in the world. This document discusses how a production company used various new media tools for research and project planning, such as searching YouTube for trailers, Google Images for poster ideas, and blogs to share their work and receive feedback from others. It also addresses both the advantages of these new media tools, like their accessibility and interactivity, as well as some disadvantages like unreliable search results and difficulty finding copyright-free music and media to use.
The document discusses new media technology and its various uses. It defines new media as digital technologies that allow for interactive and on-demand access to content from any device. Some key uses of new media discussed include using search engines and websites for research, blogging to plan and track progress collaboratively, and using software like Final Cut Pro, Photoshop and Blogger to construct and evaluate projects. Both advantages and disadvantages of these new media tools are provided.
The document discusses uses of new media technology for research, planning, and construction of a project. It describes using search engines to research conventions in a specific genre. It also details using YouTube to view trailers and gain ideas, and using a storyboard and animatic on blogger to plan shots and timing. For construction, it mentions manipulating images in Photoshop and combining text and photos on blogger to showcase work in progress. New media allows for collaboration and interactive presentation of creative work.
New media technology allows for interactive, collaborative research, planning, construction and evaluation of media projects. Blogs and sites like YouTube enabled research from varied global sources, while tools like Photoshop and Final Cut Express facilitated collaborative editing and experimentation. However, new media also presented disadvantages like limited free software and pre-packaged effects. Overall, new media supported an ongoing reflective process across all stages of production.
The document discusses new media technology and its uses in media production. Some key points:
- New media relies on digital technologies and media convergence through platforms like the internet for video/audio streaming.
- It allows for on-demand access to content from any device, as well as interactive and collaborative creation and sharing of content.
- Search engines were used effectively for research on film trailers and posters, but searches sometimes lacked specificity or drew blanks.
- YouTube provided useful trailer examples but user-generated content could not be used formally.
- Storyboards, animatics and blog posts were used to plan and present work in progress, showing collaboration.
- Social media and comments were planned
New media technologies allow for easy access to information from anywhere in the world and encourage interactivity and collaboration. The document discusses how new media is defined by its relationship with evolving technology, images, and sound. It provides advantages like access to expertise through search engines but also disadvantages like lack of reliability and originality in search results. Examples are given of using blogs, Facebook, and Twitter to research, plan, and promote media projects in an accessible, collaborative way.
Media technologies played an important role throughout the research, planning, construction, and evaluation stages of the project. Computers were used for research online, planning timelines, and creating the music video, digipak, and advertisements. Blogging websites documented progress and allowed sharing work for feedback. Online surveys gathered audience preferences which informed changes to the music video length and packaging. YouTube provided a platform for research, sharing the final video, and collecting audience comments. A camera recorded footage for the video and photos for packaging. Social media distributed surveys and gathered feedback. Photoshop enabled advanced photo editing for the digipak and ads. Video editing software organized footage and added effects to the final music video.
The document discusses how new media technologies were used at various stages of a music video production project. Specifically, it describes how:
1) The internet, YouTube, and Facebook were used to publish and get feedback on the video from a global audience in a more efficient manner than previous methods.
2) 3G phones allowed the video to be easily shared, accessed, and feedback obtained from people without computer access.
3) Video and document sharing websites facilitated research and planning by allowing relevant examples to be easily found and referenced.
4) Google was used to search for examples to analyze, and cameras captured photos to document and share aspects of the production process.
The student used various media technologies at different stages of their music video project. In planning, they used YouTube to research genre conventions and find inspiration. They also used SoundCloud, Bandcamp, Spotify and Instagram to source their artist. In construction, they communicated with their group using WhatsApp and filmed using a Sony camera and tripod/glidecam. They edited in Final Cut Pro. For ancillary tasks, they designed packaging in Photoshop and created their portfolio on Weebly. For evaluation, they presented using Prezi, YouTube and Glogster to incorporate different media.
This is an evaluation for my media coursework where i have answered: How did you use media technologies in the construction and research, planning and evaluation stages?
Throughout the project, the author used various media technologies for research, planning, construction, and evaluation. During research, the internet provided secondary data and images through search engines and YouTube. Surveys were created using Survey Monkey to gather audience feedback. Social media like Twitter was used to promote the music video. Video editing software like Final Cut Pro and photography software like Photoshop were used to construct the music video and related materials. A Weebly blog documented the entire process.
How did you use media technologies in the constructionOliver Midgley
The document discusses the use of various media technologies in the research, planning, and construction stages of creating a promotional package for a music album.
For research, the author analyzed existing music videos, album covers, and advertisements on YouTube, Google Images, and blogs to understand conventions. Surveys were conducted on SurveyMonkey and qualitative feedback was collected through filmed interviews.
In planning, ideas were shared via Messenger chat. A Prezi presentation was created to pitch plans. A storyboard was drawn by hand and scanned, then edited digitally in Photoshop. Drafts of packaging elements were made in Photoshop, InDesign, and Illustrator.
Footage for the music video was recorded on
The document summarizes feedback from an audience questionnaire about a student-created music video and accompanying promotional materials for the electronic band Glitch Mob. The feedback was overall positive, though some felt the video could have a stronger narrative connection to the song or promotional materials. Students used various media technologies like Adobe After Effects and Photoshop in creating, researching, and evaluating their projects. They aimed to use conventions of real music videos and promotional styles while also developing new approaches suited to the band.
The document summarizes feedback from an audience questionnaire about a student-created music video and accompanying promotional materials for the electronic band Glitch Mob. The feedback was overall positive, though some felt the video could have a stronger narrative connection to the song or promotional materials. Students used various media technologies like Adobe After Effects and Photoshop in creating, researching, and evaluating their projects. They aimed to use conventions of real music videos and promotional designs while also developing new approaches suited to the band.
The document discusses the research process undertaken for a music video project. The author used Google to search for unsigned bands and found a folk music website that helped them choose an artist. Secondary research involved watching music videos on YouTube to understand genre conventions. Planning and construction stages used various technologies like digital cameras, encoding/editing software, and online platforms to film, process, and share project materials. Technology supported collaboration and feedback at all stages of the project.
Digital technology provided many benefits for researching, planning, and constructing the opening sequence. Blogger allowed sharing of research, plans, and receiving feedback. Google, Wikipedia, and IMDb were used to research the genre and audience. Final Cut Express was integral for editing footage with transitions, titles created in LiveType were added, and digital cameras captured footage and photos of locations. Planning and collaboration was improved through accessible digital sharing and editing allowed many revisions without permanently changing original footage.
The student used a variety of media technologies in their construction, research, planning and evaluation stages. They used Blogger as the platform for their blog, where they embedded content created using other software and hardware. Their iPhone camera was used to record evidence, and a Sony DSLR camera was used to film the movie. A laptop allowed editing in Adobe software. Other key technologies included Google for research, YouTube for researching films and uploading drafts, and Survey Monkey to create an online questionnaire for evaluation.
Digital technology enabled the group to effectively research, plan, construct and evaluate their opening sequence project in several key ways:
YouTube, music websites and blogs allowed for easy online research of sample sequences, music and sharing of ideas.
Software like Final Cut Express and Photoshop were used to practice editing skills and create storyboards, while equipment like cameras helped prepare filming techniques.
Final Cut Express, effects and LiveType enabled the professional editing and construction of the final sequence, credits and ident.
Blogger, PowerPoint, screenshots and recorded evaluations on the blog provided visual and engaging ways to present and receive feedback on their work.
Evaluation Question 4: How did you use media technologies in the construction...mags249
New media technologies were used extensively throughout the construction, research, planning, and evaluation stages of the project. Blogging sites like Blogger were used to create a group blog and embed work. YouTube was important for presenting films, researching techniques, and annotating films for evaluation. Photoshop and digital cameras were used to create promotional materials. Communication apps like WhatsApp helped coordinate meetings and discussions, while social media promoted the finished film. Overall, a wide variety of digital tools supported all phases of the project.
Script for video presentation question 4GroupFiveMV
The document discusses the various new media technologies used at different stages of a music video project. In pre-production, the group researched music videos online using iTunes, Google Images, and YouTube. They created a blog using Blogger to store research. Twitter was used unsuccessfully to contact the artist. Excel stored audience research data. Prezi and Slideshare presented findings. Facebook organized volunteers. Filming used a digital camera, tripod, torch, reflector, and dolly. Post-production involved editing in Premier Pro, adding sound effects from Freesound.org and YouTube Converter, and uploading the final cut to YouTube. Photoshop designed packaging. Evaluation work was presented on Slideshare and Scribd.
The document discusses the various media technologies used at different stages of creating a music video.
At the research and planning stage, YouTube was used to research the music genre and conventions, find inspiration, and learn video techniques through tutorials. Playbuzz, UK Tribes, and YouGov were used to design and distribute an online questionnaire to gather audience feedback.
During construction, Final Cut Pro was used to edit footage and add effects like superimposition and speed/reflection adjustments. Picsart and Photoshop helped design packaging images.
Communication technologies like Skype, WhatsApp, Facebook, and Twitter supported collaboration and promotion. Presentation tools like Prezi, Emaze, and Slideshare were
The document discusses the production of the short film "The Future" by Navpreet Grewal and Megan Shepherd. It describes the research, planning, production and evaluation stages of the project. Research involved studying other films and magazines in the genre. Planning such as location scouting and storyboarding helped prepare for production. Stop motion animation was used which challenged conventions by not using actors. Feedback noted issues with sound and titles that could be improved for future projects.
The document discusses various distribution and marketing strategies for films, including straight-to-DVD/streaming releases, cinema distribution, television distribution, social media promotion, websites, blogging, press packs, and networking events. It also covers exhibition methods like test screenings, press screenings, and film festivals. The author evaluates these options and decides that film festivals would be most beneficial for a short student film, as it could be screened for an audience and have a chance to win awards.
New media technologies allow for collaborative work, sharing with remote communities, and enable all users to be producers through digital tools. Key benefits include presenting work in various formats, receiving audience feedback, and editing videos and images digitally. However, some question the true global availability and level of use, and whether new media enhances or limits creativity through reliance on packaged tools.
This document discusses new media technology and its uses for research, planning, and construction of media projects. It defines new media as digital technologies that allow for convergence of previously separate media through the internet. Some key points:
- Search engines allow for efficient research but can also lead to irrelevant results if not specific enough. User-generated content also raises credibility questions.
- Planning tools like storyboards and animatics help visualize ideas and work out timings before production. Blogging allows sharing of works in progress for feedback and tracking of progress.
- New media technologies like Photoshop and After Effects enable new forms of creativity through editing and layering. Final Cut Express facilitates combining various file types and customizing sound
New media technology allows for planning that is interactive, collaborative, and easily shared globally through various platforms. Blogging about the planning process illustrates how new media reaches a worldwide audience. While social media and hyperlinks enhance collaboration, some drawbacks include content overload and accessibility issues when content is not properly regulated. Storyboarding remains a useful planning tool regardless of the media used.
The document discusses new media technology and its uses in media production. Some key points:
- New media relies on digital technologies and media convergence through platforms like the internet for video/audio streaming.
- It allows for on-demand access to content from any device, as well as interactive and collaborative creation and sharing of content.
- Search engines were used effectively for research on film trailers and posters, but searches sometimes lacked specificity or drew blanks.
- YouTube provided useful trailer examples but user-generated content could not be used formally.
- Storyboards, animatics and blog posts were used to plan and present work in progress, showing collaboration.
- Social media and comments were planned
New media technologies allow for easy access to information from anywhere in the world and encourage interactivity and collaboration. The document discusses how new media is defined by its relationship with evolving technology, images, and sound. It provides advantages like access to expertise through search engines but also disadvantages like lack of reliability and originality in search results. Examples are given of using blogs, Facebook, and Twitter to research, plan, and promote media projects in an accessible, collaborative way.
Media technologies played an important role throughout the research, planning, construction, and evaluation stages of the project. Computers were used for research online, planning timelines, and creating the music video, digipak, and advertisements. Blogging websites documented progress and allowed sharing work for feedback. Online surveys gathered audience preferences which informed changes to the music video length and packaging. YouTube provided a platform for research, sharing the final video, and collecting audience comments. A camera recorded footage for the video and photos for packaging. Social media distributed surveys and gathered feedback. Photoshop enabled advanced photo editing for the digipak and ads. Video editing software organized footage and added effects to the final music video.
The document discusses how new media technologies were used at various stages of a music video production project. Specifically, it describes how:
1) The internet, YouTube, and Facebook were used to publish and get feedback on the video from a global audience in a more efficient manner than previous methods.
2) 3G phones allowed the video to be easily shared, accessed, and feedback obtained from people without computer access.
3) Video and document sharing websites facilitated research and planning by allowing relevant examples to be easily found and referenced.
4) Google was used to search for examples to analyze, and cameras captured photos to document and share aspects of the production process.
The student used various media technologies at different stages of their music video project. In planning, they used YouTube to research genre conventions and find inspiration. They also used SoundCloud, Bandcamp, Spotify and Instagram to source their artist. In construction, they communicated with their group using WhatsApp and filmed using a Sony camera and tripod/glidecam. They edited in Final Cut Pro. For ancillary tasks, they designed packaging in Photoshop and created their portfolio on Weebly. For evaluation, they presented using Prezi, YouTube and Glogster to incorporate different media.
This is an evaluation for my media coursework where i have answered: How did you use media technologies in the construction and research, planning and evaluation stages?
Throughout the project, the author used various media technologies for research, planning, construction, and evaluation. During research, the internet provided secondary data and images through search engines and YouTube. Surveys were created using Survey Monkey to gather audience feedback. Social media like Twitter was used to promote the music video. Video editing software like Final Cut Pro and photography software like Photoshop were used to construct the music video and related materials. A Weebly blog documented the entire process.
How did you use media technologies in the constructionOliver Midgley
The document discusses the use of various media technologies in the research, planning, and construction stages of creating a promotional package for a music album.
For research, the author analyzed existing music videos, album covers, and advertisements on YouTube, Google Images, and blogs to understand conventions. Surveys were conducted on SurveyMonkey and qualitative feedback was collected through filmed interviews.
In planning, ideas were shared via Messenger chat. A Prezi presentation was created to pitch plans. A storyboard was drawn by hand and scanned, then edited digitally in Photoshop. Drafts of packaging elements were made in Photoshop, InDesign, and Illustrator.
Footage for the music video was recorded on
The document summarizes feedback from an audience questionnaire about a student-created music video and accompanying promotional materials for the electronic band Glitch Mob. The feedback was overall positive, though some felt the video could have a stronger narrative connection to the song or promotional materials. Students used various media technologies like Adobe After Effects and Photoshop in creating, researching, and evaluating their projects. They aimed to use conventions of real music videos and promotional styles while also developing new approaches suited to the band.
The document summarizes feedback from an audience questionnaire about a student-created music video and accompanying promotional materials for the electronic band Glitch Mob. The feedback was overall positive, though some felt the video could have a stronger narrative connection to the song or promotional materials. Students used various media technologies like Adobe After Effects and Photoshop in creating, researching, and evaluating their projects. They aimed to use conventions of real music videos and promotional designs while also developing new approaches suited to the band.
The document discusses the research process undertaken for a music video project. The author used Google to search for unsigned bands and found a folk music website that helped them choose an artist. Secondary research involved watching music videos on YouTube to understand genre conventions. Planning and construction stages used various technologies like digital cameras, encoding/editing software, and online platforms to film, process, and share project materials. Technology supported collaboration and feedback at all stages of the project.
Digital technology provided many benefits for researching, planning, and constructing the opening sequence. Blogger allowed sharing of research, plans, and receiving feedback. Google, Wikipedia, and IMDb were used to research the genre and audience. Final Cut Express was integral for editing footage with transitions, titles created in LiveType were added, and digital cameras captured footage and photos of locations. Planning and collaboration was improved through accessible digital sharing and editing allowed many revisions without permanently changing original footage.
The student used a variety of media technologies in their construction, research, planning and evaluation stages. They used Blogger as the platform for their blog, where they embedded content created using other software and hardware. Their iPhone camera was used to record evidence, and a Sony DSLR camera was used to film the movie. A laptop allowed editing in Adobe software. Other key technologies included Google for research, YouTube for researching films and uploading drafts, and Survey Monkey to create an online questionnaire for evaluation.
Digital technology enabled the group to effectively research, plan, construct and evaluate their opening sequence project in several key ways:
YouTube, music websites and blogs allowed for easy online research of sample sequences, music and sharing of ideas.
Software like Final Cut Express and Photoshop were used to practice editing skills and create storyboards, while equipment like cameras helped prepare filming techniques.
Final Cut Express, effects and LiveType enabled the professional editing and construction of the final sequence, credits and ident.
Blogger, PowerPoint, screenshots and recorded evaluations on the blog provided visual and engaging ways to present and receive feedback on their work.
Evaluation Question 4: How did you use media technologies in the construction...mags249
New media technologies were used extensively throughout the construction, research, planning, and evaluation stages of the project. Blogging sites like Blogger were used to create a group blog and embed work. YouTube was important for presenting films, researching techniques, and annotating films for evaluation. Photoshop and digital cameras were used to create promotional materials. Communication apps like WhatsApp helped coordinate meetings and discussions, while social media promoted the finished film. Overall, a wide variety of digital tools supported all phases of the project.
Script for video presentation question 4GroupFiveMV
The document discusses the various new media technologies used at different stages of a music video project. In pre-production, the group researched music videos online using iTunes, Google Images, and YouTube. They created a blog using Blogger to store research. Twitter was used unsuccessfully to contact the artist. Excel stored audience research data. Prezi and Slideshare presented findings. Facebook organized volunteers. Filming used a digital camera, tripod, torch, reflector, and dolly. Post-production involved editing in Premier Pro, adding sound effects from Freesound.org and YouTube Converter, and uploading the final cut to YouTube. Photoshop designed packaging. Evaluation work was presented on Slideshare and Scribd.
The document discusses the various media technologies used at different stages of creating a music video.
At the research and planning stage, YouTube was used to research the music genre and conventions, find inspiration, and learn video techniques through tutorials. Playbuzz, UK Tribes, and YouGov were used to design and distribute an online questionnaire to gather audience feedback.
During construction, Final Cut Pro was used to edit footage and add effects like superimposition and speed/reflection adjustments. Picsart and Photoshop helped design packaging images.
Communication technologies like Skype, WhatsApp, Facebook, and Twitter supported collaboration and promotion. Presentation tools like Prezi, Emaze, and Slideshare were
The document discusses the production of the short film "The Future" by Navpreet Grewal and Megan Shepherd. It describes the research, planning, production and evaluation stages of the project. Research involved studying other films and magazines in the genre. Planning such as location scouting and storyboarding helped prepare for production. Stop motion animation was used which challenged conventions by not using actors. Feedback noted issues with sound and titles that could be improved for future projects.
The document discusses various distribution and marketing strategies for films, including straight-to-DVD/streaming releases, cinema distribution, television distribution, social media promotion, websites, blogging, press packs, and networking events. It also covers exhibition methods like test screenings, press screenings, and film festivals. The author evaluates these options and decides that film festivals would be most beneficial for a short student film, as it could be screened for an audience and have a chance to win awards.
New media technologies allow for collaborative work, sharing with remote communities, and enable all users to be producers through digital tools. Key benefits include presenting work in various formats, receiving audience feedback, and editing videos and images digitally. However, some question the true global availability and level of use, and whether new media enhances or limits creativity through reliance on packaged tools.
This document discusses new media technology and its uses for research, planning, and construction of media projects. It defines new media as digital technologies that allow for convergence of previously separate media through the internet. Some key points:
- Search engines allow for efficient research but can also lead to irrelevant results if not specific enough. User-generated content also raises credibility questions.
- Planning tools like storyboards and animatics help visualize ideas and work out timings before production. Blogging allows sharing of works in progress for feedback and tracking of progress.
- New media technologies like Photoshop and After Effects enable new forms of creativity through editing and layering. Final Cut Express facilitates combining various file types and customizing sound
New media technology allows for planning that is interactive, collaborative, and easily shared globally through various platforms. Blogging about the planning process illustrates how new media reaches a worldwide audience. While social media and hyperlinks enhance collaboration, some drawbacks include content overload and accessibility issues when content is not properly regulated. Storyboarding remains a useful planning tool regardless of the media used.
New media technology allows for planning that is interactive, collaborative, and easily shared globally through various platforms. Blogging about the planning process illustrates how new media reaches a worldwide audience. While social media and hyperlinks enhance collaboration, some drawbacks include content overload and accessibility issues when content is not properly regulated. Storyboarding remains a useful planning tool regardless of the media used.
The document discusses the evaluation of new media technology uses. It begins by defining new media as digital technologies that rely on convergence of platforms, allowing on-demand access to content from any device. New media is described as interactive, collaborative, globally accessible content. Search engines are useful for research but can provide irrelevant results requiring filtering. Final Cut Express, Photoshop and social media were used to plan, construct and evaluate a film project. New media opens up opportunities for creativity but accessibility depends on skills and costs. Audience feedback is valuable for evaluation.
The document discusses the various technologies used during the construction, research, planning and evaluation of a video production project. It describes using Bubbl.us for mind mapping ideas, Blogger for sharing documents, Issuu and Scribd to convert documents to HTML, Slideshare to host presentations, YouTube for research and sharing content, Photoshop for creating assets, Facebook and Twitter for promotion and communication, Final Cut Pro for editing, SoundCloud for sourcing audio, Macbooks for work, Photobucket for sharing photos, USBs for storage, Microsoft Word and PowerPoint for documents, Google Drive for storage, an HDV camera for filming, Prezi for presentations, and mobile phones for communication. Problems encountered
The document discusses the various media technologies used by a group throughout the planning process for their music video. These included PowerPoint, Word, Outlook, YouTube, Google, Prezi, SlideShare, Storyboard That, Apple Macs, camcorders, DSLRs, Final Cut Pro, Twitter, iPhones, and WhatsApp. Many of these technologies were used for research, note-taking, sharing ideas, testing footage, and communicating with group members to organize and develop their plans for the music video.
The document discusses the use of various media technologies during the research, planning, construction, and evaluation stages of creating a music video. Google, YouTube, Dafont, and smartphones were used for initial research to understand conventions of the genre and find examples. YouTube was also used to get feedback and present storyboards during planning. Photoshop and PowerPoint were used for visual experimentation and presentation. Green screen, cameras, and tripods were used during construction. Final Cut, Photoshop, Word, and PowerPoint were used in the evaluation stage for editing, presenting, and documentation.
Erica Hall used various media technologies for researching, planning, constructing, and sharing her music video project. She researched music genres and conventions using online resources like YouTube and Google to find inspiration. Planning involved further Internet research on artists like Eliza Doolittle. A Panasonic camera was used to film footage, which was then edited using Premier Pro software. Photoshop allowed creation of ancillary texts. The finished video was shared on social media sites to gather audience feedback.
New media technologies were used throughout the construction, research, planning, and evaluation stages of the project. This included using the internet for research on existing artists, blogs to organize and share research, YouTube to analyze music videos and find a song, and social media and email to contact artists. Planning involved PowerPoint, Word, cameras, and social media to create schedules, advertise auditions, get photos, and communicate. Evaluation used video cameras, YouTube, Prezi, and blogs to capture and share audience feedback and multi-media self-evaluations.
The document discusses the various digital tools and platforms used throughout a media studies coursework project. These included presentation software like Prezi and Bubbl.us for planning and research, blogging platforms like Blogger to document progress, video editing software like Final Cut Pro and Camtasia for constructing media pieces, and surveys on SurveyMonkey and social media for audience feedback. Photoshop and free sound libraries were also important for designing ancillary materials and adding sound/music. High quality cameras, computers, and reliable storage of work were also vital to the process.
This document contains a candidate's evaluation of their media project for an A2 Level Media studies course. It includes summaries of how their short film and ancillary tasks used and challenged conventions of real media. It also discusses how effective the combination of the main film and ancillary texts was. The candidate learned the importance of gathering audience feedback throughout the project using tools like questionnaires, discussion, and social media. New media technologies were used extensively in the research, planning, and evaluation stages, including websites, editing software, and tools for collaboration and sharing work.
Throughout his project, Tom used various media technologies in the research and planning stages. He used Blogger to compile all of his work and findings in one place. He also used Slideshare to embed documents like PowerPoints into his blog posts. During research, he created surveys using Survey Monkey and conducted research online using Google. He shared his survey on social media to reach more participants. He presented his findings using Microsoft Word and PowerPoint. He analyzed existing music videos on YouTube and created reaction videos using iMovie. All of these technologies helped with research, planning, and presenting his work.
The document describes the various new media technologies used by the author during the research, planning, and evaluation stages of a project. It discusses how Google Docs, Slides, and search were used for collaboration and research. YouTube was used to watch film trailers and marketing videos. Prezi was used to create a visual presentation on genre conventions. Pearl & Dean's website provided information on film audiences. Pinterest and FreeSound.org were used for costume and sound research, respectively.
The document describes the various new media technologies used by the author during the research, planning, and evaluation stages of a project. It discusses how Google Docs, Slides, and search were used for collaboration and research. YouTube was used to watch film trailers and marketing videos. Prezi was used to create a visual presentation on genre conventions. Pearl & Dean's website provided information on film audiences. Pinterest and FreeSound.org were used for costume and sound research, respectively.
The student created a TV listings front cover, trailer, and poster for a school-based soap opera media project. In researching and planning the project, the student analyzed existing TV listings, Waterloo Road trailers on YouTube, and posters for Waterloo Road and The Inbetweeners to identify conventions to follow. The student incorporated conventions like eye contact in images and inclusion of program information while also adding original elements like images within the poster title. Feedback from audiences of 20 people was positive about the narratives and realism, though it lacked criticisms that could help improve the work. A variety of media technologies were used in all stages of production, research, planning and evaluation.
The document discusses the various media technologies used at each stage of a promotional package project, including research, planning, construction, and evaluation. In the research stage, the group used tools like Microsoft Word, PowerPoint, Google, YouTube, and surveys to gather information on their topic. Planning involved using Photoshop, Paint.NET, scanners, and social media to design products and share files. Construction saw the use of cameras, Premiere Pro, and social media to film, edit, and distribute a music video. Evaluation referred back to work uploaded to blogs and used various formats like video and Word documents.
The group used the internet extensively for research and planning their documentary on the makeup industry. They researched topics like the influence of YouTube, makeup advertising, careers in makeup, and cruelty-free products. This research helped them develop interesting interview questions. They also found archive footage from beauty gurus and music to include. Further, the group analyzed other documentaries on YouTube and Netflix to understand conventions. Microsoft Word and Excel helped design questionnaires. Finally, the internet provided ideas for the print ad and radio trailer by researching examples.
The document summarizes the various media technologies used by the author at different stages of their coursework, including blogging platforms, survey tools, search engines, social media, presentation software, video editing software, photography equipment, and more. These tools were used for research, planning, production, and evaluation. Key tools included Blogger for presenting work, Survey Monkey for research, Google for general research, Twitter and Facebook for sharing work, SlideShare for presenting written work, Word and PowerPoint for documentation, YouTube for research and sharing videos, Adobe Photoshop and Premiere for design and video editing, and a DSLR camera for video production.
Generative AI Use cases applications solutions and implementation.pdfmahaffeycheryld
Generative AI solutions encompass a range of capabilities from content creation to complex problem-solving across industries. Implementing generative AI involves identifying specific business needs, developing tailored AI models using techniques like GANs and VAEs, and integrating these models into existing workflows. Data quality and continuous model refinement are crucial for effective implementation. Businesses must also consider ethical implications and ensure transparency in AI decision-making. Generative AI's implementation aims to enhance efficiency, creativity, and innovation by leveraging autonomous generation and sophisticated learning algorithms to meet diverse business challenges.
https://www.leewayhertz.com/generative-ai-use-cases-and-applications/
Road construction is not as easy as it seems to be, it includes various steps and it starts with its designing and
structure including the traffic volume consideration. Then base layer is done by bulldozers and levelers and after
base surface coating has to be done. For giving road a smooth surface with flexibility, Asphalt concrete is used.
Asphalt requires an aggregate sub base material layer, and then a base layer to be put into first place. Asphalt road
construction is formulated to support the heavy traffic load and climatic conditions. It is 100% recyclable and
saving non renewable natural resources.
With the advancement of technology, Asphalt technology gives assurance about the good drainage system and with
skid resistance it can be used where safety is necessary such as outsidethe schools.
The largest use of Asphalt is for making asphalt concrete for road surfaces. It is widely used in airports around the
world due to the sturdiness and ability to be repaired quickly, it is widely used for runways dedicated to aircraft
landing and taking off. Asphalt is normally stored and transported at 150’C or 300’F temperature
Determination of Equivalent Circuit parameters and performance characteristic...pvpriya2
Includes the testing of induction motor to draw the circle diagram of induction motor with step wise procedure and calculation for the same. Also explains the working and application of Induction generator
Prediction of Electrical Energy Efficiency Using Information on Consumer's Ac...PriyankaKilaniya
Energy efficiency has been important since the latter part of the last century. The main object of this survey is to determine the energy efficiency knowledge among consumers. Two separate districts in Bangladesh are selected to conduct the survey on households and showrooms about the energy and seller also. The survey uses the data to find some regression equations from which it is easy to predict energy efficiency knowledge. The data is analyzed and calculated based on five important criteria. The initial target was to find some factors that help predict a person's energy efficiency knowledge. From the survey, it is found that the energy efficiency awareness among the people of our country is very low. Relationships between household energy use behaviors are estimated using a unique dataset of about 40 households and 20 showrooms in Bangladesh's Chapainawabganj and Bagerhat districts. Knowledge of energy consumption and energy efficiency technology options is found to be associated with household use of energy conservation practices. Household characteristics also influence household energy use behavior. Younger household cohorts are more likely to adopt energy-efficient technologies and energy conservation practices and place primary importance on energy saving for environmental reasons. Education also influences attitudes toward energy conservation in Bangladesh. Low-education households indicate they primarily save electricity for the environment while high-education households indicate they are motivated by environmental concerns.
Prediction of Electrical Energy Efficiency Using Information on Consumer's Ac...
Evolution
1.
2. Advancements in digital technology have changed the media today. The media
in the past was primarily based on analogue and print broadcast models.
New Media now relies on digital technologies as previously separate media
converges. The most prominent example of media convergence is the internet
whereby the technology for video and audio streaming is evolving rapidly.
3. • New Media is a 21st Century term used to define all that is related to the
internet and the interplay between technology, images and sound. The
definition of it changes daily, and will continue to do so, as it evolves
continuously, and what it will be tomorrow is virtually unpredictable for
most of us.
• There has been a very big change in media nowadays from print products,
radio and the first televisions compared to the way it is now, and this is
due to new media technology.
• New media is a global development, therefore it can be accessed by
everyone and anyone from all around the world, therefore this makes it
much easier to get an audience as we are able to reach people to view our
work easier than before.
4. • New media is a developing forms of media, usually electronic, regarded as
being experimental. It also means mass communication using digital
technologies such as the Internet. Therefore it is mostly driven by user
generated content which gives the audience more power then they have
had on the past, so we represent ourselves as media students but also as a
production company on our blog.
• Thanks to new media, you can view your work from anywhere whether
that is from home, work, school or on-the-go, therefore this means our
blog is easily accessed from school our at home, so our work can be
shared onto the internet for everyone to see.
5.
6. Advantages of Search Engines
• We found search engines were very useful when
conducting our research and planning. These advantages
include:
• Search engines are quick and easy to use. We used
Google, specifically images, when researching conventions
for film posters and magazine covers in the drama genre.
• We use search engines in our day-to-day lives which
means we are familiar to how they work. We have also
used them for previous projects.
• Conducting a Google search was extremely helpful when
looking up films within the drama genre that had
similarities to the plot we wanted our film to follow.
• This initial search then allowed us to use YouTube to
watch film trailers so that we could see what professional
film trailers include and use this knowledge when creating
our own.
• Search engines bring up a vast range of links for us to read
through. This meant that there were multiple sources
where we could gather information from. One website
that was particularly useful on a Google search was IMDb
as this provided us with plot overviews and film posters
for films in the drama genre. We were able to filter what
we wanted to search.
7. Search engines are very useful when doing our
research work, but can be very frustrating as the
search space is vast. Therefore if we aren’t specific
in the search tab, it can be very time consuming
trying to find what we want, and in the end we
might not even find it.
We found this happened a few times when trying
to find adoption-based film trailer examples. This is
because there aren’t many films as examples
therefore it was quite hard for us to get proof of
other trailers to help in ours. We found this a
particular problem when we were trying to find
drama films with the lot of a girl being taken. We
often ended up on sites about the film ‘Taken’
instead so we had to narrow our search terms.
Using Search Engines can have
disadvantages such as the growth of
wiki culture. Someone might give you
answers to questions you research but
their replies might be all nonsense and
websites need to be validated against
each other.
8. Another downside to Search Engines is
that when researching you can often
encounter pop ups which have to be
navigated and clicked out of several
times. This can become very annoying,
We found Google the most useful out of
all the search engines, but because it is
such a large search engine, it was very
hard to find specific information quickly.
Also, blogs hosted by Google were
plentiful but it was hard to distinguish
truth from opinion.
New media does not have all
the answers instantly to hand
– sheer volume of info is a
problem at times.
9. Finding Music
For our trailer we had to use copyright free music. We had to search for the music
ourselves and for this we used the site freeplay music.
To find the music you would
type in the type of, music you
are aiming to find. For example
we typed in sad drama music or
acoustic music.
Search results then bring up pieces
of music that the sight feels match
your search. This is helpful as then
all you need to do is listen to them
all and find the ones that you like.
10. Free Play Music Disadvantages
Not everyone is so careful about copyright – a
key consequence of new media’s sharing
capacity has been the rise of piracy as
copyright is so difficult to police and protect.
The disadvantages of using Free Play music
were:
• There was endless amounts of music to listen
through and a lot of them we didn’t like.
• Even if you wrote down the name of a track you
liked, it was very hard to find later on when it
came to placing the music into the trailer.
• Even when using the search bar, some music that
didn’t match your search would still be brought
up, so this wasted a lot of time.
12. Here we presented our
storyboard to our class mates
to receive audience feedback.
We made rough drawings of
shots on post it notes that we
wanted to include in our
trailer.
We drew a timeline using the three act
structure, so that it gave us a rough idea of how
long our trailer would be, and where we would
put each shot in each act.
Drawing the storyboard allowed
us to have more creativity, as
we felt more connected with
our paper drawings at this time.
Represents a mix of
old (drawings) and
new media (film) –
no reason why both
can’t be used.
13. An important step on from the
storyboard was putting images
taken from the original
sketches into FCE and editing it
rather as we would our actual
coursework.
This helped us to work out if
our dialogue timed well, if our
music choices worked, if we
needed transitions and so on
and above all helped us keep
our trailer running to time.
15. Presenting the Planning on Blogger
Shows the
number of
views we per
day, month
and overall
time.
This shows us where the views of
our blog are coming from. It
shows that we are getting views
from all around the world due to
how accessible our blog is.
This demonstrates the
sharing capacity of new
media and its global
potential.
16. We were able to view the
other blogs from various
groups in our school. We were
able to give feedback and they
were able to give us feedback
which allowed us to improve
and move forward
This is a prime example of new
media which is associated with
the establishing of creative
communities.
17. On Blogger we were able to combine text,
images and videos on each post therefore
it produced a creative range of work and
our formats looked much more eye
catching and we could always use a various
of range of formats.
By having images and text together
our work becomes more visually
appealing to the audience
Audiences don’t expect to read large
amounts of text online which is more
associated with ‘snacking’ behaviour.
This kind of technological
convergence is another
feature associated with new
media.
18. .
Using Blogger allows us to view each other’s progress.
After each change we made to our work, we took a
screenshot of it.
This gave us a before and after image to compare the
progress we were making.
The value of being able to see the progress we were
making allowed us to see how much more work we
needed to do. This meant that we could then focus on
what needed to be done.
It also helped as we could evaluate each others’ work
and provide constructive criticism to help each other
improve. This motivated the group to keep working
and pushing harder to make each product look better.
It was also another way of seeing what we could do to
improve and what needed to be done.
19. We planned on using new media such as social network sites as a way for the
audience to get in touch with the main actor but also be able to talk about their own
experience based on the main issues in our film which is identity issues around not
being aware of your birth parents until later in your life.
It also would have been used as a form of communication between the audience
themselves. This way they could discuss what they thought of the film as a whole but
could also talk about whether the trailer made the film seem better or worse than it
really was etc.
This would have been valuable because having an outside opinion on our work
could help us see if there is anything that may need tweaking or changing. It would
have also meant that we could learn from things we were doing wrong if they are
pointed out. This would be extremely useful as future products we produce would
be better as we would learn from our previous errors and mistakes but would also
then have knowledge of what our audience likes in our products.
21. Photoshop
A lot of new media technology revolves around commercially available
digital packages and sites. Photoshop is not cheap and is therefore not a
good example of new media increasing democracy.
22. Manipulation of Images
This use of tools with new media is referred to by Manovich as a new kind
of creativity – a “creativity of selection”.
Tool bar gives
access to a
range of tools
for extracting,
moving,
resizing,
blurring, adding
colour, adding
shapes and text
etc.
Layers window
allows us to
name, move,
link, blend and
merge layers and
use different
channels
23. Magazine Cover
New media is creating new ways of thinking
– thinking in layers is one of them.
We extracted the image and the
shadow separately so they could go
behind and in front of the masthead
and add depth.
The text and other shapes and
images had to be layered on and
moved around to achieve an
attractive and authentic format and
layout.
24. The main manipulation here
was adding the smaller
images, working out where
to add a tear effect using a
combination of a rubber tool,
several layers of the same
image and some effects such
as glow and shadow and
placing these around the
main image.
25. Manipulating Images
On our magazine cover we decided to manipulate the original image for one of
our smaller images in preview by cropping it, decreasing the contrast and
adding a colder temperature to the whole image. There are a lot of
manipulations that can be carried out with software that comes as standard
before moving to expensive products like Photoshop.
26. Does the reliance on pre-packaged tools provided by new media
products reduce creativity? Or allow a wider range of people to be
creative?
We were able to add many
layers onto our original image –
text, further images, shapes and
so on. This allowed us to create
a professional looking product
despite the fact none of us are
particularly artistic.
27. Final Cut Express
• Final Cut Express is the software we used to edit our
trailer
• Problems we faced with it is that we did not have it
outside of school as the package costs a lot of
money, so we were limited with the amount of time
we could spend on our trailer
28. Trimming, Layering, Ordering
Key functions of digital editing
packages are to allow us to select
clips from our footage, trim them to
exactly what is needed, order them
in the desired sequence on the
timeline and layer them with other
images, audio, titles, other text etc.
29. A key benefit of digital editing over
older methods is the ability to
reverse decisions and return to the
source material which is unchanged.
This encourages more
experimentation and creativity
because changes made are not
permanent and can easily be
reversed.
30. Final Cut allows audio to be balanced by being able to layer, merge, adjust length,
speed tone of sound and also add various effects and filters to improve or change the
quality of the sound.
31. The help section was used to solve
any problems that we had and
was user friendly
There were lots of tutorials online
on websites such as YouTube to
help with some of our concerns or
to help us to become more
experienced
Collaborative digital editing was
able occur as our individual pieces
could be transferred from
different computers
The software had a large variety of
editing techniques that we could
experiment with
The software was very expensive
so it could only be accessed at
home and we only use it at school
Becoming familiar with the
software was time consuming
because there were a wide range
of tools
Remembering to use the tick tool
when editing our pieces was
frustrating
The software sometimes crashed
and work was lost
32. The new media technologies and their benefits allowed for
the evaluation of work to be made much easier
33. • Comments can be seen
and made by anyone
• Allowed us to receive
feedback on our
coursework products
through the comments
made on our blog
• Example of feedback come
from comments posted by
a professional trailer
producer.
• Comments were used as
an evaluative tool and for
collaborative creativity.
34. Label Function
As we were able to construct our own
reality / persona through the use of these
technologies, the labels then helped to
identify exactly what was our own to be
able to show this off.New media allows us to create
online identities
Labels allowed us to easily search for work on our blog. You can set the search
for the authors name and any key words through the search bar.
This was a great integration Blogger has as it
allows us to see what posts we have done and we
can compare our work to those in our group.
35. Allows choice of format:
Edited Presentation
Having edited presentations that placed
different drafts or cuts of our products
together was a useful tool just before
we gave our conferences on audience
feedback. It allowed us to look back on
some of our earliest ideas and actually
watch the slow transformation of our
coursework into the final product. This
was a good way of seeing how much of
our original storyboarding and sketches
remained and also seeing how changes
had taken place across time.
36. Allows choice of Format:
Power Point Presentation
Not all new media technologies
work efficiently 100% of time
• The use of PowerPoint
meant we could all
collaborate as a group at
the same time,
specialising in certain
aspects that we were
more knowledgeable on
so that the quality was at
a higher standard. We
shared this via google
docs, but had some initial
teething problems with
the formatting changing
and edits being saved.
37. • Presenting ideas around new media technology as an interview format
following the style of the 80s ‘talking Heads’ series allowed us to really
challenge ourselves on how we used this technology – we had to think of
every angle and come up with examples and individual ideas if we could. This
also encouraged us to focus more closely around the key concepts associated
with new media such as collaboration, interaction, democracy etc. rather
than focussing solely in the practical uses we made of the technology.
Allows choice of Format:
Court Room Drama
38. • Some of our evaluations were best presented as filmed presentations in
which we could all participate and add our views. As we had worked as a
group all through the process, it seemed sensible to continue to work in a
group in this phase of the coursework also. We were then able to edit the
presentations with illustrations of the points we were making and could all
watch it back to ensure we had covered all aspects and left no gaps.
Allows choice of Format:
Court Room Drama
39. Allows choice of Format:
Contact Sheet
The use of contact sheets
meant that we could gather a
range of images and show
things such as our thought
process, inspirations and also
key elements of our products
whilst commenting on them in
a post.
Without this it would be harder
to present quite sophisticated
concepts in a visual form.
40. Allows choice of Format:
YouTube Tutorial
This was a useful way of presenting
our ideas around how our products
complemented each other and
were able to achieve a distinctive
brand for the film. By giving a
tutorial, we were basically
explaining what worked for us. We
were also able to give the ideas a
wider context as most promo
campaigns have more products
involved than we could actually
make.
41. Summary
New media is invaluable for producing media projects. The key benefits are:
- Collaborative work and variety of available formats
- Sharing with a remote community
- Digital technology’s ability to make us all producers
- Availability of information.
Our question marks would be:
- Availability – how available is it really from a global perspective?
- Use – how many of us are really taking advantage of it?
- Creativity – can both enhance and limit this – you have to be careful to stay
creative
- In development – old technology still has a place and at times we found we
preferred making old-fashioned lists and sketching on paper.