The document summarizes research conducted on tutorial videos about hidden easter eggs in video games. The research found that effective easter egg tutorials both show footage of finding the easter egg and explain audibly how to get to it. They may also provide additional context images related to the easter egg. The research will inform the creation of a video explaining easter eggs in Halo games by including visual and audio instructions, as well as related images, and an introductory section.
The document discusses research Oliver Keppie conducted on existing documentary products related to retro video games. It summarizes similarities found across four existing documentaries about rollercoasters, Crash Bandicoot games, and Spyro the Dragon. Key similarities included interviews where the questions can't be heard, footage or photos accompanying the narrator, and elements of comedy. The document also outlines plans for the style and design of Oliver's own documentary series on retro games, including a pixel art style, animated transitions, and presenting elements. It describes practical tests of pixel art animations for the intro.
The document discusses the use of various media technologies in the production stages of a project. Pinnacle Studio HD 15 was used for most editing, with Windows Live Movie Maker used to edit a YouTube clip. Footage was captured using a video camera and camera phone. Jump cuts and filters were applied in editing for narrative and aesthetic purposes. Software like Realplayer, Dropbox, and Soundbible were used to incorporate additional multimedia elements into the project. Research was also conducted using websites like IMDB and viewing other student productions on Vimeo. An instrumental soundtrack was recorded using Cubase, a Yamaha amplifier, and various instruments. The finished project was shared on Twitter.
The document discusses the use of various media technologies in the production stages of a project. Pinnacle Studio HD 15 was used for most editing, with Windows Live Movie Maker used to edit a YouTube clip. Footage was captured using a video camera and camera phone. Jump cuts and filters were applied in editing for narrative and tonal effects. Software like Realplayer, Dropbox, and Soundbible were used to incorporate assets into Pinnacle. Research involved viewing student films on Vimeo and lists on IMDB. A soundtrack was recorded using Cubase, a Yamaha amplifier, and guitar and bass. Twitter provided limited feedback.
The document discusses the media technologies and tools used at various stages of producing a film project. Pinnacle Studio HD 15 was the primary editing software. Footage was captured using a video camera and camera phone. A tripod and bedding box were used to support the camera. Editing techniques like jump cuts, filters, and color correction were employed. Sound effects were sourced online and an instrumental soundtrack was recorded. Various software programs were used to create titles and logos. Research involved using websites like IMDB and viewing other student films. Social media was utilized to promote the finished project.
The document provides a factual project evaluation by James Cooper-Abel of a video he created about Easter eggs in video games. It summarizes the strengths and weaknesses of each project phase - planning, research, experimentation, production, and the final video. For some areas, it outlines things that could be improved if more time was available and what will be done differently next time. The evaluation concludes with peer review feedback on the video, a comparison to another video on a similar topic, and a critical reflection.
The document provides guidance on researching existing products related to one's topic in order to inform their own work. It recommends broadly researching styles, techniques, and content that are relevant examples for the intended audience. Key points include considering the audience's expectations, summarizing research findings, and reflecting on how the research can be useful for the project. The document encourages adding more research slides.
Factual development and planning pro forma [autosaved]Jamescooperabel1
The document outlines a plan for creating a video about Easter eggs in Halo games. It will have a comedic and informative style, focusing on Grunt easter eggs, crazy marines, cavemen, Master Chief, and more. A two-week production schedule is proposed, including recording gameplay footage, drawing a thumbnail, writing a script, and editing the video together with music and effects. Equipment needed includes a capture card, microphone, computer, Xbox One, and software like Adobe Photoshop, Premiere, and a voice recorder.
1) The document provides a detailed evaluation of a factual video project, including strengths and weaknesses of the planning, research, experimentation, production, and final video.
2) Some key strengths included detailed planning, a clear understanding of research, and the ability to sync audio and video. Weaknesses included not using all planned elements and only doing one experiment.
3) The evaluation concludes with reflections on skills learned including video editing and a desire to improve explaining concepts clearly. The project provided experience but there is still room for growth.
The document discusses research Oliver Keppie conducted on existing documentary products related to retro video games. It summarizes similarities found across four existing documentaries about rollercoasters, Crash Bandicoot games, and Spyro the Dragon. Key similarities included interviews where the questions can't be heard, footage or photos accompanying the narrator, and elements of comedy. The document also outlines plans for the style and design of Oliver's own documentary series on retro games, including a pixel art style, animated transitions, and presenting elements. It describes practical tests of pixel art animations for the intro.
The document discusses the use of various media technologies in the production stages of a project. Pinnacle Studio HD 15 was used for most editing, with Windows Live Movie Maker used to edit a YouTube clip. Footage was captured using a video camera and camera phone. Jump cuts and filters were applied in editing for narrative and aesthetic purposes. Software like Realplayer, Dropbox, and Soundbible were used to incorporate additional multimedia elements into the project. Research was also conducted using websites like IMDB and viewing other student productions on Vimeo. An instrumental soundtrack was recorded using Cubase, a Yamaha amplifier, and various instruments. The finished project was shared on Twitter.
The document discusses the use of various media technologies in the production stages of a project. Pinnacle Studio HD 15 was used for most editing, with Windows Live Movie Maker used to edit a YouTube clip. Footage was captured using a video camera and camera phone. Jump cuts and filters were applied in editing for narrative and tonal effects. Software like Realplayer, Dropbox, and Soundbible were used to incorporate assets into Pinnacle. Research involved viewing student films on Vimeo and lists on IMDB. A soundtrack was recorded using Cubase, a Yamaha amplifier, and guitar and bass. Twitter provided limited feedback.
The document discusses the media technologies and tools used at various stages of producing a film project. Pinnacle Studio HD 15 was the primary editing software. Footage was captured using a video camera and camera phone. A tripod and bedding box were used to support the camera. Editing techniques like jump cuts, filters, and color correction were employed. Sound effects were sourced online and an instrumental soundtrack was recorded. Various software programs were used to create titles and logos. Research involved using websites like IMDB and viewing other student films. Social media was utilized to promote the finished project.
The document provides a factual project evaluation by James Cooper-Abel of a video he created about Easter eggs in video games. It summarizes the strengths and weaknesses of each project phase - planning, research, experimentation, production, and the final video. For some areas, it outlines things that could be improved if more time was available and what will be done differently next time. The evaluation concludes with peer review feedback on the video, a comparison to another video on a similar topic, and a critical reflection.
The document provides guidance on researching existing products related to one's topic in order to inform their own work. It recommends broadly researching styles, techniques, and content that are relevant examples for the intended audience. Key points include considering the audience's expectations, summarizing research findings, and reflecting on how the research can be useful for the project. The document encourages adding more research slides.
Factual development and planning pro forma [autosaved]Jamescooperabel1
The document outlines a plan for creating a video about Easter eggs in Halo games. It will have a comedic and informative style, focusing on Grunt easter eggs, crazy marines, cavemen, Master Chief, and more. A two-week production schedule is proposed, including recording gameplay footage, drawing a thumbnail, writing a script, and editing the video together with music and effects. Equipment needed includes a capture card, microphone, computer, Xbox One, and software like Adobe Photoshop, Premiere, and a voice recorder.
1) The document provides a detailed evaluation of a factual video project, including strengths and weaknesses of the planning, research, experimentation, production, and final video.
2) Some key strengths included detailed planning, a clear understanding of research, and the ability to sync audio and video. Weaknesses included not using all planned elements and only doing one experiment.
3) The evaluation concludes with reflections on skills learned including video editing and a desire to improve explaining concepts clearly. The project provided experience but there is still room for growth.
The document summarizes a student's plans for a short horror film project in the format of a YouTube vlog. The student will tell the story of a YouTuber vlogging in York who encounters mysterious events. Key elements include: filming in the vlog style to convey raw emotion; using lighting and color grading to start lighter and get darker/scarier; including ghostly figures subtly in the background; and ending on a cliffhanger with a ghostly figure partially shown. Films like Paranormal Activity, Cloverfield and The Blair Witch Project inspired the realistic style.
The document provides research and analysis on existing interview and documentary style products. It examines 4 examples, noting aspects like interview format, use of visuals, scripting, and balancing of content. The research found that most used interviews to provide in-depth perspectives, with visuals to provide context. Questions were well-scripted. Some simpler interviews lacked engagement. The document proposes 3 initial ideas for a new production: 1) Conducting interviews on various topics to compare perspectives 2) A "how-to" video on gaming with gameplay and skits 3) A documentary interviewing a university contact to provide information on student life. Audio quality and in-depth questions are noted as important.
Factual development and planning pro forma(1)Oliver-Ingham
The document provides planning details for a podcast project on the history of MMA in the Western world. It includes outlines for idea development like a mood board, analyzing research, and structuring content. Production details cover writing a script highlighting important MMA events, finding footage and images while adhering to fair use, and planning transitions. Audio will be recorded in the college studio. A basic script plan is also provided, giving an overview of the topics that will be discussed in each paragraph from early MMA struggles to modern UFC successes.
This document contains an evaluation of a student's film production project. It includes sections on the strengths and weaknesses of the student's research, planning, time management, and final product. The student received peer feedback on their work as well. The key strengths noted were the use of color effects to make the film seem like it was shot at night and the creative story idea. However, the filming quality was identified as a weakness, as the camera work was shaky without using a tripod. The student agrees better camera work was needed but disagrees the story was hard to follow.
The document summarizes several production experiments the author conducted to practice different filmmaking techniques for their final media production project. This included experiments with title design inspired by horror films of the 1980s, creating an eerie soundtrack using ultrasound frequencies, and filming short horror and science fiction scenes to experiment with color grading, shot types, and visual effects like lens flares. The author reflects on strengths like the cinematic look, but also weaknesses like overreliance on cliches and stereotypes of genres. They aim to develop more unique elements for the final project.
The document provides an evaluation by Harry Morton of various aspects of his research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for a documentary project on video games. For research, Harry analyzed audience demographics and inspiration from other documentaries. Planning strengths included idea generation tools, but weaknesses were last-minute script and color scheme changes. Time management was good overall but subtitles were unfinished due to lack of time. Technical qualities were similar to another documentary but differed in transitions. Aesthetic strengths included transitions and visuals, but subtitles and images could be improved. Targeting 16-24 year old males, gameplay, informal tone, jokes, and animations were used to appeal to the intended audience.
The document provides details about a short horror film project being created in the format of a YouTube vlog. The story involves a YouTube vlogger in York who films a shopping haul but strange noises and mysterious figures begin appearing. Inspiration is drawn from found footage horror films like Blair Witch Project and Paranormal Activity that make the events seem realistic. Mood boards show influences like Cloverfield and color corrections will help set a dark, tense atmosphere. The film aims to start lighthearted but get more intense with scary elements edited in the background and ending on a cliffhanger.
The document provides an analysis of existing music video products that will inform the creation of the author's own music video. It summarizes 4 music videos, noting common features like being narrative-based and featuring the artist lip syncing. It also summarizes the results of audience research surveys and interviews that reveal the target audience is mostly male ages 16-18 who prefer good visuals and editing over other elements. The document concludes that the author will incorporate one-take filming and creative editing styles in their video to appeal to this audience.
This document summarizes research conducted on potential target audiences for a music video product. It begins by reviewing four existing music videos and identifying common features such as them being music videos where the artist lipsyncs. It then analyzes responses from an audience questionnaire, finding that the target audience is mostly 16-18 year old males who enjoy watching and listening to music videos across various genres. Interviews were also conducted but not summarized. The document concludes by listing sources for the research.
The document provides a self-evaluation by George Paviour of the research, planning, production, and reception of a documentary film project. It summarizes the key areas of research, including exploring existing products, conducting audience research through interviews, and researching production techniques. Planning included a shot list, production outline, and storyboard. Time management and technical issues, like computer speed during editing, posed challenges. While the film achieved its intended vintage aesthetic qualities and topic appeal, areas for improvement included developing visuals beyond portrait phone footage and ensuring a clear message or structure. Peer feedback noted effective transitions but suggested reducing narration shots and improving audio quality.
The document provides a summary of Emma's music video production process. It describes her research process, planning, time management, technical qualities of filming and editing, aesthetic qualities, intended audience, and feedback from peers. The research included watching behind-the-scenes videos of the band Why Don't We. Planning was impacted by changes to the filming schedule and locations. Random clips were edited together within a theme of a "fun day out." Peer feedback noted effective editing effects but suggested improving video quality and some glitch effects.
The document is a personal skills audit that discusses the skills developed during the creation of a horror film project. It outlines the various software used like Final Cut, GarageBand, and Photoshop. Specific skills with these programs were developed like smooth cutting and adding music/sound. Research was conducted on horror conventions and planning included storyboards. For the next project, the student intends to develop faster editing skills and use a wider range of technologies on their blog.
The document discusses the personal skills the author acquired for creating a horror film project. It describes the software used, including Final Cut, Garage Band, and Photo Shop. Planning tasks are mentioned, such as researching similar films, creating a timeline and storyboards. Specific software features from Final Cut and Garage Band were utilized. Conventions from films like Nightmare on Elm Street and Saw provided inspiration. The author adhered to horror conventions but also included some action film techniques. Plans are discussed to further develop these skills for an upcoming A2 project involving additional media.
The document outlines the pre-production planning for a bird feeding video guide, including choosing to depict making a bird feeder and showing examples of birds using completed feeders. The target audience is identified as male explorers and reformers aged 13-29 who will view the video on YouTube. Production plans include recording indoor setup instructions with dim orange lighting contrasted against outdoor footage of birds using feeders in natural daylight.
The document discusses the evaluation of a preliminary film trailer task. It analyzes the use of camerawork, editing, sound, and mise-en-scene in the preliminary task. It identifies areas for improvement in the final task, such as adding title scenes, using more close-ups and low-key lighting, and finding background music that better builds tension. It also outlines technical elements and conventions that were employed successfully and those that will be focused on for the final task, including following the rule of thirds and more thoughtful costuming. The document examines what was learned from completing the preliminary task to help improve the main task.
This document provides a template and guidance for creating a PowerPoint presentation to plan all aspects of a film production, including visual planning through storyboards and shot lists, organizational planning of crew and locations, and soundtrack planning for both diegetic and non-diegetic sounds. Students are instructed to customize the template for their own project by adding details to sections like visual concepts, storyboards, crew contact information, location plans, and sound notes.
The document provides an evaluation of a student's anti-bullying film production process. It includes sections on research, planning, timing, camera work, editing, music, and peer/audience feedback. The student received positive feedback on how the film's plot was clear and thought out. Suggested improvements included using higher quality footage for the bird clip and potentially making the film longer. The student agrees the concept was good but would improve the quality of the borrowed bird clip.
The student created a side-scrolling fighting game for their FMP evaluation. In their research, they found games similar to their concept involving medieval or violent settings. Their planning process included designing character layouts and a timeline, though they took longer to complete the frame-by-frame animation than anticipated. Their game features male characters fighting with swords in a dark background, with spark effects when swords collide. Based on peer feedback, the music did not suit the style of the game, and additional sound effects or sword animations could have improved the technical quality and realism.
The document summarizes the research of existing videos about video games. It discusses 4 videos analyzed in terms of style, content, and inspiration for the author's own video. The first video provided useful facts but a boring presentation. Two others included humor while still making factual points, which may be considered. The final video used original footage and interviews, providing inspiration for shot types and structure. The research found different styles that could inform the author's approach, from purely factual to entertaining while informative.
The document summarizes the research of existing videos about video games. It discusses 4 videos analyzed in terms of style, content, and inspiration for the author's own video. The styles ranged from simple voiceover with pictures to longer videos incorporating humor and interviews. While some focused only on facts, others balanced facts with entertainment. The author found ideas for shot types and structure from the videos. The summary provides insights into different video styles and how they will inform the author's choices.
The document provides an overview of the research conducted for a review series of The Mandalorian season 2. It examines existing reviewers on YouTube and magazines to understand how they structure their reviews. It also looks at merchandise from other reviewers to inform the design of original merchandise. Questionnaires and interviews were used to understand the target audience's preferences. The research found that ratings and an entertaining yet educational style would appeal to the primary audience of women ages 18-24. Some areas for improvement include providing more context on the reviewers examined and more details from audience research.
The document provides an overview of the research conducted for a review series of The Mandalorian season 2. It examines existing reviewers on YouTube and their styles, magazine reviews, existing merchandise lines, and merchandise websites. Questionnaires were distributed and interviews conducted to understand the target audience. Research found the target audience was primarily girls aged 18-24, and the review series would need to be educational and entertaining without pandering to outdated stereotypes. Overall, the research aimed to identify successful elements from other media that could be incorporated into the review series and merchandise to appeal to the target demographic. However, more context on the specific reviewers and why certain elements were chosen could have strengthened the analysis.
The document summarizes a student's plans for a short horror film project in the format of a YouTube vlog. The student will tell the story of a YouTuber vlogging in York who encounters mysterious events. Key elements include: filming in the vlog style to convey raw emotion; using lighting and color grading to start lighter and get darker/scarier; including ghostly figures subtly in the background; and ending on a cliffhanger with a ghostly figure partially shown. Films like Paranormal Activity, Cloverfield and The Blair Witch Project inspired the realistic style.
The document provides research and analysis on existing interview and documentary style products. It examines 4 examples, noting aspects like interview format, use of visuals, scripting, and balancing of content. The research found that most used interviews to provide in-depth perspectives, with visuals to provide context. Questions were well-scripted. Some simpler interviews lacked engagement. The document proposes 3 initial ideas for a new production: 1) Conducting interviews on various topics to compare perspectives 2) A "how-to" video on gaming with gameplay and skits 3) A documentary interviewing a university contact to provide information on student life. Audio quality and in-depth questions are noted as important.
Factual development and planning pro forma(1)Oliver-Ingham
The document provides planning details for a podcast project on the history of MMA in the Western world. It includes outlines for idea development like a mood board, analyzing research, and structuring content. Production details cover writing a script highlighting important MMA events, finding footage and images while adhering to fair use, and planning transitions. Audio will be recorded in the college studio. A basic script plan is also provided, giving an overview of the topics that will be discussed in each paragraph from early MMA struggles to modern UFC successes.
This document contains an evaluation of a student's film production project. It includes sections on the strengths and weaknesses of the student's research, planning, time management, and final product. The student received peer feedback on their work as well. The key strengths noted were the use of color effects to make the film seem like it was shot at night and the creative story idea. However, the filming quality was identified as a weakness, as the camera work was shaky without using a tripod. The student agrees better camera work was needed but disagrees the story was hard to follow.
The document summarizes several production experiments the author conducted to practice different filmmaking techniques for their final media production project. This included experiments with title design inspired by horror films of the 1980s, creating an eerie soundtrack using ultrasound frequencies, and filming short horror and science fiction scenes to experiment with color grading, shot types, and visual effects like lens flares. The author reflects on strengths like the cinematic look, but also weaknesses like overreliance on cliches and stereotypes of genres. They aim to develop more unique elements for the final project.
The document provides an evaluation by Harry Morton of various aspects of his research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for a documentary project on video games. For research, Harry analyzed audience demographics and inspiration from other documentaries. Planning strengths included idea generation tools, but weaknesses were last-minute script and color scheme changes. Time management was good overall but subtitles were unfinished due to lack of time. Technical qualities were similar to another documentary but differed in transitions. Aesthetic strengths included transitions and visuals, but subtitles and images could be improved. Targeting 16-24 year old males, gameplay, informal tone, jokes, and animations were used to appeal to the intended audience.
The document provides details about a short horror film project being created in the format of a YouTube vlog. The story involves a YouTube vlogger in York who films a shopping haul but strange noises and mysterious figures begin appearing. Inspiration is drawn from found footage horror films like Blair Witch Project and Paranormal Activity that make the events seem realistic. Mood boards show influences like Cloverfield and color corrections will help set a dark, tense atmosphere. The film aims to start lighthearted but get more intense with scary elements edited in the background and ending on a cliffhanger.
The document provides an analysis of existing music video products that will inform the creation of the author's own music video. It summarizes 4 music videos, noting common features like being narrative-based and featuring the artist lip syncing. It also summarizes the results of audience research surveys and interviews that reveal the target audience is mostly male ages 16-18 who prefer good visuals and editing over other elements. The document concludes that the author will incorporate one-take filming and creative editing styles in their video to appeal to this audience.
This document summarizes research conducted on potential target audiences for a music video product. It begins by reviewing four existing music videos and identifying common features such as them being music videos where the artist lipsyncs. It then analyzes responses from an audience questionnaire, finding that the target audience is mostly 16-18 year old males who enjoy watching and listening to music videos across various genres. Interviews were also conducted but not summarized. The document concludes by listing sources for the research.
The document provides a self-evaluation by George Paviour of the research, planning, production, and reception of a documentary film project. It summarizes the key areas of research, including exploring existing products, conducting audience research through interviews, and researching production techniques. Planning included a shot list, production outline, and storyboard. Time management and technical issues, like computer speed during editing, posed challenges. While the film achieved its intended vintage aesthetic qualities and topic appeal, areas for improvement included developing visuals beyond portrait phone footage and ensuring a clear message or structure. Peer feedback noted effective transitions but suggested reducing narration shots and improving audio quality.
The document provides a summary of Emma's music video production process. It describes her research process, planning, time management, technical qualities of filming and editing, aesthetic qualities, intended audience, and feedback from peers. The research included watching behind-the-scenes videos of the band Why Don't We. Planning was impacted by changes to the filming schedule and locations. Random clips were edited together within a theme of a "fun day out." Peer feedback noted effective editing effects but suggested improving video quality and some glitch effects.
The document is a personal skills audit that discusses the skills developed during the creation of a horror film project. It outlines the various software used like Final Cut, GarageBand, and Photoshop. Specific skills with these programs were developed like smooth cutting and adding music/sound. Research was conducted on horror conventions and planning included storyboards. For the next project, the student intends to develop faster editing skills and use a wider range of technologies on their blog.
The document discusses the personal skills the author acquired for creating a horror film project. It describes the software used, including Final Cut, Garage Band, and Photo Shop. Planning tasks are mentioned, such as researching similar films, creating a timeline and storyboards. Specific software features from Final Cut and Garage Band were utilized. Conventions from films like Nightmare on Elm Street and Saw provided inspiration. The author adhered to horror conventions but also included some action film techniques. Plans are discussed to further develop these skills for an upcoming A2 project involving additional media.
The document outlines the pre-production planning for a bird feeding video guide, including choosing to depict making a bird feeder and showing examples of birds using completed feeders. The target audience is identified as male explorers and reformers aged 13-29 who will view the video on YouTube. Production plans include recording indoor setup instructions with dim orange lighting contrasted against outdoor footage of birds using feeders in natural daylight.
The document discusses the evaluation of a preliminary film trailer task. It analyzes the use of camerawork, editing, sound, and mise-en-scene in the preliminary task. It identifies areas for improvement in the final task, such as adding title scenes, using more close-ups and low-key lighting, and finding background music that better builds tension. It also outlines technical elements and conventions that were employed successfully and those that will be focused on for the final task, including following the rule of thirds and more thoughtful costuming. The document examines what was learned from completing the preliminary task to help improve the main task.
This document provides a template and guidance for creating a PowerPoint presentation to plan all aspects of a film production, including visual planning through storyboards and shot lists, organizational planning of crew and locations, and soundtrack planning for both diegetic and non-diegetic sounds. Students are instructed to customize the template for their own project by adding details to sections like visual concepts, storyboards, crew contact information, location plans, and sound notes.
The document provides an evaluation of a student's anti-bullying film production process. It includes sections on research, planning, timing, camera work, editing, music, and peer/audience feedback. The student received positive feedback on how the film's plot was clear and thought out. Suggested improvements included using higher quality footage for the bird clip and potentially making the film longer. The student agrees the concept was good but would improve the quality of the borrowed bird clip.
The student created a side-scrolling fighting game for their FMP evaluation. In their research, they found games similar to their concept involving medieval or violent settings. Their planning process included designing character layouts and a timeline, though they took longer to complete the frame-by-frame animation than anticipated. Their game features male characters fighting with swords in a dark background, with spark effects when swords collide. Based on peer feedback, the music did not suit the style of the game, and additional sound effects or sword animations could have improved the technical quality and realism.
The document summarizes the research of existing videos about video games. It discusses 4 videos analyzed in terms of style, content, and inspiration for the author's own video. The first video provided useful facts but a boring presentation. Two others included humor while still making factual points, which may be considered. The final video used original footage and interviews, providing inspiration for shot types and structure. The research found different styles that could inform the author's approach, from purely factual to entertaining while informative.
The document summarizes the research of existing videos about video games. It discusses 4 videos analyzed in terms of style, content, and inspiration for the author's own video. The styles ranged from simple voiceover with pictures to longer videos incorporating humor and interviews. While some focused only on facts, others balanced facts with entertainment. The author found ideas for shot types and structure from the videos. The summary provides insights into different video styles and how they will inform the author's choices.
The document provides an overview of the research conducted for a review series of The Mandalorian season 2. It examines existing reviewers on YouTube and magazines to understand how they structure their reviews. It also looks at merchandise from other reviewers to inform the design of original merchandise. Questionnaires and interviews were used to understand the target audience's preferences. The research found that ratings and an entertaining yet educational style would appeal to the primary audience of women ages 18-24. Some areas for improvement include providing more context on the reviewers examined and more details from audience research.
The document provides an overview of the research conducted for a review series of The Mandalorian season 2. It examines existing reviewers on YouTube and their styles, magazine reviews, existing merchandise lines, and merchandise websites. Questionnaires were distributed and interviews conducted to understand the target audience. Research found the target audience was primarily girls aged 18-24, and the review series would need to be educational and entertaining without pandering to outdated stereotypes. Overall, the research aimed to identify successful elements from other media that could be incorporated into the review series and merchandise to appeal to the target demographic. However, more context on the specific reviewers and why certain elements were chosen could have strengthened the analysis.
Mando is planning his first merch design featuring his character playing video games with Pokémon. The art style will be simple colors inspired by artist GD-058. Mando then provides details on the character designs for himself and Stephany the Braxin.
Mando's second merch design will feature him as Jacob Frye with a hidden blade and saying "looks like it's stabby stabby time." The art style will be realistic but cartoonish using tutorials.
Mando then plans a website called RadShark.com for his merch featuring a shark mascot. He provides details on the color schemes and fonts.
Mando chooses background music for his review series to avoid copyright, selecting a
The mandalorian season 2 review series episode one script 1Jamescooperabel1
The reviewer provides a positive review of The Mandalorian season 2 episode 1. In the episode, the Mandalorian and Baby Yoda travel to Tatooine to find another Mandalorian, where they encounter Cobb Vanth, who has acquired Boba Fett's armor. They make a deal to help the town kill a giant sand creature, which they succeed in doing through tricking it into eating explosives. The reviewer praises the episode for expanding the Tusken Raider society and including great action and characters, though notes it is set again on Tatooine. They give the episode a high rating of 9 out of 10.
The mandalorian season 2 review series episode 8 script 8Jamescooperabel1
1. The episode reviews the finale of The Mandalorian season 2, praising the action scenes and emotional moments.
2. It describes the rescue of Grogu from Moff Gideon, with Luke Skywalker arriving to train Grogu in the ways of the Force.
3. The review concludes by giving both the episode and the season a perfect score, highlighting the performances and storytelling.
The mandalorian season 2 review series episode 7 script 7Jamescooperabel1
1) The episode follows Mando and Mayfeld as they go undercover to infiltrate an Imperial mining facility to retrieve coordinates for Moff Gideon's location.
2) During their infiltration, Mayfeld encounters an old Imperial commander who questions Mando's identity, but Mayfeld is able to deflect attention away from Mando.
3) After successfully retrieving the coordinates, Mayfeld kills the Imperial commander when he begins praising the Empire's violent acts. Mando and Mayfeld then fight their way out of the facility.
The mandalorian season 2 review series episode 4 script 4Jamescooperabel1
In this episode review:
- The episode focuses on Mando, Baby Yoda, Cara Dune, and Greef Karga destroying an Imperial base on Nevarro to free the town. They discover the Empire was experimenting with cloning to find a donor with a high Midi-chlorian count.
- They fight stormtroopers and steal a transport to escape, pursued by TIE Fighters. Greef and Cara discuss her joining the New Republic.
- The episode ends ominously as an Imperial officer receives a message that Mando's ship has been tracked, allowing Moff Gideon to obtain "their asset", likely referring to Baby Yoda.
The mandalorian season 2 review series episode 3 script 3Jamescooperabel1
In episode 3 of The Mandalorian season 2, Mando's ship is damaged upon landing on Trask, requiring him to make an emergency landing. He reunites the Frog Lady with her husband, who provides the location of the Mandalorian covert. However, when Mando travels there with fishermen, they betray him and try to drown him and Baby Yoda. Mando is saved by Bo-Katan and other Mandalorians. Bo-Katan offers to help Mando find a Jedi to train Baby Yoda if he helps her steal weapons from an Imperial ship. They infiltrate the ship successfully but Bo-Katan alters their deal. She tells Mando to meet Ahs
The mandalorian season 2 review series episode 2 script 2Jamescooperabel1
The episode begins with Mando and Baby Yoda getting into a fight with bandits after returning from Mos Pelgo. Mando is then hired to transport Frog Lady and her eggs to her husband on the planet Trask in exchange for information about other Mandalorians. They must travel at sublight speed to avoid damaging the eggs. During the journey, they are chased by New Republic forces and crash land on an ice planet. Baby Yoda then disturbs a nest of spider-like creatures by eating one of Frog Lady's eggs, causing them to be chased back to the ship. They are eventually saved by the two X-wing pilots and continue their journey to Trask for repairs.
The mandalorian season 2 review series episode six script 6Jamescooperabel1
Mando continues his quest to return Grogu to the Jedi temple, but they are confronted by Boba Fett who wants his armor back. They agree to a truce to deal with invading Imperial troops, and Boba helps fight them off. However, Moff Gideon arrives and uses dark troopers to kidnap Grogu. Boba's ship is unable to stop Gideon from escaping with Grogu. Boba proves his father Jango was Mandalorian, so Mando allows him to keep the armor. They team up to find a former Imperial who can help locate Gideon and rescue Grogu, setting up the next episode.
This document discusses the history and importance of reviews. It begins by looking at how reviews started in the early 1900s with newspaper film reviews. It then explores the rise of online reviews in the late 1990s/early 2000s with websites that allowed users to review products. A key moment was the Angry Video Game Nerd web series in 2004, which pioneered comedic game reviews on YouTube. Nowadays, YouTube is the main platform for product reviews, with channels like Jangbricks for Lego and Chris Stuckmann for movies influencing consumer purchase decisions. Millennials and Gen Z especially rely on online user reviews to inform their spending. Overall reviews have become an integral part of modern consumerism and decision making.
This document discusses the history and importance of reviews. It begins by looking at the origins of reviews in newspapers in the early 1900s reviewing films. It then explores the rise of online reviews around 1999 with websites like RateItAll allowing people to review various products. A key moment was the Angry Video Game Nerd web series in 2004, which pioneered comedic video game reviews on YouTube. Today, YouTube is the main platform for product reviews, with popular reviewers in different genres like Jangbricks for Lego and Chris Stuckmann for movies. These reviewers are seen as influential opinion leaders under media theories, with millions of subscribers seeking their reviews to inform purchasing decisions.
This document discusses several sources related to online reviews and media theories. It examines sources that describe the history and evolution of online reviews from the early 2000s to present day. This includes how early review sites like RateItAll and Epinions started the trend of online reviews and how social media platforms now allow reviews. The document also looks at famous reviewers across different media like movies, video games, toys and their reviewing styles. The sources relate to the media theories of uses and gratifications model and two-step flow model, exploring how reviewers act as opinion leaders and how reviews satisfy audience needs.
James Cooper-Abel proposes a final major project reviewing season 2 of the Mandalorian television show in video format. Each review episode will be a few minutes long discussing the plot and giving a rating. Merchandise designs like shirts and mugs will also be created along with a merchandise website. Research will include analyzing existing review shows, merchandise, and website designs. Feedback will be gathered through surveys, interviews and peer reviews to evaluate if the project appeals to the target audience and achieves its goals of informing and entertaining. A production diary will track progress.
The document discusses experiments and potential problems the author may encounter while using various equipment for their FMP project.
For their microphone experiment, the author will use a Blue Snowball Ice microphone to record voiceovers. A potential problem is the microphone picking up computer fan noise. To address this, the author will record audio at different distances from the computer and find the distance with no fan noise. Another issue is noise from working at home; the author will record in the quietest areas and times.
For their shirt design experiment, the author places an existing design over a blank shirt image in Photoshop to see if it looks like the design is printed on the shirt. Comparing to an existing product, the author
The document provides details about experiments conducted to design shirt graphics for a merchandise project. It describes taking a photo of a blank shirt and editing designs onto it in Photoshop. The experiment involved placing a "Wish You Were Here" postcard design on a shirt template, including characters in the front and a location image behind them. The background of the characters was removed and the location image scaled to fit, then the layers were merged. Conducting this experiment allowed testing if editing designs onto shirts in Photoshop would work for the project.
This contingency plan outlines potential problems that could affect production of a review series for The Mandalorian Season 2, along with solutions and responsible parties. Technical issues like computer crashes, damaged cameras, lost flash drives, or software crashes could slow production, but backup equipment and saving files to multiple locations reduces delays. Organizational missteps including poor time management, scheduling errors, or incomplete planning could cause delays if unaddressed. Logistical challenges involve finding a quiet recording space if locations become too loud, doing work at home if unable to access college, or focusing on other tasks if key personnel fall ill or fail to participate.
The document discusses several existing video review series and analyzes techniques used in the series. It examines the Halo Escalation comic review series by Halo Cannon, which uses machinima and cuts between footage and the reviewer's avatar. It also looks at Lumiose Trainer Zac's Pokémon Journeys anime review series, which includes plot breakdowns and final episode ratings. Finally, it analyzes Hellogreedo's Star Wars: The Clone Wars review series, which employs green screen and overlaying separate recorded mediums. The document concludes by stating elements the author will incorporate into their own planned review series, including machinima, animations, plot breakdowns with positive/negative feedback, and avoiding copyrighted
1. The document discusses James Cooper-Abel's research goals for his contextual project, which is to analyze the style, mood, and presentation of YouTube reviewers to understand how they appeal to audiences.
2. It provides examples of how reviewers SomeCallMeJohnny, Chris Stuckmann, PeanutButterGamer, and Jeremy Jahns present their reviews with calming, casual, comedic, and casual moods respectively.
3. Commonalities found across the reviewers included directly addressing the audience, using footage, having title animations, following a structure, and having a casual/comedic mood. These techniques will inform James's own video review series.
The document provides context for the student's final major project (FMP) in which they plan to expand their video editing skills through new audio and footage techniques while also improving their design skills through merchandise image design. The student chose to be inspired by the review styles of somecallmejohnny for its calm mood, peanutbuttergamer for its comedic timing, and chris stuckmann for how it discusses what was watched without spoiling too much, and aims to combine aspects of each to create their own unique review series style.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
2. Halo 5 - Campaign REQ Weapons https://www.youtube.com/wat
ch?v=BkPFsPwhTno
Context
The context of this video is that it is a content creator making a factual tutorial video
using editing software on how to find certain easter egg weapons within the
campaign of halo 5.
Style
the style in which the video is presented is very factual telling and showing you
where the weapons are, how to get to them and which mission they are on and
finishing with some brief lore within the game.
Techniques
the techniques used when making this video are that the creator of the video has
recorded in game footage using a capture card which is used to record footage of
video games of himself finding the weapons and using them, then recording his
audio explanation of how to get said weapon using a microphone , after which they
have used editing software to add the extra background around the footage and
used said editing software to overlap his audio explanation over his footage.
Content
The content of the video consist of a factual instruction video showing the viewer
using game footage and an audio explanation of how to find special weapon in the
game halo 5 guardians for the average FPS or first-person shooter player but also
giving some in game lore on the weapons for more involved fans of the franchise
The way this links back to my project is that for my factual project I am going to do a factual video showing people were to find certain easter eggs within each of the
main line halo games and the reason for looking at this video is that I want to have a basic understand of how to present my video and how to find the easter eggs and
what I have learned from this video is that I need to visual show but also audibly explain how to get to said easter eggs, this will affect my project as I will visually
show but also audibly explain as well to make sure that the fact come clear and simple.
3. BEST Halo Easter Eggs of All Time - Hidden Easter
Eggs in Halo
Context
The context of this product is a factual video made by content creator explaining
where to find certain rare easter eggs within every halo games visually showing what
the easter eggs look like and how to get to them but audibly explain how to get to
them as well.
Style
The style of this product is a factual video plainly explaining information to the viewer
using audio and footage from every halo game released.
Techniques
The techniques used in this product has the producer using their own recorded
footage and others footage to visually show what the audio they recorded was as they
explained it using editing software like adobe premier to bring the footage and the
audio together into one cohesive video.
Content
The content of the product consist of factual explanations via audio backed up by
recorded footage of said example of information being told including an intro
animation for the channel the video product belongs to.
https://www.youtube.com/watch?v=-
V2xvHfJ3HY
The reason I am looking at this video is to see how most easter egg explanation
videos are set out, what I am learning from it is that I need to tell my audience how
to find it but also show with footage and what it looks like, the way this will affect
my project is in the way I set out explaining what each easter egg is and where
exactly to find it
4. https://www.youtube.com
/watch?v=ucxzkOnNuN4
Did You Know: The Clone Wars
Season 2 - Easter Eggs, Inspirations,
Trivia, and More!Context
The context of this product is that it is presented as a factual video used to inform
casual watchers or star wars fans as to why certain thing are the way they are in
certain episodes or look and how they relate to other star wars media or previous
seasons of the show.
Style
The style of this product is a factual video showing the easter eggs and explain what
they are their context and how they relates to other similar pieces of media done in
the same franchise as the show.
Techniques
The techniques used in the video product are the use of still images from the show
star wars the clone wars to help show off and explain the easter eggs the show has
hidden but also to avoid copy right problems with the owners of the show then
overlaying audio over the footage.
Content
The content of this video product has had the maker of the video take screenshots of
the easter eggs within the show star wars the clone wars then zooming in on the
image slowly until the next image which repeats the same process then overlay their
audio explanation of the easter eggs over the footage.
The reason I am looking at this video is because it is a video that explores easter eggs within star wars the clone wars season two
and I myself are planning on doing a similar video to do with halo easter eggs, what I am learning from this is that when it come
to easter eggs it is also best to explain the background behind them, the way this will affect my project is that if there is some
back ground behind the easter egg I will include that in the easter eggs explanation as well.
5. Zelda Easter Eggs &
References in Breath of the
WildContext
The context of this product is that it is presented as a factual video used to inform
casual watchers or star wars fans as to why certain thing are the way they are in
certain episodes or look and how they relate to other star wars media or previous
seasons of the show.
Style
The style of this product is a factual video showing the easter eggs and explain what
they are their context and how they relates to other similar pieces of media done in
the same franchise as the show.
Techniques
The techniques used in the video product are the use of still images from the show
star wars the clone wars to help show off and explain the easter eggs the show has
hidden but also to avoid copy right problems with the owners of the show then
overlaying audio over the footage.
Content
The content of this video product has had the maker of the video take screenshots of
the easter eggs within the show star wars the clone wars then zooming in on the
image slowly until the next image which repeats the same process then overlay their
audio explanation of the easter eggs over the footage.
https://www.youtube.com/watch?v=
pEKLhmHq63U
The reason I am looking at this video is because the video is about easter eggs found within the game the legend of Zelda breath of the wild and
for my project I am planning on doing a video exploring easter eggs in halo game and where players can find them, what I am learning from this
video is that when it comes to talking about the information it is also best to show images or footage of what the easter egg is related too, the
way this will affect my video is that I may use images or footage that relates to an easter egg on top of the main footage of the easter egg itself if I
can find them.
6. Research summary:
What I have learned from my research
• That not only do you need to say what the easter egg is but what it looks like how to get to it using footage but
also using an audio explanation over the footage to be more precise.
• Another thing I learned was that if there are any images or clips related to the easter egg then to include them as
to give more context behind the easter egg.
• A final aspect I learned from my research was to add visual flair to my explanation of the easter egg as to make it
more entertaining for the viewer and include an introduction to the video.
How will I implement what I learned into my project
How I will implement what I have learned from my research will be that if there is anything that relates to an easter egg I will
include it in the easter egg explanation but also, I will include a visual and audio tutorial of how to get and find said easter eggs
as I have a capture card for recording game footage and a microphone for recording audio, also to add visual flair to my video I
have an idea of using my halo avatar in the video using green screen.
7. Bibliography:
• Halo cannon. (18 May 2016). Halo 5 - Campaign REQ
Weapons. Available:
https://www.youtube.com/watch?v=BkPFsPwhTno&t=181s. Last
accessed 17 of september.
• rocket sloth. (18 Jun 2019). BEST Halo Easter Eggs of All Time - Hidden
Easter Eggs in Halo. Available: https://www.youtube.com/watch?v=-
V2xvHfJ3HY. Last accessed 17 of september.
• star wars exsplained. (16 Apr 2017). Did You Know: The Clone Wars
Season 2 - Easter Eggs, Inspirations, Trivia, and More!. Available:
https://www.youtube.com/watch?v=ucxzkOnNuN4&t=401s. Last
accessed 17 of september.
• zeltik. (9 Jan 2020). Zelda Easter Eggs & References in Breath of the
Wild. Available:
https://www.youtube.com/watch?v=pEKLhmHq63U&t=617s. Last
accessed 17 of september.
Editor's Notes
Context affects what is produced, how it is produced and who can produce it.
Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist.
People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system.
People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group.
The political situation will influence what someone decides to make. The cultural situation will influence what people make.
Every media text is a product of its environment, just like people.
Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance
characterizing a particular person, group, school, or era.
For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style.
Techniques:
How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work.
Content:
The material, including text and images, that constitutes a publication or document.
What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
Context affects what is produced, how it is produced and who can produce it.
Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist.
People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system.
People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group.
The political situation will influence what someone decides to make. The cultural situation will influence what people make.
Every media text is a product of its environment, just like people.
Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance
characterizing a particular person, group, school, or era.
For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style.
Techniques:
How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work.
Content:
The material, including text and images, that constitutes a publication or document.
What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
Context affects what is produced, how it is produced and who can produce it.
Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist.
People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system.
People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group.
The political situation will influence what someone decides to make. The cultural situation will influence what people make.
Every media text is a product of its environment, just like people.
Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance
characterizing a particular person, group, school, or era.
For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style.
Techniques:
How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work.
Content:
The material, including text and images, that constitutes a publication or document.
What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
Context affects what is produced, how it is produced and who can produce it.
Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist.
People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system.
People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group.
The political situation will influence what someone decides to make. The cultural situation will influence what people make.
Every media text is a product of its environment, just like people.
Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance
characterizing a particular person, group, school, or era.
For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style.
Techniques:
How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work.
Content:
The material, including text and images, that constitutes a publication or document.
What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
Write down a summary of the key things you have learned in this research, that will help you with your project. Short sentences and bullet points are acceptable.