O documento discute a espiritualidade cristã e o acolhimento na Igreja. No resumo:
1) A espiritualidade cristã tem Cristo como seu centro, não crendices ou superstições.
2) Na Igreja, devemos acolher uns aos outros como Cristo nos acolheu, cobrindo nossos pecados com seu amor.
3) A Igreja deve continuar a obra de Cristo, buscando e salvando os perdidos, desprezados e humildes.
The document summarizes key aspects of J.M. Coetzee's novel "Waiting for the Barbarians". It discusses how the magistrate sees the self and other as inseparable and interdependent. It also analyzes how the magistrate and the third bureau try to understand the enigmatic barbarian girl, but find her indecipherable. The empire projects its own barbarism onto those beyond its borders.
O documento discute as regras do Imposto de Renda sobre Pessoas Físicas (IRPF) no Brasil. Apresenta a estrutura do sistema tributário brasileiro em relação ao IRPF, as normas constitucionais e legais, os diferentes tipos de tributação como carnê-leão, IRRF na fonte e definitivo, alíquotas, deduções e substituição tributária.
This document appears to be prepared by three individuals: Desai Siddharth, Gandhi Pooja, and Italiya kinjal. It lists the names of three people but provides no other context or information about the purpose or contents of the document. In summary, the document simply states the names of three individuals as preparers but does not include any other details.
This document summarizes the history and evolution of the zombie genre in cinema. It begins with early influential films from the 1920s-1940s that helped establish tropes of the genre. George Romero is credited with beginning the modern zombie film with Night of the Living Dead in 1968, setting conventions like flesh-eating zombies and survival in an enclosed space. The genre then expanded with Italian zombie films and comedic takes in the 2000s, as well as fictional depictions of "real" zombies.
O documento discute a espiritualidade cristã e o acolhimento na Igreja. No resumo:
1) A espiritualidade cristã tem Cristo como seu centro, não crendices ou superstições.
2) Na Igreja, devemos acolher uns aos outros como Cristo nos acolheu, cobrindo nossos pecados com seu amor.
3) A Igreja deve continuar a obra de Cristo, buscando e salvando os perdidos, desprezados e humildes.
The document summarizes key aspects of J.M. Coetzee's novel "Waiting for the Barbarians". It discusses how the magistrate sees the self and other as inseparable and interdependent. It also analyzes how the magistrate and the third bureau try to understand the enigmatic barbarian girl, but find her indecipherable. The empire projects its own barbarism onto those beyond its borders.
O documento discute as regras do Imposto de Renda sobre Pessoas Físicas (IRPF) no Brasil. Apresenta a estrutura do sistema tributário brasileiro em relação ao IRPF, as normas constitucionais e legais, os diferentes tipos de tributação como carnê-leão, IRRF na fonte e definitivo, alíquotas, deduções e substituição tributária.
This document appears to be prepared by three individuals: Desai Siddharth, Gandhi Pooja, and Italiya kinjal. It lists the names of three people but provides no other context or information about the purpose or contents of the document. In summary, the document simply states the names of three individuals as preparers but does not include any other details.
This document summarizes the history and evolution of the zombie genre in cinema. It begins with early influential films from the 1920s-1940s that helped establish tropes of the genre. George Romero is credited with beginning the modern zombie film with Night of the Living Dead in 1968, setting conventions like flesh-eating zombies and survival in an enclosed space. The genre then expanded with Italian zombie films and comedic takes in the 2000s, as well as fictional depictions of "real" zombies.
Progressive rock began in 1969 with King Crimson's album "In the Court of the Crimson King" and attempted to extend the boundaries of rock music through complex arrangements, virtuosic musicianship, innovative technology, and influences from genres like classical, jazz, and psychedelia. Key pioneering prog bands of the 1970s included King Crimson, Genesis, Emerson Lake & Palmer, and Rush. While prog waned in popularity in the late 1970s, it maintained a cult following and saw a resurgence in the 1980s with bands like Marillion gaining mainstream success. Prog continues today with classic bands, new acts, and the use of modern technology.
This document provides guidance on creating and pitching a media studies advanced portfolio containing a music video, digipack, and advertisement for a music genre. It instructs the student to produce graphs and analyze research on their chosen sub-genre, storyboard and create drafts of the projects, gather feedback, and create a multimedia director's pitch justifying and evidencing all creative choices through research, feedback, and examples. The director's pitch should pitch each product using evidence from research and prior work to defend video, packaging, and advertising design decisions.
The document discusses determining a target audience for a music video, CD packaging, and advertisement. It describes analyzing demographic and psychographic characteristics to identify who would be interested in the artist and genre. Primary research like surveys and secondary research on online channels and sales patterns should be used to understand the target audience. With this information, the main target audience and how to appeal to them can be defined. Finally, draft designs for the video, packaging, and advert should reflect the research findings and target audience.
This document provides questions to guide reflection on research into music videos, digipacks, and adverts. It asks the reader to consider common elements across the media that establish genre, express artist attitude and reputation, and represent the artist's brand. Key areas of focus are genre characteristics, branding, and how elements denote and connote meaning.
This document outlines assignments due in September, including:
1. Deconstructing two music advertisements to analyze how genre and branding are shown.
2. Researching an artist within the chosen genre, including their biography, discography, label, influence, and how they represent the genre.
3. Drawing research conclusions about common themes in packaging, advertising, and videos within the genre, and how the chosen artist relates to these findings.
The document discusses targeting audiences for music without relying on stereotypes. It notes that music genres have wide, diverse fan bases across ages, races, and gender. Researchers should consider various ways audiences find and experience music, such as through radio, TV, concerts, or recommendations, and look for patterns related to these groups. The document advocates an open-minded approach without strict assumptions.
This document provides guidance on deconstructing examples of a chosen genre by consulting videos and slideshows to analyze how different media formats are combined using denote and connote techniques.
This document provides guidelines for researching a chosen artist, suggesting going multi-media to research the artist's history, release history, and brand image in order to structure it similarly to previous genre research.
This document provides guidance on tasks for researching music videos within a chosen genre, including summarizing key characteristics of music videos, deconstructing four music videos within the genre using Goodwin's formula without deconstructing a video by the chosen artist, and using mixed media for two of the four deconstructions. The tasks must be completed individually by July 6th under the Research and Planning tab.
This document provides guidance for two assignments. Students must produce a genre research slideshow and email it to Mr. Scargill by June 24th, 2012. They must also reproduce the first two minutes of a professional music video for their blog, embedding the original first, and ensuring they book any needed equipment. The music video reproduction is due by June 27th, 2012 and guidance is provided on consistency with prior assignments and equipment booking.
Introduction to deconstructing music videosscargman
This document summarizes different types of music videos and their characteristics. It identifies three main types: videos where the artist lip syncs to the song, videos that tell the story of the song, and videos that interpret the song through a narrative. Effective music videos generally reflect the genre of music, have visuals that relate to the music and lyrics, use close-ups of the artist to build their brand, and may reference looking or other media.
Progressive rock began in 1969 with King Crimson's album "In the Court of the Crimson King" and attempted to extend the boundaries of rock music through complex arrangements, virtuosic musicianship, and influences from genres like classical music and jazz. Key bands from 1969-1978 included King Crimson, Genesis, Emerson, Lake & Palmer, and Rush. Progressive rock faced a backlash in the late 1970s but has since seen a revival with bands new and old continuing to push musical and technical boundaries.
The document discusses issues related to targeting audiences in the media industry. It addresses topics of gender stereotypes in gaming, lack of regulation of mature games, and debates around violence in gaming. Specifically, it notes stereotypical portrayals of women in games, issues with age ratings and enforcement, and arguments from both sides about the impact of violent video game content.
This document discusses different issues around targeting audiences in the video game and media industries. It provides information on video game rating systems like PEGI and how they classify games based on their content for different age groups. It also describes differences between casual and serious gamers, with casual gamers typically playing easier, family-oriented games while serious gamers seek out realistic, competitive multiplayer titles. One issue highlighted is how to satisfy both types of audiences. Additionally, a study is discussed showing that many parents allow their children to play games rated above their age, despite classification systems, which can cause problems when targeting audiences.
This document provides guidance on answering a question about how personal experiences with media consumption illustrate wider industry patterns and trends. It advises the writer to introduce the video game industry and case study being discussed, then describe over several paragraphs how trends like increased violence and demands for realistic graphics seen across games are also reflected in the writer's own gameplay experiences like with Dead Island. The writer should analyze both trends and recurring patterns they notice to demonstrate how the industry and their personal consumption are linked.
This document provides guidance on preparing for the G322 TV Drama and Representation exam. It outlines the structure and requirements of the exam, including discussing camera work, sound, mise-en-scene, editing, and representation in responses. It also defines key terminology and gives examples of drama genres and keywords that could be discussed. The document then shifts to discussing the video game section of the exam, focusing on the processes of production, distribution, and exhibition for case study examples. It provides context on synergistic marketing and technological convergence in the industry.
This document provides an overview of several audience theories that can be incorporated into responses for course G325. It briefly outlines key concepts from effects theory, uses and gratifications theory, reception theory, postmodern theory, and media 2.0. It also discusses how magazines represent and appeal to different gender audiences. Additional sections cover the active audience perspective, the relationship between media ownership, power structures and messaging, and models of mass media communication including the hypodermic needle model, gatekeeping theory, and uses and gratifications theory.
This document discusses how new technologies and online platforms are changing how information is shared and consumed. Key topics covered include wikinomics, peer production, free creativity, democracy, global thinking, changes in news values from infotainment to blogs and user-generated content, lack of regulation online compared to traditional media, and case studies of how platforms like MySpace, YouTube, Linux, and Open Office are challenging traditional models and representations.
This document provides guidance on preparing for the G322 TV Drama and Representation exam section. It outlines the structure and requirements of the exam questions on camera work, sound, mise-en-scene, editing, and representation. Key terminology is defined for each technical area. Example drama genres and potential clips are listed. Guidance is also provided on the video games section, including discussing the processes of production, distribution, and exhibition with reference to a case study.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Progressive rock began in 1969 with King Crimson's album "In the Court of the Crimson King" and attempted to extend the boundaries of rock music through complex arrangements, virtuosic musicianship, innovative technology, and influences from genres like classical, jazz, and psychedelia. Key pioneering prog bands of the 1970s included King Crimson, Genesis, Emerson Lake & Palmer, and Rush. While prog waned in popularity in the late 1970s, it maintained a cult following and saw a resurgence in the 1980s with bands like Marillion gaining mainstream success. Prog continues today with classic bands, new acts, and the use of modern technology.
This document provides guidance on creating and pitching a media studies advanced portfolio containing a music video, digipack, and advertisement for a music genre. It instructs the student to produce graphs and analyze research on their chosen sub-genre, storyboard and create drafts of the projects, gather feedback, and create a multimedia director's pitch justifying and evidencing all creative choices through research, feedback, and examples. The director's pitch should pitch each product using evidence from research and prior work to defend video, packaging, and advertising design decisions.
The document discusses determining a target audience for a music video, CD packaging, and advertisement. It describes analyzing demographic and psychographic characteristics to identify who would be interested in the artist and genre. Primary research like surveys and secondary research on online channels and sales patterns should be used to understand the target audience. With this information, the main target audience and how to appeal to them can be defined. Finally, draft designs for the video, packaging, and advert should reflect the research findings and target audience.
This document provides questions to guide reflection on research into music videos, digipacks, and adverts. It asks the reader to consider common elements across the media that establish genre, express artist attitude and reputation, and represent the artist's brand. Key areas of focus are genre characteristics, branding, and how elements denote and connote meaning.
This document outlines assignments due in September, including:
1. Deconstructing two music advertisements to analyze how genre and branding are shown.
2. Researching an artist within the chosen genre, including their biography, discography, label, influence, and how they represent the genre.
3. Drawing research conclusions about common themes in packaging, advertising, and videos within the genre, and how the chosen artist relates to these findings.
The document discusses targeting audiences for music without relying on stereotypes. It notes that music genres have wide, diverse fan bases across ages, races, and gender. Researchers should consider various ways audiences find and experience music, such as through radio, TV, concerts, or recommendations, and look for patterns related to these groups. The document advocates an open-minded approach without strict assumptions.
This document provides guidance on deconstructing examples of a chosen genre by consulting videos and slideshows to analyze how different media formats are combined using denote and connote techniques.
This document provides guidelines for researching a chosen artist, suggesting going multi-media to research the artist's history, release history, and brand image in order to structure it similarly to previous genre research.
This document provides guidance on tasks for researching music videos within a chosen genre, including summarizing key characteristics of music videos, deconstructing four music videos within the genre using Goodwin's formula without deconstructing a video by the chosen artist, and using mixed media for two of the four deconstructions. The tasks must be completed individually by July 6th under the Research and Planning tab.
This document provides guidance for two assignments. Students must produce a genre research slideshow and email it to Mr. Scargill by June 24th, 2012. They must also reproduce the first two minutes of a professional music video for their blog, embedding the original first, and ensuring they book any needed equipment. The music video reproduction is due by June 27th, 2012 and guidance is provided on consistency with prior assignments and equipment booking.
Introduction to deconstructing music videosscargman
This document summarizes different types of music videos and their characteristics. It identifies three main types: videos where the artist lip syncs to the song, videos that tell the story of the song, and videos that interpret the song through a narrative. Effective music videos generally reflect the genre of music, have visuals that relate to the music and lyrics, use close-ups of the artist to build their brand, and may reference looking or other media.
Progressive rock began in 1969 with King Crimson's album "In the Court of the Crimson King" and attempted to extend the boundaries of rock music through complex arrangements, virtuosic musicianship, and influences from genres like classical music and jazz. Key bands from 1969-1978 included King Crimson, Genesis, Emerson, Lake & Palmer, and Rush. Progressive rock faced a backlash in the late 1970s but has since seen a revival with bands new and old continuing to push musical and technical boundaries.
The document discusses issues related to targeting audiences in the media industry. It addresses topics of gender stereotypes in gaming, lack of regulation of mature games, and debates around violence in gaming. Specifically, it notes stereotypical portrayals of women in games, issues with age ratings and enforcement, and arguments from both sides about the impact of violent video game content.
This document discusses different issues around targeting audiences in the video game and media industries. It provides information on video game rating systems like PEGI and how they classify games based on their content for different age groups. It also describes differences between casual and serious gamers, with casual gamers typically playing easier, family-oriented games while serious gamers seek out realistic, competitive multiplayer titles. One issue highlighted is how to satisfy both types of audiences. Additionally, a study is discussed showing that many parents allow their children to play games rated above their age, despite classification systems, which can cause problems when targeting audiences.
This document provides guidance on answering a question about how personal experiences with media consumption illustrate wider industry patterns and trends. It advises the writer to introduce the video game industry and case study being discussed, then describe over several paragraphs how trends like increased violence and demands for realistic graphics seen across games are also reflected in the writer's own gameplay experiences like with Dead Island. The writer should analyze both trends and recurring patterns they notice to demonstrate how the industry and their personal consumption are linked.
This document provides guidance on preparing for the G322 TV Drama and Representation exam. It outlines the structure and requirements of the exam, including discussing camera work, sound, mise-en-scene, editing, and representation in responses. It also defines key terminology and gives examples of drama genres and keywords that could be discussed. The document then shifts to discussing the video game section of the exam, focusing on the processes of production, distribution, and exhibition for case study examples. It provides context on synergistic marketing and technological convergence in the industry.
This document provides an overview of several audience theories that can be incorporated into responses for course G325. It briefly outlines key concepts from effects theory, uses and gratifications theory, reception theory, postmodern theory, and media 2.0. It also discusses how magazines represent and appeal to different gender audiences. Additional sections cover the active audience perspective, the relationship between media ownership, power structures and messaging, and models of mass media communication including the hypodermic needle model, gatekeeping theory, and uses and gratifications theory.
This document discusses how new technologies and online platforms are changing how information is shared and consumed. Key topics covered include wikinomics, peer production, free creativity, democracy, global thinking, changes in news values from infotainment to blogs and user-generated content, lack of regulation online compared to traditional media, and case studies of how platforms like MySpace, YouTube, Linux, and Open Office are challenging traditional models and representations.
This document provides guidance on preparing for the G322 TV Drama and Representation exam section. It outlines the structure and requirements of the exam questions on camera work, sound, mise-en-scene, editing, and representation. Key terminology is defined for each technical area. Example drama genres and potential clips are listed. Guidance is also provided on the video games section, including discussing the processes of production, distribution, and exhibition with reference to a case study.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
How Barcodes Can Be Leveraged Within Odoo 17Celine George
In this presentation, we will explore how barcodes can be leveraged within Odoo 17 to streamline our manufacturing processes. We will cover the configuration steps, how to utilize barcodes in different manufacturing scenarios, and the overall benefits of implementing this technology.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
1. What impact does media
ownership have on the
gaming industry?
Tom, Neil, Tom, George and Will
2. Oligopoly
Majority of the industry is owned by 3 major
corporations – Microsoft, Sony and Nintendo
Companies take over first party publishers using
vertical integration, an example of this is Microsoft
taking over the failing publisher Bungie and they
now produce the largest grossing Xbox game: Halo.
3. Licenses for games
The fact that games now need licenses means that
the content can be regulated by the big three
company’s (Nintendo, Sony and Microsoft)
This essentially means the death of home brew.
Because games require a license it is harder or even
impossible for the average person to develop a
game.
The big three company’s control the content of
nearly the whole industry as a result of this.
4. Licenses for games
(Censorship)
The fact that the BBFC have never banned a game
maybe suggests that the big three company’s are
more in charge of regulation.
We can compare the content of modern games to
the content of some of the games in the homebrew
era and we see that before licensing and regulation
by the bug three company’s the content of games
could be whatever the developer wants, no matter
how dark or porny. An example of this is the game:
‘Pie Man’ in which the user plays as pedophile who
has to abduct children. A game like this would
never be allowed in modern days.
5. The Consumer
The slow drip of the technology means that the
consumer constantly gets new, better games, for
example when the Xbox was first released Microsoft
told developers that they could only use 20% of the
processing power.
Another benefit for the consumer is that because it
is an oligopoly consumers only need to buy one
console as most games are made for every console.
In the homebrew era games designed for specific
consoles and because of this games were made
unavailable for the wider market.
6. Altering games to fit the
market
Games developed by Overseas
Companies such as Nintendo,
have to alter their games to fit
the market in which it will be
sold, Deepsilver had to do this
on two occasions, once was
when the United States market
was offended by the hanging
man in the Dead Island logo and
another was the European
market offended by the young
girl dying in the teaser trailer,
these are examples of when
game publishers had to alter
their games in order to