This proposal outlines a student's music video project. The student will create a first-person music video set at a local bowling alley/arcade to the song "Iron Heart" by Netsky. The target audience is teenagers and young adults aged 15-24, primarily males, who enjoy drum and bass music. Pre-production will include researching music video techniques, sound editing, and using a GoPro camera. The student plans to film friends playing games at the location and edit the video in Adobe Premiere. Evaluation will consist of self-reflections and assessing what went well and could be improved.
The proposal is for a music video for the song "I'm a Mess" by Bebe Rexha. The target audience would be young adults aged 18-24, primarily female. The concept is that a woman becomes infatuated with a man and seems to be going crazy for him, with this feeling embodied by another actress portraying craziness supernaturally. A green screen will be used to create surreal settings showing the woman's conflicting feelings. Filming will take place over 3 days with a basic camera, tripod, music and props. Post-production will include editing footage, adding effects, and a final evaluation analyzing the techniques and processes used.
This proposal outlines a music video project for a drum and bass song. The target audience is identified as 15-24 year old men from working class backgrounds, as drum and bass appeals most to this demographic. Research needs include learning how to use a GoPro camera, researching music video techniques, and scouting filming locations. Production techniques that require learning are green screen compositing and adding visual effects in After Effects. The schedule outlines pre-production, filming, editing, and post-production tasks over 5 weeks, culminating in a final evaluation.
In creating his music video and supplementary materials, the author went through different stages of research, planning, construction, and evaluation. He used various media technologies throughout the process, including Blogger for sharing ideas and progress, Facebook for contacting the artist, YouTube for researching other music videos, Photoshop and tutorials for designing packaging, Final Cut Express for editing, Google for planning research, SoundCloud for accessing songs, and filming equipment for capturing footage. These technologies supported him at each stage of the project.
Gabriel Ward proposes to create an advertisement video and accompanying posters to promote Ripon as a tourism destination. The video will showcase attractions and activities in Ripon through outdoor filming. Ward will research existing advertisements and conduct a public survey to inform the project. Ongoing self-evaluations and a final reflection will assess Ward's progress, improvements, and completed work. The goal is to entice viewers to visit Ripon.
The document proposes a music video project titled "Iron Heart" targeting teenagers and young adults. It will feature the creator and friends at a local bowling alley/arcade filmed from a first-person perspective using a GoPro camera. Research will include studying other music videos for inspiration, scouting locations, and learning to use a GoPro. The video will be edited in Adobe Premiere with background sounds balanced against the song. Progress will be evaluated through reflection forms analyzing strengths and areas for improvement.
In this document, the author discusses how their media products for an A2 coursework assignment utilized and developed the forms and conventions of real media. They produced a music video for Ellie Goulding's song "Figure 8" along with a digipak and advert. Through extensive research of music video genres, conventions, and examples, the author aimed to include typical elements such as links between lyrics/music and visuals, changes in scene, and different camera angles. Their digipak and advert also followed conventions like featuring the artist and album information. While developing genre conventions, the author sought to make their media products feel authentic and appeal to target audiences.
This proposal outlines a student's music video project. The student will create a first-person music video set at a local bowling alley/arcade to the song "Iron Heart" by Netsky. The target audience is teenagers and young adults aged 15-24, primarily males, who enjoy drum and bass music. Pre-production will include researching music video techniques, sound editing, and using a GoPro camera. The student plans to film friends playing games at the location and edit the video in Adobe Premiere. Evaluation will consist of self-reflections and assessing what went well and could be improved.
The proposal is for a music video for the song "I'm a Mess" by Bebe Rexha. The target audience would be young adults aged 18-24, primarily female. The concept is that a woman becomes infatuated with a man and seems to be going crazy for him, with this feeling embodied by another actress portraying craziness supernaturally. A green screen will be used to create surreal settings showing the woman's conflicting feelings. Filming will take place over 3 days with a basic camera, tripod, music and props. Post-production will include editing footage, adding effects, and a final evaluation analyzing the techniques and processes used.
This proposal outlines a music video project for a drum and bass song. The target audience is identified as 15-24 year old men from working class backgrounds, as drum and bass appeals most to this demographic. Research needs include learning how to use a GoPro camera, researching music video techniques, and scouting filming locations. Production techniques that require learning are green screen compositing and adding visual effects in After Effects. The schedule outlines pre-production, filming, editing, and post-production tasks over 5 weeks, culminating in a final evaluation.
In creating his music video and supplementary materials, the author went through different stages of research, planning, construction, and evaluation. He used various media technologies throughout the process, including Blogger for sharing ideas and progress, Facebook for contacting the artist, YouTube for researching other music videos, Photoshop and tutorials for designing packaging, Final Cut Express for editing, Google for planning research, SoundCloud for accessing songs, and filming equipment for capturing footage. These technologies supported him at each stage of the project.
Gabriel Ward proposes to create an advertisement video and accompanying posters to promote Ripon as a tourism destination. The video will showcase attractions and activities in Ripon through outdoor filming. Ward will research existing advertisements and conduct a public survey to inform the project. Ongoing self-evaluations and a final reflection will assess Ward's progress, improvements, and completed work. The goal is to entice viewers to visit Ripon.
The document proposes a music video project titled "Iron Heart" targeting teenagers and young adults. It will feature the creator and friends at a local bowling alley/arcade filmed from a first-person perspective using a GoPro camera. Research will include studying other music videos for inspiration, scouting locations, and learning to use a GoPro. The video will be edited in Adobe Premiere with background sounds balanced against the song. Progress will be evaluated through reflection forms analyzing strengths and areas for improvement.
In this document, the author discusses how their media products for an A2 coursework assignment utilized and developed the forms and conventions of real media. They produced a music video for Ellie Goulding's song "Figure 8" along with a digipak and advert. Through extensive research of music video genres, conventions, and examples, the author aimed to include typical elements such as links between lyrics/music and visuals, changes in scene, and different camera angles. Their digipak and advert also followed conventions like featuring the artist and album information. While developing genre conventions, the author sought to make their media products feel authentic and appeal to target audiences.
Jack Hurst evaluated his process for creating a music video. He did extensive research by analyzing 25 music videos and learning about visual codes, styles, and industry definitions. While this provided knowledge on genre characteristics and target audiences, he wishes he had researched technical elements like camera movements and lighting more in depth. For planning, he focused on time management, technical qualities of camerawork and editing, aesthetic qualities, and audience appeal. He received peer feedback on strengths and potential improvements to incorporate for future projects.
Jack Hurst evaluated his production process for creating a music video. Through extensive research of 25 music videos, he gained an understanding of the key aspects and characteristics for different genres. This research helped him plan his own video, considering elements like target market and visual codes. His main weakness was not researching technical elements like camera movements and lighting in more depth. Overall, his research provided a strong foundation for his music video production.
The product is a tropical house music album intended to entertain and advertise new songs. It will include songs by artists like Disclosure and Odeszi. The album cover and merchandise designs will feature tropical elements like palm trees. Specific songs to be included are listed. Research informed choosing a simple album cover design with unusual shaped see-through objects. The target audience is ages 15+ of all genders from ABC1 and C2 social classes who are loyal music fans. Copyrights will be obtained and the designs will comply with advertising standards to avoid offense or infringement.
This proposal outlines a music video project for the song "Gold" by EDEN. The target audience is teens and young adults aged 15-25, mainly lower and middle class males who can relate to the songs themes of relationships and inner thoughts. Pre-production work like audience research of EDEN's videos informed the gloomy, slow-paced concept using different shots to represent past and present. Filming will use various camera techniques to resemble an amateur recording style. Post-production will include color tinting, cassette effects, and flickering to achieve the desired aesthetic and represent memories. Evaluation will analyze technical and aesthetic qualities, audience appeal, and received feedback through a PowerPoint presentation.
This document is a proposal for a music video project targeting 16-21 year old males. It details the audience as young males interested in hip hop music. Effects like fire and smoke will be included to appeal to this demographic. Low budget filming techniques like green screen fire and low camera angles will be used. Research will include studying existing popular music videos to identify conventions and techniques. The skills learned in video game and video editing courses will help with the production using Adobe Premiere Pro. Progress will be evaluated by reviewing production elements and audience appeals.
Shanice Yates proposes creating a tour package for a musical artist that includes concert visuals, promotional materials, and merchandise. Over two years in the graphic design course, she has developed skills in Photoshop, Premiere Pro, and After Effects. For her final major project, she will combine these skills to create animations for the concert visuals in After Effects, promotional posters and tickets, and merchandise including a mini artist zine. She will research other designers, the target artist, and the audience aged 18-24 to inform her designs. Progress will be tracked through weekly reflections and evaluated through a final self-evaluation and feedback from the target audience.
The document is a proposal for a hip hop music video project. It outlines the target audience as males aged 15-25 from the middle class, and rationale for the project based on skills learned from previous work with camera equipment and video editing software. The concept is to create an aesthetically pleasing video without a narrative to accompany a hip hop song. Research will include location scouting, camera shot ideas, and analyzing other music videos for inspiration. The production plan is to film on location and edit in Adobe Premiere Pro with effects. Progress will be evaluated through screenshots and self-reflection on strengths and areas for improvement.
The document summarizes and analyzes another student's blog for their A2 Media coursework. The student, Fearghal McGlinchey, did extensive research on similar music videos, genre conventions, and industry institutions before planning and creating his own music video. He separated his research and planning into different sections for clarity. His final music video and other promotional materials were very professionally produced and tied together consistently. The author concludes McGlinchey's work is high quality and worth taking inspiration from for their own music video coursework.
This music video will tell the story of an artist named Arthur Smith who feels pressure from his parents and peers to be successful but finds happiness when DJing. The narrative video will follow Arthur from school and home, showing the pressure he faces, but will have a positive outcome when he gets to DJ. Common EDM music video techniques like slow motion and overlays will be used along with locations typically seen in the genre like warehouses and outdoors. The video aims to tell viewers to pursue their passions instead of living up to others' expectations.
The document summarizes the author's music video project for their advanced media portfolio. Some key points:
- The author created a music video and ancillary materials like a digipak and poster to promote a fictional artist.
- They uploaded the video to YouTube as most people watch and share videos there. Previous student videos were taken down for copyright though.
- The video drew inspiration from "I'm Not Racist" and "1-800-273-8255" in its narrative style and editing techniques.
- It challenged hip-hop video conventions by focusing on the struggles of fame and alcohol addiction rather than wealth and women.
- As the sole creator, the author wrote,
The document discusses feedback received on a video essay about the documentary "The Social Dilemma". The author notes that while most feedback was constructive, identifying things like needing more editing styles and inclusion of screenshots, some feedback was not helpful or detailed. The author concludes they gained understanding on how to improve but that what they produced met the criteria and was enough given it was rushed.
The proposal outlines a music video project aimed at 16-25 year olds. It details the target audience as socially conscious type A personalities who want to make a positive impact. The concept is to visually represent the lyrics and message of love and unity conveyed in the song. Production will consider outdoor shooting conditions and potentially using a green screen. Evaluation will involve self-reflection and getting feedback from others to analyze strengths and weaknesses.
The document is a proposal for a video project on mythical creatures. It will be aimed at older teens and younger adults aged 15-26. The video will be the first in a weekly series exploring different myths and creatures. Each 2-5 minute episode will include background images and artwork with narration and music. Interviews may also be included. Filming will involve online research and using basic camera techniques. Editing in Premiere Pro will add effects and adjust colors/brightness. Sound effects and mostly original music will be used. Progress and the final project will be evaluated through daily reflections and a final self-evaluation.
The student used various media technologies across the research, planning, and construction stages of their music video and digital packaging projects. In the research stage, they used YouTube, Vimeo, Google, their iPhone, Prezi, Padlet, and PowerPoint to find examples and conventions. For planning, they used iMovie, their iPhone, Prezi, Blogger, a camera, and their computer. Construction involved using a Canon camera, Premiere Pro, After Effects, memory cards, a hard drive, headphones, Blogger, a projector, Dedo lights, their iPhone, iTunes, a speaker, and their laptop. Evaluation utilized Survey Monkey, their iPhone camera, a printer, PowerPoint, Prezi
The document is a music video evaluation by Jordan Brady. It discusses how the music video follows conventions of the indie genre by researching similar videos and styles, while also adding some personal ideas. Feedback from the target audience helped identify issues with lighting and synchronization that were addressed. During production, online research, video streaming, and band websites were used to analyze other music videos and album art. Video editing software helped construct the poster, album cover, and finalize the music video project.
1. The document proposes a video project based on a song from the video game Red Dead Redemption II.
2. The target audience for the project is teenagers and young adults aged 13-25 who are mostly female and of African American or black background, as R&B music appeals most to this demographic.
3. Research conducted includes listening to the song, understanding the story and character from the video game, and how the song relates to the game's themes of inner struggle and redemption.
The document is a proposal for a radio documentary aimed at middle-aged people between 45-64 years old about Brexit. It includes details on the target audience such as their demographics, psychographics, and research conducted. The proposal outlines a 10-week schedule for the project that includes research, production experiments, interviews, editing, and evaluation. Production will involve recording interviews, creating a logo in Photoshop, and editing interviews and sound effects in Audition. The bibliography lists 7 sources that will be used for research, including audience surveys, interviews, and existing radio shows and articles on Brexit.
The document discusses how an artist used audience feedback to improve their music video, album cover, and website. They conducted surveys and questionnaires to understand their target demographic and what types of videos those potential fans enjoyed. They also got feedback after showing an early version of the short film to classmates. This audience feedback highlighted that the artist needed to promote their video more on blogs and YouTube, make it easier to find, and target a wider non-hip audience. The feedback helped the artist focus on visual quality and their brand to create a popular product that met audience wants.
This proposal outlines a music video project for the song "Gold" by EDEN. The target audience is teens and young adults aged 15-25, mainly lower and middle class. Experiments with video editing software helped develop skills for transitions, color grading, and testing ideas. The concept is to represent the past and present with different color-filtered shots to immerse the audience in the singer's memories and emotions. Research of EDEN's other music videos informed the gloomy tone and theme. Specialist techniques like green screen will not be used to maintain a casual, personal filming style, though flickering effects may be added in post-production. Progress will be evaluated based on research, planning, technical and aesthetic qualities, audience appeal,
This proposal outlines a music video project for the song "Gold" by EDEN. The target audience is teens and young adults aged 15-25, both male and female, from lower and middle socioeconomic classes. Over five weeks, the student will conduct research on EDEN's music videos, shoot footage with color filters and vintage effects to depict memories, and edit the video using skills in transitions, color grading, and pacing from a previous project. The final music video aims to immerse the audience in the singer's perspective through a gloomy tone and style consistent with EDEN's other works. Progress and the final product will be evaluated through self-reflection.
Nathan will create a 3-5 minute music video for an existing song. He will also produce related merchandise. To research the project, Nathan will analyze how other music videos use effects, props, transitions, and actor body language. He will compare his work to professional music videos and get peer feedback to evaluate his strengths and weaknesses. Nathan aims to create 5 total products to demonstrate his film and print design skills.
This document outlines a student's proposal for a short film project. It discusses the target audience which is people aged 16-25 of all social statuses and genders. The concept is a comedy/horror film where the main characters fall down stairs and hear "That wasn't supposed to happen". Production will use a camera, sound recorder, and Premiere Pro with training. Evaluation will analyze feedback, planning, and compare the final film to other horror shorts. A schedule outlines pre-production, filming, post-production, and screening over 5 weeks.
Jack Hurst evaluated his process for creating a music video. He did extensive research by analyzing 25 music videos and learning about visual codes, styles, and industry definitions. While this provided knowledge on genre characteristics and target audiences, he wishes he had researched technical elements like camera movements and lighting more in depth. For planning, he focused on time management, technical qualities of camerawork and editing, aesthetic qualities, and audience appeal. He received peer feedback on strengths and potential improvements to incorporate for future projects.
Jack Hurst evaluated his production process for creating a music video. Through extensive research of 25 music videos, he gained an understanding of the key aspects and characteristics for different genres. This research helped him plan his own video, considering elements like target market and visual codes. His main weakness was not researching technical elements like camera movements and lighting in more depth. Overall, his research provided a strong foundation for his music video production.
The product is a tropical house music album intended to entertain and advertise new songs. It will include songs by artists like Disclosure and Odeszi. The album cover and merchandise designs will feature tropical elements like palm trees. Specific songs to be included are listed. Research informed choosing a simple album cover design with unusual shaped see-through objects. The target audience is ages 15+ of all genders from ABC1 and C2 social classes who are loyal music fans. Copyrights will be obtained and the designs will comply with advertising standards to avoid offense or infringement.
This proposal outlines a music video project for the song "Gold" by EDEN. The target audience is teens and young adults aged 15-25, mainly lower and middle class males who can relate to the songs themes of relationships and inner thoughts. Pre-production work like audience research of EDEN's videos informed the gloomy, slow-paced concept using different shots to represent past and present. Filming will use various camera techniques to resemble an amateur recording style. Post-production will include color tinting, cassette effects, and flickering to achieve the desired aesthetic and represent memories. Evaluation will analyze technical and aesthetic qualities, audience appeal, and received feedback through a PowerPoint presentation.
This document is a proposal for a music video project targeting 16-21 year old males. It details the audience as young males interested in hip hop music. Effects like fire and smoke will be included to appeal to this demographic. Low budget filming techniques like green screen fire and low camera angles will be used. Research will include studying existing popular music videos to identify conventions and techniques. The skills learned in video game and video editing courses will help with the production using Adobe Premiere Pro. Progress will be evaluated by reviewing production elements and audience appeals.
Shanice Yates proposes creating a tour package for a musical artist that includes concert visuals, promotional materials, and merchandise. Over two years in the graphic design course, she has developed skills in Photoshop, Premiere Pro, and After Effects. For her final major project, she will combine these skills to create animations for the concert visuals in After Effects, promotional posters and tickets, and merchandise including a mini artist zine. She will research other designers, the target artist, and the audience aged 18-24 to inform her designs. Progress will be tracked through weekly reflections and evaluated through a final self-evaluation and feedback from the target audience.
The document is a proposal for a hip hop music video project. It outlines the target audience as males aged 15-25 from the middle class, and rationale for the project based on skills learned from previous work with camera equipment and video editing software. The concept is to create an aesthetically pleasing video without a narrative to accompany a hip hop song. Research will include location scouting, camera shot ideas, and analyzing other music videos for inspiration. The production plan is to film on location and edit in Adobe Premiere Pro with effects. Progress will be evaluated through screenshots and self-reflection on strengths and areas for improvement.
The document summarizes and analyzes another student's blog for their A2 Media coursework. The student, Fearghal McGlinchey, did extensive research on similar music videos, genre conventions, and industry institutions before planning and creating his own music video. He separated his research and planning into different sections for clarity. His final music video and other promotional materials were very professionally produced and tied together consistently. The author concludes McGlinchey's work is high quality and worth taking inspiration from for their own music video coursework.
This music video will tell the story of an artist named Arthur Smith who feels pressure from his parents and peers to be successful but finds happiness when DJing. The narrative video will follow Arthur from school and home, showing the pressure he faces, but will have a positive outcome when he gets to DJ. Common EDM music video techniques like slow motion and overlays will be used along with locations typically seen in the genre like warehouses and outdoors. The video aims to tell viewers to pursue their passions instead of living up to others' expectations.
The document summarizes the author's music video project for their advanced media portfolio. Some key points:
- The author created a music video and ancillary materials like a digipak and poster to promote a fictional artist.
- They uploaded the video to YouTube as most people watch and share videos there. Previous student videos were taken down for copyright though.
- The video drew inspiration from "I'm Not Racist" and "1-800-273-8255" in its narrative style and editing techniques.
- It challenged hip-hop video conventions by focusing on the struggles of fame and alcohol addiction rather than wealth and women.
- As the sole creator, the author wrote,
The document discusses feedback received on a video essay about the documentary "The Social Dilemma". The author notes that while most feedback was constructive, identifying things like needing more editing styles and inclusion of screenshots, some feedback was not helpful or detailed. The author concludes they gained understanding on how to improve but that what they produced met the criteria and was enough given it was rushed.
The proposal outlines a music video project aimed at 16-25 year olds. It details the target audience as socially conscious type A personalities who want to make a positive impact. The concept is to visually represent the lyrics and message of love and unity conveyed in the song. Production will consider outdoor shooting conditions and potentially using a green screen. Evaluation will involve self-reflection and getting feedback from others to analyze strengths and weaknesses.
The document is a proposal for a video project on mythical creatures. It will be aimed at older teens and younger adults aged 15-26. The video will be the first in a weekly series exploring different myths and creatures. Each 2-5 minute episode will include background images and artwork with narration and music. Interviews may also be included. Filming will involve online research and using basic camera techniques. Editing in Premiere Pro will add effects and adjust colors/brightness. Sound effects and mostly original music will be used. Progress and the final project will be evaluated through daily reflections and a final self-evaluation.
The student used various media technologies across the research, planning, and construction stages of their music video and digital packaging projects. In the research stage, they used YouTube, Vimeo, Google, their iPhone, Prezi, Padlet, and PowerPoint to find examples and conventions. For planning, they used iMovie, their iPhone, Prezi, Blogger, a camera, and their computer. Construction involved using a Canon camera, Premiere Pro, After Effects, memory cards, a hard drive, headphones, Blogger, a projector, Dedo lights, their iPhone, iTunes, a speaker, and their laptop. Evaluation utilized Survey Monkey, their iPhone camera, a printer, PowerPoint, Prezi
The document is a music video evaluation by Jordan Brady. It discusses how the music video follows conventions of the indie genre by researching similar videos and styles, while also adding some personal ideas. Feedback from the target audience helped identify issues with lighting and synchronization that were addressed. During production, online research, video streaming, and band websites were used to analyze other music videos and album art. Video editing software helped construct the poster, album cover, and finalize the music video project.
1. The document proposes a video project based on a song from the video game Red Dead Redemption II.
2. The target audience for the project is teenagers and young adults aged 13-25 who are mostly female and of African American or black background, as R&B music appeals most to this demographic.
3. Research conducted includes listening to the song, understanding the story and character from the video game, and how the song relates to the game's themes of inner struggle and redemption.
The document is a proposal for a radio documentary aimed at middle-aged people between 45-64 years old about Brexit. It includes details on the target audience such as their demographics, psychographics, and research conducted. The proposal outlines a 10-week schedule for the project that includes research, production experiments, interviews, editing, and evaluation. Production will involve recording interviews, creating a logo in Photoshop, and editing interviews and sound effects in Audition. The bibliography lists 7 sources that will be used for research, including audience surveys, interviews, and existing radio shows and articles on Brexit.
The document discusses how an artist used audience feedback to improve their music video, album cover, and website. They conducted surveys and questionnaires to understand their target demographic and what types of videos those potential fans enjoyed. They also got feedback after showing an early version of the short film to classmates. This audience feedback highlighted that the artist needed to promote their video more on blogs and YouTube, make it easier to find, and target a wider non-hip audience. The feedback helped the artist focus on visual quality and their brand to create a popular product that met audience wants.
This proposal outlines a music video project for the song "Gold" by EDEN. The target audience is teens and young adults aged 15-25, mainly lower and middle class. Experiments with video editing software helped develop skills for transitions, color grading, and testing ideas. The concept is to represent the past and present with different color-filtered shots to immerse the audience in the singer's memories and emotions. Research of EDEN's other music videos informed the gloomy tone and theme. Specialist techniques like green screen will not be used to maintain a casual, personal filming style, though flickering effects may be added in post-production. Progress will be evaluated based on research, planning, technical and aesthetic qualities, audience appeal,
This proposal outlines a music video project for the song "Gold" by EDEN. The target audience is teens and young adults aged 15-25, both male and female, from lower and middle socioeconomic classes. Over five weeks, the student will conduct research on EDEN's music videos, shoot footage with color filters and vintage effects to depict memories, and edit the video using skills in transitions, color grading, and pacing from a previous project. The final music video aims to immerse the audience in the singer's perspective through a gloomy tone and style consistent with EDEN's other works. Progress and the final product will be evaluated through self-reflection.
Nathan will create a 3-5 minute music video for an existing song. He will also produce related merchandise. To research the project, Nathan will analyze how other music videos use effects, props, transitions, and actor body language. He will compare his work to professional music videos and get peer feedback to evaluate his strengths and weaknesses. Nathan aims to create 5 total products to demonstrate his film and print design skills.
This document outlines a student's proposal for a short film project. It discusses the target audience which is people aged 16-25 of all social statuses and genders. The concept is a comedy/horror film where the main characters fall down stairs and hear "That wasn't supposed to happen". Production will use a camera, sound recorder, and Premiere Pro with training. Evaluation will analyze feedback, planning, and compare the final film to other horror shorts. A schedule outlines pre-production, filming, post-production, and screening over 5 weeks.
This document outlines a proposal for a music video project. The proposed video would tell the story of someone living life while young and making mistakes, set to the song "Twice" by Catfish and the Bottlemen. The target audience is identified as people aged 16-24 interested in alternative rock music. Production techniques like lip syncing, using a Steadicam, and including sound effects are discussed. An evaluation is planned to analyze how well the planning was conducted and its effects on the final project, as well as weekly diary entries evaluating progress. A five-week schedule is provided covering pre-production, filming, editing, post-production, and screening.
This proposal outlines a music video project for an audience aged 10-35 of all genders and social statuses. The student has learned Premiere Pro and Photoshop skills over the year and wants to create an EDM music video incorporating animation and editing clips to the song beat. Research will identify a suitable song and animation creation in Photoshop. No filming is needed as clips are already collected. The student will edit clips in Premiere Pro and evaluate the final work by analyzing strengths and areas for improvement.
This proposal outlines a student film project about two characters running and one accidentally falling down stairs. The intended audience is people aged 16-25 of all social statuses and genders. Research will include studying existing short films in the horror genre. Production will use a camera, microphone, and editing software. Evaluation will include feedback, assessing the planning process, and comparing the final film to other horror shorts. A schedule outlines pre-production, filming, post-production, and screening over 5 weeks.
This document discusses conventions of indie/alternative music videos and how the author's media product followed or challenged these conventions. It provides details on how the author shot and edited their music video to correspond with the song's tempo using techniques like slowing, fading, and fast cuts. The author also created ancillary texts like a website and CD cover that maintained the simple and minimalist style of the music video. Audience feedback praised some elements but also provided criticisms that could help improve repetition and scene transitions.
The document provides responses to questions about a media production project involving the creation of a music video for a fictional artist. It discusses how the music video uses and develops conventions from real music videos in genres like indie/alternative and drum and bass through techniques like editing shots on beat and using colored smoke. Audience feedback helped determine techniques to include like ensuring colors stood out. A range of media technologies were used for research, planning, filming, editing, and evaluating the project, including YouTube, WordPress, iMovie, a Canon DSLR camera, and an iMac.
The document discusses the production of a music video and ancillary materials for an A2 media studies coursework project. It explains how the student used conventions from other music videos in the same genre to make their video recognizable, while also challenging conventions to convey a strong message. Feedback from audiences showed that camera angles were most appealing. The student learned they could have made the lighting slightly darker based on one comment. Overall, feedback was very positive. A variety of media technologies were used at different stages, including YouTube for research, Photoshop for creating materials, and Blogger to document the process.
This document contains a proposal for a music video project. The proposal outlines the working title, target audience as males aged 16-21 who enjoy hip hop, rap and indie music. It discusses the production techniques that will be used, including a camera rig, drones, and GoPros to achieve a mix of rap and indie styles. It includes a schedule spanning 5 weeks for pre-production, filming, editing, post-production and evaluation through surveys and feedback. The evaluation will be used to improve future work.
Hannah Stockill proposes creating a music video and album cover for the song "Teenage Dirtbag" by Wheatus. She has experience making a music video and magazine cover in previous projects and wants to apply her skills to this new project. Hannah will research music videos of similar genres to understand themes and audience expectations. She will create surveys to gather information from different age groups and interests. Throughout the project, Hannah will log her progress and thoughts in a blog to aid her evaluation at the end where she will assess what went well and could be improved.
This proposal outlines a student's plans for creating a music video as a class project. The student aims to target a mature young adult audience aged 16-20 with their video. They plan to create a plotless video that allows viewers to create their own narrative by syncing edits to the beat of the song. Production techniques will include time lapses to depict the passage of time and steadycam panning shots. The student believes their editing skills are strongest and they will spend time ensuring the video looks professional. They intend to evaluate their work by comparing it to other music videos and identifying successes and areas for improvement.
This proposal outlines a student's plans for creating a music video as a class project. The student aims to target a mature young adult audience aged 16-20 with their video. They plan to create a plotless video that allows viewers to create their own narrative by syncing edits to the beat of the song. Production techniques will include time lapses to represent the passage of time and steadycam panning shots. The student believes their editing skills are strongest and they will spend time ensuring the video looks professional. They intend to evaluate their work by comparing it to other music videos and identifying strengths and weaknesses.
This proposal outlines plans for a final major project focused on creating an experimental music video. The target audience is identified as males aged 16-19, with the goal of appealing to both males and females across all social statuses and psychographics. The rationale discusses skills gained in Photoshop, Premiere, and After Effects that will be applied. The concept is to create a visually creative and unique video pushing boundaries through experimental shots and editing. Extensive research on styles, artists, and audience preferences is planned to ensure the work stands out. Progress will be evaluated through screenshots and comparisons to other works, with audience feedback. A schedule outlines the 10 week production process.
This document outlines a proposal for a music video project set in the 1980s. The target audience is middle-class males and females aged 30-45. The concept is to follow a main singer dancing up and down a staircase with background dancers at times. Colorful, fabric-covered sets will be used to emulate the era. Research into 1980s songs and music videos will be conducted to inform song selection and dance styles. Production techniques will include slow motion camera work, lighting in various colors, props, and a cast of 1 lead singer and 10-30 background dancers. Evaluation will occur throughout production and editing, and feedback will be solicited from others. A 5-week schedule is outlined covering pre-production, filming,
This document outlines a proposal for a music video project set in the 1980s. The target audience is middle-class males and females aged 30-45. The concept is to follow a main singer dancing up and down a staircase with colorful, fabric-covered sets and background dancers at times. Research will include songs from the era to choose from that have suitable dancing styles. Production techniques will utilize slow motion camera work, various lighting colors, props, and a cast of 10-30 background dancers. Evaluation will involve self and peer reviews before, during, and after filming and editing. A schedule outlines initial response, pre-production, filming, post-production, and screening over 5 weeks.
This document outlines a proposal for a final major project (FMP) that aims to create a visually creative and experimental music video. The target audience is identified as males aged 16-19 who will be appealed to with modern and unique design. The rationale discusses skills gained in Photoshop, Premiere, and After Effects that will be applied. The project concept is to push creative boundaries with experimental shots and editing, conducting research on styles, and finding inspiration from other artists' work. Evaluation will include screenshots, comparing to other works, and getting audience feedback. A schedule outlines weeks for research, experiments, pre-production, production, and evaluation.
The document is a proposal for a final major project (FMP) to create an experimental music video. It outlines the target audience as mainly male teenagers aged 16-19, but also appealing to females and all social statuses. Research will be conducted on existing music video styles to find inspiration and ensure the project stands out. Production experiments will help strengthen skills in programs like Photoshop and Premiere and find effects to implement. Feedback will be gathered from test audiences and the work will be evaluated by comparing to other products and reflecting on screenshots taken throughout production. A schedule is provided outlining the plan over 10 weeks including initial response, research, experiments, pre-production, production, evaluation, and development.
This proposal is for a comedy music video called "Wacky Waiting Room Music". The target audience is males aged 18-25 who enjoy silly comedy. The video will tell a linear story of characters in a waiting room creating music from everyday objects. In the first stage, characters are introduced and start a beat. The main character creates a melody for the song. In the third stage, a question is asked that changes the music genre. The schedule outlines weekly tasks from initial research to production, evaluation, and development. Sources cited provide examples of similar comedy music videos and tutorials for skills like green screen removal needed for the project.
This document provides details on a proposed video game called Pandemonium, including the story, world lore, characters/enemies, and location setting. The story follows a protagonist who becomes trapped in their mind due to overwhelming negative emotions, and must solve their inner struggles to escape. Key locations unlock memories that caused the protagonist's suppressed emotions. Enemies represent those emotions and get weaker as memories are accepted. The forest setting represents the protagonist's suffocating feelings. Investors are asked to support further development of the beta game.
The document summarizes the process of creating animated character sprites over 9 days. Some key points:
- The artist created characters by drawing body parts on separate layers to allow easy movement in animations.
- Backgrounds for cutscenes were created using point perspective with vanishing points to make furniture/objects proportional.
- Forest backgrounds used 3 vanishing points and a star shape tool to position them.
- Characters were refined with color and details like fur texture on the fox.
- Fighting poses were created for antagonist character to oppose the protagonist.
- Bedroom background was detailed with lighting and shadows to represent nighttime.
- The document analyzes screenshots from existing video games Limbo, Gris, Monument Valley, and Inside to understand their visual design techniques.
- It discusses the color palettes, art styles, camera perspectives, character designs, background textures, and other visual elements used in each game.
- The goal is to learn from these games' effective visuals in order to inform the design of the author's own game, which will use a black and white color scheme.
The lighting effects are used creatively and help to add atmosphere.
The background music fits the tone of the game well.
• What improvements could have been made to the product?
- The movement of the trees in the background could be improved to flow more
naturally rather than appearing quite abrupt. Some overlapping or layering
between trees may help with this.
- Additional sound effects during gameplay could help immerse the player more,
such as footsteps or impacts from hitting enemies.
- Some variation in enemy movement/attacks may make battles feel less repetitive
if implemented. Overall though it's a really solid start.
The peer feedback provided positive feedback on aspects of the poster and videogame such as the line work, use of black and white, character pose, lighting effects, and music/sound design. Suggested areas for improvement included making the subtitle text on the poster more visible, improving the blending of rocks in the background, and fixing the direction that trees move in the videogame background. The creator agreed that some feedback points could help strengthen the work, such as moving the subtitle for better visibility and adding more details to make the poster and game more polished. Only minor disagreements were noted, and the creator indicated they would make targeted changes based on the peer feedback received.
The document describes the process of creating background scenes in Photoshop for a cut scene, including using guides and vanishing points to create perspective. For a bedroom background, the artist used a single vanishing point to construct walls, furniture and other elements. For a forest background, three vanishing points were employed to build the floor, path and rough sketches of trees and a character.
The document analyzes existing video game products and posters to identify features to include in the author's own work, finding that games commonly use darker colors and sound effects to evoke emotion, while posters attract audiences through minimal text, character positioning, and color palettes that match the game's tone. By studying these existing works, the author aims to create immersive atmospheres and intriguing narratives in their own production.
The document provides details about Gemma Nicholls' pre-production process for creating an animated videogame and promotional poster. For her main project, she will design characters, backgrounds, music, and sounds for an original videogame. Her secondary product is a poster to advertise the videogame. The intended audience is ages 15-24, appealing to different personality types. The videogame will be playable on PC and is meant to entertain users and help pass time. Style sheets explore color schemes, character and background designs, and poster layout ideas.
This proposal outlines Gemma Nicholls' final major project for her video game design course. She will create a puzzle platformer video game and advertisement poster with the theme of a protagonist battling their dark emotions within their mind. Her target audience is ages 15-24, and she will focus on emotions like sadness and hopelessness portrayed through a black and white color palette. Over 9 weeks, Gemma will complete research, pre-production, asset creation, animation, and evaluation. She will gather feedback and reflect on her time management, technical and aesthetic qualities, and audience appeal. The proposal provides a schedule of specific tasks like character design, background artwork, sound effects, and poster layout to complete the project on time.
The document analyzes existing video game products and posters to identify features to include in the author's own work, such as using darker colors like black and white, including textures in backgrounds, and relying on sound effects to convey emotion. Common elements identified across products included narrative-driven gameplay, unique level designs, and evoking different feelings in audiences. The analysis of various styles and approaches will help the author experiment and consider new elements for their own game.
Gemma's initial reaction to her final major project was excitement about having full control over what she creates, but also nervousness about not including enough detail. She plans to reference past projects and feedback to help guide her. For her FMP, Gemma wants to create another videogame with improved animations and more detailed designs, building on her strengths in that area. She will work on the project both in and out of school to add more detail while managing stress.
The document provides details about Gemma Nicholls' pre-production process for creating an animated videogame and accompanying poster. She will design original characters and backgrounds for the videogame, which aims to entertain audiences ages 15-24. The videogame will be playable on PC and potentially PlayStation. Her poster will advertise the videogame digitally and on paper. She has chosen a black, white, and dark blue color scheme and forest setting for her initial videogame level and poster layout to match the isolation theme of escaping unwanted thoughts.
This document analyzes and summarizes several existing video game products including Limbo, Gris, Monument Valley, and Inside. For each game, it describes key aspects of the game's visual style such as color palette, art style, camera angles, character and level design, and how these visual elements enhance the gameplay experience and appeal to audiences. The document aims to learn techniques for crafting compelling visuals and atmospheres from these popular games to apply to the creator's own game design.
Gemma Nicholls proposes creating a video game called "Trapped" and accompanying advertisement poster. The game would be a puzzle platformer depicting a protagonist struggling with dark emotions until being overtaken by their inner demons. Nicholls aims to attract a diverse audience aged 15-24 by focusing on universal human emotions. A survey and research on existing games will inform the project's design. Over 9 weeks, Nicholls will develop characters, backgrounds, animations, and the secondary poster product before conducting evaluations on progress, qualities, and audience appeal.
The document outlines Gemma Nicholls' initial plans and reactions for her final major project, including creating another video game with improved animation based on her previous successful projects. She plans to work on the project both in and out of school to add more detail and keep stress levels lower. Gemma provides some pre-proposal details on her potential video game project, including targeting teenagers and young adults and drawing inspiration from video games she enjoyed playing.
The document discusses a student's grades across different subjects and areas they need to develop for future media projects. The student received a mix of passes, merits, and distinctions in subjects like audio, print, video, and video games. Areas to develop include evaluation, research, and problem analysis. For evaluation, the student will provide more detailed technical feedback and peer reviews. For research, they will conduct both primary and secondary research as well as look at existing products. For problem analysis, the student will create more experiments testing different ideas and explaining what worked and didn't.
The document provides information for the pre-production of a video game, including audience profile, style sheet, screenshot layouts, sound effects, contingency planning, and health and safety. The target audience is 15-24 year olds of both genders. A blocky and hand-drawn art style will be used. Color palettes and pixel art styles from sample images will inspire the design of each level. Mockups demonstrate potential level designs incorporating elements established in the style sheet. Sound effects and how to create them are discussed. Contingency plans and health and safety considerations are outlined.
The document provides an evaluation of Gemma Nicholls' research, planning, time management, technical qualities, and audience appeal for her product. For research, strengths included choosing relevant existing products to develop ideas, while weaknesses were only researching one game type which limited ideas. Planning strengths were mood boards and mind maps, but weaknesses included an unrealistic schedule. Time management was rated positively as tasks were completed on time, and more time would be spent improving animations and adding a second level. Technical comparisons noted differences between her and existing products. Audio needed more diverse self-created effects. Aesthetics could be improved by adding collectible items and character consistency. The target audience appeals included anonymity and a sense of completion.
The document provides a summary of the production process for an animated game. It describes creating character sprites and animations for fighting, walking, and jumping using Photoshop and a graphics tablet. Backgrounds were also created in Photoshop using layers and colors. Monsters were drawn and animated. Sound effects were made using BeepBox and Premier Pro was used to add sound to the finished animation. Overall the process involved sketching, coloring, and animating sprites and backgrounds over multiple Photoshop documents to create a complete animated game.
This document summarizes the strengths and weaknesses of various stages of a film production process. For research, strengths included collecting detailed clips and screenshots to explain likes, and clear conventions. Weaknesses were a lack of experimentation. Planning strengths were a concept board and structural breakdown. A weakness was spending too much time planning instead of filming. Time management was imperfect due to a missed week, but the creator managed their time well overall. Technical strengths included varied camera movements and inspiration, while weaknesses included a shaky, cropped clip. Aesthetic strengths were subtle colors and chronological order, while weaknesses were some blurry footage. Audience appeal came from a nostalgic song edited to the beat. Peer feedback praised the music sync and
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.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Training: ISO/IEC 27001 Information Security Management System - EN | PECB
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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.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
1. Proposal
1
Working Titles: renegades, forsaken, mutineer
What is it called? This can change if you think of something better later
Audience:
My target audience that I’m aiming my music video for will be adolescence aged from around 16 to
20. They video will be created in the interest of both genders. This would appeal to both genders
because I am not using general stereotypes, as in my video both genders are equal. my video can
be aimed towards all social classes as most people have wanted freedom, to rebel and be creative
at one point. However, I am specifically aiming my music video towards the lower social class
levels as these groups don’t have as much creative freedom and my music video is about being
able to express yourself. My target audience Is also people whose lifestyle are that of; social
conscious type a, balanced /totally integrated, needs driven people. This is because people with
these lifestyles want to be different they want to help themselves and society/planet. My music
video would appeal to them as you can do this by being creative and out of the box (“All hail the
outlaws/ Spielberg's and Kubrick's”)
Rationale (approx. 100 words)
Throughout this year I have acquired lots of knowledge and skills on most adobe programs such
as; Photoshop, premier, adobe audition, illustrator, premier pro and a few skills on after effects. I
gained my knowledge and new skills by using a few programs through various tasks and projects I
have been set since starting my time at school. Project’s such as my audio ghost story, advergame
and advert that I studied will have a direct impact on my current work as those projects have
helped improve my skills with audio and editing and putting the two together. This knowledge I
have required from my previous projects will help me create a music video I am happy presenting
and it will also help me get my work done a bit faster as I don’t have to learn how to use every
program needed.
Project Concept (approx. 200 words)
The concept for my music video is a group of friends who walk around together/ laugh, having fun
and don’t care about the time or exactly where their destination is/ is going to be. To fit my
concept, I chose the song renegade by the X Ambassadors. I chose this song as it starts with
exploration and freedom from the first verse and that is carried through the song along with lines
that praise being unique and go against mainstream ideas.
I will need to research existing products and look at music videos with the same/different genre
characteristics as the band I chose (indie rock). I will also need to research about different edit and
camera techniques and what the meaning behind them is. This will help me when filming my music
video as I will know what I want /need to record for my scenes.
Production Techniques (approx. 150 words)
Some production techniques I want to use I my music video are:
I want to include camera shots that are eye level, over the shoulder, high angle, wide view, body
shot and low angles. I want to include some camera movements that are: pan (left and right),
pedestal (Moving the whole camera up and down), tilt (pointing the camera up and down) and
zoom. These camera movements are found mix in with others in many popular music videos and
films. I haven’t chosen to use any production technique that uses special equipment as most indie
rock music videos have a small budget and the locations are easily assessable.
Evaluation (approx. 50 words)
I plan to evaluate my work by a few means, such as an ongoing evaluation, along with evaluation
of my experimental progress. I will also evaluate my finished outcome of my music video, as well
as my finished research, planning, time management/ technical qualities, aesthetic qualities and
audience appeal. To complete this I will also look for comments made by my target audience as is
marketed towards them. This feedback will also help me improve in the future as it can help in my
other projects along with helping me if I decide to create my (FMP) final personal project based
around what I’ve done on this project.
2. Proposal
2
Schedule
WEEK OVERALL PLAN SPECIFIC TASKS
1 -Initial Response
-Production Experiments
Think of what video I
want to create.
What music/ genre
would go best/ what I
enjoy.
Test out techniques I
want to include into
my music video.
2 -Product
-Audience Research
-Proposal
-Begin Pre-production
Finish of experiment if
not I haven’t.
Find existing products
to research and write
about what I like
/don’t.
Research about
different camera
movements and
techniques/
meanings/ finish
PowerPoint.
Write proposal.
Start visual planning.
3 -Pre-production
-Filming
If not done complete
proposal.
Finish pre-production.
Gather a cast to film
with on the weekend.
4 -Filming/Editing Finish pre-production
if not done.
Collect more footage
if needed.
Move all filmed
footage onto
computer and start
editing.
5 -Post-production
-Screening/Evaluation
Ask classmates/
family for feedback.
Complete evaluation
PowerPoint.
Upload everything to
blogger.
Bibliography
At least 7 sources total and should include books, videos/films/video games, magazines and
newspaper articles etc.
1. Your, Name. (2018) Target Audience Research Survey (conducted on DATE)
2. Interviewees, Name. (2018) Target Audience Interviews (conducted on DATE)
3. Mark r Robertson. (December 20, 2012). Tutorial: How to Create the Old Film Look Effect for Video.
Available:https://tubularinsights.com/old-film-effect-look/.Last accessed 29/1/2019.
4. Foster the people. (4 Feb 2011).Pumped up kicks.Available:
https://www.youtube.com/watch?v=SDTZ7iX4vTQ. Last accessed 29/1/2019.
5. American authors.(18 Oct2013). Best day of my life. Available:
https://www.youtube.com/watch?v=Y66j_BUCBMY. Last accessed 29/1/2019.
3. Proposal
3
6. Avicii.(15 Dec 2014). The nights. Available:https://www.youtube.com/watch?v=UtF6Jej8yb4. Last
accessed 1/29/2019.
7. Larry Page, Sergey Brin. (4 sept 1998). Google. Available:https://www.google.co.uk/. Last accessed
29/1/2019.
8. . Levon & Kiril.(Jan 2006). Bubbl.us.Available:https://bubbl.us/044067005838618173.Lastaccessed
29/1/2019
9. askingpeople/ collectingopinions