The document discusses the ways in which the author's media products used, developed, or challenged conventions of real media. It describes researching conventions of different music genres and an artist. The author considered how their music video, magazine advertisement, and digipak incorporated conventions through things like narrative, visual style, color schemes, and layouts. While many conventions were followed, some were challenged by the author when they did not fit the narrative or to maintain a professional quality. Audience feedback also influenced convention choices.
This document discusses planning for a fanzine about Japanese whisky. It includes mood boards exploring different visual styles, such as vintage, modern, and cyberpunk aesthetics. Font and color palettes are also planned to match the intended styles. The document outlines the layout of double page spreads, including different image and text combinations. A production schedule is included to allocate time for writing articles, selecting images, designing pages, and completing the fanzine. Overall, the document shows thorough preparation for creating a fanzine that explores Japanese whisky in a variety of visual styles.
The document discusses conventions of media products and how the student's own media product used, developed, or challenged conventions.
It summarizes the student's initial research on music video conventions using Andrew Goodwin's theory, which influenced the student's decisions to use some conventions while developing or challenging others. The student also researched the indie music genre to inform their "Little Green Bag" music video.
The student analyzed what conventions their video used, developed, or challenged. Conventions used included linking visuals to lyrics and using narrative. Conventions developed included using various colors and close-ups of actors instead of artists. Conventions challenged included not featuring female bodies or reflecting trends. Research on album ad formats and covers also
1) The document discusses the challenges of creating a media product that appeals to both pop and alternative music genres given Ed Sheeran's unique style. To address this, the author analyzed conventions of both genres from artists like Amy Winehouse and Panic! At The Disco.
2) The author created a music video that uses conventions from both genres, such as close-ups, while challenging conventions like only using black and white to give it a darker tone.
3) For the advert and digipak, the author mostly followed conventions like consistent branding but challenged conventions by not including the artist's image to make it stand out.
The document discusses the creation of a music video and promotional materials for Ed Sheeran's song "Lego House." To appeal to both pop and alternative music fans, the creator combined conventions from both genres in the music video. Close-ups and lip syncing were used to appeal to pop fans, while a dark, emotional tone and isolated shooting location appealed to alternative fans. Feedback was gathered from surveys to understand the target audience. The advertising and album packaging used consistent colors, fonts, and emotions to clearly connect the pieces and create a brand identity. Audience feedback helped determine genre conventions and expectations to ensure the work would attract the intended viewers.
The document discusses the development of media products for a pop artist named Ella Henderson. It summarizes:
1) The digipak and magazine poster were designed to reflect Ella Henderson's vintage personality using simple designs inspired by her previous works and those of other pop artists.
2) Research on conventions of digipaks, magazine posters, and music videos for the pop genre informed the design choices to make the products appealing to the target audience.
3) The music video incorporated conventions like camera angles and natural lighting to establish an emotional narrative that connects the song's lyrics and performance to the audience through the artist's expression.
Media studies a2 advanced portfolio evaluationJesams240892
The document provides details from Joe Sams' media studies portfolio evaluation. It discusses how his media product challenged conventions in several ways. It used a narrative-based music video format rather than typical singing or love story approaches. It also experimented with simple visual effects and editing techniques. Joe ensured his ancillary texts like the digipak and magazine ad linked to the music video's genre but also challenged conventions somewhat. He learned from audience feedback, making improvements like removing a blurry effect based on comments.
The media product uses, develops, and challenges conventions of real R&B media products. To use conventions, the main artist's fashion and performance scenes conform to typical R&B styles. The music video also uses common techniques like close-ups and varied shots. However, conventions are also developed, like adding bold colors to performance scenes or including black and white scenes. Stereotypes are challenged by having both male and female main characters and avoiding criminal themes. The digipak similarly merges R&B and other genres to challenge stereotypes through its design.
The document discusses the ways in which the author's media products used, developed, or challenged conventions of real media. It describes researching conventions of different music genres and an artist. The author considered how their music video, magazine advertisement, and digipak incorporated conventions through things like narrative, visual style, color schemes, and layouts. While many conventions were followed, some were challenged by the author when they did not fit the narrative or to maintain a professional quality. Audience feedback also influenced convention choices.
This document discusses planning for a fanzine about Japanese whisky. It includes mood boards exploring different visual styles, such as vintage, modern, and cyberpunk aesthetics. Font and color palettes are also planned to match the intended styles. The document outlines the layout of double page spreads, including different image and text combinations. A production schedule is included to allocate time for writing articles, selecting images, designing pages, and completing the fanzine. Overall, the document shows thorough preparation for creating a fanzine that explores Japanese whisky in a variety of visual styles.
The document discusses conventions of media products and how the student's own media product used, developed, or challenged conventions.
It summarizes the student's initial research on music video conventions using Andrew Goodwin's theory, which influenced the student's decisions to use some conventions while developing or challenging others. The student also researched the indie music genre to inform their "Little Green Bag" music video.
The student analyzed what conventions their video used, developed, or challenged. Conventions used included linking visuals to lyrics and using narrative. Conventions developed included using various colors and close-ups of actors instead of artists. Conventions challenged included not featuring female bodies or reflecting trends. Research on album ad formats and covers also
1) The document discusses the challenges of creating a media product that appeals to both pop and alternative music genres given Ed Sheeran's unique style. To address this, the author analyzed conventions of both genres from artists like Amy Winehouse and Panic! At The Disco.
2) The author created a music video that uses conventions from both genres, such as close-ups, while challenging conventions like only using black and white to give it a darker tone.
3) For the advert and digipak, the author mostly followed conventions like consistent branding but challenged conventions by not including the artist's image to make it stand out.
The document discusses the creation of a music video and promotional materials for Ed Sheeran's song "Lego House." To appeal to both pop and alternative music fans, the creator combined conventions from both genres in the music video. Close-ups and lip syncing were used to appeal to pop fans, while a dark, emotional tone and isolated shooting location appealed to alternative fans. Feedback was gathered from surveys to understand the target audience. The advertising and album packaging used consistent colors, fonts, and emotions to clearly connect the pieces and create a brand identity. Audience feedback helped determine genre conventions and expectations to ensure the work would attract the intended viewers.
The document discusses the development of media products for a pop artist named Ella Henderson. It summarizes:
1) The digipak and magazine poster were designed to reflect Ella Henderson's vintage personality using simple designs inspired by her previous works and those of other pop artists.
2) Research on conventions of digipaks, magazine posters, and music videos for the pop genre informed the design choices to make the products appealing to the target audience.
3) The music video incorporated conventions like camera angles and natural lighting to establish an emotional narrative that connects the song's lyrics and performance to the audience through the artist's expression.
Media studies a2 advanced portfolio evaluationJesams240892
The document provides details from Joe Sams' media studies portfolio evaluation. It discusses how his media product challenged conventions in several ways. It used a narrative-based music video format rather than typical singing or love story approaches. It also experimented with simple visual effects and editing techniques. Joe ensured his ancillary texts like the digipak and magazine ad linked to the music video's genre but also challenged conventions somewhat. He learned from audience feedback, making improvements like removing a blurry effect based on comments.
The media product uses, develops, and challenges conventions of real R&B media products. To use conventions, the main artist's fashion and performance scenes conform to typical R&B styles. The music video also uses common techniques like close-ups and varied shots. However, conventions are also developed, like adding bold colors to performance scenes or including black and white scenes. Stereotypes are challenged by having both male and female main characters and avoiding criminal themes. The digipak similarly merges R&B and other genres to challenge stereotypes through its design.
The document discusses how new media technologies were used in the construction, research, planning and evaluation of a music video project. YouTube, Google, Twitter and Facebook were used for research to explore genres of rap and grime and get ideas from other artists' music videos. Blogger was used to upload and track research work. YouTube provided examples of freestyle videos to help determine the concept. Audience feedback was gathered through surveys on social media to help with planning.
Tevin Campbell produced a music video, album digipak, and magazine advertisement for his advanced media portfolio. He analyzed conventions from real rock music videos, albums, and advertisements. Some conventions he incorporated included using a handheld camera, fast edits, close-ups of band members, and consistent colors across products matching the rock genre. Audience feedback helped him learn that his work properly established the rock music genre but could be more complex.
The music video evaluates Erica Shine's song "When Will it End". It uses typical music video forms like a solo shot of the artist and narrative sequencing. However, the lighting differs from conventions. Close-ups focus on the artist throughout to follow the narrative and make her the main character. The story depicts female stereotypes of being emotional. Feedback found the editing was best but lighting could be improved, and it was more suitable for YouTube than major channels due to quality. The genre was correctly identified but could have been reinforced more.
This document provides a treatment for a factual project creating an underground music magazine called "EXPOSE" discussing the downsides of the music industry. The magazine will include articles on issues like the damaging effects of the industry, record labels, women in music, and an interview with an independent artist. The purpose is to educate readers on challenges in the industry beyond its glamorous public perception. The target audience is music enthusiasts aged 18-25. Visual materials will come from stock sites and social media, with images edited into an original style. The magazine structure includes sections on record labels, independent artists, women in music, streaming services, and social media's impact. As graphic design is the specialism, creating a print fanzine
This document provides instructions for completing a case study analysis of music videos. It is divided into three tasks. Task 1 involves analyzing the purposes of music videos, including attracting audiences, conveying meaning, and presenting artists. Task 2 examines styles, techniques, and conventions used in music video production, such as camerawork, editing, and genre conventions. Task 3 requires selecting an artist and analyzing a minimum of three of their music videos, drawing on concepts from Tasks 1 and 2. The case study should consider the videos' purposes, branding, techniques, and meanings created. Students are encouraged to illustrate their analysis with images and video links.
This document provides an evaluation of a student's A2 media project, which included a music video and ancillary texts. The evaluation discusses how the project used and developed conventions of real music videos while also adding some original elements. It describes the effective combination of the main video and ancillary texts and reflects on positive audience feedback, though some did not fully understand the intended narrative. The student concludes that the project was largely successful in achieving its goals through the use of researched conventions and media technologies.
This document provides an evaluation of a student's A2 media project, which was a music video. The student discusses how their music video used and developed conventions of real music videos, such as including a narrative and mixing performance and storyline scenes. They also challenged some conventions by not including the artist's performance in some scenes. The student feels their main product and ancillary texts, like a digipack and magazine ad, connect well to help audiences relate the pieces. Most audience feedback was positive, praising the editing and production quality, though some did not fully understand the intended storyline. The student used various media like YouTube, magazines, and online presentations in the planning, research, and evaluation stages.
The document discusses several existing music video and documentary products that provide inspiration for the creator's own video. Key aspects that will be incorporated include the use of interviews, a mix of high and low quality footage to balance production value and raw feeling, and editing techniques like slow motion. The research found that audiences still appreciate music videos and want to see them made, and the creator's video will appeal by taking inspiration from other successful works while adding their own style.
1) The document investigates how the media product conforms to or challenges conventions of real music videos, specifically indie music videos.
2) Key conventions explored include using a narrative structure, relating the visuals to the lyrics, incorporating natural lighting and location, and portraying youth in a positive light.
3) The analysis discusses how the media product follows conventions through choices related to genre, mise-en-scene, representation, enjoyment, and ancillary product design.
The document provides guidance for completing a case study on music video production. It outlines three tasks: 1) the purposes of music videos and artist strategies, 2) styles, techniques and conventions of music video production, and 3) a case study analyzing at least three music videos. Task 1 questions explore the core purposes of music videos and how artists use them for promotion, messaging and performance substitution. It also asks how artist branding is presented in videos. Task 2 focuses on styles, techniques and conventions. The document emphasizes illustrating points with examples and adding relevant images, videos and references.
In what-ways-does-your-media-product-useCurtis_Price
The document discusses how the media product challenges and develops conventions of real media. It analyzed music videos, posters, and albums to inform its own creations. For the music video, it considered conventions like camera shots, narrative/performance style, and cultural codes. It aimed to give an urban feel through locations. For the poster and digipak, it followed conventions like consistent branding, release date prominence, and social media inclusion. The goal was to produce professional-looking pieces that both conform to and advance real media conventions.
The document discusses the ways in which the media product challenges conventions of the punk genre. It notes that the artist wears unique clothing not typically seen in punk bands, such as brightly colored shorts and makeup. Feedback from focus groups praised the consistent color scheme across all products and clear message of hope. Areas for improvement included using more artistic fonts. Overall, the feedback showed the products successfully reached the target teenage audience.
The document discusses the ways in which the media producer's music video, digipak, and promotional materials use and develop conventions of real media products.
For the music video, the producer researched the song's meaning and visual interpretations to inform their own visual storytelling. Shots and stylistic elements from the inspiration video were incorporated. The video challenges stereotypes by portraying the youth in a rebellious but principled light.
The digipak maintains the vintage-inspired color palette and fonts for branding consistency. It challenges conventions by combining illustration and artist portrait rather than just using portrait.
The teaser and advertisements maintain the house style through consistent visual elements and fonts to intrigue and inform audiences
The student created a music video for an indie/rock band to promote their album. They researched conventions of the genre by watching other music videos online and on TV. Their first idea was a stop motion video but they were advised it did not fit conventions. Their final video took inspiration from indie films and featured a model dancing and picking flowers outside, matching the upbeat song. Feedback was mixed but generally positive, praising the fun, random acts matching the music. The student learned new technologies like video editing software to construct the video and used social media for feedback.
The document discusses the design of a digipack for a fictional artist. It describes choosing images that portray the artist as mysterious, curious, and finding peace in nature. Additional details like the track list and website link were included to make it look professional. Feedback from a focus group was generally positive about relating to the artist's personality, though some felt the images were too stereotypical and could have shown more locations. Through this process, the author learned the importance of planning shots in advance and considering the audience's perspective to clearly convey the intended message.
This document discusses conventions of the indie rock music genre. It outlines characteristics commonly seen in indie rock music videos, such as outdoor locations, casual costumes, medium close-ups of the singer, and narratives focused on love and relationships. The document then discusses how the author's music video will incorporate many of these conventions, such as using outdoor locations and costumes to create a relatable yet distant "star image" for the band. It also explores concepts of redundancy and entropy in genre conventions.
The document discusses how the media product follows conventions of the indie music genre. It investigates forms of existing indie music videos and applies them, including choosing a narrative structure common in indie videos. Elements like costumes, locations, editing and lack of effects emulate typical indie genre conventions. While some conventions are followed, others are challenged, like avoiding common negative youth stereotypes in the portrayal of the characters. The overall design of the album and advertisements also conform to conventions like minimalist layouts in font choice and information included.
The document discusses how the media product follows conventions of the indie music genre. It investigates forms of existing indie music videos and applies them, including choosing a narrative structure common in indie videos. Elements like costumes, locations, editing and layout are chosen to be conventional for indie. Some conventions are challenged, like not using special effects and positively portraying youth. The goal is to create a media product that fits the genre successfully while challenging some expectations.
The document provides feedback from test audiences on a student's music video project. The student asked their focus group several questions to better understand how to improve the video. They learned that they needed to stabilize shots, add more angles and lighting, clarify the narrative, and refilm some parts. While the overall idea and music were liked, the student gained insight on strengthening editing, shot variety, and making the story more apparent. This feedback helped the student identify areas for improvement and informed changes made in revising and reshooting parts of the video.
The document discusses how the creator involved their audience in providing feedback throughout the planning and creation of three alternative rock media texts. This included conducting research such as questionnaires about lyrics, ideas for the music video, costumes, and conventions of the genre. The audience also provided feedback on mood boards, locations, narratives, and the finished music video. The creator learned that using audience feedback was key to creating products the alternative rock audience would want. The positive feedback showed they were able to understand the genre and create high quality media the audience enjoyed.
The target audience is a 16-17 year old female who enjoys listening to pop music daily using Spotify, YouTube, and iTunes. She uses social media like Instagram, Twitter, and Facebook as her primary source for information on artists and new music. She prefers bright, colorful magazines and has no preference on the gender of people on the magazine covers.
POST Product Launch Survey of Find a Friend 2009Waqas Nasir
The document summarizes the findings of a survey conducted among 229 current subscribers of Warid's LBS (Location Based Services) in Pakistan. Some key findings include:
1) LBS is predominantly used by males (89%) aged 15-36 years old. 76% of subscribers were top of mind aware of LBS and associated it with Warid.
2) The majority of subscribers (62%) used the Friend Finder service and were satisfied with it, using it multiple times and planning to use it again.
3) A smaller number (3%) used the Location Finder service, but all were willing to use it again and try Friend Finder as well.
4) SMS
The document discusses how new media technologies were used in the construction, research, planning and evaluation of a music video project. YouTube, Google, Twitter and Facebook were used for research to explore genres of rap and grime and get ideas from other artists' music videos. Blogger was used to upload and track research work. YouTube provided examples of freestyle videos to help determine the concept. Audience feedback was gathered through surveys on social media to help with planning.
Tevin Campbell produced a music video, album digipak, and magazine advertisement for his advanced media portfolio. He analyzed conventions from real rock music videos, albums, and advertisements. Some conventions he incorporated included using a handheld camera, fast edits, close-ups of band members, and consistent colors across products matching the rock genre. Audience feedback helped him learn that his work properly established the rock music genre but could be more complex.
The music video evaluates Erica Shine's song "When Will it End". It uses typical music video forms like a solo shot of the artist and narrative sequencing. However, the lighting differs from conventions. Close-ups focus on the artist throughout to follow the narrative and make her the main character. The story depicts female stereotypes of being emotional. Feedback found the editing was best but lighting could be improved, and it was more suitable for YouTube than major channels due to quality. The genre was correctly identified but could have been reinforced more.
This document provides a treatment for a factual project creating an underground music magazine called "EXPOSE" discussing the downsides of the music industry. The magazine will include articles on issues like the damaging effects of the industry, record labels, women in music, and an interview with an independent artist. The purpose is to educate readers on challenges in the industry beyond its glamorous public perception. The target audience is music enthusiasts aged 18-25. Visual materials will come from stock sites and social media, with images edited into an original style. The magazine structure includes sections on record labels, independent artists, women in music, streaming services, and social media's impact. As graphic design is the specialism, creating a print fanzine
This document provides instructions for completing a case study analysis of music videos. It is divided into three tasks. Task 1 involves analyzing the purposes of music videos, including attracting audiences, conveying meaning, and presenting artists. Task 2 examines styles, techniques, and conventions used in music video production, such as camerawork, editing, and genre conventions. Task 3 requires selecting an artist and analyzing a minimum of three of their music videos, drawing on concepts from Tasks 1 and 2. The case study should consider the videos' purposes, branding, techniques, and meanings created. Students are encouraged to illustrate their analysis with images and video links.
This document provides an evaluation of a student's A2 media project, which included a music video and ancillary texts. The evaluation discusses how the project used and developed conventions of real music videos while also adding some original elements. It describes the effective combination of the main video and ancillary texts and reflects on positive audience feedback, though some did not fully understand the intended narrative. The student concludes that the project was largely successful in achieving its goals through the use of researched conventions and media technologies.
This document provides an evaluation of a student's A2 media project, which was a music video. The student discusses how their music video used and developed conventions of real music videos, such as including a narrative and mixing performance and storyline scenes. They also challenged some conventions by not including the artist's performance in some scenes. The student feels their main product and ancillary texts, like a digipack and magazine ad, connect well to help audiences relate the pieces. Most audience feedback was positive, praising the editing and production quality, though some did not fully understand the intended storyline. The student used various media like YouTube, magazines, and online presentations in the planning, research, and evaluation stages.
The document discusses several existing music video and documentary products that provide inspiration for the creator's own video. Key aspects that will be incorporated include the use of interviews, a mix of high and low quality footage to balance production value and raw feeling, and editing techniques like slow motion. The research found that audiences still appreciate music videos and want to see them made, and the creator's video will appeal by taking inspiration from other successful works while adding their own style.
1) The document investigates how the media product conforms to or challenges conventions of real music videos, specifically indie music videos.
2) Key conventions explored include using a narrative structure, relating the visuals to the lyrics, incorporating natural lighting and location, and portraying youth in a positive light.
3) The analysis discusses how the media product follows conventions through choices related to genre, mise-en-scene, representation, enjoyment, and ancillary product design.
The document provides guidance for completing a case study on music video production. It outlines three tasks: 1) the purposes of music videos and artist strategies, 2) styles, techniques and conventions of music video production, and 3) a case study analyzing at least three music videos. Task 1 questions explore the core purposes of music videos and how artists use them for promotion, messaging and performance substitution. It also asks how artist branding is presented in videos. Task 2 focuses on styles, techniques and conventions. The document emphasizes illustrating points with examples and adding relevant images, videos and references.
In what-ways-does-your-media-product-useCurtis_Price
The document discusses how the media product challenges and develops conventions of real media. It analyzed music videos, posters, and albums to inform its own creations. For the music video, it considered conventions like camera shots, narrative/performance style, and cultural codes. It aimed to give an urban feel through locations. For the poster and digipak, it followed conventions like consistent branding, release date prominence, and social media inclusion. The goal was to produce professional-looking pieces that both conform to and advance real media conventions.
The document discusses the ways in which the media product challenges conventions of the punk genre. It notes that the artist wears unique clothing not typically seen in punk bands, such as brightly colored shorts and makeup. Feedback from focus groups praised the consistent color scheme across all products and clear message of hope. Areas for improvement included using more artistic fonts. Overall, the feedback showed the products successfully reached the target teenage audience.
The document discusses the ways in which the media producer's music video, digipak, and promotional materials use and develop conventions of real media products.
For the music video, the producer researched the song's meaning and visual interpretations to inform their own visual storytelling. Shots and stylistic elements from the inspiration video were incorporated. The video challenges stereotypes by portraying the youth in a rebellious but principled light.
The digipak maintains the vintage-inspired color palette and fonts for branding consistency. It challenges conventions by combining illustration and artist portrait rather than just using portrait.
The teaser and advertisements maintain the house style through consistent visual elements and fonts to intrigue and inform audiences
The student created a music video for an indie/rock band to promote their album. They researched conventions of the genre by watching other music videos online and on TV. Their first idea was a stop motion video but they were advised it did not fit conventions. Their final video took inspiration from indie films and featured a model dancing and picking flowers outside, matching the upbeat song. Feedback was mixed but generally positive, praising the fun, random acts matching the music. The student learned new technologies like video editing software to construct the video and used social media for feedback.
The document discusses the design of a digipack for a fictional artist. It describes choosing images that portray the artist as mysterious, curious, and finding peace in nature. Additional details like the track list and website link were included to make it look professional. Feedback from a focus group was generally positive about relating to the artist's personality, though some felt the images were too stereotypical and could have shown more locations. Through this process, the author learned the importance of planning shots in advance and considering the audience's perspective to clearly convey the intended message.
This document discusses conventions of the indie rock music genre. It outlines characteristics commonly seen in indie rock music videos, such as outdoor locations, casual costumes, medium close-ups of the singer, and narratives focused on love and relationships. The document then discusses how the author's music video will incorporate many of these conventions, such as using outdoor locations and costumes to create a relatable yet distant "star image" for the band. It also explores concepts of redundancy and entropy in genre conventions.
The document discusses how the media product follows conventions of the indie music genre. It investigates forms of existing indie music videos and applies them, including choosing a narrative structure common in indie videos. Elements like costumes, locations, editing and lack of effects emulate typical indie genre conventions. While some conventions are followed, others are challenged, like avoiding common negative youth stereotypes in the portrayal of the characters. The overall design of the album and advertisements also conform to conventions like minimalist layouts in font choice and information included.
The document discusses how the media product follows conventions of the indie music genre. It investigates forms of existing indie music videos and applies them, including choosing a narrative structure common in indie videos. Elements like costumes, locations, editing and layout are chosen to be conventional for indie. Some conventions are challenged, like not using special effects and positively portraying youth. The goal is to create a media product that fits the genre successfully while challenging some expectations.
The document provides feedback from test audiences on a student's music video project. The student asked their focus group several questions to better understand how to improve the video. They learned that they needed to stabilize shots, add more angles and lighting, clarify the narrative, and refilm some parts. While the overall idea and music were liked, the student gained insight on strengthening editing, shot variety, and making the story more apparent. This feedback helped the student identify areas for improvement and informed changes made in revising and reshooting parts of the video.
The document discusses how the creator involved their audience in providing feedback throughout the planning and creation of three alternative rock media texts. This included conducting research such as questionnaires about lyrics, ideas for the music video, costumes, and conventions of the genre. The audience also provided feedback on mood boards, locations, narratives, and the finished music video. The creator learned that using audience feedback was key to creating products the alternative rock audience would want. The positive feedback showed they were able to understand the genre and create high quality media the audience enjoyed.
The target audience is a 16-17 year old female who enjoys listening to pop music daily using Spotify, YouTube, and iTunes. She uses social media like Instagram, Twitter, and Facebook as her primary source for information on artists and new music. She prefers bright, colorful magazines and has no preference on the gender of people on the magazine covers.
POST Product Launch Survey of Find a Friend 2009Waqas Nasir
The document summarizes the findings of a survey conducted among 229 current subscribers of Warid's LBS (Location Based Services) in Pakistan. Some key findings include:
1) LBS is predominantly used by males (89%) aged 15-36 years old. 76% of subscribers were top of mind aware of LBS and associated it with Warid.
2) The majority of subscribers (62%) used the Friend Finder service and were satisfied with it, using it multiple times and planning to use it again.
3) A smaller number (3%) used the Location Finder service, but all were willing to use it again and try Friend Finder as well.
4) SMS
The student used various media technologies at different stages of their magazine project. During construction, they used Adobe InDesign to create templates, Adobe Photoshop to edit images, and Adobe Audition to edit audio. They also used a digital camera, the internet to find fonts and sounds, and social media. During research, their main tool was the internet to learn conventions and software skills from tutorials. They also used local government websites. For planning, they used an iPhone scanning app, YouTube tutorials, a WordPress blog, and Survey Monkey. Finally, for evaluation they created PowerPoint and Prezi presentations and uploaded them to their blog.
The document provides information about a designer's experience and portfolio. It summarizes several design projects the designer has completed for various clients, including creating branding and visual identities, magazines, and other print and digital materials. The projects spanned industries like aviation, banking, retail, and events. Overall, the document promotes the designer's full-service capabilities across different mediums and team sizes.
The document outlines a shot list for 15 scenes in a film or video project. Each scene contains between 1-9 shots ranging from extreme close-ups to long shots, with most being mid or over-the-shoulder shots. Each shot lasts between 2-5 seconds and includes soundtrack, environmental sounds, and sometimes speech or voiceover. Scene 7 contains the most shots at 9 shots depicting footage in reverse order. The longest shots are in scenes 2, 4, 7, and the titles in scene 15 which lasts 5 seconds.
2015_buyers_guide_to_accounting_and_financial_softwareScott Lewis
The document discusses different options for accounting and financial software delivery models. It compares on-premises software, hosted software, and cloud computing/SaaS models. On-premises software requires managing hardware and has high costs for customization and upgrades. Hosted software has similar issues as on-premises plus complexity from a third-party host. Cloud/SaaS solutions were designed for the internet, have lower costs, and provide automatic upgrades without customizations breaking. The document aims to help readers choose the best delivery model for their needs.
QTLNetMiner - Efficient search and prioritization of gene evidence networksKeywan Hassani-Pak
Introduction slides to set the scene for the QTLNetMiner demo available on YouTube https://www.youtube.com/watch?v=1FDCVrlB6G4x. For updates follow @KeywanHP.
This document discusses Candia Milk, a value added milk brand in Pakistan. It introduced UHT milk in plastic bottles in 1988, investing 200 million rupees. However, Candia Milk faced issues with poor advertising, packaging, pricing, and lack of product growth and innovation. The core features of plastic bottling ensuring longer shelf life were not enough to overcome weaknesses like limited promotion and competitive pressures from other established milk brands.
This document discusses creating a user profile and target market statement for a product, suggesting the use of images, statistics, or surveys to provide evidence of the target market. It references page 18 for help in developing the user profile and target market statement.
This document discusses how the author's music video and accompanying digipak used and challenged conventions of the indie rock genre.
The author followed some conventions such as including a narrative with characters, but challenged others such as not including any band performance. The digipak used minimalist artwork and simple colors as is common, but did not include photos which is a split convention. Symbolic rather than literal connections were made between the digipak and video to seem more modern. Feedback showed those familiar with the genre better understood the references connecting the two pieces. The digipak drew influence from other designs that discussed modern disconnect and resembled medicine packages.
- The document evaluates a media project that created a music video and accompanying products including a CD cover, CD back cover, and poster.
- The products use some conventional elements like fonts and images but also take some unconventional approaches like simpler designs that focus more on images than text.
- Feedback was gathered from surveys and helped shape the products to appeal to both younger and older audiences.
- The music video was analyzed against a theory of elements that should be included in music videos, and it was found to follow some conventions but also challenge them in parts.
The document discusses conventions of electronic music videos and how the media product uses, develops, and challenges conventions. It summarizes conventions such as mysterious dull colors, slow pacing, few characters, close-ups of the main character, and surreal elements. The product uses conventions like mysterious colors, slow pacing, and stereotypical locations. It develops conventions such as the relationship between music and visuals and more characters. Conventions challenged include the objectification of women and external media references. The magazine ad and digipak also aim to use conventions of their form like simple designs and consistent branding across formats.
Within the document, the author discusses how their media product develops rather than challenges conventions of the alternative rock music video genre. Some conventions they developed include using natural outdoor settings, guitars, quiffs, skinny jeans, and a classic car to represent older rock styles. They also incorporated stereotypical boy band images but in a messy, less polished way. Effects like slow motion were used instead of more common glitchy effects. Overall, the author aimed to blend older and modern styles to appeal to wider audiences while still signifying the alternative rock genre.
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.
The document outlines the stages of creating ancillary tasks for a music project, including research, planning, and construction. In the research stage, the creator explored different genres and styles to find a song that fit the project. For planning, they developed ideas based on the chosen song's style, lyrics, and meaning. This included designing complementary materials like a music video, CD cover, and advertisement. Finally, construction involved shooting photos on location to complete these ancillary texts while maintaining continuity with the video.
The document discusses creating a unified theme and style across a band's promotional products. It examines how other bands use consistent imagery, styles and color schemes. It then details how the author established a theme of "looking and watching" by featuring voyeuristic footage in the music video and images of a smashed camera in the album packaging and magazine ad. Red, black and white were used as core colors to appeal to the indie/rock genre audience. By keeping the band members anonymous, it creates intrigue and focuses the audience on the music itself, in line with indie/rock values. Taken together, the products form a cohesive and effective promotional package.
The document discusses the conventions of music videos, digipak album covers, and magazine advertisements. It analyzes how the student's media products for an indie artist used, developed, or challenged these conventions.
The student created a narrative music video with performance elements, sticking to conventions. For the digipak, conventions like close-up shots and direct gaze were followed, while placement of text was challenged. Inspiration from other designs was taken. The magazine ad used the front cover photo per convention, while information style and platforms listed developed conventions. Overall, synergy between products and an earth tone color scheme linked the promotional package within conventions.
The document discusses how the media product follows conventions of the indie music genre. It investigates forms of existing music videos, including narrative structure and relationships between lyrics, music, and visuals. It considers conventions for genre, such as the home video style and casual clothing. While some elements follow stereotypes like youths and hoodies, the youths are portrayed positively. The goal is to inspire the target demographic through an enjoyable representation of friendship.
The document summarizes the process of creating a promotional music video and ancillary materials for a band called "Tangled Channel." Key details include:
- The video was inspired by the band Supergrass and aimed to both follow and challenge conventions of indie music videos.
- Ancillary materials included a magazine ad and CD digipack cover that maintained continuity with the video's style and color scheme.
- New media technologies like digital cameras, editing software, and online research platforms were used at all stages of planning, production, and evaluation.
- Audience feedback will be considered to improve future promotional efforts.
The document discusses how the media product was influenced by and compares to real media products. It acknowledges that ideas were taken from two music videos the creator enjoyed. While some conventions like close-ups and party scenes were used, the document argues the concept of showing a character's mental state change over a night out was original. The product uses some unconventional elements like ghosting for an entertaining effect. Redundant elements like the character's style may help target the intended genre audience. Audience research helped inform the narrative choices and direct the creator to similar, appealing media texts.
This week the author completed four research tasks to help with creating a music video, including researching the indie pop/rock music genre. The author chose to do their music video on the song "Wings" by Birdy because the lyrics make it easy to think of props and a narrative to match the video. Research on the genre included looking at common settings, props, and costumes in typical indie pop/rock music videos. The author also analyzed magazine advertisements and existing digipaks of popular artists to understand conventions and effective designs that could inform their own poster and digipak creations.
The document provides details about the student's A2 media coursework which involved creating a music video and two ancillary texts (a magazine advertisement and CD packaging) for an R&B artist. The student chose to work individually and selected Ashanti's "Only U" as the song for their music video. They discuss challenges in the process like choosing the genre and song. Feedback from surveys and online views helped the student improve their work, especially re-filming the dance routine. The student learned new skills using various media technologies at each stage of research, planning, production and evaluation.
The document discusses the coursework for a media studies class involving the creation of three related media products: a music video, digipak, and magazine advert based on an acoustic artist. It describes the tasks involved in researching, planning, constructing, and gathering feedback on the products. The document then analyzes how the author's music video both followed and challenged conventions for music videos through elements like a focus on the performer, mood set by black and white filming, and relationship between visuals and audio. Theories from scholars like Andrew Goodwin are also examined in relation to the music video.
In what ways does your media product use, develop and challenge conventions o...sophiejvbell
The document discusses how the media product challenges and develops conventions of real media products in the folk/indie music genre.
Specifically, the music video takes influence from indie films by focusing on young, carefree couples in love through use of mise-en-scene, costumes, and characterization. However, it challenges conventions by showing a lesbian couple's love equally rather than solely for male pleasure.
The digipak incorporates nostalgic Polaroid photos rather than plain images, and challenges conventions by emphasizing the image over text. However, it still includes necessary information like the track list and copyright to maintain professionalism.
Overall, the product aims to challenge stereotypes while developing conventions like social media
The document discusses the evaluation of the student's media products for a music project. It analyzes how the album cover, poster, and music video challenge or follow conventions of real media. The music video aims to challenge conventions by illustrating the relationship between lyrics and visuals, and music and visuals. The genre and style draws from the band Fall Out Boy. Overall, the products conform to some points of music video theory but challenge others due to being an animation. Feedback informed changes to improve the products and connection between them. A variety of software like Fireworks, Pinnacle, and online tools were used at different stages.
The document discusses how the author used various media technologies during the research, planning, construction, and evaluation of their music video project. During research, they used the internet to find information on their band and view other music videos through YouTube. They also watched music channels on TV. For planning, they created a Facebook group to survey their target audience. For construction, they used a DSLR camera and Adobe Lightroom to edit the stop-motion animation footage. Finally, to evaluate the project, they created an online survey using Survey Monkey to collect audience feedback. The author learned that their target audience aligned with their vision and found the video successful.
The document discusses how the author used various media technologies during the research, planning, construction, and evaluation of their music video project. During research, they used the internet to find information on their band and view other music videos through YouTube. They also watched music channels on TV. For planning, they created a Facebook group to survey their target audience. For construction, they used a DSLR camera and Adobe Lightroom to edit the stop-motion animation footage. Finally, to evaluate the project, they created an online survey using Survey Monkey to collect audience feedback. The author learned that their target audience aligned with their vision and found the video successful.
The document discusses the design process for ancillary products like a digipak and magazine advertisement to accompany a main music product. Extensive research was conducted on designs of similar products in genres like house music. Trials were made and feedback received to help determine the design approach. The final digipak design features the album cover art with a red filter and image of the artist to create brand identity. The magazine ad also features the album art to link it to the digipak while using a formal style to clearly convey information to audiences. The products were designed to have consistent branding that would help popularize and sell all of the items.
In the first three weeks of his final major project, Antony Sibanda considered ideas, chose to create an original song with accompanying music video, album cover, and promotional poster. He researched existing examples of these media, focusing on album covers, marketing strategies, and styles/techniques used in music videos. He conducted a survey of friends to understand his target audience and researched Drake's audience appeal strategies. In weeks 4-5, he created style guides, layout concepts, and shot lists. He wrote song lyrics, recorded a raw version, and planned production. In week 6, he began working on the album cover design but realized the background obscured the text, so he added effects to make the text stand out more
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
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Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
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.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
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Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
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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.
1. Evaluation Question 1
In what ways does your media product use, develop or
challenge the forms and conventions of real media
challenges.
2. For me to see which ways my media product uses, develops or challenges the
forms and conventions of other real media products, I must look back to the
research that I gathered from the Research and Planning stage and see what
conventions I included within my media product. I firstly researched two different
genres of music by looking at known conventions that ear genre conventionally
includes. The two music genre’s were both ones in which I was considering going
into.
I researched the trends, history, target audience and artist examples. I also linked in
existing music videos created by the artists within that music genre. This research
enabled me to put conventions into a category and think about the type of narrative
trends that I could include within my final product.
3. I went on to research Andrew Goodwin’s Theory before planning my product so that
I knew what to include to meet the needs of my target audience.
These are the representations that Andrew Goodwin believed.
After looking back at this previous research, I can see how this theory has
influenced my media product, having used some of the conventions featured within
this research summary.
This research is very useful because it has helped me to develop my ideas and
ensure to use conventions that will attract my target audience. It has also made me
realise what needs to be considered before creating a final product.
4. I have used Goodwin’s theory in the way that I have
included links to the lyrics and narrative visuals on screen.
Within music videos, each music genre has its own
common characteristics. For instance in the Alternative
Rock genre, there is something alternative that happens.
The ending isn’t happy and pleasant, whereas in a POP
genre narrative, it would be expected that with a
progressive song there would be happy and built up
conclusion to the narrative. I made these narrative
decisions to meet my music genre and have a non-
stereotypical ending, which is conventional for the
Alternative Rock genre. I think these decisions work well
because after audience feedback, they really liked the
twist within the narrative and unexpected ending, because
it is unique.
To make my footage more eerie, a lot of my shots were
hand held camera shots. I like that these shots are shaky
because the action hints instability to the audience and
5. However, I have challenged some of Andrew Goodwin’s
theory in the ways that I haven’t included a stage or live
performance to match with the Rock genre and I haven’t
included lots of close ups of the artist. These two theories
have not been included within my final products because
wanted to make outcome as professional as possible and I
wouldn't’t be able to shoot close ups of the artist or live
performances because I didn’t have the opportunity to do
so. The other choice would be to use an actor to make them
be presented as the artist. I presented this idea to an
audience in my Potential Ideas planning stage however
they didn't’t like this idea because they thought that it could
look unprofessional and have a bad overall effect on my
whole product.
6. After researching the conventions of music videos according to theorist, Andrew
Goodwin, I then went on to research real media texts from different music genres, I
created a nine frame analysis for three different music genres, artist specific. Here
is an example of the analysis I created for the POP genre.
I found that within the POP genre there are conventions such as close up’s of the
artist, dancing and colour. The narrative is often light and fun.
7. I looked at the band, You
Me At Six before I had
made the decision to use
them for my final idea.
I identified various
conventions such as
there will be a live
performance and close
ups of the band within the
music video.
There will be links
between the lyrics and
visuals and the audience
will be in the music video.
I also found that the
artists are suggested to
have visual style.
8. I made narrative links with the lyrics by having the story
line of a boy and girl that were in a relationship together.
“It was a cold night, we stayed with each other just to stay
warm, up all night”. My initial thoughts were that there
would be a boy and girl and the content would be filmed in
cold looking outside locations, at night. I didn’t film any of
my footage at night because it was too hard trying to
organise to get to my desired filming locations at night
whilst trying to maintain good quality footage because I did
some test shots and they came out blurry.
I used filters in the editing process which made my
footage more washed out and the colours more faded, I
did this to make my footage look quite eerie and different,
relating to my music genre.
I used a deep and meaningful narrative which is
progressive, this conforms to the conventions of
alternative rock because the meaningful narrative causes
a twist which shocks the audience and therefore is
different and an alternative idea.
9. I challenged Goodwin’s view that all Rock genre music
videos show the artist to have visual style and for there to
be shots of a live performance. I didn’t include these
conventions because I could get access to film the artists.
So, I would have to present actors to be them but this
could have looked unprofessional and I wanted to focus
on the quality of the product and not this one convention.
In addition, in my potential ideas feedback, the audience
said that they didn’t want to see the artists because it
would look fake and it could bring the overall product
down.
I challenged Goodwin’s theory further by not including any
aspects of voyeuristic treatment of the female body. This is
because I don’t think that this convention would suit my
narrative choice. The narrative is mainly focused on the
boy, not the female, I wanted the audience to connect with
the boys personality not the females.
10. I have developed Goodwin’s theory of including close up
shots of the artist. However, instead of the artist, I shot
close ups of the main characters. I did this to meet
conventions however maintain the focus on the narrative
rather than crosscutting between shots of the artist then
the narrative. I think that these close ups are effective
because they show emotion so that the audience connect
with the characters in the narrative.
11. I now need to look into what conventions I used,
challenged and developed in the creation of my
magazine advert and digipak.
12. For me to see which conventions I needed to use, challenge and develop for my
magazine advert, I had to conduct research into existing products.
I researched existing adverts for two different sub genres of rock, Punk Rock and
Alternative Rock. I found that for my specific genre of Alternative Rock. The cover art
is often surreal and doesn't’t feature a photograph of the band on it.
I found that the bands name is much larger than the album name and they follow the
rule of thirds by placing things in a central composition.
I found that logo’s of where customers can buy the album, links to social media and
reviews of companies are effective in the magazine advert.
13. For me to see which conventions I needed to use, challenge and develop for my
digipak, I had to conduct research into existing digipaks.
From my research into digipaks, I found that the digipaks for my specific genre, the
colours are very dark and eerie. Also, similar to thw magazine adverts the digipak art
is very surreal and experimentive.
I need to include the band name as the main heading then a smaller subheading for
the album name.
The digipak also needs to include a song list, barcode and record company
references.
14. After being undecided whether to try and challenge the
convention of putting the song list on the back cover or not, I did
decide to do so because the audience thought that it would be
best because it was much more practical and clear to do this.
I ensured that my digipak convent was relevant to my genre by
making the colour scheme unusual. I didn this by having half of
the digipak clack and white and half of it in colour.
I included conventional information such as,
• Band name being largest and keeping within the
rule of thirds;
• Album name as a sub heading;
• Surreal album art;
• Bar code;
• Record company detail;
• Song list;
• Links with single;
• Website links;
• Where to buy the product;
• Reviews of the product by a genre specific
magazine so it is relevant.
15. After looking at previous You Me At Six products I do
not think that my advert or digipak was as low key or
as eerie as I would have thought. The colour scheme is
much darker, especially because one is black and
white. I tried to incorporate some of these features by
having three pages black and white. My coloured
pages and my advert however were higher key. I chose
to use these colours firstly to suit my music video
colours. They were still of muted tones however I
thought that it was much more appropriate to link my
products rather than conform to all of my conventions.
In addition, the music video music itself is very
progressive and I wanted my colour scheme to look
progressive and I think if it would have been a low key
colour scheme, the themes presented could be too
serious and dark, something that my audience did not
want when I produced my online survey.
16. To conclude, I have used challenged
and developed various conventions
genre specific and artist specific
throughout all three of my products. I
have conformed to more conventions
than I have challenged or developed. I
think the reasons for this are because I
needed to refer to my genre repeatedly
to show that I can focus on one genre.
I needed to maintain the interest of my
target audience so I had to keep in
mind the main conventions of the