This document provides information about various research techniques and terms. It discusses Japanese word of the week "Kudasai", aims and objectives of market research lessons including identifying forms of secondary research. It also outlines units on research techniques and pre-production for media industries. Various research methods like quantitative and qualitative research are explained. Secondary research sources like reviews, blogs, archives are also described. The document encourages planning and provides an overview of what was covered.
This document discusses Japanese word of the week "ganbatte" which means "do your best" or "good luck". It then provides information about aims, objectives and techniques for research and pre-production units. Specifically, it outlines different forms of primary research like questionnaires, surveys, interviews and focus groups. It emphasizes that primary research involves directly asking questions and recording answers for one's own needs, rather than copying existing research. Next steps involve beginning secondary research to help with an assignment on a computer game case study.
This document discusses market and production research techniques for video games. It provides examples of the types of questions market researchers and production researchers ask, and the different traits each requires. Market researchers talk to people of all ages and present facts and statistics accurately. Production researchers ensure games are realistic and viable based on audience needs. The document also assigns tasks for students to analyze games using these research perspectives.
This document discusses various topics related to research and pre-production techniques for media industries. It includes:
- Definitions of different types of primary and secondary research methods and their purposes.
- Outlines of learning objectives around understanding market and audience research to focus character design for a game.
- Tips and examples of different research techniques like understanding audiences, teams, and character design through observation and analytics.
- Activities for students to apply these techniques like listing research plans and potential problems for their game projects.
It provides an overview of key concepts around using different research methods in the early stages of design and production.
This document discusses market and production research techniques for media industries. It provides examples of questions that market researchers and production researchers ask and traits of each. Market researchers focus on understanding audiences through surveys and statistics, while production researchers ensure creative works are factually accurate and meet audience needs. The document also assigns upcoming tasks for students to apply these research concepts.
This document discusses the importance of audience research for a film project and provides guidance on tasks to complete it. Students must design and distribute a questionnaire with at least 10 questions to a minimum of 15 people. Examples of question types are given, like open-ended, multiple choice, and yes/no. The questionnaire should be tested on classmates and revised as needed. Students then have two weeks to gather responses which they'll summarize with results for each question and how it may impact their film. Additional research like feedback and test screenings is also required, with the audience research effects to be discussed in the evaluation. Resources on horror films are provided for students to further their research.
This document discusses research and pre-production techniques for game development. It introduces Japanese word "irashimasu" and outlines aims for a class on initial research methods, including having students ask questions about gameplay, establish preferences, and explain why pre-production is important. Various research techniques like focus testing, analyzing development processes, and considering localization are presented. Students are assigned tasks to document their own gameplay and compare it to an online gamelog site to apply these research concepts.
This document provides information about various research techniques and terms. It discusses Japanese word of the week "Kudasai", aims and objectives of market research lessons including identifying forms of secondary research. It also outlines units on research techniques and pre-production for media industries. Various research methods like quantitative and qualitative research are explained. Secondary research sources like reviews, blogs, archives are also described. The document encourages planning and provides an overview of what was covered.
This document discusses Japanese word of the week "ganbatte" which means "do your best" or "good luck". It then provides information about aims, objectives and techniques for research and pre-production units. Specifically, it outlines different forms of primary research like questionnaires, surveys, interviews and focus groups. It emphasizes that primary research involves directly asking questions and recording answers for one's own needs, rather than copying existing research. Next steps involve beginning secondary research to help with an assignment on a computer game case study.
This document discusses market and production research techniques for video games. It provides examples of the types of questions market researchers and production researchers ask, and the different traits each requires. Market researchers talk to people of all ages and present facts and statistics accurately. Production researchers ensure games are realistic and viable based on audience needs. The document also assigns tasks for students to analyze games using these research perspectives.
This document discusses various topics related to research and pre-production techniques for media industries. It includes:
- Definitions of different types of primary and secondary research methods and their purposes.
- Outlines of learning objectives around understanding market and audience research to focus character design for a game.
- Tips and examples of different research techniques like understanding audiences, teams, and character design through observation and analytics.
- Activities for students to apply these techniques like listing research plans and potential problems for their game projects.
It provides an overview of key concepts around using different research methods in the early stages of design and production.
This document discusses market and production research techniques for media industries. It provides examples of questions that market researchers and production researchers ask and traits of each. Market researchers focus on understanding audiences through surveys and statistics, while production researchers ensure creative works are factually accurate and meet audience needs. The document also assigns upcoming tasks for students to apply these research concepts.
This document discusses the importance of audience research for a film project and provides guidance on tasks to complete it. Students must design and distribute a questionnaire with at least 10 questions to a minimum of 15 people. Examples of question types are given, like open-ended, multiple choice, and yes/no. The questionnaire should be tested on classmates and revised as needed. Students then have two weeks to gather responses which they'll summarize with results for each question and how it may impact their film. Additional research like feedback and test screenings is also required, with the audience research effects to be discussed in the evaluation. Resources on horror films are provided for students to further their research.
This document discusses research and pre-production techniques for game development. It introduces Japanese word "irashimasu" and outlines aims for a class on initial research methods, including having students ask questions about gameplay, establish preferences, and explain why pre-production is important. Various research techniques like focus testing, analyzing development processes, and considering localization are presented. Students are assigned tasks to document their own gameplay and compare it to an online gamelog site to apply these research concepts.
This document defines key terminology used in research such as circulation, hits, box office figures, and ratings. It also describes different types of research including primary research, secondary research, quantitative research, qualitative research, audience research, market research, and production research. For each type of research, definitions, advantages, disadvantages, and examples are provided. The document also distinguishes between objective and subjective research as well as valid and reliable research. It concludes by demonstrating how to reference sources using the Harvard referencing style.
This proposal outlines a student's short film project titled "The Conversation" which will explore how success is measured. It will feature two characters discussing this theme in a single location over 10 minutes. The student plans to research films like "My Dinner with Andre" that use a similar structure, and experiments with editing techniques. They will keep reflection diaries during production and conduct a final evaluation to improve their skills. Over 12 weeks they will complete tasks like research, screenwriting, pre-production, production, editing, and feedback.
This proposal outlines a student film project titled "zombie apocalypse" that will be a horror movie trailer targeting male teenagers aged 18-25 who enjoy gruesome horror films. The student has learned new filmmaking techniques over the past year in subjects like editing and using different software, which will inform the project. The concept is to scare the audience effectively using time manipulation - scenes will be filmed and edited in reverse order to tell the story backwards and keep viewers engaged. Research will be conducted on horror films that use reversed footage like Tenet, as well as other filming techniques. Evaluation will involve analyzing references from research sources using a bibliography. A schedule outlines the plan over 10 weeks for tasks like research, production experiments,
This document discusses research and pre-production techniques for media industries like game development. It introduces Japanese word "irashimasu" and covers topics like initial research, focus testing, development techniques, localization, review, documenting gameplay, storing information, gamelogs, and gamecasting. The document provides aims, objectives, and timescales for students to apply these techniques through tasks playing and analyzing games over various time periods.
This document discusses different research methods and techniques used for screenwriting, including primary and secondary research as well as quantitative and qualitative data collection. It provides details on:
- Primary research techniques like surveys, interviews, and focus groups which provide original, tailored information but are time-consuming and expensive.
- Secondary research which uses existing information from sources like the internet or books, providing abundant, cheap data but not necessarily answering specific questions.
- Quantitative data which gives numerical, statistical responses that are easy to present graphically but lack depth, versus qualitative data from open-ended questions which provides richer insights but is harder to analyze.
- Best practices for surveys like understanding the audience, crafting relevant questions,
Survey Research (SOC2029). Seminar 6: questionnaire design (II) David Rozas
This document outlines the agenda for a seminar on survey research. It includes an introduction and time for common questions, a discussion section where students can analyze response formats or develop research topics, and time for midterm feedback. Students are reminded of the deadline for their assignment and told they do not need to analyze exactly 10 questions but should aim to discuss at least 5 in depth. Guidelines are provided for discussions around response format analysis and topic development.
The document outlines initial plans for a choice-based adventure or runner game. It discusses the student's skills in drawing and their motivation to work on the project at their desk with good game ideas. It then shows a mind map and mood board analyzing repeated colors, styles, and tones to influence the final product. A schedule is presented with weekly plans over 5 weeks for experiments, research, production, and evaluation. Finally, 7 sources are listed that will be used for audience research, games, and magazines to inform the project.
Survey Research (SOC2029). Seminar 5: questionnaire design (I)David Rozas
This document outlines an introduction to questionnaire design seminar. It provides an agenda that includes an introduction, discussion, and Q&A. Students will work on either critically analyzing questions from a chosen survey for their first assignment or brainstorming research topics, concepts, and questions for their second assignment. They will discuss these in small groups and receive feedback, but not direct answers, to help with their assignments without doing the work for them. The seminar aims to help students learn about effective questionnaire design.
Your Research Journey: Starting and Completing a Final Year Research ProjectLance Dann
Brighton University lecture for Level 6 (Final Year) Broadcast Media students. This lecture details the stages that students need to undertake to complete a final year research project.
This document outlines the steps for an assignment on defining a target audience for film genres. It instructs the student to choose 3 subgenres to research, determine the target demographics for each through surveys, and analyze audience expectations based on Facebook comments. The student is then asked to reflect on what was learned about appealing to the target audience for their favorite of the 3 chosen subgenres.
This blog post outlines the essential elements that need to be included on a student's blog for a film assessment. It lists:
1) Name and candidate number, and links to other group members' blogs to identify who is working together.
2) Detailed storyboards or animatics to plan out visual elements.
3) A risk assessment with details on health and safety.
4) A list of props and actors.
5) Focus on the main assessment task worth 60 marks and on meeting all requirements of preliminary tasks.
6) Seven evaluation questions from the exam board and space for continual feedback.
7) Research into target audiences, genres, title sequences, and previous student examples.
Extended project proposal form to be completed by 27 june 2013 (1)liviawong
Livia Wong is proposing a project to create a short horror film. She wants to learn about successful filmmaking techniques like editing and capturing scary scenes. Her goals are to develop editing skills and understand the filmmaking process from script to camera work. She will research horror film elements and music. Over one month, Livia will create a plot, script, film footage, and trailer. She needs a laptop, camera, software and space to film. Her research will cover the purpose and elements of horror films and the role of music. The proposal was agreed to by her teacher.
This 8 week module will include both theory and practical assignments, including analyzing a problem and providing a solution based on a client brief. Briefs can range from 1 to 50+ pages and are intended to set boundaries and goals for a project. Students will work in groups to understand sample briefs, develop initial solutions within 10 minutes, and then individually analyze a provided brief to understand requirements and derive an appropriate solution while considering any limitations or client goals. The goal is to gain experience working from briefs as they may not always be straightforward and could involve external factors.
This document discusses planning and working to a brief. It recaps analyzing different brief structures from last week and highlights key factors like deadlines, budgets, and requirements. It emphasizes the importance of planning, including setting goals and milestones, and considering potential issues or problems. Finally, it addresses assembling a team, ensuring roles and responsibilities are clear, and considering costs.
Support documentation for the final assignment of the unit recapping all material discussed and highlighted in the lecture and in the stream chat window
Unit 3: Research - Market vs Productionchriswalton
This document discusses market and production research techniques for video games. It provides examples of the types of questions market researchers and production researchers ask, and the different traits each requires. Market researchers focus on understanding audience needs by talking to people and producing accurate statistics. Production researchers ensure gameplay is realistic and the production is viable by having a general knowledge of the world. The document also provides tasks for students to apply these research concepts.
This document discusses Japanese word of the week "ganbatte" which means "do your best" or "good luck". It then provides information about aims, objectives and techniques for research and pre-production units. Specifically, it outlines different forms of primary research like questionnaires, surveys, interviews and focus groups. It emphasizes that primary research involves directly asking questions and recording answers for one's own needs rather than copying existing research. The document encourages planning, asking relevant questions, and being polite when conducting primary research interviews.
The document provides an overview of research techniques, computer game design, and pre-production techniques. It discusses different forms of primary and secondary research methods and their purposes. It also includes screenshots and maps from an early computer game as examples. Finally, it outlines next steps for students' game projects, including conducting focus groups, creating budgets, and writing treatments.
Research methods & techniques: Final Major Projectiain bruce
This document provides an overview of research techniques for a final major video production project. It discusses conducting primary and secondary research to gather information on audience needs, creative ideas, production planning, competitors, and more. Primary research involves collecting original data directly, while secondary research uses existing information. Both have strengths and weaknesses. The document instructs learning about different primary and secondary research methods and techniques through group work filling out a worksheet and then individually writing a report or recording a podcast explaining the research process.
This document defines key terminology used in research such as circulation, hits, box office figures, and ratings. It also describes different types of research including primary research, secondary research, quantitative research, qualitative research, audience research, market research, and production research. For each type of research, definitions, advantages, disadvantages, and examples are provided. The document also distinguishes between objective and subjective research as well as valid and reliable research. It concludes by demonstrating how to reference sources using the Harvard referencing style.
This proposal outlines a student's short film project titled "The Conversation" which will explore how success is measured. It will feature two characters discussing this theme in a single location over 10 minutes. The student plans to research films like "My Dinner with Andre" that use a similar structure, and experiments with editing techniques. They will keep reflection diaries during production and conduct a final evaluation to improve their skills. Over 12 weeks they will complete tasks like research, screenwriting, pre-production, production, editing, and feedback.
This proposal outlines a student film project titled "zombie apocalypse" that will be a horror movie trailer targeting male teenagers aged 18-25 who enjoy gruesome horror films. The student has learned new filmmaking techniques over the past year in subjects like editing and using different software, which will inform the project. The concept is to scare the audience effectively using time manipulation - scenes will be filmed and edited in reverse order to tell the story backwards and keep viewers engaged. Research will be conducted on horror films that use reversed footage like Tenet, as well as other filming techniques. Evaluation will involve analyzing references from research sources using a bibliography. A schedule outlines the plan over 10 weeks for tasks like research, production experiments,
This document discusses research and pre-production techniques for media industries like game development. It introduces Japanese word "irashimasu" and covers topics like initial research, focus testing, development techniques, localization, review, documenting gameplay, storing information, gamelogs, and gamecasting. The document provides aims, objectives, and timescales for students to apply these techniques through tasks playing and analyzing games over various time periods.
This document discusses different research methods and techniques used for screenwriting, including primary and secondary research as well as quantitative and qualitative data collection. It provides details on:
- Primary research techniques like surveys, interviews, and focus groups which provide original, tailored information but are time-consuming and expensive.
- Secondary research which uses existing information from sources like the internet or books, providing abundant, cheap data but not necessarily answering specific questions.
- Quantitative data which gives numerical, statistical responses that are easy to present graphically but lack depth, versus qualitative data from open-ended questions which provides richer insights but is harder to analyze.
- Best practices for surveys like understanding the audience, crafting relevant questions,
Survey Research (SOC2029). Seminar 6: questionnaire design (II) David Rozas
This document outlines the agenda for a seminar on survey research. It includes an introduction and time for common questions, a discussion section where students can analyze response formats or develop research topics, and time for midterm feedback. Students are reminded of the deadline for their assignment and told they do not need to analyze exactly 10 questions but should aim to discuss at least 5 in depth. Guidelines are provided for discussions around response format analysis and topic development.
The document outlines initial plans for a choice-based adventure or runner game. It discusses the student's skills in drawing and their motivation to work on the project at their desk with good game ideas. It then shows a mind map and mood board analyzing repeated colors, styles, and tones to influence the final product. A schedule is presented with weekly plans over 5 weeks for experiments, research, production, and evaluation. Finally, 7 sources are listed that will be used for audience research, games, and magazines to inform the project.
Survey Research (SOC2029). Seminar 5: questionnaire design (I)David Rozas
This document outlines an introduction to questionnaire design seminar. It provides an agenda that includes an introduction, discussion, and Q&A. Students will work on either critically analyzing questions from a chosen survey for their first assignment or brainstorming research topics, concepts, and questions for their second assignment. They will discuss these in small groups and receive feedback, but not direct answers, to help with their assignments without doing the work for them. The seminar aims to help students learn about effective questionnaire design.
Your Research Journey: Starting and Completing a Final Year Research ProjectLance Dann
Brighton University lecture for Level 6 (Final Year) Broadcast Media students. This lecture details the stages that students need to undertake to complete a final year research project.
This document outlines the steps for an assignment on defining a target audience for film genres. It instructs the student to choose 3 subgenres to research, determine the target demographics for each through surveys, and analyze audience expectations based on Facebook comments. The student is then asked to reflect on what was learned about appealing to the target audience for their favorite of the 3 chosen subgenres.
This blog post outlines the essential elements that need to be included on a student's blog for a film assessment. It lists:
1) Name and candidate number, and links to other group members' blogs to identify who is working together.
2) Detailed storyboards or animatics to plan out visual elements.
3) A risk assessment with details on health and safety.
4) A list of props and actors.
5) Focus on the main assessment task worth 60 marks and on meeting all requirements of preliminary tasks.
6) Seven evaluation questions from the exam board and space for continual feedback.
7) Research into target audiences, genres, title sequences, and previous student examples.
Extended project proposal form to be completed by 27 june 2013 (1)liviawong
Livia Wong is proposing a project to create a short horror film. She wants to learn about successful filmmaking techniques like editing and capturing scary scenes. Her goals are to develop editing skills and understand the filmmaking process from script to camera work. She will research horror film elements and music. Over one month, Livia will create a plot, script, film footage, and trailer. She needs a laptop, camera, software and space to film. Her research will cover the purpose and elements of horror films and the role of music. The proposal was agreed to by her teacher.
This 8 week module will include both theory and practical assignments, including analyzing a problem and providing a solution based on a client brief. Briefs can range from 1 to 50+ pages and are intended to set boundaries and goals for a project. Students will work in groups to understand sample briefs, develop initial solutions within 10 minutes, and then individually analyze a provided brief to understand requirements and derive an appropriate solution while considering any limitations or client goals. The goal is to gain experience working from briefs as they may not always be straightforward and could involve external factors.
This document discusses planning and working to a brief. It recaps analyzing different brief structures from last week and highlights key factors like deadlines, budgets, and requirements. It emphasizes the importance of planning, including setting goals and milestones, and considering potential issues or problems. Finally, it addresses assembling a team, ensuring roles and responsibilities are clear, and considering costs.
Support documentation for the final assignment of the unit recapping all material discussed and highlighted in the lecture and in the stream chat window
Unit 3: Research - Market vs Productionchriswalton
This document discusses market and production research techniques for video games. It provides examples of the types of questions market researchers and production researchers ask, and the different traits each requires. Market researchers focus on understanding audience needs by talking to people and producing accurate statistics. Production researchers ensure gameplay is realistic and the production is viable by having a general knowledge of the world. The document also provides tasks for students to apply these research concepts.
This document discusses Japanese word of the week "ganbatte" which means "do your best" or "good luck". It then provides information about aims, objectives and techniques for research and pre-production units. Specifically, it outlines different forms of primary research like questionnaires, surveys, interviews and focus groups. It emphasizes that primary research involves directly asking questions and recording answers for one's own needs rather than copying existing research. The document encourages planning, asking relevant questions, and being polite when conducting primary research interviews.
The document provides an overview of research techniques, computer game design, and pre-production techniques. It discusses different forms of primary and secondary research methods and their purposes. It also includes screenshots and maps from an early computer game as examples. Finally, it outlines next steps for students' game projects, including conducting focus groups, creating budgets, and writing treatments.
Research methods & techniques: Final Major Projectiain bruce
This document provides an overview of research techniques for a final major video production project. It discusses conducting primary and secondary research to gather information on audience needs, creative ideas, production planning, competitors, and more. Primary research involves collecting original data directly, while secondary research uses existing information. Both have strengths and weaknesses. The document instructs learning about different primary and secondary research methods and techniques through group work filling out a worksheet and then individually writing a report or recording a podcast explaining the research process.
Social action practical coursework launch with research introiain bruce
The document provides instructions for students beginning a coursework project to produce a public information film (PIF). Students will work in small groups to: 1) research a topic for their PIF, 2) pitch their idea to the class, 3) plan and produce a 30-60 second film, and 4) write an evaluation. They are given deadlines and grading criteria. The document reviews different research methods and their strengths and weaknesses to help students in their initial research phase before pitching their idea.
This document outlines an assignment for a games design qualification involving research into video games. It includes 3 tasks: 1) Producing a report on 4 types of research and resources; 2) Researching a classic and modern game, including history and finances, with a questionnaire; 3) Presenting all research findings. The tasks aim to develop understanding of research methods and applying them to learn about games to inform the student's own design work.
This document outlines an assignment for a games design qualification involving research into video games. It provides three tasks for the student to complete: 1) Create a report on four types of research and how to use resources for each; 2) Produce a report researching a classic and current game, including a history and financial review, and distribute a questionnaire; 3) Prepare and deliver a presentation summarizing all research findings on the chosen game. The tasks are mapped to learning outcomes and grading criteria for the unit on research techniques for creative media industries.
This document outlines an assignment for a games design qualification involving research into video games. It provides three tasks for the student to complete: 1) Create a report on four types of research and how to use resources for each; 2) Produce a report researching a classic and current game, including a history and financial review, and distribute a questionnaire; 3) Prepare and deliver a presentation summarizing all research findings on the chosen game. The tasks are mapped to learning outcomes and grading criteria for the unit on research techniques for creative media industries.
This document outlines an assignment for a games design qualification involving research into video games. It provides three tasks for the student to complete: 1) Create a report on four types of research and how to use resources for each; 2) Produce a report researching a classic and current game, including a history and financial review, and distribute a questionnaire; 3) Prepare and deliver a presentation summarizing all research findings on the chosen game. The tasks are mapped to learning outcomes and grading criteria for the unit on research techniques for creative media industries.
This document outlines an assignment for a games design qualification involving research into video games. It provides three tasks for the student to complete: 1) Create a report on four types of research and how to use resources for each; 2) Produce a report researching a classic and current game, including a history and financial review, and distribute a questionnaire; 3) Prepare and deliver a presentation summarizing all research findings on the chosen game. The tasks are mapped to learning outcomes and grading criteria for the unit on research techniques for creative media industries.
This document outlines an assignment for a games design qualification involving research into video games. It provides three tasks for the student to complete: 1) Create a report on four types of research and how to use resources for each; 2) Produce a report researching a classic and current game, including a history and financial review, and distribute a questionnaire; 3) Prepare and deliver a presentation summarizing all research findings on the chosen game. The tasks are mapped to learning outcomes and grading criteria for the unit on research techniques for creative media industries.
This document outlines the tasks and requirements for a unit on research techniques for creative media industries. The tasks include: 1) Producing a report on 4 types of research and resources; 2) Researching a classic and modern video game, including a financial review and questionnaire; 3) Presenting research findings on the analyzed game through slides and in-person. The tasks aim to understand research purposes, apply different methods competently, and present results to a high standard.
This document outlines an assignment for a games design qualification involving research into video games. It provides three tasks for the student to complete: 1) Create a report on four types of research and how to use resources for each; 2) Produce a report researching a classic and current game, including a history and financial review, and distribute a questionnaire; 3) Prepare and deliver a presentation summarizing all research findings on the chosen game. The tasks are mapped to learning outcomes and grading criteria for the unit on research techniques for creative media industries.
This document outlines an assignment for a games design qualification involving research into video games. It provides three tasks for the student to complete: 1) Create a report on four types of research and how to use resources for each; 2) Produce a report researching a classic and current game, including a history and financial review, and distribute a questionnaire; 3) Prepare and deliver a presentation summarizing all research findings on the chosen game. The tasks are mapped to learning outcomes and grading criteria for the unit on research techniques for creative media industries.
This document outlines an assignment for a games design qualification involving research into video games. It provides three tasks for the student to complete: 1) Create a report on four types of research and how to use resources for each; 2) Produce a report researching a classic and current game, including a history and financial review, and distribute a questionnaire; 3) Prepare and deliver a presentation summarizing all research findings on the chosen game. The tasks are mapped to learning outcomes and grading criteria for the unit on research techniques for creative media industries.
This document outlines an assignment for a games design qualification involving research into video games. It provides three tasks for the student to complete: 1) Create a report on four types of research and how to use resources for each; 2) Produce a report researching a classic and current game, including a history and financial review, and distribute a questionnaire; 3) Prepare and deliver a presentation summarizing all research findings on the chosen game. The tasks are mapped to learning outcomes and grading criteria for the unit on research techniques for creative media industries.
Je unit3 y1_assignment brief joooooordananthonynewman
This document outlines an assignment for a games design qualification involving research into video games. It provides three tasks for the student to complete: 1) Create a report on four types of research and how to use resources for each; 2) Produce a report researching a classic and current game, including a history and financial review, and distribute a questionnaire; 3) Prepare and deliver a presentation summarizing all research findings on the chosen game. The tasks are mapped to learning outcomes and grading criteria for the unit on research techniques for creative media industries.
This document outlines an assignment for a games design qualification involving research into video games. It provides three tasks for the student to complete: 1) Create a report on four types of research and how to use resources for each; 2) Produce a report researching a classic and current game, including a history and financial review, and distribute a questionnaire; 3) Prepare and deliver a presentation summarizing all research findings on the chosen game. The tasks are mapped to learning outcomes and grading criteria for the unit on research techniques for creative media industries.
Je research techniques_y1_assignment briefAidenKelly
This document outlines an assignment for a games design qualification involving research into video games. It provides three tasks: 1) Producing a report on four types of research and resources; 2) Researching a classic and current game, including a history and financial report, and distributing a questionnaire; 3) Presenting all research findings in a presentation analyzing techniques used. The tasks aim to demonstrate understanding of research purposes and application of methods, and competent presentation of results.
This document outlines an assignment for a unit on research techniques for the creative media industries. The assignment involves three tasks: 1) Producing a report on four types of research and resources, 2) Creating a report and questionnaire researching a classic and modern video game, and 3) Developing a presentation on the research findings. The assignment aims to have students understand research purposes, apply various research methods, and professionally present results. It provides grading criteria mapping the learning outcomes for the unit.
The document outlines an assignment for a Level 3 Extended Diploma in Creative Media Production focusing on games design. The assignment involves three tasks: 1) Producing a report on four types of research methods and examples of resources; 2) Creating a report researching a classic and modern video game, including a history and financial review with a questionnaire; 3) Developing a presentation detailing the research findings from tasks 1 and 2, including an analysis of the researched game. The assignment aims to develop understanding of research techniques and applying methods to gain information about games to near-professional standards.
Similar to Unit 3: Research - Secondary Research (20)
This document provides an introduction to computer hardware components important for game platforms, including:
- The CPU, its clock speed, cache, bus, and role in executing instructions. Examples of console CPU speeds are given.
- Computer memory types (RAM, ROM, etc.) and their purpose in allowing faster access to files than hard disks.
- Graphics processors offload graphic rendering from the CPU. Examples of the Xbox 360 and PS3 GPUs are outlined.
- Power supplies provide electrical current internally and their wattage depends on components like the GPU.
This document provides an introduction to computer game hardware, focusing on storage and display technologies. It discusses how storage has evolved from cartridges to CD/DVD media to flash memory, with each having advantages like storage capacity, loading speed, and cost. It also examines built-in and external displays, noting that built-in screens are powered internally while external displays require additional power and interfaces. The document closes by exploring sound hardware like sound cards and how game audio has advanced from single tones to full orchestral scores due to hardware and software improvements.
This document provides an overview of different game platforms, including arcade, console, and PC platforms. It discusses the history and key aspects of arcade platforms such as their exterior casing, coin operation, and use of ROM chips to store games. It then covers the transition to home console platforms which allowed gaming without coins and used cartridges or optical discs. The document notes limitations of consoles and advantages of PC platforms, such as graphics capabilities and ability to modify games. It questions some limitations of PC platforms.
This document discusses various computer game platforms and technologies. It covers handheld devices, how they work and have evolved over time to include improved capabilities. Mobile phones are highlighted as a major handheld platform that started with simple games like Snake and Tetris but now supports advanced titles like Call of Duty. It also discusses how games can be played on televisions through cable/satellite providers or plug-and-play consoles, with these options providing casual games for audiences of all ages at low cost. Limitations of mobile and television games are shorter length and size compared to console and PC games.
This document provides an introduction and history of computer games and gaming platforms. It discusses the origins of video games in the 1940s-1960s on mainframe computers. Video games then diverged into arcade, mainframe, console, PC and handheld games. The document outlines the 7 generations of gaming consoles from the 1970s to present, including key consoles like the Magnavox Odyssey, Atari 2600, NES, SNES, PlayStation and discusses some important early games. It aims to provide background on the games industry.
This document discusses computer game platforms, technologies, and operating systems. It begins by recapping platforms like arcade, console, PC, mobile, and television that were covered previously. It then defines an operating system as software that provides an interface between hardware and applications, allowing them to communicate. Different operating systems are dependent on specific hardware architectures. The document outlines the history of operating systems from early machines with no OS to modern graphical user interfaces. It compares operating systems like Windows, Mac OS, and those for handheld and mobile devices. Finally, it mentions device drivers and software elements as part of an upcoming assignment.
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.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
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analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
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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it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
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.
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 Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
1. Japanese Word of the Week (10) Kudasai ください [ku-da-saiy] Mizu o kudasai?
2. Aims & Objectives Aims: Students will understand styles of market research. They will use both to focus upon one product. Objectives: All students will identify 2 forms of secondary research Most students will identify 2 forms of secondary research and explain their function Some students will identify 3 forms of secondary research, explain and use their functions for assignment purposes
3. Research and Pre-Production w/c 31 January 2011 Unit 3 Research Techniques for Media Industries Unit 1 Pre-Production for Media Industries
4. Research Techniques 1 Understand the purposes of research in the media industries 2 Be able to apply a range of research methods and techniques 3 Be able to present results of research.
5. Pre-Production Techniques 1 Understand requirements for production 2 Be able to obtain resources for production 3 Be able to apply production logistics.
6. How’s Your Primary Research Coming Along? Quantitative & Qualitative. Questionnaires, Interviews & Surveys How are you doing? Have you been asking questions, and more importantly recording your research?
18. Usually used in massive researchFACT: The 2008 re-make of Ultimate’s JetPac by RARE involved a lot of retro stats and archived research into the original game