The document summarizes how the media product challenges conventions of typical music videos. It has one main character instead of a full band, focuses more on narrative than extreme closeups, and includes diegetic sound of a door shutting. It also uses post-production graphics and effects to engage audiences. While some aspects differ from mainstream music videos, the product aims to appeal to mainstream audiences by linking visuals to sound and conforming to social media platforms used by other artists.
This document provides an evaluation of a group media project to create a music video and supporting materials. It discusses:
1) How the music video both conformed to and challenged conventions of the genre by portraying women as independent and focusing solely on the female artist.
2) Techniques used like camera shots, edits, and lighting/backgrounds to emphasize the artist and create meaning.
3) How the ancillary materials like the album cover, photos, and advert were designed to synergize with and promote the music video.
4) How technologies like YouTube, editing software, and design programs were used for research, planning, construction, and evaluation of the project. Challenges with certain software
During the filming of the music video, the group tried to make the subject, Jem, feel comfortable by being well-prepared, rehearsing scenes, and ensuring Jem knew his lyrics so they did not have to stop frequently. They also experimented with different shot types and editing techniques to test the boundaries of a contemporary music video and emphasize the song. Feedback sessions were held during editing to get input from a wide range of people in the target demographic of 16-25 years old. Feedback was generally positive about the catchy song. Media technologies like social media, cameras, and editing software were used throughout the process for communication, filming, and editing.
The document provides a personal evaluation of a music video the author created called "Away". It discusses how the music video both uses conventions of typical music videos, such as an artist lip syncing, but also challenges conventions through original shot angles, quick cuts, and unique transitions. The author aimed to capture the obscure trip-hop genre of the song through a visual style that presented the artist alone to match the lyrics about feeling distant. Feedback helped the author improve the pacing and ending. A range of media technologies were used in planning, producing, and promoting the music video, as well as creating a website and digital packaging to further develop the artist's imagery and themes.
The document discusses how the creator researched and planned their rap music video targeting a niche rap/hip hop audience. They watched YouTube reaction videos to understand rap conventions. They interviewed their target audience about expected costumes, props, and themes to incorporate in the video. They used Wordle to analyze lyrics and plan album titles and themes around common words. They shared drafts on YouTube and Facebook to get peer feedback and improve the video for their target audience.
From audience feedback on multiple projects, the creator has learned:
1) Feedback is important for understanding audience needs and improving work.
2) Elements like camera work, lighting, pacing, and narrative/performance balance impact audience experience.
3) Design elements like color, layout, images, and fonts must be carefully chosen to effectively portray the intended style and brand.
4) Feedback validated that their work meets audience expectations for quality and professionalism in the indie genre.
The document discusses the planning, filming, editing, and feedback stages of creating a music video targeted towards an audience aged 17-24. Input from the target audience influenced decisions at each stage, from the choice of locations in London to film, to including popular brand logos and dance moves. Feedback from social media platforms and a survey provided mostly positive feedback, with over 500 views on YouTube and 31 likes on Facebook. The document emphasizes how feedback continually shaped the project to better align with the interests of the target demographic.
The document discusses the student's evaluation of their A2 media coursework, which included producing a music video, digital album artwork, and advertisement. The student structured their evaluation around 4 questions that examined how they followed, developed, and challenged conventions of the genre. They analyzed how audience feedback informed their work and how media technologies were used at each stage of production. Overall, the student demonstrated thoughtful consideration of genre conventions and theory in both their creative work and self-evaluation.
The document provides an evaluation of a music video created by Charlotte English for her A2 Media course. It discusses the planning process, including researching conventions of pop music videos. The original idea involved drug/alcohol scenes but these were difficult to film, so the concept changed to focus more on the relationship between the couple. Feedback was gathered from audiences on drafts to improve the narrative clarity and performance shots. Technologies like YouTube, Blogger, iMovie and Photoshop were used to construct, research, plan and evaluate the project. The final music video and accompanying materials like the album cover were well-received by audiences for following conventions of the genre.
The document summarizes feedback from an audience questionnaire about a student-created music video and accompanying promotional materials for the electronic band Glitch Mob. The feedback was overall positive, though some felt the video could have a stronger narrative connection to the song or promotional materials. Students used various media technologies like Adobe After Effects and Photoshop in creating, researching, and evaluating their projects. They aimed to use conventions of real music videos and promotional designs while also developing new approaches suited to the band.
The document summarizes feedback from an audience questionnaire about a student-created music video and accompanying promotional materials for the electronic band Glitch Mob. The feedback was overall positive, though some felt the video could have a stronger narrative connection to the song or promotional materials. Students used various media technologies like Adobe After Effects and Photoshop in creating, researching, and evaluating their projects. They aimed to use conventions of real music videos and promotional styles while also developing new approaches suited to the band.
Media technologies played a key role in the construction of the music video and ancillary texts. YouTube and Google were used extensively for research and inspiration. Microsoft Word, Excel, and Blogger supported planning, tracking progress, and sharing work. A digital camera and flip cam were used to film footage. Imovie, After Effects, and Photoshop were the main programs used to edit footage, images, and construct the final products. Audience feedback on social media helped with evaluation and further improvements.
The document discusses various technologies used in creating a music video and promotional package for a pop genre project. The key technologies discussed include a camera, tripod, phones to play music, YouTube for research on pop music videos, Photoshop for creating print materials, Blogger for recording research, Prezi and Animoto for presenting ideas, Facebook and Twitter for feedback, and a Facebook group for communication within the project group.
Evaluation question how did you use technologiesTia5133
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The document discusses the various media technologies used at different stages of a project. During research, internet services like Google and Unsigned.com were used to find information on R&B artists. Social media sites like Twitter and YouTube were also utilized. Planning involved using presentation tools like PowerPoint and ºÝºÝߣShare as well as Facebook. Construction incorporated a camera, mobile phone, and video editing software to capture footage and images of the music video production.
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 the production of a music video and digital album for an R&B artist. It describes researching other artists' works to create something unique. Photos were chosen for the album cover to represent the artist's environment and views. Feedback on the music video has been positive from peers and family verbally, though few online comments. Media technologies like YouTube, Wix, and Final Cut Pro were used for research, planning, production and evaluation of the project.
The document discusses a group's music video project and its use of conventions from professional music videos. It summarizes the conventions they used, such as lip syncing, storylines, locations, and photographs instead of filmed shots. It also discusses conventions they did not use like band performances or formal dance routines. Feedback indicated the pacing and emotions came across well but there were some issues with jump cuts and lip syncing timing. The group learned from researching professional examples online and using editing software to improve shots and add effects.
The document discusses theories of music video conventions by Vernallis, Mulvey, and Goodwin and how they were applied in a student's music video project. Specifically, it summarizes how the student's video followed Vernallis' theory of using jump cuts and effects to engage viewers. It also drew on Goodwin's idea of connecting with viewers by looking into the camera. The student aimed to create a typical music video that amplified the song's theme of lights without significantly challenging conventions. The video was influenced by Ellie Goulding music videos and included a dancer and skaters. The ancillary materials like the digipak and poster also drew from conventions but challenged some, like not looking at the camera, to add
This document summarizes an evaluation of a group media project that included a music video, CD cover, and magazine ad. It discusses how the project used and challenged conventions of real media products by targeting a specific audience. Feedback was gathered from audiences on the CD cover designs. New media technologies like Final Cut Pro, Photoshop, and online research tools were used to construct, plan, and evaluate the project. The evaluation concludes the group worked well together but faced challenges when original artists backed out, requiring more time be spent rushing to complete the project.
The document discusses what the author has learned from audience feedback on their promotional package for an indie music artist. They collected qualitative feedback at various stages of the project via video interviews, a Facebook group, and a final video interview. The feedback helped the author identify redundant features that situated their work within the indie genre, as well as aspects that could be improved. Key lessons included ensuring continuity across all elements, having a clear stylistic cohesion, and telling a fully clear narrative. The audience feedback confirmed that the work conformed to expectations of the indie genre.
The group created a range of ancillary texts like a digipack and magazine advertisement to promote the artist Belle Rose and increase her fan base. Feedback from questionnaires showed that viewers responded positively to the natural beauty theme and camera work in the music video but that additional locations could have improved engagement. Various media technologies were used at each stage of research, planning, production, and distribution to make the project accessible across platforms and evaluate effectiveness.
For their A2 media studies coursework, the student produced a music video for an unsigned rock band. They received feedback by posting the video on social media. Some comments were positive about the visuals and flow, while others noted confusion over the storyline involving a double role. The student learned they must understand how their target audience relates to media products. They also gathered that faster editing and improving the band's lip syncing could enhance the video. Overall, the feedback helped the student create a music video that met audience needs and expectations.
The document discusses how the student's media products for a music video, print advert, and digipak for the song "Adrenaline Junkie" both utilize conventions of real media products in the indie rock genre as well as introduce some original, entropic elements.
The music video uses conventional techniques like close-up shots of musicians performing and lip syncing, but also employs unconventional color filters to signify mood and monochrome/color switching for visual interest. Audience feedback helped shape some unique elements. While following standard formats, the print materials also feature monochrome/color mixing not found in the student's research. The goal was to balance familiarity and novelty to engage the target audience.
The candidate learned several important lessons from receiving feedback on their music video, magazine advertisement, and digipak from their target audience. They found that regularly incorporating feedback helped improve their work and make it more appealing. While not all feedback was applied, considering suggestions and finding compromises helped enhance the projects. The candidate discovered that pleasing all audience members can be difficult but that variability in elements like cutting pace kept most engaged.
The music video uses some conventions of professional music videos such as lip syncing and slight choreography. It tells a story and features different locations to make it relatable to younger viewers. However, it does not include band performances or formal dance routines. It also challenges conventions by using photographs instead of filmed shots to give the impression the performers are on a date. Feedback praised aspects like the flow and emotion but noted some jump cuts were too sharp. Modern media technologies helped with planning, construction and evaluation of the project.
The document provides an evaluation of a media product created by the author. It discusses how the product used conventions of real indie music videos by including live performance scenes and linking the narrative and performance. Feedback was positive overall based on 350+ YouTube views and focus groups. Areas for improvement included adding more shot variation and movement from the band. New media technologies were crucial in all stages of research, production and evaluation. Synergy between the music video, poster and CD cover was created through consistent themes.
The document discusses the creation of a music video that aimed to challenge conventions of typical music videos. Some key ways it did this included focusing on a narrative rather than stylized visuals, using locations like a train station rather than typical studios, having the artist not sing for the full song, and using diegetic sound. Feedback from test audiences was incorporated, such as adding a scene of the artist rapping after feedback suggested not including any performance was too challenging. Technology played an important role in creation, promotion, and distribution.
The document summarizes how the media product challenges conventions of typical music videos. It has one main character instead of a full band, focuses more on narrative than extreme closeups, and includes diegetic sound of a door shutting. It also uses post-production graphics and effects to engage audiences and stay current with digital trends, rather than following styling of mainstream genres. While some conventions are challenged, the product still conforms to mainstream practices like linking visuals and editing to the song, and using social media sites to promote the artist. Audience feedback was gathered through surveys and assessments at different stages to guide the project.
The document provides an evaluation of a music video created by Charlotte English for her A2 Media course. It discusses the planning process, including researching conventions of pop music videos. The original idea involved drug/alcohol scenes but these were difficult to film, so the concept changed to focus more on the relationship between the couple. Feedback was gathered from audiences on drafts to improve the narrative clarity and performance shots. Technologies like YouTube, Blogger, iMovie and Photoshop were used to construct, research, plan and evaluate the project. The final music video and accompanying materials like the album cover were well-received by audiences for following conventions of the genre.
The document summarizes feedback from an audience questionnaire about a student-created music video and accompanying promotional materials for the electronic band Glitch Mob. The feedback was overall positive, though some felt the video could have a stronger narrative connection to the song or promotional materials. Students used various media technologies like Adobe After Effects and Photoshop in creating, researching, and evaluating their projects. They aimed to use conventions of real music videos and promotional designs while also developing new approaches suited to the band.
The document summarizes feedback from an audience questionnaire about a student-created music video and accompanying promotional materials for the electronic band Glitch Mob. The feedback was overall positive, though some felt the video could have a stronger narrative connection to the song or promotional materials. Students used various media technologies like Adobe After Effects and Photoshop in creating, researching, and evaluating their projects. They aimed to use conventions of real music videos and promotional styles while also developing new approaches suited to the band.
Media technologies played a key role in the construction of the music video and ancillary texts. YouTube and Google were used extensively for research and inspiration. Microsoft Word, Excel, and Blogger supported planning, tracking progress, and sharing work. A digital camera and flip cam were used to film footage. Imovie, After Effects, and Photoshop were the main programs used to edit footage, images, and construct the final products. Audience feedback on social media helped with evaluation and further improvements.
The document discusses various technologies used in creating a music video and promotional package for a pop genre project. The key technologies discussed include a camera, tripod, phones to play music, YouTube for research on pop music videos, Photoshop for creating print materials, Blogger for recording research, Prezi and Animoto for presenting ideas, Facebook and Twitter for feedback, and a Facebook group for communication within the project group.
Evaluation question how did you use technologiesTia5133
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The document discusses the various media technologies used at different stages of a project. During research, internet services like Google and Unsigned.com were used to find information on R&B artists. Social media sites like Twitter and YouTube were also utilized. Planning involved using presentation tools like PowerPoint and ºÝºÝߣShare as well as Facebook. Construction incorporated a camera, mobile phone, and video editing software to capture footage and images of the music video production.
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 the production of a music video and digital album for an R&B artist. It describes researching other artists' works to create something unique. Photos were chosen for the album cover to represent the artist's environment and views. Feedback on the music video has been positive from peers and family verbally, though few online comments. Media technologies like YouTube, Wix, and Final Cut Pro were used for research, planning, production and evaluation of the project.
The document discusses a group's music video project and its use of conventions from professional music videos. It summarizes the conventions they used, such as lip syncing, storylines, locations, and photographs instead of filmed shots. It also discusses conventions they did not use like band performances or formal dance routines. Feedback indicated the pacing and emotions came across well but there were some issues with jump cuts and lip syncing timing. The group learned from researching professional examples online and using editing software to improve shots and add effects.
The document discusses theories of music video conventions by Vernallis, Mulvey, and Goodwin and how they were applied in a student's music video project. Specifically, it summarizes how the student's video followed Vernallis' theory of using jump cuts and effects to engage viewers. It also drew on Goodwin's idea of connecting with viewers by looking into the camera. The student aimed to create a typical music video that amplified the song's theme of lights without significantly challenging conventions. The video was influenced by Ellie Goulding music videos and included a dancer and skaters. The ancillary materials like the digipak and poster also drew from conventions but challenged some, like not looking at the camera, to add
This document summarizes an evaluation of a group media project that included a music video, CD cover, and magazine ad. It discusses how the project used and challenged conventions of real media products by targeting a specific audience. Feedback was gathered from audiences on the CD cover designs. New media technologies like Final Cut Pro, Photoshop, and online research tools were used to construct, plan, and evaluate the project. The evaluation concludes the group worked well together but faced challenges when original artists backed out, requiring more time be spent rushing to complete the project.
The document discusses what the author has learned from audience feedback on their promotional package for an indie music artist. They collected qualitative feedback at various stages of the project via video interviews, a Facebook group, and a final video interview. The feedback helped the author identify redundant features that situated their work within the indie genre, as well as aspects that could be improved. Key lessons included ensuring continuity across all elements, having a clear stylistic cohesion, and telling a fully clear narrative. The audience feedback confirmed that the work conformed to expectations of the indie genre.
The group created a range of ancillary texts like a digipack and magazine advertisement to promote the artist Belle Rose and increase her fan base. Feedback from questionnaires showed that viewers responded positively to the natural beauty theme and camera work in the music video but that additional locations could have improved engagement. Various media technologies were used at each stage of research, planning, production, and distribution to make the project accessible across platforms and evaluate effectiveness.
For their A2 media studies coursework, the student produced a music video for an unsigned rock band. They received feedback by posting the video on social media. Some comments were positive about the visuals and flow, while others noted confusion over the storyline involving a double role. The student learned they must understand how their target audience relates to media products. They also gathered that faster editing and improving the band's lip syncing could enhance the video. Overall, the feedback helped the student create a music video that met audience needs and expectations.
The document discusses how the student's media products for a music video, print advert, and digipak for the song "Adrenaline Junkie" both utilize conventions of real media products in the indie rock genre as well as introduce some original, entropic elements.
The music video uses conventional techniques like close-up shots of musicians performing and lip syncing, but also employs unconventional color filters to signify mood and monochrome/color switching for visual interest. Audience feedback helped shape some unique elements. While following standard formats, the print materials also feature monochrome/color mixing not found in the student's research. The goal was to balance familiarity and novelty to engage the target audience.
The candidate learned several important lessons from receiving feedback on their music video, magazine advertisement, and digipak from their target audience. They found that regularly incorporating feedback helped improve their work and make it more appealing. While not all feedback was applied, considering suggestions and finding compromises helped enhance the projects. The candidate discovered that pleasing all audience members can be difficult but that variability in elements like cutting pace kept most engaged.
The music video uses some conventions of professional music videos such as lip syncing and slight choreography. It tells a story and features different locations to make it relatable to younger viewers. However, it does not include band performances or formal dance routines. It also challenges conventions by using photographs instead of filmed shots to give the impression the performers are on a date. Feedback praised aspects like the flow and emotion but noted some jump cuts were too sharp. Modern media technologies helped with planning, construction and evaluation of the project.
The document provides an evaluation of a media product created by the author. It discusses how the product used conventions of real indie music videos by including live performance scenes and linking the narrative and performance. Feedback was positive overall based on 350+ YouTube views and focus groups. Areas for improvement included adding more shot variation and movement from the band. New media technologies were crucial in all stages of research, production and evaluation. Synergy between the music video, poster and CD cover was created through consistent themes.
The document discusses the creation of a music video that aimed to challenge conventions of typical music videos. Some key ways it did this included focusing on a narrative rather than stylized visuals, using locations like a train station rather than typical studios, having the artist not sing for the full song, and using diegetic sound. Feedback from test audiences was incorporated, such as adding a scene of the artist rapping after feedback suggested not including any performance was too challenging. Technology played an important role in creation, promotion, and distribution.
The document summarizes how the media product challenges conventions of typical music videos. It has one main character instead of a full band, focuses more on narrative than extreme closeups, and includes diegetic sound of a door shutting. It also uses post-production graphics and effects to engage audiences and stay current with digital trends, rather than following styling of mainstream genres. While some conventions are challenged, the product still conforms to mainstream practices like linking visuals and editing to the song, and using social media sites to promote the artist. Audience feedback was gathered through surveys and assessments at different stages to guide the project.
Amy Clement evaluated her music video, digipak, and promotional advertisement for her band. She used conventions of real music videos such as close-ups and group shots. There is lip-syncing to match the music. Audience feedback helped her understand what worked and what needed improving in telling the story. She used new media technologies like blogs, YouTube, and Photoshop to research other artists, construct her projects, and get feedback to evaluate their effectiveness.
- The video challenges conventions of music videos by not focusing on close-ups of the protagonist and instead using long shots to show his journey through a narrative sequence rather than a montage.
- It features only one character, Pete, to take an independent approach rather than using a whole band as most music videos do. Locations were used to make it seem realistic.
- Feedback was received from peers during editing to address issues like Pete not mouthing the words enough and to clarify the narrative sequence. The feedback helped improve the video.
The document discusses a group's media production project for a music video. It summarizes how the group aimed to use conventions of R&B music videos such as glamorized imagery, close-ups during lip syncing, and choreographed dancing. However, due to the song, there was more emphasis on lip syncing and storyline over dancing. The group filmed in various locations to match the rhythm and enhance the social scenes in the video. Feedback on their promotional materials like the album cover helped them improve the design and make it more readable and visually appealing. The group used various media technologies for research, planning, construction, and evaluation of their project.
Media evaluation question 3: What have you learnt from your audience feedback?charlotteseal123
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From distributing questionnaires to their target audience of females aged 15-25, the document summarizes the following key findings:
1) Most listened to music with friends or in cars, and watched music videos on channels like MTV. Pop, R&B, and indie music were most popular.
2) To appeal to their mainstream audience, the video was filmed in a studio following pop music conventions, though an "edge" was needed to stand out.
3) Green screening was difficult and led to picture quality flaws, so more planning was needed for special effects.
4) Audience testing helped refine editing and ensure the video intrigued and interested their target demographic.
C:\documents and settings\owner\my documents\a2 media evaluation jackjackwalterssufc
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The document discusses the media evaluation of a music video created by the author and their group. It summarizes the main conventions used in the music video, including lip syncing to the song and editing shots to match the pace of the music. It also discusses the narrative storyline of the video and how it challenges conventions by not showing the actual band performing. The document then discusses how ancillary materials like CD covers and posters featured the same bear mascot to promote brand recognition. It also describes how the group gathered audience feedback on elements like song choice and design concepts to improve the project. Finally, it outlines the various media technologies used in construction, planning, and evaluation, such as YouTube, iMovie, and PowerPoint.
This evaluation summarizes the process of creating a music video, CD cover, and magazine advertisement for a rap artist. It addresses four questions: how the media products use or challenge conventions, how effective the combination of materials is, what was learned from audience feedback, and how new technologies were used. The music video challenges conventions by showing the artist alone at a photoshoot rather than in a group on the street. Feedback indicated most liked the video and CD cover while some felt they could be improved. Various technologies like cameras, editing software, and the internet were used at different stages of the process.
Our media product is a dancehall music video that follows conventions of the genre but also challenges them in some ways. We received positive feedback on our ancillary texts but mixed feedback on the music video, with some finding the storyline confusing. Audience research helped us target 13-25 year olds but some felt we could have simplified the narrative. New media technologies helped with research, production and evaluation.
The document summarizes the clothing and makeup worn by different characters in a music video. The "sexy girl" wears revealing black and white dress, makeup that emphasizes her eyes and lips. The main guy "Jignesh" wears casual clothes like jeans and jumper in the video but wears smarter clothes in a dream sequence. The "bucktooth geek" wears nerdy clothes like big glasses and cardigan to emphasize her shy personality. The transvestite wears a long brown wig and moustache for humor.
The document provides an evaluation of a short film music video project. It discusses how the music video used and developed conventions of real media products through its use of narrative, performance, target audience, and positive message. It also discusses how the film challenged conventions by having a deep meaning. The evaluation then analyzes the effective use of micro-elements like mise-en-scene, sound, camera techniques, and editing to make the video look professional. Lastly, it discusses what was learned from audience feedback.
The document contains an evaluation of a short film project. It discusses using new media technologies like Final Cut Express and Apple MacBook at various stages of the project, including construction, research, and planning. Feedback was gathered from the target audience through surveys to identify areas for improvement. While inexperienced with the software, social media was used to aid the learning process. Overall, the evaluation focuses on effectively using technology and audience feedback to construct and refine the short film.
The student evaluated their media product which included a music video, CD cover, and advert they created in a group. They researched conventions of real media products to develop their own work, gained feedback through surveys which they learned from, and used new media technologies throughout the process for construction, research, planning, and evaluation. The feedback was mixed but showed room for improvement in areas like lighting and locations to make the video more representative of the genre.
C:\documents and settings\owner\my documents\a2 media evaluation jackjackwalterssufc
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The document provides an evaluation of a media production project creating a music video. It discusses how the video used conventions like lip syncing and editing shots to match the pace of the song. It tells a narrative story of a relationship between the main character and a bear. Audience feedback was gathered on song choice, designs, and which elements worked best. A variety of media technologies were used in the planning, production, and evaluation stages, including websites to find music, YouTube for research, and iMovie and Prezi for editing and presenting.
The document discusses a music video created for the song "Rum and Redbull" that uses an unconventional multi-strand narrative rather than a typical performance-based video. It aims to depict the everyday effects of drinking rum and Redbull on various characters. Feedback was positive about the unique approach, though some found the narrative confusing. Research involved using tools like Google and YouTube, and the video was filmed using a Canon camcorder.
The document discusses a music video called "Rum and Redbull" that uses a multi-strand narrative rather than focusing on a single performer. It aims to depict the effects of drinking rum and Redbull on everyday people. The video and ancillary materials like a digipak and magazine ad use consistent colors and logos to clearly link them. Audience feedback was positive about the unique approach, though some found the narrative confusing. New media like Google, YouTube, and editing/design software were important tools in the research, production, and evaluation stages.
The document discusses how the media product uses, develops and challenges conventions of real media. It summarizes:
1) The music video conforms to conventions like including a performance element and narrative, but uses a documentary style which is less common.
2) Different cinematography techniques like shots were used to enhance the rock genre. Conventions like relating lyrics and visuals were challenged.
3) Feedback from audiences helped improve the idea and choose an effective font for ancillary texts like posters and albums covers. Social media feedback also helped produce a better final music video.
The document discusses a music video called "Rum and Redbull" created by the author. It uses forms and conventions of real music videos, such as including shots of an actress lip syncing and dancing to attract viewers. However, it also challenges conventions by not using many dancers and instead focusing on everyday people partying. Feedback on the video and ancillary materials like the magazine ad and digipak was positive overall. Viewers felt it was unique and stood out from other commercial videos. The author also discusses the research, planning, filming, editing and evaluation process, and how new media technologies like YouTube, editing software, and online sharing platforms were used.
Our music video, Rum and Redbull, follows conventions of concept-driven music videos by focusing on the song lyrics rather than narrative. It features scenes of characters getting drunk at a party and on the street. While the editing and camerawork are conventional, atypically it does not feature professional dancers and instead uses everyday people. Audience feedback praised the ancillary texts but found the narrative confusing; simplifying it was suggested. New media like YouTube, smartphones, and editing software like Final Cut Pro and Photoshop supported research, planning, production and evaluation.
The document provides an evaluation of a media production called "Rum and Redbull", which is a dancehall music video. It discusses how the production uses and develops conventions of real music videos. It effectively combines the main video with ancillary texts like a digipak and magazine advertisement. Audience feedback was positive about the ancillary texts but noted the narrative in the video was confusing. New media technologies played an important role in the research, planning, production and evaluation stages of the project.
The document discusses a music video production that uses unconventional forms and conventions to tell a narrative story. It challenges typical music video styles by not including lip syncing or appearances by the artist. Instead, it uses actors to portray a story that reflects the song's lyrics about a man waiting for his love. Through shots, mise-en-scene, and titles, the video depicts the man's loneliness and memories of his relationship, culminating in his love returning to him after seeing news of his devotion. Audience feedback found the storytelling effective at conveying the song's message.
The document discusses a music video production that uses unconventional forms and conventions to tell a narrative story. It challenges typical music video styles by not including lip syncing or appearances by the artist. Instead, it uses actors to portray a story that reflects the song's lyrics about a man waiting for his love. Camera shots and mise-en-scene techniques help convey the storyline and emotions. Audience feedback found the narrative video to be appropriate and entertaining, showing the unconventional approach was successful.
The document provides an analysis of the opening sequence of the film Bend It Like Beckham. It summarizes that the sequence begins with Jess daydreaming that she scores the winning goal for Manchester United while watching a match. It then cuts to a parody of a football commentary show, introducing Gary Lineker and Jess's disapproving mother. Jess then awakens to her mother calling her into her bedroom. Visual and audio elements are examined that portray the surreal nature of Jess' dream and cultural tensions between her interests and her family's traditions.
The document provides an analysis of the opening sequence of the film Bend It Like Beckham. It summarizes that the sequence begins with Jess daydreaming that she scores the winning goal for Manchester United in a match. It then cuts to a parody of a football commentary show, introducing Gary Lineker and Jess's disapproving mother. Jess then awakens to her mother calling her into her bedroom. Visual and audio elements are analyzed to understand how they create a sense of surrealism and comedy and represent the characters' cultures.
2. In what ways does your media product use, develop or challenge forms and conventions of real media products? Our media product challenges forms and conventions of real media products in many ways. We did this firstly by not having our artist singing the whole way through the music video. This challenges former music videos as they generally show their artist singing the song throughout the music video. They also have several extreme close ups through the entire video. However, we decided to do less of these and stick more to mid close ups and long shots. We did this as we were focusing more on the narrative of the music video and portraying the artists journey during the day. The mid close ups and long shots helped to make the audience feel like it was more of a conversation between them and the artist. And that they were almost joining in the journey along side the artist within the video, instead of just watching a set of clips.
3. Continued . . . Another way in which we challenged the forms and conventions is by only having one main character/band member in the music video. Generically, mainstream and normal music videos have either several band members in their videos or more than one character to either help sell the bands image or to engage the audience to keep them watching. This also contributed to our main focus of the narrative as it made it easier for us to tell a story. After some internet researching we found other videos such as Just Jack – ‘The day I died’ or Jamie T – ‘Shelia’ which also had one single artist mainly showing throughout the video. These videos and a few others helped to influence our own choices in making our final media product. The video also consists of the diegetic sound of the door shutting. This concept challenges the main forms and conventions of most music videos as they only contain the song as the backing sound to the video whereas, we have added in our own to help enhance the video.
4. Continued . . . The music video also contains plenty of post production graphics such as Live Type and effects such as transitions and colour enhancing. These added bonuses challenge existing music videos as they don’t commonly include them. We used these effects and graphics as we felt it grabs the audience and causes them to continue watching as with the Live Type graphics it enables the audience to join in with the song if they want too and also makes the video more quirky which is in line with the artists image. We also felt it kept the video more in time with the digital era. We also challenged forms and conventions of media products as we decided not to make our video stylised like mainstream music, e.g. Pop or R&B videos. This was due to the fact we felt that the audience would feel like they could relate to the artist if he looked more normal and down to Earth, unlike big flashy millionaire singers who are made to look like they have everything they would ever want.
5. Continued . . . Even though we have made it possible to challenge forms and conventions of music videos in a few areas over our project, we mainly conform to the majority and mainstream music industry as people like to identify with others. And if we differ too much from everyone else, people like the mainstream will destroy us as it is not following the norm and our audience will disapprove of our product and therefore wont buy it or show an interest. We looked into Andrew Goodwins’ theory that talks about linking visuals to the sound and editing the video to the sound. This is one way in which we conformed to the mainstream music industry. We continually linked the visuals to the music as best we could by using post production graphics such as Live Type. This therefore illustrated and amplified the music. Throughout the video we had song lyrics popping up to match the visuals with the sound. There is one section where the artist says ‘Your MAGIC’ here we used Live Type to add a wand/magic effect to link the words with the visuals. During our editing process, we cut and edited the clips to the beat of the song to make both the song and visuals flow together without mis-telling the story/narrative that we tried so hard to focus on.
6. Continued . . . Some examples of conforming is our social networking sites toward our project such as our Twitter, Myspace and Youtube sites. This conforms to many other artists, as they all have this networking sites if not more, to help produce and distribute their music as a product to vast amounts of people quickly and fast. During our project we also used other music videos to help influence our own, such as B.O.B – ‘Nothin’ On You’ and The Streets – ‘Fit But You Know it’. We took individual ideas from some videos and developed them into our own to add to our own video. E.g. The stop motion effect in B.O.Bs video, we decided to take this concept and make it into our own in our video. We also used original artist photos to influence our own and develop ideas that we had for our digipak. E.g. =
7. How effective is the combination of the main project and ancillary tasks? The combination of the main project and ancillary tasks is very effective. I created several ancillary texts including many social networking sites. Firstly, the myspace.com site was made for the artist to enable others to download the latest song, follow/be friend the artist online, comment the site, view blogs, videos and pictures as well as being updated on the latest info and tours/gig dates.
8. Continued . . . I also created a banner for our artist with ‘Boy and The Element’ written on it and found a layout which I thought was appropriate for the artists image. We then made the twitter site, which is similar in concept to myspace. Next I created the youtube account where our videos can be upload so that others can view behind the scenes and the actual music video.
9. Continued . . . This can then be linked to our myspace, twitter and group blog. After, we then made the digipak which we could upload onto these social networking sites for others to view and comment, to let us know their view. These images can also be uploaded onto our social networking sites so that others can see and comment them as well as know where to buy our product. Richard Dyer said that a star and their image cannot be achieved singularly by individual concepts. They need to be made up of a combination of products to be able to create a full blown star! This is why I feel that our ancillary tasks combined with our main product is very effective for several reasons. Firstly, they continue to portray the same image of our star to our target audience meaning that we are not sending mixed signals to them. We also made sure that our ancillary sites and digipak peripheral factors matched the image of our star. E.g. logos, banners, backgrounds and layouts. When these are all put together, our product then becomes indistinctive of any other real media music product. They are extremely realistic and allow our audience to identify with our artist as well as engage with the music video and song. Each piece of our project adds to the overall outcome and allows for more viewings and coverage of our media music project.
10. What have you learnt from audience feedback? Originally, we did a questionnaire in our research stage before we started planning and producing our final piece. We asked people 12 questions to help us to indentify what people would expect to find in our genre’s music video. Once we gathered back our information we put it into pie charts and blogged it. We then planned our video to fit the results to the best of our ability. Inevitably, not everything went according to plan during production so we couldn’t stick to these results.
11. Continued . . . So from this we found that audience feedback is not always the most easiest to follow as sometimes its too far fetched for us to commit too. Although, half way through our production we did our second peer assessment too make sure we weren’t losing our audience completely and to see if we were still intact with what they wanted as a product. This feedback didn’t come back so positive. As it was half way through much of our video didn’t make sense to the viewers. This was our major criticism. We needed to make sure we stuck to narrative and didn't make it too complicated. With this peer assessment we learnt not to get too carried away with the video as we may understand what's happening because we created it but others could be come lost.
12. Continued . . . After we had finished our video we did our last peer assessment. This time it came back extremely positive. The views enjoyed the video and especially liked our post production graphics, e.g. Live Type. They felt it made it much more fun and quirky. Overall, we discovered that as long as we try our best to stick to what we researched about our audience feedback and follow what our results say, the viewers will like our product and have an interest in continuing to watch it. We also learnt that its best to please our audience otherwise they wont bother to take an interest into our artist and product.
13. How did you use media technologies in the construction and research, planning and evaluation stages? Our whole project is made up of media technologies from start to finish. For our research, we used the digital technology called the internet. We used the internet to search for influences and similar artists. Myspace.com was useful for finding other artists that had similar music to ours and to see how they represented their star image. We also managed to find videos which were similar to the ideas we had in mind on google.com such as The Verve – ‘Bittersweet Symphony’.
14. Continued . . . iTunes enabled us to also search for music in the same genre as our own to improve our knowledge of what we needed to achieve. Microsoft Word was used to make our initial audience questionnaires, which we then uploaded onto our blog site via the internet. We used a SLR camera to take photos of locations that we wanted to use to help use determine what equipment we would need and how to prepare ourselves for the filming days. These images were also uploaded via the internet.
15. Continued . . . During the planning stages of our project we created some animatics. This was done by using iMovie and a HD Sony camera which meant we were filming in digital and was uploaded onto our blog site. We also used Microsoft PowerPoint and a website called slideshare to upload the individual storyboards onto our blog. When doing some video practise for our product we used a HD Sony camera and iMovie where we edited and added effects to the practise pieces. We created stop motion practise too using Alex’s DLR camera and iMovie. We used the same media technologies again when creating our preliminary videos. We also used lighting equipment and filters during this part of our project. All these videos were transferred to youtube.com and then uploaded onto our blog.
16. Continued . . . Whilst filming we again filmed on digital cameras which is a million times better than filming on analogue as it is better quality and a lot faster to upload and edit. It also means that we needed to use less lighting equipment during our construction process. I uploaded and edited our media on iMovie using transitions and colour enhancing effects. I then used Live Type to add lyrics to the music video as well as a few effects such as magic wand glitter. Photoshop helped as to add the heart which appears frequently in the video. We had wanted to use Final Cut instead of Live Type but we found it too difficult to work. We also wanted to make a transition where we go into a newspaper and the front page picture comes alive but we couldn’t work out how to do this in the end.
17. Continued . . . Photoshop was also used to create our digipak after we took photos of the artist on the SLR. The pictures were edited by changing the background and adding words for the album cover and song names. We used the internet to create our blog, myspace.com, youtube.com and twitter page. Here we could also upload the latest pictures, news, videos and gossip about our artist. Websites such as slideshare and Issuu allowed us to upload Microsoft PowerPoint presentations and Microsoft Word documents and then share them on our blog site.
18. Continued . . . We also used the internet search engines such as google.com to research other digipaks to give us inspiration. Lastly, we made a digital evaluation by filming us as a group discussing the points given to us on a HD Sony camera. We then uploaded it on to iMovie and edited it together and pasted in images and video clips over the top of some of the speech. We each have also done our own evaluation Microsoft PowerPoint presentation which will be uploaded onto slideshare and then onto our blog for everyone to see. To conclude, we also got other people to feel out a feedback sheet as another version of evaluation. This has also been uploaded to slideshare and transferred over to our blog.