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.
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 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.
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.
Our production, Rum and Redbull, is a dancehall music video that follows conventions of concept-driven music videos while also challenging some conventions. It focuses on everyday people partying rather than professional dancers. Audience feedback was generally positive but identified areas for improvement, particularly in simplifying the narrative. Research and planning made effective use of online resources like search directories and YouTube. New media technologies like digital camcorders, editing software, Photoshop, and online platforms supported different stages of 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.
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 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 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 video fits within the genre of indie/light rock videos by portraying a sense of teenage rebellion through drinking and staying out late with friends in a lighthearted manner. The video is styled as a video diary, allowing viewers to get to know the band members. This style is not overly common but adds artistic flair. Feedback helped us improve the tempo matching between footage and music through faster cuts. Viewers understood the video's portrayal of the band's tour experiences and having fun on and off stage. The positive feedback shows our video can entertain without needing shocking content.
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
The document discusses audience feedback that was gathered during the production of a music video, poster, and digipak for rising artist Isaiah Dreads. Research showed Isaiah's main fan base was 18-24 year old males. Questionnaires and focus groups with this target audience helped decide to create a heavily performance-based music video for the song "Hype in the Booth." Feedback guided location and concept choices. Though some non-target feedback disagreed, following the target audience ensured a professional product fitting the grime genre. Further target audience feedback confirmed the high quality of the final products and their synergy across formats. Audience research was crucial throughout to shape the products for maximum success and profits.
The combination of the main and ancillary texts is effective through synergy. All three products - a magazine advert, music video, and digipak - feature the same four band members and utilize nostalgic visual elements. This connects the products and brands the band as professional artists. The same font is used in the magazine advert and digipak to link them, representing the genre. Frames from the music video are also used in the digipak to link the two. Overall, consistent elements like imagery, editing style, and logo usage make the products feel cohesive and professionally made.
This evaluation summarizes the creation of a music video and ancillary media products. It addresses how the products used and challenged conventions of the genre, how effective the combination of the main products and texts was, what was learned from audience feedback, and how new media technologies were used.
The evaluation discusses how the music video incorporated both typical elements of UK rap videos as well as unconventional aspects. It provides details on the creation and editing process, and analyzes the synergy between the video and CD cover/advertisements. Feedback from test audiences is presented, which led to improvements. The use of technologies during planning, filming and editing is also reviewed.
The document is an evaluation by Shakira Seraphin-Whyte of a media project creating a music video, CD covers, and advert for a UK rap artist. It addresses the four main evaluation questions: 1) How the products used, developed or challenged conventions of real media products. 2) How effective the combination of the main products and ancillary texts were. 3) What was learned from audience feedback. 4) How new media technologies were used in construction, research, planning and evaluation. The evaluation discusses research conducted, the creative process, audience feedback received, and improvements made based on that feedback.
- The target audience for the house music video was males and females ages 13-30 based on research of who listens to house music on social media, concerts, and in their everyday lives.
- An initial rough cut of the music video was shown to the target audience who provided feedback that some shots were too shaky and unprofessional looking. This feedback informed improvements to stabilize shots.
- Additional feedback was gathered through interviews and questionnaires that confirmed the music video was convincing and realistic with its vibrant colors and cuts that matched the music. Feedback also improved the synergies between the music video, magazine ad, and digipak.
The audience feedback on the media product was mixed. 4 out of 6 people said they liked the music video, praising the locations and effects, while 2 disliked that some areas were too dark or blurry. Most felt the video was representative of other hip-hop music videos. All agreed the imagery matched the lyrics well. However, disappointingly, none said the video made them want to explore the artist's other work.
The document discusses the evaluation of a media product including a music video, CD covers, and website created for an artist. It addresses how the products used, developed, or challenged conventions of real media. Feedback was received on each product from audiences. A variety of media technologies were used at different stages of constructing, researching, planning and evaluating the project, including cameras, editing software, social media, and more. The combination of the main music video product and ancillary texts of the website and CD covers was generally effective through the use of various film techniques, continuity of style, and synergy across products.
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 summarizes the creative process behind a music video created for the song "Late" by the band Jungle Doctors. It discusses researching the conventions of the indie/rock genre to guide design decisions. Shots were inspired by other music videos like The Strypes and Jake Bugg. Close-ups of the band and instruments were included to highlight musical ability as is common in indie-rock. Landmarks were featured to establish setting. The narrative fits the carefree lyrics without using common music video techniques like voyeurism atypical of the genre.
The document provides an evaluation of a media project creating a music video. It discusses:
1) How the video drew upon conventions of indie/alternative music videos in its editing techniques, shot types, locations, and clothing of the band.
2) How the music video, digital pack, and advertisement formed an effective marketing package with consistent branding.
3) How feedback improved aspects of video quality and syncing clips to the music.
4) The use of technologies like YouTube, blogs, cameras, editing software, and social media in researching, planning, filming, and promoting the project.
The document discusses the production of a music video by Scarlett Divas for their song "No Scrubs". It covers various aspects of production including research, planning, filming, editing, and evaluation. New media technologies played an important role throughout the process, from initial research online to editing the final video using software like Photoshop and Final Cut Pro. Audience feedback was positive and helped improve the video, especially by adding more cuts during the chorus. The combination of the video and ancillary materials like the poster and album art created a unified brand identity for the girl band.
The document discusses how a music video for the band The Libertines challenges and develops conventions of real music videos in the indie/rock genre.
The music video uses shaky camerawork, locations like council estates that are typical of The Libertines' style, and follows conventions like close-ups and location shots. It also challenges conventions by including a relationship between a male and female actor.
The accompanying digipak and poster develop conventions of The Libertines' album artwork by featuring their recognizable logo and font, and using a black and white street photograph similar to past album covers. Information like the record label and release date are also included consistently.
Our music video, Rum and Redbull, follows conventions of music videos but also challenges some. It does not feature lip syncing by a main performer or many sexy female dancers. Audience feedback was positive about its uniqueness. Research informed character and narrative choices to appeal to the target audience. New media like Google, YouTube, and digital cameras were used for research, filming, and editing. Ancillary texts like the digipak and magazine ad effectively promoted the video while maintaining a coherent brand identity.
The document discusses research conducted on the target audience for a house music video and how that research impacted the final product. Key findings include:
- The target audience was determined to be males and females aged 13-30 based on comments on existing music and research on interests in house music.
- Research on social media found largely positive opinions of house music describing feelings of happiness and freedom.
- Feedback on a rough cut of the video found some positive elements but also identified issues like shaky camerawork.
- Focus groups on the final video provided feedback that helped identify further areas for improvement, like steadier camerawork, but also showed synergy with other promotional materials.
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
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.
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 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 video fits within the genre of indie/light rock videos by portraying a sense of teenage rebellion through drinking and staying out late with friends in a lighthearted manner. The video is styled as a video diary, allowing viewers to get to know the band members. This style is not overly common but adds artistic flair. Feedback helped us improve the tempo matching between footage and music through faster cuts. Viewers understood the video's portrayal of the band's tour experiences and having fun on and off stage. The positive feedback shows our video can entertain without needing shocking content.
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
The document discusses audience feedback that was gathered during the production of a music video, poster, and digipak for rising artist Isaiah Dreads. Research showed Isaiah's main fan base was 18-24 year old males. Questionnaires and focus groups with this target audience helped decide to create a heavily performance-based music video for the song "Hype in the Booth." Feedback guided location and concept choices. Though some non-target feedback disagreed, following the target audience ensured a professional product fitting the grime genre. Further target audience feedback confirmed the high quality of the final products and their synergy across formats. Audience research was crucial throughout to shape the products for maximum success and profits.
The combination of the main and ancillary texts is effective through synergy. All three products - a magazine advert, music video, and digipak - feature the same four band members and utilize nostalgic visual elements. This connects the products and brands the band as professional artists. The same font is used in the magazine advert and digipak to link them, representing the genre. Frames from the music video are also used in the digipak to link the two. Overall, consistent elements like imagery, editing style, and logo usage make the products feel cohesive and professionally made.
This evaluation summarizes the creation of a music video and ancillary media products. It addresses how the products used and challenged conventions of the genre, how effective the combination of the main products and texts was, what was learned from audience feedback, and how new media technologies were used.
The evaluation discusses how the music video incorporated both typical elements of UK rap videos as well as unconventional aspects. It provides details on the creation and editing process, and analyzes the synergy between the video and CD cover/advertisements. Feedback from test audiences is presented, which led to improvements. The use of technologies during planning, filming and editing is also reviewed.
The document is an evaluation by Shakira Seraphin-Whyte of a media project creating a music video, CD covers, and advert for a UK rap artist. It addresses the four main evaluation questions: 1) How the products used, developed or challenged conventions of real media products. 2) How effective the combination of the main products and ancillary texts were. 3) What was learned from audience feedback. 4) How new media technologies were used in construction, research, planning and evaluation. The evaluation discusses research conducted, the creative process, audience feedback received, and improvements made based on that feedback.
- The target audience for the house music video was males and females ages 13-30 based on research of who listens to house music on social media, concerts, and in their everyday lives.
- An initial rough cut of the music video was shown to the target audience who provided feedback that some shots were too shaky and unprofessional looking. This feedback informed improvements to stabilize shots.
- Additional feedback was gathered through interviews and questionnaires that confirmed the music video was convincing and realistic with its vibrant colors and cuts that matched the music. Feedback also improved the synergies between the music video, magazine ad, and digipak.
The audience feedback on the media product was mixed. 4 out of 6 people said they liked the music video, praising the locations and effects, while 2 disliked that some areas were too dark or blurry. Most felt the video was representative of other hip-hop music videos. All agreed the imagery matched the lyrics well. However, disappointingly, none said the video made them want to explore the artist's other work.
The document discusses the evaluation of a media product including a music video, CD covers, and website created for an artist. It addresses how the products used, developed, or challenged conventions of real media. Feedback was received on each product from audiences. A variety of media technologies were used at different stages of constructing, researching, planning and evaluating the project, including cameras, editing software, social media, and more. The combination of the main music video product and ancillary texts of the website and CD covers was generally effective through the use of various film techniques, continuity of style, and synergy across products.
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 summarizes the creative process behind a music video created for the song "Late" by the band Jungle Doctors. It discusses researching the conventions of the indie/rock genre to guide design decisions. Shots were inspired by other music videos like The Strypes and Jake Bugg. Close-ups of the band and instruments were included to highlight musical ability as is common in indie-rock. Landmarks were featured to establish setting. The narrative fits the carefree lyrics without using common music video techniques like voyeurism atypical of the genre.
The document provides an evaluation of a media project creating a music video. It discusses:
1) How the video drew upon conventions of indie/alternative music videos in its editing techniques, shot types, locations, and clothing of the band.
2) How the music video, digital pack, and advertisement formed an effective marketing package with consistent branding.
3) How feedback improved aspects of video quality and syncing clips to the music.
4) The use of technologies like YouTube, blogs, cameras, editing software, and social media in researching, planning, filming, and promoting the project.
The document discusses the production of a music video by Scarlett Divas for their song "No Scrubs". It covers various aspects of production including research, planning, filming, editing, and evaluation. New media technologies played an important role throughout the process, from initial research online to editing the final video using software like Photoshop and Final Cut Pro. Audience feedback was positive and helped improve the video, especially by adding more cuts during the chorus. The combination of the video and ancillary materials like the poster and album art created a unified brand identity for the girl band.
The document discusses how a music video for the band The Libertines challenges and develops conventions of real music videos in the indie/rock genre.
The music video uses shaky camerawork, locations like council estates that are typical of The Libertines' style, and follows conventions like close-ups and location shots. It also challenges conventions by including a relationship between a male and female actor.
The accompanying digipak and poster develop conventions of The Libertines' album artwork by featuring their recognizable logo and font, and using a black and white street photograph similar to past album covers. Information like the record label and release date are also included consistently.
Our music video, Rum and Redbull, follows conventions of music videos but also challenges some. It does not feature lip syncing by a main performer or many sexy female dancers. Audience feedback was positive about its uniqueness. Research informed character and narrative choices to appeal to the target audience. New media like Google, YouTube, and digital cameras were used for research, filming, and editing. Ancillary texts like the digipak and magazine ad effectively promoted the video while maintaining a coherent brand identity.
The document discusses research conducted on the target audience for a house music video and how that research impacted the final product. Key findings include:
- The target audience was determined to be males and females aged 13-30 based on comments on existing music and research on interests in house music.
- Research on social media found largely positive opinions of house music describing feelings of happiness and freedom.
- Feedback on a rough cut of the video found some positive elements but also identified issues like shaky camerawork.
- Focus groups on the final video provided feedback that helped identify further areas for improvement, like steadier camerawork, but also showed synergy with other promotional materials.
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
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.
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 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.
The document discusses feedback received from audiences on music videos and productions. Artists like Rihanna and Usher note that audiences enjoy music that blends different genres like reggae, hip-hop and R&B, and music that fits various formats from clubs to radio. A student group also learned from conducting research and surveys that their target audience of 14-18 year olds listened to R&B daily and enjoyed music videos with dancing. They incorporated this feedback to influence their own music video, magazine ad, and CD packaging productions. Receiving feedback from audiences both in and out of school helped them identify areas for improvement.
Personal Evaluation - The Assist - Hannah Owenhanspan123
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The document discusses how the creator used various media technologies during the production of a music video for a band called The Assist. These included using editing software like Final Cut Pro X, cameras, tripods, green screens, and feedback from focus groups to plan, film, edit, and refine the music video and other promotional materials. The creator aimed to tie together themes, colors, and imagery between the music video and additional products like a website and album packaging.
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 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. The group received feedback that their pacing and use of photographs worked well but that jump cuts were too sharp and lip syncing was slightly off at times.
The document summarizes the evaluation of a media project creating a music video for the fictional girl band "Scarlett Divas". It discusses how the music video fits conventions of the R&B genre like costume changes and location shots, while challenging conventions like portraying the girls as in control rather than for the male gaze. Feedback was received from the target demographic that liked the outfits and pacing but felt the chorus needed to be faster. New media technologies like Final Cut Pro, Photoshop, and social media were used to construct, promote, and evaluate the project.
The document discusses the evaluation of a media project creating a music video for the fictional girl band "Scarlett Divas". It examines how the music video fits conventions of the R&B genre while challenging some, such as portraying the women in more sophisticated clothing with control over men. Feedback was received from the target audience which led to faster pacing, especially in the chorus. New media technologies were used in researching, constructing through editing software, and evaluating the project by gathering feedback on social media.
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.
The document evaluates a group media project that included a music video, CD cover, and advert for a rap/grime artist. It discusses how the group analyzed real rap music videos to incorporate typical conventions into their project, such as montage shots of urban decaying settings and attractive video girls. The evaluation also notes that the music video included shots in both decaying urban settings and nicer surroundings to symbolize the artist's rise.
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.
- 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.
In what ways does your media product use, develop or challenge forms and conv...Abdullah92
油
The document summarizes a group project to create media products for the rap genre, including a music video, magazine ad, and CD packaging. It discusses how the group researched conventions of real rap media to both exploit typical forms and also challenge some conventions. Specifically, it discusses how the music video uses shots and camera angles commonly seen in rap videos but challenges conventions like expensive clothing and settings that portray artists as superficial in order to portray the artist as genuine and committed to his roots.
Final evaluation of music video & addtional products.fahimjanqand
油
The document provides an evaluation by Ahmad Safari of media products created by himself and his group, including a music video, CD cover, and advert for the rap/grime genre. It discusses how the products developed and challenged conventions of the genre through the use of montage shots and avoiding violence. Feedback from a pilot audience group was positive, showing most would refer the video to friends and rate it highly. Areas for potential improvement are identified.
The music video uses typical conventions like showing the artist and using a narrative storyline to promote their performance. To add originality, it includes a reverse editing technique and shots filmed with a camcorder for a documentary feel. Inspiration came from music videos like Alt-J's "Breezeblocks" that used reverse editing effectively. Audience feedback was positive and people connected to the storyline and felt nostalgia. A variety of media technologies were used in planning, filming, and editing the video, including social media for collaboration, cameras, lighting equipment, and editing software like Final Cut Pro X.
The document summarizes a student's media evaluation of a group project creating a music video for the song "Right Dey" by KES the Band. The group challenged conventions of typical soca music videos by shooting in winter in London rather than hot climates, having dancers of various ages and sizes lip sync the lyrics rather than focusing on the band itself or scantily clad women. Audience feedback from questionnaires informed changes like adding more effects. The group ensured the digipack complemented the video's themes by also excluding stereotypical portrayals of women and representing the fan-focused, band-absent video.
1) The document discusses the appearance of rappers in music videos and how this depends on their level of fame and budget. Unknown rappers typically wear casual clothing while famous rappers wear expensive jewelry.
2) It describes the creator's music video, which featured their rapper in simple clothes to portray an unknown artist. They aimed to make a narrative video but had to modify this due to limited funds and equipment.
3) Audience feedback was generally positive and helped improve aspects like reducing lip syncing. Research involved analyzing successful music videos online and planning filming dates based on weather forecasts.
The document discusses the evaluation of a music video project. It summarizes how the music video used conventions from professional music videos such as different shot types and syncing lyrics to lip movement. While some conventions were challenged, like sudden cuts during words, most were developed or used. Audience feedback noted areas for improvement like ensuring lyrics could be seen being sung in studio scenes. The poster was the strongest piece while the CD packaging could have been improved. New media technologies like blogs, video/photo editing software, and cameras were used for construction, planning and evaluation.
The document discusses the evaluation of a music video project. It summarizes how the music video used conventions from professional music videos such as different shot types and syncing lyrics to lip movement. While some conventions were challenged, like sudden cuts during words, most were developed or used. Audience feedback noted areas for improvement like ensuring lyrics could be seen being sung in studio scenes and cleaning the studio of distractions. The poster was the strongest piece while the CD cover could have had a clearer edited image. New media technologies like blogs, video cameras and iMovie were used for construction, planning and evaluation.
The document summarizes a student's music video project. They created a music video for the song "We Speak No Americano" along with a CD cover and magazine poster. The video follows two nerdy tourists having fun in Windsor landmarks using editing techniques from the original song video and Charlie Chaplin films. Research informed their use of fast pacing, split screens, and layered footage to keep their target audience of 17-21 year olds entertained.
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? In our music video we wanted to move away from glamorous stylised videos expected and appreciated by main stream audiences. We wanted to focus on a narrative and contrast music video making with film making. We chose not to use regular close ups as we challenged ourselves to create a promo and artist that our audience could engage with not just on the surface, but also musically. Our main locations were well known London landmarks, this creates a sense of regularity, but it was our choice of a train station, park and a semi-detached house that really created the sense of verisimilitude that we were looking for. This also challenges the commonly used music video locations such as a studio or performance arena.
3. Our artist does not sing the whole way through our music video, we chose for this to happen to challenge the conventions of music videos. We felt that the artist should only perform the rap verses of the song to create a multi-dimensional character and personality. We wanted our artist to have many levels like a real person as an alternative to the celebrity singers and performers of today who create voyeuristic music videos preventing the public from really understanding and connecting with their music. When the rap is performed our artist is cheeky, confident which works well with the tone of the song. During the narrative of the video our artist is more shy and optimistic, and the lyrics become more powerful.
4. We used diegetic sound to remind our audience of reality; we are marketing our artist as a real person who is passionate for his music and is not a commercialised and manufactured band or singer. The graphics that we inserted and created post-production show an additional way in which we challenged the conventions of music videos; this is a way in which we emphasised the lyrics of the song and the meaning that they had to our artist and to the audience as well. We wanted them to put themselves into the song to reflect a time in their life where they felt the same as our artist.
5. 3t5y Beyonce-Single Ladies, a high production music video. Our location research in London and Worcester Park Station. Voyeuristic music video, Shakira-Gypsy http://www.islandrecords.co.uk Island Records is one of the biggest UK record labels which we researched. Pete John, rapper. Pete John.
6. How effective is the combination of your main product and ancillary texts? We believe that our media products are very effective, we chose to follow Goodwins theory of creating a relationship between the lyrics of our song and the visuals that we created. This is very effective in creating a positive feeling through our music video which is emphasised and made stronger through our ancillary products. Our MySpace, Twitter and YouTube accounts accompanied with our digipak create the perfect promotion for our artist and his first single. Our digipak represents our artist as an up and coming, singer songwriter with natural talent through the relatively ordinary locations edited with images of our artist posing naturally. Our twitter page in particular allows our artists fans to follow his day to day life and gain a real insight into John Paul.
7. The links to similar artists and bands on our social networking sights allows us to gain fans and reach a wider audience with the psychographics which we identified as fitting to our genre and artist. Another of Goodwins theories was that there is a relationship between music and visuals in a music video, this is true in our music video especially as we chose to edit with the beat of the music, as the tempo of the song was not too fast this worked well with our narrative based promo. Editing in this way amplified our aim to show our artist as a real person and promote our song. The ancillary tasks also need to reflect the music that our artist is writing, the hybrid genre of our artists music being rap, techno and alternative makes for an interesting accumulation of styles available to us for our music video, social network sites and digipak which we tried to utilise to the best of our ability. The powerful images of our artist mixed with florescent graphics and positive tones of his music creates an effective product.
8. What have you learnt from your audience feedback? The first research task we undertook was to create a questionnaire to gain some feedback from our audience about our genre and what they would expect to see in a techno/rap music video. We then used this information to create a balance between following and challenging the forms and conventions for a video of our genre, for example many of the people we questioned expected it to be set in a club or concert which we decided would be very difficult to execute to the standard that we were looking for as we did not have access to these locations.
9. The feedback we had during the editing stages of our work was extremely useful; our product was still in the progress of being made with many of our key elements missing or incomplete. We originally planned not to have our artist singing at all in our video, this however seemed to be too much of a challenge to the music video conventions and we re-filmed the rapping verses of our song to include our artist performing them. This was very successful, we separated this aspect from the rest of the promo by making it black and white, this allows our audience to connect to our artist as his personality and passion is expressed during this scene. We found lighting our locations very challenging when filming outside in particular, we re-shot a lot of our footage to improve the lighting conditions after getting feedback from our audience that the poor lighting ruins the quality of the filming. We had to work efficiently to finish our filming before it got too dark.
10. Once complete, the feedback we received was largely positive, it was commented that our video was re-watchable numerous times; this was the response that we were aiming for as music videos are played over so many media platforms such as television music channels and the internet. Music videos therefore have to be interesting enough to sustain the enjoyment of the audience for numerous viewings. The song which is about love is very upbeat and we tried to encompass this in our video which gained a lot of recognition and good responses.
12. How did you use media technologies in construction and research, planning and evaluation stages? Technology is vital to the creation, promotion and distribution of music videos and their artists. The creation of our product would have been very difficult without digital technology; the advancement from analogue filming is extremely significant. Camera equipment is much more accessible to amateur film makers and this enables us to make professional quality products at a much lower cost. Our research, and in fact every aspect of our work was posted on our blog, this was an ideal way to display our work through linking to websites, taking screen shots and embedding videos which inspired us in addition to uploading our own creative and research work in many formats.
13. Our MySpace, artist research, fast and slow sequence and mood board from our blog. http://iminlovecoombe-media.blogspot.com /
14. The internet and social network sites create numerous opportunities to promote an artist or band; we made Twitter, MySpace and YouTube accounts aimed at both digital natives and the forever widening audience of the internet and these sites. Twitter enables our audience to follow a celebrity and their every move, MySpace however allows us to post concert and tour dates, photos and music videos to a typically younger and more musically interested audience as opposed to an audience focused on the celebrity culture that Twitter attracts. It is important to remember that this is still a valuable audience and one which can be very influential on other user generated content sites such as internet chat rooms and blogs which rate music and therefore can effect the success of an artist.
15. The process of convergence through technologies such as the iphone allow our audience to watch our music video on YouTube, listen to our song on the radio, follow their movements on Twitter, or download the song to listen to on their iphone. This is key to the distribution of an artist and their single or digipak which can be purchased from these android technologies. We made sure that our products were therefore compatible for these devices and that we maximised the distribution of our video over these media platforms. We used imovie to edit our music video in, this enabled us to successfully sink our music to our video and our artists rapping, and edit to the beat of the music. We used Photoshop to create our digipak, and LiveType to create and position our additional graphics once we had finished the editing of our promo. These programmes are vital to the success of our music video as mistakes in the miming or off-beat cuts make the video seem unprofessional and distracts the audience from the connection we are creating with the audience our artist and his music through our music video.