Showing posts with label theory. Show all posts
Showing posts with label theory. Show all posts

Thursday, November 28, 2019


DIRT Marksheet 7 – H409 Music Videos Artist representations in mv’s

Name:                                      Date:
AO1: Demonstrate knowledge and understanding of the theoretical framework of media and contexts of media and their influence
Assessment Objectives AO1: 1a 1b – Demonstrate knowledge and understanding of the theoretical framework of media.
AO1 Total: 10 marks.

The content below is not prescriptive and all valid points should be credited. It is not expected that responses will include all of the points listed.
AO1:1 How producers may choose to include different representations in music videos to promote the artist(s), for example:
· producers of music videos may construct representations of the artist(s) that emphasise key aspects of their image, such as their performance prowess, which depending on the genre of music video could be high paced, coordinated dance routines, or performance highlighting the artist’s (or artists’) musical prowess and artistry, or narrative performance highlighting the artist’s (or artists’) image. Music videos may focus on one element of those highlighted above in depth but producers are more likely to select a combination of these elements to strongly emphasise key aspects of the artist’s (or artists’) mediated image.
 · producers of music videos may construct representations of the target audience for the artist(s), for example the storyline of narrative elements of a music video may feature representations (or idealised representations) of fans (the target audience) interacting with the artist(s) in order to elicit within fans a feeling of belonging and loyalty with regard to the mediated image and/or music of the artist’s (or artists’).
· producers of music videos may promote the artist(s) to their fan-base (target audience) through elicit value-transference to the artist(s) through representations other than those of the artist(s), for example: o through artistic excellence and high production values, e.g. a highly cinematic in style narrative music video; or through more abstract, ‘high art’ expressionist videos (that may be live action, animated or feature digital CGI; or feature a combination of these elements) that appeal to the artist’s (or artists’) fan-base (target audience) o through the use of glamour, for example, featuring representations artist(s) through the use of performers (which may be real, digital or animated) in ‘glamorous’ and / or highly aspirational situations o music videos may also elicit value

· List A videos using social realist representation of ‘street life’ to represent the authenticity and cultural currency of the Corinne Bailey Rae video, aiming to transfer that value of transcendence to the artist
· the use of intertextual, postmodern representations in List B videos. the cinĂ©philiac recreation of Spielbergian 80s suburban America in the David Guetta video
· the use of messages and viewpoints in videos that aim to bolster the image of the artist and chime with those of the positioned audience - the very filmic representation of teenage alienation in Guetta’s video creates an ambiguous message that adds to the sophistication of Guetta’s image and fits the large-scale nature of the song.
·         Comprehensive demonstration of knowledge and understanding of representations in music videos.
·         Comprehensive, detailed and accurate knowledge and understanding of representations in music videos.
·         Clear and precise and balanced explanation of how representations are chosen to promote the artist(s) in music videos.
7–10  Answer is supported by detailed and accurate reference to one set music video.
4–6  An adequate demonstration of knowledge and understanding of representations in music videos.
·         Adequate and generally accurate knowledge and understanding of representations in music videos.
· Generally accurate explanation of how representations are chosen to promote the artist(s) in music videos.
· Answer is supported by general accurate reference to one set music video
1–3 A minimal demonstration of knowledge and understanding of representations in music videos. · Knowledge of representation in music videos is minimal, demonstrating little understanding.
· Explanation of how representations are used in music videos is minimal and may not always be accurate. · Reference to a set music video to support the answer is minimal and may be inaccurate.
0 No response or no response worthy of credit.

Have a look at all the points you could have made from Miss Brookes’ feedback (next page) and reflect on what you did well and what was missing.


Identify a strength or strengths in your assessment:

Identifying shots








What are the areas you need to improve?


Make sure to answer the question






What do you need to focus on for your next music video assessment?

Gendered stereotype
Focus, grey concrete blurred focus, brutal
Long shot reveals young woman-isolated against concrete walls, reaction shot shows her vulnerability
Secondary characters are introduced discourse challenges-stereotypes
Montage editing briefly used to allow audience to construct meaning
Parallel sounds match visual images
Connotations that whoever you are you can transcend poverty and inequality
Initial stereotypes of angry homeless man and uncaring businessman are suggested and then challenged
Urban connotations












Thursday, April 4, 2019

Shelter essay



The main aim of the ad is to promote the shelter and raise awareness of the issue of homelessness. The faces of the people in the ads are blank and tired, and the red, translucent text over their eyes makes them seem bloodshot which implies that they are stressed. The use of males and females as well as people of different ethnicities, is done to raise awareness about vagrancy and the different circumstances which could be relatable to many people such as tenants who struggle to pay rent and could potentially see themselves getting evicted.
The colour scheme is pastel with dark shadows which contrasts with the red and white text contrasts with the rest of the poster which makes it stand out and shows the suffering of the people. The logo of "Shelter" with the 'h' shaped like a house which makes it seem like it’s primary purpose is to provide accommodations to those who need it.
The slogan of the Shelter is “We can help”, which clearly portrays the values of the shelter as being a non-profit charity with the goal of lending a hand to homeless people. Every poster also has the “Every year we help thousands of people”, increasing their credibility and making the charity seem more trustworthy.
The representation of the people in the posters as helpless and vulnerable plays on the audience’s emotive side, as they are looking at the camera and it is human nature to help those who are asking for help. The fact that the people in the photos are not celebrities makes them more relatable to the general public emphasising that anyone could be in that situation, such as those they know or themselves in the future and perhaps if people give money to charity, if they are ever in a similar situation they will also be able to receive help from a charity.

Thursday, March 7, 2019

Minecraft essay


Minecraft: Introduction
Minecraft was originally created as “Cave game” in 2009 by Markus Notch Persson, a Swedish games designer. It was then fully developed by Mojang and released to the public on 17 May 2009.
The game has infinite terrain and no specific goal so the player can spend as much time as they want creating and editing their own world, which is the main purpose of the game. It is a sandbox game since everything the player creates is a product of their own creativity and imagination. You create things by mining and then using the cubes you acquired to build whatever is required.
Modes of play
The five game modes in Minecraft are Survival, Creative, Adventure, Spectator and Hard-core. The two most popular being Creative and Survival.
Creative mode gained popularity because it gives the player infinite resources to create and there is no health or hunger bar to interrupt the creation process. The player also gains the ability to fly and mobs are passive towards them, which would be appealing to people who want to build and produce.
Survival mode gained popularity because despite Minecraft having no goal in theory, the player is required to expand their shelter, gather resources and add to their capabilities. In this mode you can get trophies and points which would interest players with an interest in Action games
Commercial success
Minecraft’s initial reception wasn’t commercially viable, seen more as a niche product for players with expert knowledge of computers and programming. The game wasn’t really publically advertised and mostly got around through word of mouth and small magazines, however by January 2011, the beta-version of the game had passed over one million purchases in just only a month, and by April 2011 Persson estimated that US$33 million of revenue had been made. In November 2011, prior to the game’s official release, Minecraft had over 16 million registered users and 4 million purchases. Because it was released across multiple platforms interactivity was increased and many people enjoyed the fact that they could interact with friends despite not having the same devices.
Influence
Minecraft had a lot of influence over the movement on social media. It allowed players to create walk-throughs and videos showing them playing Minecraft which created a community of people who share the love of Minecraft. Social networks such as Twitch also promoted Minecraft and many influencers jumped on the band wagon of promoting Minecraft. The continued development of fan made media across social media platforms and dedicated fan sites and blogs allowed Minecraft’s influence to widely spread.

Thursday, November 15, 2018

Tuesday, September 11, 2018

Genre



We received two genres, for each we had to take a photograph which could be used as a poster for that particular genre of film. The genres our group got was 'sci-fi' and 'teen film'.
For sci fi we decided to use the image of two hands holding a fire, because the image has connotations of supernatural. The setting is unclear, only a greenish background can be seen which creates a mysterious atmosphere. The props used were a Bunsen burner and the screen which we put in front of the fire for effect. The characters are unclear, however from the poster you can see that the character can control/ has something to do with fire. We used a close-up of the flame so that you can't see anything around it other than the hands and the green background.
The teen film photo is taken in a stereotypical school environment. It is a long shot, as well as crab right. This makes the character seem isolated and makes themes such as loneliness come through. The props we used was the hoodie and the phone to make the  character look secluded which is common among teenagers. 























Steve Neale came up with the genre theory which suggests that genres are the repetitions of repetitions of differences and similarities and differences

Hybrid genre means having two or more themes in a single genre

essay

3* ‘Representations of social, cultural and historical events can vary within long form television dramas from different countries.’ Discus...