classwork

L.o

  • x      to understand the difference between digital and analogue.


The digital media industry has changed rapidly, to the growth in digital technology. almost everyone uses digital medias to access entertainment, information, social network and marketing.

In the late 1970, they mostly used analog.

Analogue: devices which record dat linearly lfrom one point to another. analogues devices read the medias, such as tapes or records, by scanning the physical data off the media.

Digital: devices which perform all calculations using ones and zeros. this method of computing is referred to as the " binary system'. Digitized information is recorded in binary code of combinations of the digits 0 and 1, also called bits, which represent words and images.
Image result for analogue and digital




Analog
Digital









Digital: In the field of computing, information can be conveyed in digital or analog formats. Continuity is the differentiating factor between the two. For example, digital devices are only able to display information in finite units (10 degrees versus 10.0625 degrees), while analog devices display information that corresponds more precisely to real world phenomena. 


An analog signal uses some property of the medium to convey the signal's information. Any information may be conveyed by an analog signal, often such a signal is a measured change in physical phenomena, such as soundlighttemperatureposition, or pressure.



SYNERGY

L.O to understand synergy in media. 





Digital media sectors do not exist independently. They often overlap and are connected. This is called Synergy. 








25 /9/17                                                        Media processess


L.o: to understand the stages of production when creating a media product. 

3/11/17

l.o to create a audience profile.

audience profile : is one way for producer to work out exactly who is buying their product, which helps them to ensure their product will sell. several factors are considered, including:

-age
-gender
-race
-sexuality
-lifestyle
-education
-occupation
-income
-personality type
-buying habits

demographics: a particular sector of a population.
psychologics: labels given to a particular type of person, based on their habits. 


Stylistics Codes

l.o to explore how sound and music are used for effect.                                       24/11/17

ambient sound:
  • the sounds of everything going on around the person who is speaking.
  • for example, the sound of waves and wind on a beach scene. 

synchronised sound:
  • the words are spoken to match the lip movements of the speaker
  • often used in music, videos or musical programs. 
voice over sound:
  • sound that is dubbed onto any picture sequences.
  • documentaries and advertisements often use a lot of voice over. 
sound effects:
  • usually added to the soundtrack of the dubbing stage soundefects can be subdivided into two types:
  • sounds to match actions of events on the screen (for example a door slamming or glass breaking).

music- music is the final sound added to film/ television shows in past productions. music os made to make the audience feel a type of emotion as they watch the film on screen.

diegetic sound- sound whose source is visible on the screen or whose source is impiled to be present by the action of the film. voice of characters, sounds made by objects in the story. 

non diegetic sound- sounds whose source is neither visible on the screen nor seen present by the action of the film. narrator's commentary, sound effects which is added for the dramatic effect.



1/12/17



what is narrative?
 narrative is simply a word for describing the plot or storyline of a film.
most mainstream films follow a very straightforward, linear structure- beginning, middle, end.


linear- beginning-middle-end
non-linear- flashback etc 
multi strand- several narratives running at the same time
open-cliff hanger, story does not receive
closed- story ends satisfactory
point of view- first person( through eyes of a character), second person ( documentary), third person ( outside the story- relating experiences).

looking at narratives-
- tzvetan todorov 
stages:
1. equilibrium- the setting is established, key characters are introduced and the storyline is set up.
2. disruption- oppositional characters appear and the story takes a particular direction.
3. recognition- the lives of characters and events are interwoven. tension bulids throughout this section, which is often the longest.
4.attempt to repair- the highest point of tension after which there is a dynamic change. 
5. reinstatement of equilibrium-  matters are sorted out, problems are solved and questions answered.




                                                           Reception theory                                             4/12/17



The theory states that media texts are encoded by the producer meaning that whoever produces the text fills the product with values.

A text can be received in one of three ways:
  • Dominant or preferred reading
  • Negotiated reading
  • Oppositional reading


dominant or preferred reading :

  • This is when the text is read in the way the producer intended the text to be read.
  • example: a handbag that looks appealing to a female reader encouraging her to want to go out and buy it.

negotiated reading: 

  • this is a compromise between the dominant reading and the oppositional reading of the text. the audience accepts the views of the producer but also has their own input and understanding of the next.
  • example: they see a handbag advertised and think it looks nice but could not justify spending the amount of money it would cost. 
oppositional reading:


  • the audience rejects the producers preferred reading and creates their own reading of the text, usually this is the opposite of what the producer intended.
  • example: an advertisement for a handbag is rejected completely as the reader believes the advert is stereotyping woman and categorising them on their appearance.  

the hypodermic needle model- means the audience has been injected by the media, for example a violence video game is may influence the reason for someone action but the audience are blind sided to it. 

use and gratification- means  the audiences made choices about what they did they consuming texts. audiences were made up of individuals who actively consumed texts for different reason and in different ways.






5/3/18





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effective presentation: 
  • the use of jargon or slang.
  • letting your nerves get the better of you
  • lack of interest in the topic
  • distractions or irrelevance to the topic
  • voice is unclear or very soft
  • presentation is too long
  • lack or preparation



movement, posture and gesture
use of space 
 dealing with objects and technology
facial expressions
 eye contact
 




   

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