Monday, 29 June 2015

Using conventions from real media texts

Post-production

Digital Technology

One example of digital technology used within the production of our film was the camera Nikon D3200 DSLR. The camera ultimately the factor that actually allowed us to produce the content of our film. The use of various camera shots created a variety of effects on our audience e.g. a high angle shot was used closely from Alex's body aiming at Michael to show that Michael perhaps possesses more power over him (obviously due to the fact that's he's dead) and also as a build up to the audience possibly as to what has actually happened to him which they discover in the next shot.

Another example of digital technology that assisted in the production of film would be blogging websites such WordPress or Blogger as they helped us to plan and organise our research effectively as it allowed us to store various factors of the production such as script and synopsis into one blog. Not needing physical paper copies made it more convenient for all of us as work was unable to get lost, it was faster to find and we were able to view each others work very easily if it was needed without us needing to be present at the same location. Furthermore, being able to use each others blog allowed to produce the film efficiently as we were individually able to complete separate parts of the project and then combine them at the end meaning we were able to complete the project in the fastest amount of time possible.

In addition, we used video sharing website YouTube to actually make our media product available to audiences by releasing it online. Due to the fact that we weren't in any position to be be spending vast amounts of money on both production and distribution we decided that sharing the media product on an online video sharing website such as Vimeo or YouTube would be most appropriate for us as to was the best possible way to gain an audience due to the fact that they are free.

The final example of a digital technology used in the production would be editing software Final Cut Pro as ultimately that is what allowed us to actually produce and tweak our film into a media product with the assistance of the Nikon D3200 DSLR camera. Then software allowed us to create various edits that would create certain effects on audiences e.g. a straight cut from the back of the main character's head where he is pointing a gun to a shot of a close up of him allowed the audience to view intensity of the scene and difficulty in committing suicide in the character's face. In addition to the editing, the software allowed to export the film into a video file and alternatively allowed us to upload it to YouTube in order for audiences to view.

Thursday, 25 June 2015

Creativity

Theorist: David Gauntlett

Gauntlett states that there are "platforms" within creativity and that these platforms depending on their size offer a small to large scale to creativy but that ultimately that these platforms are about offering people opportunities to creatively express themselves and to – perhaps, ultimately – transform their worlds. He also states that ‘Platforms for creativity’ can refer to anything that is designed to foster the creativity of people, or to encourage creative conversations, as part of everyday life or within a more particular context. Platforms for creativity can be events, spaces, environments or tools. If this was to be applied to the media product we made we would perhaps be productive in a medium sized platform of creativity where the environments and tools would conisist of everything in the media class used to actually produce our films such Nikon cameras and software such as Final Cut Pro.

Gauntlett also states that there are 8 principles of creativity:
1. Embrace ‘because we want to’.
2. Set no limits on participation.
3. Celebrate participants, not the platform.
4. Support storytelling.
5. Some gifts, some theatre, some recognition.
6. Online to offline is a continuum.
7. Reinvent learning.
8. Foster genuine communities.

Gautlett states that they "are intended to be of benefit to users in terms of the development of creativity and learning."

This can also be applied to our product as we reinvented learning through the production of the film as we learned new skills in terms of production through factors such as camera shots and editing. Futhermore, we constantly went from offline to online as a lot of important files for research and planning were stored on both computers and paper but also that we kept many of them within our blogs and actually uploaded the final product onto massive video sharing website YouTube. In addition, we tried to be as creative as possible through multiple brainstorms but also managed to stay flexible and change any areas of production if necessary.

Quotes about Creativity:

"Creativity is just connecting things. When you ask creative people how they did something, they feel a little guilty because they didn't really do it, they just saw something. It seemed obvious to them after a while. That's because they were able to connect experiences they've had and synthesize new things."
- Steve Jobs

This quote by Steve Jobs in a way applies to the research and planning process of our media product (a film) due to the fact that his theory is correct in the manner that before we actually produced the film we looked at a variety of actual films such as Pulp Fiction and Reservoir Dogs within our genre in order to see what codes and conventions apply and also specific camera shots, camera transitions and edits etc. that we liked and alternatively wanted to include in our film. 

"The secret to creativity is knowing how to hide your sources."

- Albert Einstein

We can use this quote by Einstein in order present the idea that in order to have made our film perhaps more unique and creative in comparison to the other films produced we should have kept our sources to ourself and prevented others from copying or sampling factors of media product. However, that is almost inevitable as that is exactly what we did by researching factors of production within actual films

"The chief enemy of creativity is 'good' sense."

- Pablo Picasso

Picasso's quote can be applied to our film in the manner that in order for us to be as creative as possible we would've had to forgotten about making sense of absolutely every factor during production as making sense reduces a user's ability to be creative.

Wednesday, 24 June 2015

Examples of Dave Harrison's common factors of representation of young people

1. Young people are represented through stereotypical notions of adolescence

Example: Skins | Teenagers growing up and maturing
Photo:

2. Youth are demonised by mass media

Example: Media slaughtering Youth in newspapers


3. Youth are represented as being let down by adults

Example: The Fresh Prince of Bel-Air | Will's father leaving him for the second time in his life


4. Youth are represented as part of a sub culture

Example: 21 Jump Street | Arrival at school where Jenko and Schmidt segment students into certain groups e.g. Nerds, Goths

















5. Alienation; Youth are represented as being estranged from parts of society, particularly adult society.

Example: Misfits | Young people having to do community service and being away from adult society


6. Youth are product of the society they were born into, and often embody the faults and fears of adult society.

Example: Kidulthood | Main character Trife participating in illegal activities at the order of his Uncle



7. Representations of UK Youth are often nostalgic and romanticized.

Example: Batman Begins | Bruce's life as a young child is shown before his adulthood

Thursday, 11 June 2015

A representation of young people through a media product

E4 Website: Skins
YouTube Channel: Skins YouTube

Skins was a TV Series that ran on E4 from 2007 to 2013. The show was set in Bristol and every two series revolved around a group of friends with the majority of storylines containing drugs, foul language and sex. The show portrayed young people as anti social and a disturbance to the public.