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How Did Use Media Technologies In The Construction And Research, Planning And Evaluation Stages?

During this project technology was a crucial and interregnal part of the part in the construction, research and evaluation stages. Though technology served a different a purpose and aided different elements in each stage. I was able to harness different types of technology ranging across various software and hardware. The moment of conception for our project really came to life when we were able to go out and start shooting with the handheld HD camera. Previously during the planning stages we would sketch ideas so that we could begin to visualise potential shots and camera angles. However it was only when we were able to take a direct hands on approach that we felt we could really take control of our visual ideas and further develop them. Using a small hand held HD camera gave us the freedom to arrange shooting dates with minimal planning and little to no inconvenience due to its mobility. The fact that the camera enabled us to easily review the shots we had taken before exporting it due its flip out lcd screen function,saved us a lot of time because it meant were able to determine wether footage was suitable or not. Not only were we able to harness the power to sculpt the shape and feel of our film but it enabled us to have the freedom to really be creative while still being able to capture high definition footage. The fact that the camera was also so easy to use meant that everyone involved in the construction the film could also get a chance to shoot footage making for a more rounded and collaborative experience.


Software such as photoshop, sony vegas and other editing software helped to finalise and develop what had been established during the shooting and planning stages. I felt that the sony vegas editing software was the tool that allowed us to expand and develop our ideas even further. We were able to experiment with fast choppy cuts as well as alter colouration. There was a specific occasion where we used a video filter so we could create the impression of a flashback. The more adventurous we were while editing it felt that gradually more and more it was becoming representative of something that we had been envisioning. Using this software also acted as a learning curve as we were able to establish some of our potential limitations but predominately it shed light on how much we were able to achieve during this process. During the construction of print productions is where I felt most stimulated and creative throughout this project, at this point I was able to use the knowledge I had gained from learning about media theorist and combine with the application of software. For example when making my digigpak I kept in mind what Stuart Hall had said about the inclusion of encoded messages in a project that can be potentially decoded by the audience. The use of photoshop and Pixlr allowed me to encode these messages in new and inventive ways, that I would not have been able to do previously. After learning about the use of fonts and the connotations that accompanied certain font choices the website DAFONT was an excellent way to explore vast amounts of font variation. The software also allowed me to directly download fonts and install on my computer so that I could use them at any given time, this was very important as the default font options that were available to me were very limiting.


Social medias such as Facebook and iMessage was one of the elements that helped to hold this project together and aided in group cohesion and communication. During this project we were not always able to meet up and plan due to other engagements. However the use of iMessage and Facebook meant that we could easily exchange messages in order to make arrangements. Myself and the other member in my team are both apple based which meant sending files through iMessage was very straight forward, we were also able to debate ideas by going back and forth at our own convenience. Often discussions about important decisions that were not solved during the time we were together, would come to a agreed upon conclusion later on through the use of social media. Social networks such as twitter also worked as a usual method for not only following potential artist for song ideas but also in alining myself with trends that surrounded those artist.


The basis of how I went about researching and planning was heavily dependent on the use of technology. For example audience segmentation which was a crucial part of research as it was for the purpose of identifying your potential audience. Websites such as YouGov and find your tribe was eye opening as it highlighted the potential way in which audience segmentation could be undertaken and served as a good example for real life application. In some way it could be said that at this stage of the project that technology was serving an educational purpose. After what I had learnt about audience segmentation from YouGov, Young and Rubicam and find your tribe etc I felt confident enough to asses them individually and determine which was most suitable for my purpose. During the shooting of our music video as well as the planning the planning process YouTube was a great source for inspiration and ideas. I was able to really analyse visual genre conventions to gain a better understanding of them and how I may be able to use them in my own music video as well as print productions. Seeing how creativity was channelled in different ways by different creators was one of my primary uses for YouTube. In conclusion technology served as an aid, it was something that I tried to use to the best of my advantage in every facet of this project


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