Blog on... + Exam date

WHAT'S THIS BLOG FOR? Pointers on DCRUP/CRUD + MANGeR! For Q1a (looking at progression from As to A2) thats Digital technology; Creativity; Research + planning; Use of conventions from real media texts; Post-production. For Q1b (examining EITHER AS or A2 production) thats Media Language; Audience; Narrative; GenrE; Representation.

When's the 2018 (CIAE) exam? Monday 4th June, am.

Thursday, 14 June 2012

Your sample Q1a answers

I've passed these on, so for now just the one new one - worth reading mainly for the suggestions:


[eg1: this is only part of the full text]
Describe how you used your research into real media texts for your production work, and describe how you developed your ability to use this research over time.

The transition from AS to A2 was huge, I feel that all of my skills have improved especially research and production skills. At AS I created a 2 minute opening for a slasher film, “Last One Standing”, centred on a voyeur targeting and killing a teen girl in her suburban, semi-detached home, with ‘Blair Witch’ themed flashbacks of her with her friends in the local woods hinting [foreshadowing or signifiying] at an earlier beginning to the stalking, and a threat to her remaining friends, A2 I created a music video,  for Robbie Williams’ ‘She’s The One’ three generations of a boy and girl (ages: 5, 12, 18) and how their relationship developed from innocent friendship to romance, using changing technologies and other aspects of mise-en-scene to signify the changing time period and create verisimilitude for each. We also had a performer who was signified as Robbie.

For both productions I started with researching genre conventions (for the opening Slasher/Horror like ‘Halloween’ and for the music video, Pop, with artists such as Olly Murs, The Saturdays and One Direction these egs should come out through later points, probably a waste here). For my slasher 2 minute opening I researched existing films that include aspects that were similar to my idea [no: make these two clearly sep points: general genre research AND multi-genre research into certain aspects; the difference at A2 is you looked beyond music vid], such as, flashbacks which were found in the “Blair Witch Project” and POV of the killer looking at the house, found in “Halloween” by John Carpenter, this showed me how to make the audience feel like they are looking at the same thing the killer is [you should denote some of the media lang observed/used to achieve this] and also sort of go on a journey with the killer which builds the tension for both the viewer and the victim.

I developed these skills in my advanced portfolio, for example, instead of searching into just one specific genre initially I searched into several [no! we did this too at AS: started with the general THEN focussed on genre. Perhaps you used web 2.0 sites eg Facebook/fan forums to get further suggestions for viewing at A2? And because you weren’t relying so much on DVDs you were also able to use the YouTube recommendations sidebar?]. I looked at a range of genres, from Katy Perry (Pop) to The Darkness (Rock), this helped me distinguish different genre conventions and what to include in my pop video. To create our video, the main pop artist we looked at was Olly Murs because he is similar to Robbie as he is known as cheeky [again, not strictly necessary for every point, but you want to denote some of the specific media lang (in this case I’m assuming direct gaze at the lens/audience with winking or ‘gurning’ as RW’s often described? Plus other ‘antics’ that will be scripted but are designed to appear spontaneous – postmodern deconstruction of the music video form by exposing the supposed behnd-the-scenes aspects? Give example/s] and his videos linked to some aspect of ours, for example, in most of his videos he is in love with a woman, this helped because we were also portraying a heterosexual relationship. Another media text was the 2009 John Lewis advert, this was about a heterosexual couple who have grown up together, it also showed different time periods, which really helped in our video because getting the mise-en-scene correct was vital and to create verisimilitude was just as important because we wanted the audience to relate to the on screen characters. The video wasn’t the full on typical Pop genre [the media lang here is high key lighting which tends to glamourise the subject, thus its use in pop videos – low key or natural lighting is more common in rock (eg Verve’s Bittersweet Symphony or Chilli Peppers’ alt version of the Under the Bridge vid), especially Indie for its connotations of realism. You need to try harder to reflect your research + cite a relevant eg of a pop vid using natural lighting], because we didn’t use special effects or studio lights, partly because we didn’t have access to them but also are video wasn’t a big production, it was more like a home video of the generations. [okay, so maybe you argue your AS was more like a form of postmodern bricolage: reassembling familiar signifiers, but your A2 work, whilst similarly postmodern in its intertextuality, sought to create something more fresh and distinctive? Also, you were aware of reflecting the dominant discourse around sexuality (as Fairclough would argue), but felt that anything but a heteronormative text wouldn’t work for the genre or audience?]

Tuesday, 12 June 2012

MANGeR+DCRUP theories: nice summaries

See http://keymediatheory.blogspot.co.uk/
You'll find accessible, downloadable Word/pdf files on each major area of theory

PAST MARKED 1A-1B ANSWERS

These are embedded below, but to prevent these from slowing the blog from loading up you need to click on read more.
You can find all these either at http://www.ocr.org.uk/qualifications/type/gce/amlw/media_studies/documents/ or by clicking through any of the URLs below and looking for other docs uploaded around the same time:
Past q1a q1b Exam Qs
Past q1a Marked Answers
Past q1b Marked Answers
G325 Section a January 2011 II as-

CHIEF EXAMINER GUIDE JUNE 2012

Lest you only track new posts, as embedded in the post below here's the same Ppt from the Chief Examiner


1a + 1b guides

UPDATE JUNE 12TH 2012: CHIEF EXAMINER PPT GUIDE




Please make sure you note web 2.0 and postmodernism from the 1a guide; I've previously suggested 'FAG' as key, but will now extend that to 'FANG' (adding new media)

Credit to Mick Googan for the following; I've adapted and added to the PowerPoints, but the bulk was already in place. With both guides there is far too much to squeeze into 30mins on any one topic (and rem that 1a will combine 2 [or more] into one question; you should be picking and choosing which points to develop and work up detail revision notes on. Its obviously useful to consider which points overlap, which may reduce your workload...


As much as there is in these, you can further personalise your work by using the F6/Lib books, as discussed within these guides

Monday, 11 June 2012

Intro paragraph: synopsis of your wok

AS I've said in the general guidelines for Q1a/1b, you should start by providing a brief summary of what you did at AS + A2. This needs to include a synopsis  a very brief outline of your narrative, which say something along the lines of
At AS following a prelimary task to evidence my grasp of continuity editing techniques I constructed the opening two minutes of a new feature film, including titles, based around...
  • a period drama set in WW2, featuring the female protagonist receiving a letter from a uniformed soldier informing her of her lover's death, using a piano-based non-diegetic soundtrack at key points to emphasize the emotional and romantic aspects of the narrative
  • a rom-com showing a young office worker rushing to get out for work, and tripping himself up just as he spots what will be the love interest; our titles were constructed using various diegetic devices, such as fridge magnets and a spilled box of cereal, spelling out names (as seen in the comedy Napoleon Dynamite)
  • a slasher featuring two friends making the deadly mistake of taking a shortcut through some woods, where one disappears, leaving his friend to try and make it back to safety. Our non-diegetic music got louder and faster as the stalker's presence became apparent, and we ended the opening on the bloodied hand of the first victim stretching out in a futile gesture, taking some inspiration from Marion Crane's death throes in the iconic shower scene in Psycho.
  • a horror movie inspired by The Ring in which our protagonist is seen confused and panicked, running out of a building; he appears to hallucinate an ominous female character
The above examples were from past AS pieces. Depending on the 1a Q, it can be useful to instantly flag up the development from AS to A2, perhaps by stressing the generic nature of the AS work and the partial challenging of conventions with your video (or an improved appreciation of multiple audiences and how to appeal to these).

HERE'S AN ACTUAL EXAMPLE FROM A STUDENT IN JUNE 2010 (Q1a FOCUS: r+p)

I feel that my production skills from foundation to Advanced have greatly improved. [:UNNECESSARY WAFFLE?] My thriller opening sequence was about two men who prey on suicidal teenage girls on the internet, titled “Caught in the Web.” The men rape and murder their victims but frame it as a suicide, using the suicide support website (where they preyed on them) as evidence of this suicide. It is a dark enigmatic and gripping film which captivates the audience (according to my feedback). My music video (Advanced Portfolio) is to the song “Voodoo Child” originally by Rogue Traders, but our girlband uses the name The Vixens. We used 4 girls and our video transports the audience to the mind of the main girl, where her alter-egos (dressed as the deadly sins) corrupt her. It is a racy funky video that creates a strong band image.
Your thoughts on this? Imagine YOU were the examiner; does this convey a strong image to you of the AS + A2 productions?

A dictionary of pomo terms 
Alterity
  • Alterity is a philosophical principle of exchanging one's own perspective for that of the "other".
  • A lack of personal identity.
  • See Wikipedia, Alterity, http://en.wikipedia.org/wiki/Alterity (Jan 2007)

Aporia
  • An aporia is a philosophical puzzle, paradox, or impasse often used in conjunction with 'deconstruction'.
  • A state of wonder and awe due to contemplating the mysteries of life and the universe.
  • See Wikipedia, Aporia, http://en.wikipedia.org/wiki/Aporia (Jan 2007)

Bricolage
  • Bricolage is a processes by which traditional objects or language are given a new, often subversive, meaning and context.
  • Art technique where works are constructed from various available materials ("found items" or mass-produced "junk").
  • See Wikipedia, Bricolage, http://en.wikipedia.org/wiki/Bricolage (Jan 2007)

Catharsis
  • A form of emotional cleansing, first described by Aristotle, which occurs simply from the passive act of viewing a tragedy.
  • A postmodern analogy is that the media's focus on violence is the method by which society cleanses its collective psyche.
  • See Wikipedia, Catharsis, http://en.wikipedia.org/wiki/Catharsis (Jan 2007)

Commodification
  • Term used in Marxist economics when economic value is assigned to something not traditionally considered a commodity.
  • Examples of commodification include: ideas, culture, identity, and even the human body.
  • See Wikipedia, Commodification, http://en.wikipedia.org/wiki/Commodification (Jan 2007)

Constructivism
  • Term attributed to Jean Piaget, who described how knowledge is assimilated and internalized during the process of learning.
  • Postmods contend that the process of matching internal models to the real world is inherently colored by the bias of the observer.
  • See Wikipedia, Constructivism, http://en.wikipedia.org/wiki/Constructivism (Jan 2007)

Cybernetics
  • Cybernetics is a process by which a biological organism enhances its abilities by the integration of technology.
  • So called "cyborgs" are a common feature of science fiction (Popular examples include: Robocop and the Borg).
  • In postmodernism, much philosophical weight is given to this merging (and interdependence) of man and technology.
  • Many consider there to be similar impact due to reliance on everyday items like glasses or hearing aids.
  • See Wikipedia, Cyborg, http://en.wikipedia.org/wiki/Cyborg (Jan 2007)

Cyberpunk
  • Cyberpunk is a science fiction genre based in the near-future and often set in post-industrial dystopias.
  • The focus of Cyberpunk has been described as "high tech and low life": technology run amok with gritty film noir motifs.
  • Its name is a synthesis of Cybernetics and Punk and often features body modification.
  • Plots often involve hackers, artificial intelligences, and mega corporations.
  • Popular examples include: Snow Crash and Neuromancer
  • See Wikipedia, Cyberpunk, http://en.wikipedia.org/wiki/Cyberpunk (Jan 2007)

Cyberspace
  • A term coined by William Gibson in Neuromancer and Burning Chrome to describe an all-encompassing, virtual reality internet.
  • "A consensual hallucination experienced daily by billions of legitimate operators, in every nation... A graphic representation of data abstracted from banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding..."
  • A similar term, Metaverse, was used by Neal Stephenson in Snow Crash
  • See Wikipedia, Cyberspace, http://en.wikipedia.org/wiki/Cyberspace (Jan 2007)

Dadaism
  • Dadaism was a cultural movement which attempted to reject and destroy the prevailing standards in art through anti-art.
  • It was a reaction to the horrors of World War I, which its followers believed was due to the reason and logic of the modernists.
  • Dada strove to have no meaning and its works are often described as random or without organization.
  • Ironically, Dada became an influential movement in modern art (examples include Duchamp's "readymades" found objects)
  • See Wikipedia, Dada, http://en.wikipedia.org/wiki/Dada (Jan 2007)

Deconstruction
  • Deconstruction is a term coined by the French philosopher Jacques Derrida for a process of critiquing literature and language.
  • It analyzes the built in bias of language and questions its ability to represent reality.
  • Critics see deconstruction as oversimplified and "sloppy" intellectual approach to attacking modernism.
  • See Wikipedia, Deconstruction, http://en.wikipedia.org/wiki/Deconstruction (Jan 2007)

Dystopia
Flattening of Affect
  • Flattening of affect is a scientific term describing a person's detachment and lack of emotional reactivity.
  • Used in the postmodern literature to describe technology's dehumanizing impact.
  • A key example is the move 2001, where the main characters lose their humanity whereas the computer HAL gains "his".
  • See Wikipedia, Blunted affect, http://en.wikipedia.org/wiki/Blunted_affect (Jan 2007)

Hyperreality
  • Hyperreality is a symptom of postmodern culture where a person loses their ability to distinguish reality from fantasy.
  • The hyperreal world is often thought of as an idealized enhancement of reality, much preferable to the real life equivalent.
  • Present day examples could include reality television, pornagraphy, or multi-player online games.
  • See Wikipedia, Hyperreality, http://en.wikipedia.org/wiki/Hyperreality (Jan 2007)

Kitsch
  • Kitsch was originally a German term used to categorize art that is considered an inferior copy of an existing style.
  • Art (often commercially mass-produced) that is done in bad taste or tries to be overly campy or sentimental.
  • From Baudrillard: "one of that great army of 'trashy' objects, made of plaster of Paris or some such imitation material".
  • See Wikipedia, Kitsch, http://en.wikipedia.org/wiki/Kitsch (Jan 2007)

Modernism
  • Mordenism is associated with the period of the mid 20th century.
  • It is associated with constant change in the pursuit of progress, achievable through rationality and logic.
  • In contrast, Postmodernism takes a less optimistic view where constant change becomes the status quo and progress obsolete.
  • See Wikipedia, Postmodernism, http://en.wikipedia.org/wiki/Postmodernism (Jan 2007)

Panopticon
  • Panopticon is derived from the Greek opticon (see) and pan (all).
  • A type of prison designed to allow the guards to observe all prisoners without their knowledge.
  • The goal is to convey a feeling of "invisible omniscience" over the minds of the prisoners.
  • The panopticon is a symbol in many dystopian novels, most notably George Orwell's 1984
  • See Wikipedia, Panopticon, http://en.wikipedia.org/wiki/Panopticon (Jan 2007)

Pastiche
  • Pastiche is a tongue-in-cheek imitation or tribute used in literature, art, music, movies, etc.
  • Performed with respect to, or in homage to, other works (as opposed to parody which is done in ridicule or sarcasm).
  • A popular example is the cartoon The Simpsons, known for its pop culture references and recycled plots.
  • See Wikipedia, Pastiche, http://en.wikipedia.org/wiki/Pastiche (Jan 2007)

Punctuated Equilibrium
  • A theory in evolutionary biology by which otherwise slow evolutionary change happens during sporadic periods of great change.
  • Postmodernism analogy of technological or cultural change, often used in conjunction with "tipping point" or "singularity".
  • See Wikipedia, Punctuated equilibrium, http://en.wikipedia.org/wiki/Punctuated_equilibrium (Jan 2007)

Simulacra
  • A simulacra is a copy of a copy, so far removed from its original, that it can stand on its own and even replace the original.
  • Term defined by Jean Baudrillard in "The Precession of Simulacra" from Simulacra and Simulation
    "It is the generation by models of a real without origin or reality: a hyperreal.... substituting the signs of the real for the real".
    Examples included Disneyland, psychosomatic illness, and the Watergate scandal.
  • Another example is the cartoon Betty Boop, who has now become an icon for the long forgotten actresses she was based on.
  • See Wikipedia, Simulacrum, http://en.wikipedia.org/wiki/Simulacrum (Jan 2007)

Semiotics
  • Semiotics is the study of signs, symbols, and how meaning is constructed and understood.
  • Linguist Ferdinand de Saussure proposed the deferentiation between the spoken word (signifier) and mental concept (signified).
  • See Wikipedia, Semiotics, http://en.wikipedia.org/wiki/Semiotics (Jan 2007)

Steampunk
  • Steampunk is an off-shoot of cyberpunk set in the steam-powered Victorian era.
  • A type of speculative fiction where fictional and real technologies occur at an earlier date.
  • See Wikipedia, Steampunk, http://en.wikipedia.org/wiki/Steampunk (Jan 2007)

Virtual Reality
  • Virtual Reality is a simulation technology providing an immersive computer-generated environment.
  • The environment may be real (medical applications) or imagined (the Matrix).
  • See Wikipedia, Virtual Reality, http://en.wikipedia.org/wiki/Virtual_reality (Jan 2007)

Friday, 8 June 2012

Useful overviews

See http://prodeval.blogspot.co.uk/2011/03/characteristics-of-music-video.html

The ABC1C2DE labels are inaccurate but otherwise a useful Ppt:





Characteristics of a Music VIdeo

I've copied this across from another blog: http://asanda2mediastudies.blogspot.com/2008/08/characteristics-of-music-video.html


Listen to this article. Powered by Odiogo.com

Characteristics of Music Video

Ultimately we will advocate using cultural models for the rhetorical analysis of music video. To fully understand how a cultural model facilitates rhetorical criticism of music video, it is first necessary to explore the unique features of the genre. Music, particularly rock, has always had a visual element. The album cover, the "look" a band strived for in performance, concert staging, and promotional publicity have all helped create a visual imagery for rock (Goodwin, 1992). The use of video to stimulate album sales and the birth of MTV as a continuous outlet for viewing simply served to enhance the visual potential present in rock.

Viewers typically do not regard the music video as a commercial for an album or act. Aufderheide (1986) describes the connection of viewer to video."With nary a reference to cash or commodities, music videos cross the consumer's gaze as a series of mood states. They trigger nostalgia, regret, anxiety, confusion, dread, envy, admiration, pity, titillation--attitudes at one remove from the primal expression such as passion, ecstasy, and rage. The moods often express a lack, an incompletion, an instability, a searching for location. In music videos, those feelings are carried on flights of whimsy, extended journeys into the arbitrary." (p. 63)

That music videos present compelling mood states that may claim the attention of the viewer is not a matter of happenstance.
Abt (1987) states that "directors of videos strive to make their products as exciting as the music. In the struggle to establish and maintain a following, artists utilize any number of techniques in order to appear exotic, powerful, tough, sexy, cool, unique" (p. 103). Further, Abt indicates a video must compete with other videos.

"They must gain and hold the viewer's attention amidst other videos; help establish, visualize, or maintain the artist's image; sell that image and the products associated with it; and perhaps, carry one or several direct or indirect messages . . ." (p. 97).

Music videos may be further characterized by three broad typologies: performance, narrative, and conceptual (Firth, 1988). [Frith]
These types describe the form and content selected by the director or artist to attract viewers and to convey a direct or indirect message.

Performance videos, the most common type (Firth  [Frith]1988) feature the star or group singing in concert to wildly enthusiastic fans. The goal is to convey a sense of the in-concert experience. Gow (1992) suggests "the predominance of performance as a formal system in the popular clips indicates that music video defines itself chiefly by communicating images of artists singing and playing songs" (pp. 48-49). Performance videos, especially those that display the star or group in the studio, remind the viewer that the soundtrack is still important. "Performance oriented visuals cue viewers that, indeed, the recording of the music is the most significant element" (Gow, 1992, p. 45).

A narrative video presents a sequence of events. A video may tell any kind of story in linear, cause-effect sequencing. Love stories, however, are the most common narrative mode in music video. The narrative pattern is one of boy meets girl, boy loses girl, boy gets girl back. Action in the story is dominated by males who do things and females who passively react or wait for something to happen (Schwichtenberg, 1992).Conceptual videos rely on poetic form, primarily metaphor (Firth, [Frith]1988). The conceptual video can be metaphysical poetry articulated through visual and verbal elements. "These videos make significant use of the visual element, presenting to the eye as well as the ear, and in doing so, conveying truths inexpressible discursively" (Lorch, 1988, p. 143). Conceptual videos do not tell a story in linear fashion, but rather create a mood, a feeling to be evoked in the experience of viewing (Firth,  [Frith]1988).

Conceptual videos contain the possibility for multiple meanings as the metaphor or metaphoric sequence is interpreted by the viewer.
"Thus the metaphorical relations between images structured according to musical and visual rhymes and rhythms play a suggestive role in soliciting multiple meanings from us, the viewers/listeners, that resonate with our experience--something we can feel and describe" (Schwichtenberg, 1992 p. 124).

A given music video may actually have elements of more than one category. Goodwin (1992), in describing Madonna's videos, suggests that the essential narrative component of a music video is found in its ability to frame the star, "star-in-text," as all Madonna's videos seem to do. A story exists solely for its ability to create, or in Madonna's case recreate, the star's persona. This blending of elements can also enable a type of music such as rap to have cross-over appeal to a wider audience.Although we may profitably interpret the message potential of music video using these three categories as a basis for content analysis, certain limitations exist if we remain on that path. "Analysts of music video narrative have been all too eager to freeze the moment and study videos shot by shot, but here the problem is that this generates not too much but too little knowledge, because the individual narrative is highly intertextual" (Goodwin, 1992 p. 90).

As a blend of video technique and imagery from film and television, music video offers us a new perceptual agenda by providing allusions to and incorporations of old iconic imagery from film, allowing us to reconstitute the pieces of the 20th century information explosion (Turner, 1986). The brevity of the music video has created a new grammar of video technique particular to this miniscule video form.

"Visual techniques commonly employed in music videos exaggerate . . . Interest and excitement is stimulated by rapid cutting, intercutting, dissolves, superimpositions, and other special effects, that taken together with different scenes and characters, make music videos visually and thematically dynamic." (Abt, 1987 pp. 97-98)

Born of an amalgam of commercialism, television, and film, for the purpose of selling rock albums, music videos frequently employ well-established verbal and visual symbols in telling a story or making a point. If no such symbols exist, music videos coin their own which, given the ubiquity of the medium, quickly find their way into the vernacular.How then to best understand the rhetorical properties that such a media form has for the audience? Schwichtenberg (1992) suggests that what critics should consider "is how music videos are woven into a complex cultural context that includes performers, industries, and diverse audiences who attribute a wide variety of meanings to the music and visuals" (p. 117).

These characteristics suggest that the most methodologically appropriate approach to understanding how music videos might function as rhetoric is to view them as cultural acts, intertextually located in the viewer's own experience. We define culture, with a little help from Bruce Gronbeck (1983), as a complex of collectively determined sets of rules, values, ideologies, and habits that constrain rhetors and their acts. This complex leads a society to generate meaning through various message forms to establish a series of societal truths. The extent to which any form of communication such as a music video plays a part in the process of truth-making is what the rhetorical critic attempts to discover through criticism.

Karyn Charles Rybacki and Donald Jay Rybacki Northern Michigan University

Here's a useful Ppt to build on this, with further detail on Goodwin beyond the 3-types model:


(author Charis Creber)

Web 2.0 + Fan-made vids: Applying YOUR work

See http://prodeval.blogspot.co.uk/2012/04/digitisation-face-book.html and other posts on digitisation/convergence
 
The concept of web 2.0 is absolutely central to the philosophy of this exam board, and how the examiners perceive the media and your relationship to/with it. [see simple Ppts added to end]
The term is used to denote a shift from the initial top-down, static, one-way traditional mass media approach of the early web. Traditional 'analogue' media companies were swift to dominate.
Web 2.0 marks a decisive shift away from such analogue models to truly new media, with the web as much produced by as consumed by the likes of yourselves. You've all used the web for entertainment, and accessed film for research ... but you've also all created web content (blogs etc) and published work on the web.

Moreover, you've all used new/social media for:
  • research (including on conventions and audience) 
  • generating ideas (for this + above point: fan forums/sites especially important)
  • teamworking (sharing posts, + keeping in touch with planning)
  • feedback on drafts/final cuts (blog, FB, YT, Twitter, ...? your vids have been viewed by many in the US/Can/NZ/Aus/Irl, as well as various European nations, and even the likes of Saudia Arabia according to the YT analytics data)
Remember, Q1a is all about the progress from AS to A2: You can reflect on how FB + Twitter icons (+ QR codes?) became part of your A2 work, actually featuring in your products.

There are a range of theorists attached to the concept, which is useful not just for DCRUP but also the remaining 4. The term is linked to O'Reilly (2004) because he organised the O'Reilly Media Web 2.0 Conference in 2004. Sociologist and postmodern theorist David Gauntlett has adapted the term to write of Media Studies 2.0, as detailed below; he argues for a new approach to research which 'asks participants to make something as part of the research process'.

To push into the top end of marks it helps to not just cite a theory, and show how it applies to your work, but also to evaluate and critique it. The following, taken from my Q1a pack which has been available on the prodeval blog since May 2011, provides you with an example of this:  
Whilst web 2.0 increasingly seems characterized by media giants providing platforms for such interactivity, the original concept was partially intended to denote a shift away from the dominance of mass media. Your work illustrates the tensions here: you’ve created new unique material, but used many mass media sites/resources to do so: Guardian for research; Blogger + YouTube … both owned by Google, which you used; Amazon, now the world’s largest book-seller, etc.
The following is also taken from this same (rather good!) guide. The point from this is that you should seek to link your work, especially how it progressed through A2, into industry practice. I give several examples below, but the MusiVidz blog is full of posts highlighting uses of new media forpromoting vids/albums etc:

AUDIENCE FEEDBACK & MARKETING – How did new media help you gain aud feedback? Discuss any issues with this. Some of you got unhelpful, even personal, comments on YouTube (& probably some spam). What about Facebook? Your blog? Vimeo? Link to real world practices: the film Snakes on a Plane made considerable use of online feedback: ‘Taking advantage of the Internet buzz for what had been a minor film in their 2006 line-up, New Line Cinema ordered five days of additional shooting in early March 2006 (principal photography had wrapped in September 2005).While re-shoots normally imply problems with a film, the producers opted to add new scenes to the film to change the PG-13 rating to R and bring it in line with growing fan expectations.’ [Source: wiki – contains more useful info] Drip-feeding rushes, pre-production news (casting etc), teaser trailers etc is all part of the film biz’s buzz-creating technique (to what extent do music vids reflect such practices? The notion of ‘premieres’ at least is prevalent: C4 often heavily trail premieres of music vids)


The web 2.0 Wiki:
The term Web 2.0 is associated with web applications that facilitate participatory information sharing, interoperability, user-centered design, and collaboration on the World Wide Web. A Web 2.0 site allows users to interact and collaborate with each other in a social media dialogue as creators (prosumers) of user-generated content in a virtual community, in contrast to websites where users (consumers) are limited to the passive viewing of content that was created for them. Examples of Web 2.0 include social networking sites, blogs, wikis, video sharing sites, hosted services, web applications, mashups and folksonomies.
The term is closely associated with Tim O'Reilly because of the O'Reilly Media Web 2.0 conference in late 2004. Although the term suggests a new version of the World Wide Web, it does not refer to an update to any technical specification, but rather to cumulative changes in the ways software developers and end-users use the Web. Whether Web 2.0 is qualitatively different from prior web technologies has been challenged by World Wide Web inventor Tim Berners-Lee, who called the term a "piece of jargon", precisely because he intended the Web in his vision as "a collaborative medium, a place where we [could] all meet and read and write". He called it the "Read/Write Web". [Wiki]
See also http://beauchampcollegemedia.com/2011/04/07/web-2-0/ which contains useful videos on this

http://www.alevelmedia.co.uk/page14.php contains the following vid, and highlights Gauntlett (writing about Media Studies 2.0), a useful theorist as he writes on postmodernism - a concept you can apply to all 5 DCRUP areas:
David Guantlett, who is a reader in Media Studies, recently categorised this term, read the full article here.  Summary points below:
  • There is a leaning towards disregarding old theorists in favour of more relevant/contemporary examination of media texts
  • Mash-ups now form the replacement of classic texts
  • Diversion from examining Western dominated media texts
  • The Web/Internet is fundamental to subject study
  • Students enter the course already media literate
  • A replacement of conventional research methods
  • Awareness is given to the media industries competitive nature besides government & organisation, eg. Google vs China, Fox vs Obama, News International vs Labour)
Gauntlett launched his own Media Studies 2.0 website to highlight the key theories/concepts he considers part of the changed Media Studies teaching/learning environment: http://www.theory.org.uk/mediastudies2.htm



A range of further resources are hyperlinked here: http://webdesign.about.com/od/web20/Web_2_0.htm


[ORIGINAL POST BELOW]
This is an article which gets right into issues around web 2.0 (tho' its not for a media studies audience, but a newspaper, so it doesn't use theory terms or jargon); the rise of the amateur or fan film-maker and how new media is making such people (as you!) into serious contenders drawing in serious audiences...

Note: I've added some emphases (highlighted some passages in bold)

SOURCE: http://www.guardian.co.uk/film/2010/may/13/fan-films-wes-anderson-spiderman

The new wave of fan films

A couple of clicks away on the web are scores of films made by fans – by turns hilarious, ingenious and ambitious. Lurking among their makers might be Hollywood's next generation.
Jane Graham guardian.co.uk, Thursday 13 May 2010
Wes Anderson's Spider-Man
Wes Anderson Spider-Man … 750,000 viewers and counting

Many still regard them as flatulent waste products of the socially deficient unemployed-layabout community. In most cases, they're pretty much right. But it looks increasingly likely that some of the amateur fan films that pervade YouTube and other online broadcasters will one day be cherished by movie-lovers as the formative works of the next generation of cutting-edge film-makers.

Wednesday, 30 May 2012

Monday, 28 May 2012

Q1A GUIDE

There's a PowerPoint (an adaptation of Mr McGoogan's superb work) and a Word doc which collates much of the content of the individual posts on each of DCRUP.
Key is to remember this is about progression from AS to A2, but also to weave in some theory. The more artificially you use theory the lower marks for it will be; at the top end you apply it relevantly and accurately, and also offer some critique of the theory. You must try to be specific to get Use of Examples marks: not just 'I used YouTube for audience feedback', but 'our 2nd rough cut received 143 hits, which YouTube's 'analytics' tool told us came from the US, Australia, even as far afield as Saudia Arabia, though the comments we received were actually of limited use'.
Web 2.0 is utterly central, whilst postmodern theory is useful across all 5 DCRUP.

Q1a DCRUP DB Edit MGoogan Guides



Sunday, 27 May 2012

Q1a: some general guidelines

Some general advice on how to approach the 1a topics:
  1. DON'T write out the question - good practice in a longer essay, but not when you've only got 30mins
  2. Any plan should be very brief, simply the themes or topics (see point 5) you intend to explore (hopefully remembering the examples won't be a problem)
  3. Clearly state the AS + A2 remits you followed [opening 2 mins of feature film; SF or TT]
  4. Provide a BRIEF synopsis [narrative outline] of each, including title + genre - you MUST enable the marker to have a sense of what you produced
  5. Pick out anywhere from 2-5 themes or topics [ANALYSIS, ARGUMENT] to use as frameworks for comparing and contrasting AS + A2 
  6. For each of these it is absolutely vital you provide specific, detailed denotation [USE OF EXAMPLES] from both texts
  7. Use semiotic TERMINOLOGY as you do so, but also concepts such as convergence, web 2.0 etc
  8. As you finish each topic/paragraph, double check: have you provided specific denotation/examples to illustrate your point? If you don't you could potentially lose all the marks for examples as the examiner will have nothing to go on - you have to make it easy for them to visualise what you mean
  9. For many of the DCRUP topics its worth addressing some of the things you rejected; giving a sense of your decision-making process, or of quality control if you like 
  10. If you reference other films, in some cases (espec Indie, low-budget movies) it may be worth giving v brief description, eg: Donkey Punch is a low-budget (£1m) slasher-on-a-boat produced by the Indie Warp X, set up by the UK Film Council to encourage digital film-making in the UK.
If making a point about working in a group, remember:
  1. From the Wachowskis to the Coens, there are several high-profile writer/producer/directorial teams!
  2. It would be useful to consider your specific contribution, or what constitutes your 'voice', style
Overall, the key point is that you must back up your points with specific detail from what YOU did for AS + A2.

    Tuesday, 8 May 2012

    Q1B GUIDE

    Adapted from a guide written aby another Media teacher, Mick McGoogan (ALWAYS acknowledge your sources!):
    Q1b Theory and MANGeR DB Edit MGoogan Guide

    Friday, 27 April 2012

    Thursday, 5 April 2012

    DIGITISATION 'The Face Book'

    Great video here - not sure if you'll follow the full preferred reading as the technology it mimics goes back as far as 1996, but the basis of the satire is clear enough
    Raises some nice points about the limits to/dangers of digitisation and new media (and, indirectly, about the speedy obsolescence that befalls many once giant new media/technology names):

    Tuesday, 3 April 2012

    POMO Slasher sitcom Holliston @ FearNet.com

    Cross-posting this as its a great example of digitisation and postmodernism, but don't forget there's much more on the AS Coursework, BritCinema and DBHorror blogs

    More news which highlights the continuing popularity of the slasher genre - whilst also perhaps reinforcing the perception that young males are the main audience for it (its actually much closer to 50/50 than generally thought, with the final girl archetype and common use of romantic sub-plots helping draw in a sizeable female audience): see http://loudwire.com/oderus-urungus-gwar-dee-snider-fighting-off-cyborgs-tour-more/
    Some of the language is a little ... colourful, but it sounds an interesting, highly postmodern venture (its centred on young filmmakers struggling to make a low-budget horror movie, and stars heavy metal icon Dee Snider plus 'Oderus Urungus' of the metal band GWAR [who perform as aliens in full costume]).
    The show 'airs' on http://www.fearnet.com/ (which has some deals in place to be included in cable TV packages in some US cities), a useful source itself to see some of the low-budget horror work thats going on, and attracting a paying audience, out there...
    If you watch the trailer for Holliston you'll see its a low budget, highly sexist affair, but interesting nonetheless for making the audience the protagonists (postmodern as I said: the Wayne's World of horror).

    You can also read more at http://www.horrorsociety.com/2012/01/25/first-promo-poster-for-greens-holliston/
    For example, when considering/justifying audience, this article, highlighting that Woman in Black is the highest-grossing UK movie for 20 years (over $100m worldwide), shows the audience is there for UK-based horror!