Wednesday, April 28, 2010
Media Revelation #10 (The Testimonial)
Media Revelation #9 (Appeals of Media)
Media Revelation #8 (The PSA)
Media Revelation #7 (Racial and Ethnic Stereotyping)
Media Revelation #6 (The Sitcom)
Media Revelation #5 (Speeches)
Media Revelation #4 (Documentaries)
Media Revelation #3 (The Computer)
Media Revelation #2 (Camera Movement)
Thursday, April 22, 2010
Media Revelation #1 (Scripting for Electronic Media)
My first revelation from this class is discussed in Hilliard's text on page 52, where he explains the different styles of scripting for electronic media. He talks about the one column and and two column methods of scripting for TV, but from my experience in this class I prefer the "mashup" method that we learned in class when we scripted the banned go daddy commercial from the Super Bowl. This method showed me first hand just how much goes into a script and how important it is to the completion of any electronic media project. Taking the time to break down this commercial and write out every scene change, camera angle, and bit of dialog, to name a few aspects, really showed me that a lot more goes into script writing than I could have ever known before taking this course.
Monday, April 19, 2010
Group Sustain Champlain Youtube Video
1. The most difficult moment in the creation of this video was finding a good place to shoot, with good lighting, and decent audio acoustics.
2. The most rewarding moment in creating this video was looking at the project in FCP edited and completed to what our group saw fit.
3. First: getting a shot with good audio the first time is virtually impossible and it takes a few tries to get it right. Second: finding and designating a common free time to work together is half the battle. Third: no matter what one might have in mind for a particular scene, it usually turns out a little different.
4. 1. How much energy is saved with motion sensor lighting in dorms and Champlain buildings. 2. How involved Sustain Champlain is with the building and renovating of new buildings on campus. 3. that disposable cups from Jazzman's Cafe are not actually recyclable, they are just made out of recycled materials.
Sunday, April 18, 2010
Media Meditation #6 (Time Magazine- The Computer Society Feb. 1978)
Several weeks ago, my roommate Drew came home from work with an armful of magazines, all dating in the 1970s. We all had a great time looking through all the magazines and seeing the old ads and articles that seemed almost prehistoric to us in modern society. One of these magazines was a 1978 February issue of TIME Magazine, titled "The Computer Society." This issue debuted when technology was on the rise at an alarming rate. Even though this magazine is just over 30 years old, references to our four tool sets are still evident.
One example of how this magazine affects our Triune Brain is the use of color and monochrome to exercise the Limbic Brain. Throughout the entire magazine a set pattern is used where ads are displayed in colors while articles are printed in black and white. This is most likely to draw the readers eye to the advertisements, and by the end of the magazine make them want to buy something they have seen in the magazine. The Neocortex is also affected because unlike magazines of today that are made up primarily of pictures with few written articles, this magazine has lengthy articles with few pictures. The advertisements on the other hand are the opposite, with little text and mostly pictures to convey their messages.
There are also many persuasive techniques that come into play in this magazine. The most evident of these is repetition, with the majority of the advertisements being for either cigarettes, cars, liquer, or technological devices. These few different types of ads are repeated heavily throughout the magazine, often coming up one after another in a set order. There is also a strong technological shift present in this magazine. the main topic of discussion for the articles is various technological advances which we view as peanuts in todays age of technology.
http://www.time.com/time/magazine
Media Meditation #4 (Warren Miller's Dynasty)
The Warren Miller Foundation shows a strong shift, both aesthetically and economically. It shows an aesthetic shift, because over the years Warren has mastered the art of successful convergence. What started as a low budget way to compare and progress ski styles became a world renown ski film, multiple informational and promotional websites, and even a partnering magazine called "Snoworld" which releases a special issue to go with the film release. Not to mention his films can be streamed from youtube, as well as other affiliated websites. The lifelong journey of Warren Miller films also shows an economic shift, in that he started this business with nothing more than the desire to progress his skills in skiing, and ended up arguably the most successful man in ski film production with dozens of partnering companies in the ski industry.
http://www.skinet.com/warrenmiller/
http://warrenmiller.net/ec/index.php
A prominent principle of this text is reality construction. The reality this film is trying to construct for its audience is that skiing is a fun and exciting winter hobby that everyone should enjoy, or at least know how to do. They use the imagery in the film to display the "reality" that all the skiers are having a great time, and that the amazing tricks they are doing are easy, and lack any visible consequences. This is designed to persuade people who've never necessarily felt a real talent for skiing to go out a try it, thinking it will be as easy as it looks.
Media Meditation #3 (Skiing Magazine Gear Guide 2010)
http://www.skinet.com/
http://www.skinet.com/skiing/image/2009/07/gear-guide-2010
A key persuasive technique used in this magazine is scientific evidence. From the statistics and comparisons of the different skis, to new innovative ski designs that are breaking down barriers, this mag tells it all. Another technique that is coupled with this is testimonial. They interview people who have demoed the new skis, both professional skiers and not, to give the reader an idea how the ski handles before they go buy it. By using these two techniques together they double the persuasive outcome, in that a lot of people will trust scientific evidence, and even more will if someone creditable backs up that scientific evidence with personal experience.
Another key element to study when analyzing this magazine is ownership. Seeing that these prominent ski magazines, ski films, and race programs are united under Bonnier Corp. it's easy to see why each company is so heavily advertised on one another's magazines, films, websites, etc. They use all their different mediums to reach different audiences and acquire customers through various means instead of just one form of media.
Media Meditation #2 (FIFA '10)
FIFA 10 is a newly released, highly realistic soccer video game for Playstation 3. My roommate, being an avid soccer fan, purchased a PS3 as soon as this game came out a few weeks ago for the soul purpose of playing this particular game. We battle it out as our favorite teams on the soccer field and often get wrapped up in the games, as if it were an actual soccer game on television. The lifelike graphics and camera angles make the game actually look like you're watching a real soccer game which makes the game almost as much fun to watch as it is to play. After playing and studying the game for the past two weeks or so, it's easy to see how our four media tool sets come into play.
One main principle, from tool set #3, used in this video game is reality construction. EA Sports wants their audiences to feel like they are actually there playing the game head to head against the pros. This principle is taken to new heights with the new feature of FIFA 10 called "Be A Pro" mode. This allows the player to design their own character, from what he looks like, to the team he plays for, even to which foot is his dominant. All of this combined with high definition graphics, incredible audio sound effects, and a catchy rhythmic soundtrack puts the player in the mind set that they are in the game.
One highly noticeable persuasive technique used in this game is symbols. From the players jerseys, to the billboards lining the stadium, there are symbols everywhere for several companies. On the players jerseys easily recognizable logos can be seen, such as Nike, Adidas, and AIG. There are also the symbols for the teams they play for, such as Arsenal or Chelsea. The billboards tie into the principle of ownership. Since EA Sports created the game, their logo is all over the place, as are billboards for FIFA.com, which is affiliated with real-life international professional soccer.
http://fifa.easports.com/home.action
http://www.fifa.com/
Media Meditation #1 (SSX3)
Before my roommate bought the new PS3, our favorite game to play at the apartment was SSX3 on PS2. Like FIFA, this game was also made by EA Games; only a few years before hand. Although this game defies reality on so many levels, the EA company shows a tendency in the games they create to attempt to make other aspects of the game realistic to draw the player in. This shows that they value reality construction in their games to get their customers to get the most entertainment possible out of their product. This is but one of the many relations this media platform has to our four media tool sets.
SSX 3 appeals to the players Triune Brain in many different ways. First it exercises the Neocortex because the player must use their thinking brain to press the right buttons to complete the level successfully. Next, the game influences the Limbic Brain because of the bright vivid colors used in the game to signify jumps and rails. The Limbic is also influenced by the poppy catchy soundtrack that is meant to be "riding music," to get the player hooked into the game. Finally the Reptillian Brain is impacted by the gravity defying stunts that the characters in the game are doing. Our instincts tell us it isn't possible and drops that we would think would kill the characters, not just possible, but necessary.
The game shows a strong technological shift in particular, relating to our tool set #2. The characters in the game access all their competitions and and free ride destinations through cellphone style devices called Encoms. There is also a strong presence of an aesthetic shift in the game. One example of this is the EA Big radio station within the game, which doubles as the soundtrack, but also has DJ commentary about the mountain and it's riders. This shows convergence of media within the game.
http://www.ea.com/
Followers
Blog Archive
-
▼
2010
(22)
-
▼
April
(17)
- Media Revelation #10 (The Testimonial)
- Media Revelation #9 (Appeals of Media)
- Media Revelation #8 (The PSA)
- Media Revelation #7 (Racial and Ethnic Stereotyping)
- Media Revelation #6 (The Sitcom)
- Media Revelation #5 (Speeches)
- Media Revelation #4 (Documentaries)
- Media Revelation #3 (The Computer)
- Media Revelation #2 (Camera Movement)
- Media Revelation #1 (Scripting for Electronic Media)
- Group Sustain Champlain Youtube Video
- Media Meditation #6 (Time Magazine- The Computer S...
- Media Meditation #5 (Everyday Is A Saturday)
- Media Meditation #4 (Warren Miller's Dynasty)
- Media Meditation #3 (Skiing Magazine Gear Guide 2010)
- Media Meditation #2 (FIFA '10)
- Media Meditation #1 (SSX3)
-
▼
April
(17)
