2. This presentation is looking at media technologies used
in the second stage of our project: Planning. Planning
was crucial in helping us turn our creative ideas into
reality effectively.
This covers all of our planning involved from our
research, audience feedback or creative ideas. This
includes organisation, discussion of ideas, location
planning, digipak and poster planning and testing and
many other planning aspects.
3. They were a very important media technology that we used
extensively throughout our planning process. They meant that
we could capture the image and discuss them as a group later
and make a decision based off them.
Examples of it being useful in our project include taking photos
of potential narrative set locations, taking images of potential
performance locations and individual parts of these locations,
capture digipak and poster initial sketches, documenting our
progress and taking pictures of the actors for continuity. So this
media technology was very important in the planning stage.
4. This media technology is a computer programme that enables its
users to make more sophisticated, detailed and precise drawings
and designs without complicated controls. This was perfect for our
project as we are not experienced in complex tools but a member of
our group had used this software extensively and so it was perfect
for us.
We used this media technology to plan the templates for the
digipak and poster spray painted Demon skull logo design. Nathan
used it to plan what size we needed, what typography we needed
etc that we could not have planned otherwise (analog means) and
so this media technology was crucial in planning an accurate
template for the logo that turned out very well in our opinion and
so this was effective.
5. Photoshop is essentially a program for image editing at a
higher standard. This media technology was pivotal in
the planning of our digipak and poster.
The planning made possible by this media technology
was essentially testing creative ideas in terms of the
placement of the elements for the digipak and poster so
that we could get a final design for these media products.
Other planning involved preparing the base and element
sizes, trialling colour grading and important effects etc.
6. Another media technology we used in our projects’ planning stage
was YouTube and digital cameras. Having discussed important
planning parts such as prop, costume, location organisation, shot
lists etc, we used the digital camera media technology to record
Vlogs of this to reinforce the plans and complete our project.
We then used the media technology of YouTube to upload these
planning Vlogs so that all our group members could understand
and access the ideas, we could access our plans at school or at home
or even while recording to help us out and so this media technology
was important is making our planning more effective.
7. This media technology is crucial as it is the one that we planned and
edited our music video on (as well as edit the Vlogs for YouTube). In
terms of planning, the ways we used Final Cut to plan for our music
video include testing ideas that could be used in our music video,
becoming familiar with more effects, filters and technical features of
final cut that we would need when using it to construct and edit our
music video and importing the soundtrack in at the highest quality
so that we constructed our video in time with the song and produce
the best possible content from the high quality format. So this media
technology was effective in technically planning our construction.
8. So in evaluation whilst media technologies where not as relatively
important in the planning of our project when compared to the
research, construction and evaluation it still was very important.
The most important media technologies in my opinion for our
planning were the camera phones which were absolutely crucial in
gaining group decisions about our locations that were more
accurate due to the images from the media technology. Also very
important was the planning that we carried out on the media
technologies of Final Cut and Photoshop as they tested our research
and helped us come up with the best ideas through trial and error
and getting to know the software better.