Monday, 17 December 2012

MightyMedia; The Art Of Filmmaking!


Lesson on Art of filmmaking...

Today we've been thinking about how we might develop habits of intentionally including pattern in our opening. We took a look at our storyboard and began with our film title. In this frame we would pan up from following Albert down the street and the panning up will lead to the sky, on a nice clear day like so...




We have two ideas, firstly....     


  1. The title (letters) would fade in/fade out (smooth)
2.      The title come in from diagonal and meet in the middle- may then disappear or evaporate.

The first idea is very smooth and calming, whereas the second option is slightly less smooth.






Sunday, 16 December 2012

MightyMedia; Technological&Digital Convergence!

how the music industry's have changed, using digital and technological comvergence...

 
 
Look at this link; there is infomation of EMI Records...
 
 
 
 
 
 
 
 
 

Thursday, 6 December 2012

MightyMedia; Audiences specific to the Music Industry!

Today we will be looking at audiences specific to the Music Industry.
Let's find 5 facts about their behaviour..
There tend to be two types of audiences in the Music Industry;
 
Active
&
Passive

Active - An active audience is where an audience can participate in a website.
EXAMPLEYouTube enables an audience to be active because of the ability to upload, share, copy and past the links, comment, like, subscribe etc.

Passive - An passive audience is where the audience observing a media text aren't really involved in the process.
EXAMPLE
When the internet first went live, people weren't able to interact with websites, therefore it being passive, however now, we can interact with the web and edit, and change stuff.

5 points.
1. Audiences can interact, upload, like etc
2. Repetition sells music to audiences, and the constantly listen to the music being marketed to them. Therefore making them active.

3. They use mobile phones and laptops
4. All of these platforms are available to use on different operating systems and software.
5. Audiences are able to listen on the go, any place, anywhere, due to streaming and the installation of Wireless Internet.


3 ways in which the music industry has changed-
  1. Bands, when we were starting out, we used to think of it as sort of there were four possible income sources. There’d be touring. And part of touring would be merchandizing. Maybe people would want to buy t-shirts or something, or posters. And then there’d be records and there’d be publishing. And now, those four things exist, but there’s all these other possibilities, too. And all these things are kind of shifting around in terms of importance and possibilities. I think the goal when a band is just starting out now is exactly what it was when we were starting out: grow. Well, do great music, have a career, have a following, build fans, fan base, spreading popularity. So a lot of that’s the same way. There’s just so many more options now.

2. CD'S AND SALES- Among other things, the sale of music over the Internet has affected the sales of CDs. No longer does one have to purchase a whole CD with one hit when you can just buy the one hit at an online music retailer. Music piracy online is quite rampant, which affects artists' and record labels' profits and anyone that has an Internet connection can probably find illegal music downloads all over. Naturally the labels lose more than the artist since they keep the bulk of the money and the artist only sees a small percentage.


3.INTERNET-  Musical performance has gone full circle. In the 19th century and earlier, the only way a musician could earn a living was to perform (and perhaps give private lessons). With the advent of recording media and -- more importantly -- the economical mass production of them, musicians could make money "selling units." In fact, the big money was in selling records, not performing live. Artists and bands went on tour to publicize their records and albums; touring was the cost of doing business. But with the digital revolution, all that has changed. Since anyone with a computer can replicate recorded music with little or no loss of fidelity, it's hard for artists to sell units anymore. Hence, the big money is in live performance. The smartest new artists, the ones with the greatest business sense, don't concern themselves with "illegal file sharing," because they understand the more exposure they get, the more likely their music will go viral and the more tickets they will sell to live events. So, in other words, the recorded music promotes the live concerts, not the other way around, the way it used to be. Musicians must once again perform live to get a payday.


 there will be a 200-300 essay on all of the above to follow^^^.





MightyMedia; Technological&Digital Convergence!


Technological convergence is the tendency for different technological systems to evolve toward performing similar tasks.Convergence can refer to previously separate technologies such as voice (and telephony features), data (and productivity applications), and video that now share resources and interact with each other synergistically.
The rise of digital communication in the late 20th century has made it possible for media organizations (or individuals) to deliver text, audio, and video material over the same wired, wireless, or fiber-optic connections. At the same time, it inspired some media organizations to explore multimedia delivery of information. This digital convergence of news media, in particular, was called "Mediamorphosis" by researcher Roger Fidler



Digital convergence refers to the convergence of four industries into one conglomerate, ITTCE (Information Technologies, Telecommunication, Consumer Electronics, and Entertainment).
This provides new, innovative solutions to consumers and business users. Based on digital technologies and digitized content it encompasses converged devices (such as smartphones, laptops, internet enabled entertainment devices and set top boxes), converged applications (e.g. music download on PC and handheld) and converged networks (IP networks). Examples of this shifting trend are: Microsoft's Xbox (From IT to Entertainment), Apple's iPhone (From IT to Telecomm), and Sony's Vaio (From Consumer Electronics to IT).