Wednesday 18 April 2018

Research Portfolio

Primary Research


TV Advert



This is an example of primary research, where I've conducted a questionnaire about our Magnum re-branding advertisement. Some of the questions are with choices which helps me make graphs to show quantitative representation of the results and some are qualitative style questions which I would be able to analyse in more depth.

ESting Questionnaire




I distributed the questionnaire through survey monkeys and got responses, which is an example of primary research. It mostly contains qualitative feedbacks, in which we I had to analyse in more details to understand the audiences' reaction to the ESting. It also has bar graphs which shows quantitative data and is more easier and simpler to look at. The feedbacks allowed me and Maia to improve the quality of our animation.

Interviews (page 4-5)




3MW Pre-production paperwork 



This is my pre-production paperwork for 3MV, by doing pre-production paperwork it follows the real standard way of how creative media works in real life. This contains releases such as talents and locations - this gives us authorisation that we can use the location we shot in, as well as, the people who are in the video have allowed us to use their footage to be in our documentary. 

Animation: Research and Planning: Designing an ESting

Secondary Research


Unilever 



To be able to create a successful re-branding advertisement of Magnum, I had to research in-depth information - to broaden my knowledge about the product. This would help me understand more about the audiences and how I could successfully attract new target audience. I had to pitch my idea to my peers and get feedback on where I could improve.

TV Advert Analysis

This is an example of secondary research, as the information used is from online. By conducting a secondary research, I would be able to gain information about the existing advertisement. 

3MW Secondary Research

Wednesday 29 November 2017

Animation: Improvements from Feedback




  • The lighting needs to be improved, as it was mentioned quite a lot from the feedback. Others couldn't comprehend what was happening, as they couldn't see properly due to the poor lighting.

  • Combine both 1st and 2nd idea to make it more interesting, as most of it was repetitive. Our first idea was that Maia had telekinetic powers.

  • The quality of the logo needs to be improved - we could improve it by editing the perspective of the logo (if still needed). 













Wednesday 22 November 2017

Animation: Pre-production paperwork


Animation: Research and Planning: Designing an E-Sting

1.) What format do you propose to use to create an ESting? (e.g., stop-frame techniques - with people/models/objects etc, claymation /  Lego, time lapse photography, combined formats).

For our E Sting, we plan to do a human animation. When we were doing trials for what animation is most suitable for us to do, we found that human animation in time lapse, is an interesting format and easy to manipulate, in comparison to Lego or clay animation.

2.) What will happen in your proposed ESting? Write a very brief narrative summary describing the action.

Our proposed idea for our ESting would be horror and gore themed, as it's appropriate for the upcoming month. We plan to have our character look into the mirror and say 'Bloody Mary' four times (see if Bloody Mary myth works), in contrary to it being said three times. Then we're going to have the lights flickering and in the mirror E4 logo would appear and come out from it.

3.) In regards to diegesis, where will your animation be set? This relates to the settings and not your shooting locations.

The animation would take process in an old looking toilet. This is to set the mood of the animation too. We felt that it is more suitable to use an old looking bathroom than a modern one, as it gives off a better atmosphere in terms of horror and gore themed animations or films.

4.) Are there (and do you predict there will be) any limitations or difficulties to face when you produce your ESting? Think about competence, finance, locations, resources and practicality. 

The difficulties we might encounter would be the time of the day, preferably we would like to shoot during a darker time, this is to reflect more and add more to our gory atmosphere. We also have to reiterate our knowledge of suing the camera settings and use of techniques to pull out the best quality for our ESting.

Terms made by E Sting was that if you're using music, you MUST use E4's music and failing to do could get your entry disqualified. As well as, there are laws regarding the use and distribution of music -

E Stings 2015 Terms and Conditions (Source)

  1. If you decide to use music on your Entry, you must use one of the supplied audio beds which can be downloaded from the entry page on E4.com. Failure to use one of the supplied audio beds will result in your Entry being disqualified.

Music Copyright (Source)

  1. Using the work of others If you use samples of music by other authors in your work, ensure that you get permission to use the work before you attempt to publish or sell your work. Similarly, if you use loops or samples available via sample collections etc. ensure that these are licensed as free to use, or obtain permission first.

5.) Who is the audience for your ESting? (Think about age, gender, and interests/tastes).
Our primary audience would be directed towards teenagers of both genders who are interested with horror. However, it would be leaning more towards female audience due to content including Bloody Mary. Our secondary audience would be adults who had grown up with classic horror. We chose this target audience due to the audience who watches in E4 channel.
Source
This information shows that Under 18s and 18-24 shows the highest visiting age for the channel, therefore, I think that our animation would be suitable for E4 and the E Sting.


The contents shown in the channel are directed towards the teenager and above audience, therefore, I think that our E Sting will fit in the channel.



Tuesday 24 October 2017

Animation: E4 and the Brief

E4 is a subsidiary channel under Channel 4, it is owned by Channel Four Television Corporation who's current chairman is Charles Gurassa and its CEO as David Abraham and Alex Mahon. E4 is funded by advertising and the E stands for Entertainment and was launched on the 18th January 2001.

The programmes that are regularly shown in the channel are a mixture of American sitcoms such as How I Met Your Mother and Scrubs and British shows such as The Inbetweeners and Skins. E4's primary target audience is directed at young adults to mid thirties predominantly focused on female viewers; as well as C2DE and ABC1 audiences. However, I think E4 is more directed towards teenagers to mid twenties rather than to mid thirties because of the programmes shown in the channel.

Although, I am not excluding the probability of them having viewers of that age, however, it will probably leaning more towards younger audience than older audience.

The secondary audience would be the slight older audience between the age of thirties to forties. There are numerous programmes that targets this age brackets such as Don't Tell the Bride and other more.

Source



As you can see through the picture above that most of the programmes are aimed at teenagers to mid-twenties. This means that our animation is suitable for the channel due to the content of pour animation. I feel as though that our animation would fall into the target audience that E4 is directed towards.

E4 is a subsidiary channel of Channel Four Television company which has numerous subsidiaries such as Film 4, which shows films that is aimed at teenagers and above audience. More4 programmes are slightly aimed at older audience between the ages of mid twenties to older audiences. Channel 4 owns several music channels such as 4Music, Kerrang, Kiss and other more.

E Sting is a competition run by E4. The competition revolves around making a 10 seconds advertisement representing E4. The competitors would use the channels logo and incorperate it to their animation. The competitor has a wide range of choice for the music that E4 has provided.

The genre of this ESting horror (light). This is due to it's content, although, the lighting and the ambiance of the n doesn't match, how the animation is portrayed shows evident horror-like style. In which, the E4 logo pops out off of the screen. I like this ESting because it somehow relates (genre) to what I want to do for mine.

Similarly, I chose this E4 ESting because of its genre, horror. This ESting was based off of the film 'Psycho'. The animation for this captured the ambiance the same way as the film, although, in a more comedic way. I like this ESting because of how well it came out and the quality is good.

For this, the genre would be comedy and western, the content shows a man shooting birds and at the end, a giant E4 bird dropped onto the man. I like this E4 Esting because of the quality and the effects were also funny. The logo at the end is very well-crafted.


Praxinoscope


Thaumatrope


Zoetrope


SMA: Lego


What went well with short animation was that it went smoothly and the still images to create the animation weren't blurry. We used TTS for the voice over which complemented the whole project, it added humour to the animation due to the accent used. We could've implemented more angles to the animation to make it more alive.

SMA: Inanimate Object


What went well with this short animation was how the music complemented the subject of our animation. We could've improve this by having a neater station, and cards could've been stacked well. I think it would improve the quality of the animation if we had a better angle like bird's eye view to make the animation more cleaner.

SMA: Human

What went well with the Human animation was that we had a solid idea of what to do with the animation. The animation went smoothly and came out with best quality stills, but it was time consuming because of moving the ladder which was immobile. We could've improve this animation by having a more cleaner CGI for the explosion at end.

The purpose of this short SMA project was to find what type of animation we're most comfortable and confident at doing. By doing practices, we would be able to see the advantages and limitations of each type of animation.

For my ESting, I am very interested in doing Human animation. Although, human animation is very time consuming, I think human animations are easier to manipulate than the others. I was inspired by the idea of Live Action Animation video, which I saw from the college website. When were doing our human animation project, I feel like it's something that I could do easily.


Friday 13 October 2017

Animation: Evaluation

For the first short animation I made with my group mates, BOOM, was a human animation which involved travelling from place A to B. For this animation we used stepped ladder, which is a still and immobile (when someone's standing on it) to move along the whole, exiting to another hallway and coming out with another person sitting and turning to another person after standing up. For this short project, I think what went well was that we had a solid idea of what to do and knew how to work things out when we were shooting. The shooting of the animation itself went smoothly (but time consuming) and we had produce a high quality animation (in my opinion). Lastly, I think the editing went smoothly, since it was a short animation there were no real problem in terms of editing. However, we could improve our animation by making sure that the explosion we used in the end was more cleaner.

For our second animation, we used an inanimate objects to animate (with a different group), A Game of Cat and Cards, initially this wasn't what we were planning to do. We were planning to do an animation of stacking cards together, however, due to the short amount of time that we had, we decided to use this idea instead. What went well with this short project was we came into conclusion (plan b) quickly and smoothly filmed this project. I think the music compliments the animation too. However, I think we could've improve with how we placed our camera and put it in a better angle, as well as making sure the cards was neat to look at.

For our third short animation, we used Lego to create a lip synch animation, OKE OKE. What went well with this short project was our ideas complimented each other. The shots came out in best quality we could have it, therefore, there were no blurry shots. The finish product was hilarious, as when we were editing, we used TTS to lip synch with our Lego models, therefore, it produced a very unnatural and computer generated voice prominently. The editing went smoothly, we didn't encounter any problems when doing it. However, we could improve our animation by taking different angles of the our two models, they were stationary half of the time, and it could've brought more life to it if we used different types of angles (in my opinion).

For my etsing, I am very interested of doing human animation or inanimate object - I think they are very to manipulate and animate. I think that human animation can be done easily as it's very easy to re-shoot things if necessary, in comparison to inanimate object. However, I am still undecided, but it has to be either human animation or inanimate object that I will be doing for my etsing.

Animation: The History and Development of Stop Motion Animation

Pioneers and Technologies

What is meant by the 'persistence of vision'?
Persistence of vision means that the human perception can retain a visual image for a short-term of time (a fraction of a second), this means that we see a subtle blend of what was happening now and what happened a fraction ago (Media College, ND). Below, are the early devices which was used in the persistence of vision to create an illusion on motion.

Thaumatrope
This device was created in the 19th century (1825) by an English physician. This device consist of a disc with two different images on each sides. The device is attached to two strings at each side and when the thaumatrope is rapidly rotated these would seem that the two separate images from each side appear to be combined with one another.

Sleepy Hollow | Source



Phenakistoscope
This devices was invented by a Belgian physicist called Joseph Plateau and an Austrian professor of practical geometry Simon Stampfer (Wikipedia, ND). Phenakistoscope is in a form of a spinning disc vertically attached to a handle (in the centre). The disc is compiled with a series of drawings showing different sequence of the animation. This device can only be used by one person at a time (Juxtapoz, June 2014). To use the phenakistoscope you would spin the disc in a particular direction and the still images would seem to appear to be moving. Using slits would help see the animation clearer, as it would stop the animation from being blurred out.


Phenakistoscope | Source

Zoetrope
This device was created by William Horner in 1834. The device is in a form of a drum with slits on the around it. The device contains a sequence of still images, which when the zoetrope is turned a circular motion, it would create the illusion of movement. This device was based on Plateau's phenakistoscope. To use the zoetrope, one could look by the slits and inside the drum, series of still images are shown and when spun, it would create an animation.





Praxinoscope
This device was created by Charles-Emile Reynaud, it is the successor to the zoetrope, its invented in France in 187&. The device uses a strip of images placed in around a spinning cylinder (Wikipedia, ND). To use the praxinoscope, you would place a series of still images in sequence in a round paper and place into the cylinder. The cylinder has mirrors and the animation would appear by the reflection of the of imaged that was projected from the mirror.



Kinetoscope
This device was inveted by Thomas Edison and William Kennedy Dickson, in the United States in 1891. The kinetoscope is comprised and upright wooden cabinet, four foot high with a peephole in the top (Early Cinema, ND). In order to see the animation while using the kinestoscope, you have to peep through the hole. A film would be placed into the reel, and the animation wouldn't last more than ten minutes.



Developers

George Pal
Source
George Pal used puppets to create his animations. Instead of moving a single puppet to create a stop motion animation, they use different hand-carved wooden puppets frame by frame in which the puppet moves or changes its expressions (Wikipedia, ND).  He's well-known for his Puppetoons, which includes Jasper and the Beanstalk, John Henry and the Inky Poo, and Rhythm in the Ranks. He found his interest in animation through drawing posters while working at Hunnia Films. While working in there, he acquired an idea of using inanimate object move and make it as an animation by learning more about picture cartooning.



John Henry and the Inky Poo


Willis O'Brien
Source
Willis O'Brien is a stop motion animation and a motion picture special effects pioneer. What inspired him to do animation was the spark of interest towards dinosaurs and during his past time he would illustrate and do sculptures of dinosaurs. His most well-known work includes The Lost World (1925), King Kong (1933) and Mighty Joe Young (1949) (Wikipedia, ND).


King Kong (1933)


Ray Harryhausen
Source
Ray Harryhausen created a form of stop-motion model animation called 'Dynamation'. Dynamation is the process of that the screen will appear to be split while animation is being enacted in the middle layer (The Metzinger Sister, 2013). His interest towards animation was sparked when he saw the King Kong film, during his days science-fiction was getting more recognition and is well received by everyone during his time.His most well-known work includes Mighty Joe Young (1949) whom he worked with his mentor, Willis O'Brien; The 7th Voyage of Sinbad (1958) and Jason and the Argonauts (1963). 



The 7th Voyage of Sinbad


Phil Tippett
Source
Phil Tippett is a visual effect supervisor and producer. He specialises in creature design, stop-motion and computerised animation (Wikipedia, ND). He co-developed the technique called 'Go Motion' which is a variation of stop motion animation which involves motion blur into each frames, this is to produce a realistic blur to the animation. Go motion are images of the object being taken as it moves, in comparison to stop motion which each frames are taken between each small movements of the object (Zhang, 2011). His inspiration to work with animation was sparked by Ray Harryhausen's animation, which was The Seventh Voyage of Sinbad. His works includes The Empire Strikes Back (1980) with Jon Berg; AT-AT Imperial Walkers, and in 1981 he used go motion for Dragonslayer.


The Empire Strikes Back 


Otmar Gutmann
Source
Otmar Gutmann is a stop-motion clay animator and his most well-known work is Pingu, which ran for 14 years with 6 seasons (157 episodes).
Gutmann was known to be working in a small studio with graphic artist Harald Mucke for a competition to produce television advertisements. Their first produced production was called Hugo.
Gutmann's main aim towards the production of Pingu is to make it educational for children. 


Pingu


Source
Tim Burton and Henry Selick
Source
Tim Burton in his early years developed a love for animation by watching 'Jason and the Argonauts', his works were heavily influence by the works of Dr Seuss and Roald Dahl. His first proper stop-motion animation was 'Vincent'.
Henry Selick started drawing at a young age from when he was three years and as he grew up he became enticed at the art of animation.

Vincent


Brothers Quay
Source
Stephen and Timothy Quay are identical twins born in Norristown, Pennsylvania on 17th June 1947. Before turning to be a stop-motion animator, the Quay brothers worked as professional illustrators. Their work was included in the first edition of Anthony Burgess' novel 'The Clockwork Testament' and 'Enderby's End'.
The majority of their animation films involved puppets made of doll parts and other organic and inorganic materials.
Their most well-known work was the 'Street of Crocodiles' which was based by the Polish author and artist Bruno Schulz.


Street of Crocodiles

Adam Shaheen (Cuppa Coffee)
Source
Adam Shaheen has worked in various types of animation including clay, Lego, computer based animation and other more. He is the founder and owner of Cuppa Coffee Studies which is where he develops and produces all his original programming. He shoes includes Celebrity Deathmatch, Jojo's Circus, Rick and Steve and other more.


Celebrity Deathmatch 

Nick Park (Aardman)
Source
Nick Park was born on the 6th December 1958, in Preston, Lancashire. He created his first stop-animation when he was 13 years old, after joining Aardman Animations. He loved drawing cartoons as a child and took after his father who was an amateur inventor.
He used plasticines when making animation and his most well-known work was 'Wallace and Gromit: The Curse of the Were Rabbit'.


Wallace and Gromit: The Curse of the Were Rabbit

Part 3

TV



Soupe Opera-1

The programme shows fruit and vegetables, which moves themselves and cut themselves to form animals and objects. This programmed was particularly aimed at adolescents (from 1990s) (Wikipedia, ND). However, in my point of view, if this programme was shown nowadays, this would be a very suitable programme for young children. The materials used in this animation was inanimate objects like vegetables, fruits and a basket.


Morel Orel S3 E1 Numb

Moral Orel is about Orel Puppington, a student at Alfred G. Diorama Elementary School. The series is a satire of the archetypes of Middle American suburban life. This programme has inappropriate content such as sexual innuendos. This is aimed at adults due the contents of the programme. The animation is made out of clay.


Feature Film




Jason and the Argonauts (1963)

Jason and the Argonauts was produced by Charles H. Schneer in a collaboration with Ray Harryhausen, it involved iconic fight scene featuring multiple skeleton warriors. This film is most aimed at male adult viewer due to its plot and its content.






Chicken Run (2000)

Chicken Run's plot revolves around a band of chickens who sees smooth-talking Rhode Island Red named Rocky as their only hope to escape from certain death when their owners decided to move from selling eggs to chicken pot pies (Wikipedia, ND). The film was mostly aimed at children due to its content. Chicken Run is a clay animation.

Advertisement


Bacardi Bottle by PES

The advertisement advertises alcohol, the advertisement shows a recreation of a submarine being the bottle of spirit submerging out of a lemon. This advertisement is aimed at adult due to the content of alcohol, which is not suitable for young teens and children.


Kinder Surprise eggs

This advertisement shows famous children's show as a price inside the egg, therefore, this advertisement's audience is aimed at younger children. This made of

Music Video


The White Stripes - Fell in Love with a Girl

This music video features Lego animation, therefore, this is most likely aimed at young adults because of its content (lyrics). It wouldn't appeal to younger audience partially because of the genre of the music, although, it looked like it's aimed at younger audience due to the use of Lego pieces. This music video is a Lego animation.

Ident (channel ident)


E4 Ident - Hotel Room

This channel ident would is generally aimed at every age, E4, they inanimate objects to create interesting animation which attracts both children and adult.


Conclusion

In my opinion, I think that stop-animation is aimed at universal audience. Although, it's aimed at a universal audience, it is most likely to appeal to younger audience. Most stop-animation films or series that are aimed especially for children has some sort of learning outcome from the programme. There are probably more stop-motion animation aimed at children than adults, however, you can't rule out the possibility of adults not watching stop-motion animation. There are different types of stop-motion animation that could attract older audience.

I have a mixed view on how the future holds about stop-motion animation. This is because of the increase of more digital programmes being produced. A lot of children and adults now, are more interested in modern digital animation. However, I don't think it would disappear because there are probably still going to be an amount of audience who demands for stop-animation films and series. Although, it will be in low demand and not as popular as back in the days.


Animation: SMA practice: BOOM! (Human)

Animation: SMA practice: A Game of Cat and Cards (Inanimate Object)

Animation: SMA practice: OKE OKE (Lip Synch)

Friday 15 September 2017

The Nature and Purposes of Research in the Creative Media Industries

Types/methods of Research:


Quantitative data are data that emphasizes objective measure and statistical, mathematical, or numerical analysis (data that shows empirical proof) [libguides.usc.edu]. This includes questionnaires and surveys, using these methods of gathering – will get the production company information that will easily be turned into a numerical data or statistics. Box-office is included within the gathering of quantitative data. For our 3MW project, my group decided to do a questionnaire that provided us statistical data to support our research. 

Qualitative data is used to gain an understanding of underlying reasons, opinions, and motivations [snapsurveys.com]. In the media context, qualitative research, data that are collected tells us how we are, how we think and act in a realistic context [David Engelby - slideshare]. Through qualitative research – production company will be able to gain in-depth answers to questions asked, therefore, it gives a lot of information on a certain product. These gathered data, however, can not be put into graphs, therefore, it will be time consuming to summarise as the answers might be too detailed. For the animation project, we did a group feedback for our first draft, as this is a form of review - it is considered to be a qualitative data. 





In my opinion, I feel that quantitative data is better than qualitative data, as it shows factual and statistical information. It is easier to look at graphs and numerical data, as well as, analysing them and interpreting them, in comparison to qualitative data. However, qualitative data offer in-depth information focusing on the product in which you can't put into measure, but it is very time consuming to analyse and interpret the data collected.

Primary research is gathering data that has not been collected before and is collected by yourself. An example of this would be an interview, observation, questionnaires, surveys and other more. This process can be lengthy and costly; however, this process would help you to collect data that is relevant to the audiences’ needs. An advantage of using primary research is that the data collected hasn’t been modified, therefore, it is original and is more reliable.
For the documentary my group created, we collected online survey using surveymonkey, as well as, survey on site for our quantitative data and we conducted an interview to gather our qualitative data. We also did a questionnaire for our TV advert project. 




For the TV Advert project we've done a survey about our finished Magnum advertisement, the answers we've got are both qualitative and quantitative data. This means that we are able to draw in-depth information by the information given with qualitative answers and we can show numerical statistics through quantitative answers in which we can present as graphs. Feedbacks were given and this is a form of qualitative data where an information about improvement is given.



For the 3MW we've performed a primary research providing both quantitative and qualitative data. We've used surveymonkey to gain our quantitative research where we asked questions in relations to paranormal activities or experiences. The website automatically creates a graph for you to look at, therefore, it is easy to analyse the result we have gathered. 

We have also done an interview with two sets of group, general interview and people who have had experience the paranormal. It gave us an in-depth sight to both groups, and gave us information to work on and this helped us shape on how we're to do in our documentary.

Secondary research is gathering data that already existed. This data could be collected from books, journals, newspapers, the Internet. Within the creative industry, secondary research is the most common method when doing a research. Using a secondary data is cheaper than collecting primary data, although, it’s a quicker process of data gathering – this process might not be as reliable as primary research.
For our documentary, we used various websites and newspapers that was relatively related to our documentary. Another secondary research I've done was for the Animation project where I did a research for my E4 and the Brief. The research contains a lot of data collecting through the website itself, as well as, try and find figures to support my research, therefore, this is a secondary research.








In my opinion, I feel that primary research is better than secondary research, as the data has not been modified and is specific and exploratory. However, secondary data is cheaper and less time consuming than primary data, therefore, it is best to gather secondary data to get general impressions of the demographics and trends. 


Data Gathering Agencies is an agency that gathers data and records consumption of footage which then is available for the public use. An example of this would be the viewership and Television ratings – BARB is an example of a data gathering agency.  




Source
BARB is the organisation that complies audience measurement and television ratings in the United Kingdom (Wikipedia). BARB is essential and vital to advertising company, as based on the information that were collected, this then could match their advert to their target audience and it is easier to promote the product. 




IMDb is an online database linked to films, television programs and video games. The website includes various information such as the casts, production crews, fictional character, biographies, plot summaries, trivia and reviews.




Purpose of research:


Market Research is where the product company does a research on a specific market, the process includes gathering and analysing data, where it will get interpreted. This can also be applied not only on a specific market, but also products or services that will be marketed for specific audience, this can be aimed at past, current or potential customers. The research gathers information such as customers' characteristics, spending habits and other more. It also looks at the competitors and the industry as a whole. They use primary and secondary data information to draw up conclusions.

Audience Research this looks at whether the product has reached its target audience. With audience research, the product could be change if necessary to tailor its target audiences - this helps as it ensures that the promotion for the product or services isn't wasted due to it being marketed at the wrong audience.

Product Research this process helps the product have a content, where is the best place to promote it, as well as the post production process. Product research helps gain reaction from the targeted audience where this information helps the product maker gain information about its incoming and outgoing costs.

For the purpose of research, I've done a presentation regarding a re-branding of a Unilever product for a different audience. The presentation included the existing market audience and its demographics, this is to show whether it is possible to select and change a new target audience.

I decided to do a presentation of re-branding POT NOODLES, where its primary audience were male who are under the age of 24. I also looked at its current demographics, which the audience falls under Class C, D, and E. Its psychographics falls under the categories of strugglers and mainstreamers, as the reason for this was, it was easy to prepare and is affordable. The advert is mostly showing in ITV at around 1pm to 9pm

The reason for this research would be, to set a new target audience, you would have to research that particular audience that you want to advertise the advertisement. For example, in my re-branding, I decided to re-brand the POT NOODLES to appeal more to working women with teenager children. The noodles could be easily prepared; therefore, it could appeal more to the working women to prepare for the family. However, the new advertisement would still have to comply to the BCAP code, for the advertisement to be approved.


Monday 24 April 2017

3MW: Proposal

Mind Map


For our documentary, our initial concept would be looking into whether people believe in paranormal phenomenon. We would like to present our piece in the form of an expository and observational documentary. The genre of our documentary would possibly be classed as reality or docudrama.
 Our primary target audience would be people who are interested in the paranormal roughly from ages 15 and up.  Our secondary target audience would be mostly older people or people who have no beliefs at all in the paranormal.

The aim of our documentary would be to question the existence of various paranormal phenomena. We hope to intrigue our whole audience and make them believe more in the paranormal if they didn’t before.

We will be filming at a few locations in Norwich including the Adam and Eve Public House, the Maid’s Head Hotel and Elm Hill, as these are popular paranormal sights according to our research. As we live closer to Norwich than our college, it is easier for us to film in these locations as we know more about it.

We are planning to film our documentary ourselves, however we will also need someone to voice over our documentary, if needed. We would like to be able to speak to some witnesses if possible, as well.

Here are some questions that we were thinking about asking people:

-          Do you believe in the paranormal?
-          Have you had any paranormal experiences?
-          Do you believe it is possible to contact any paranormal beings?
-          Do you believe in out-of-body experiences?
-          Do you believe that children and animals are more likely to have a paranormal experience?

We will need filming equipment, including a camera, tripod, a microphone and a dictaphone. We do not need any props or costumes and the equipment we need is already accessible to us.

We are not currently sure of the budget for our documentary, however we do not think we will need to buy anything too expensive.