Primary Research ESting: Create your own user feedback survey
Primary research is information that you have gathered yourself and that has never been gathered before. These survey responses are a clear example of primary research because we constructed a questionnaire, distributed it and gathered the results ourselves. We used a variety of both open and closed questions as a way to receive a variety of data.
These questions and their responses are an example of primary research due to the fact we produced the questions ourselves, distributed the questionnaires and gathered the answers. Music Video: Talent Releases Maia
Anna
These talent releases are a form of primary research because we used our own knowledge to work out who we would require for our video as well as working out who would be available to be used for filming when we needed them. Location Release
This is an example of primary research because it shows that we thought about the location(s) our video would be shot in as well as showing that we are able to find a suitable location that we would be able to access easily.
Secondary Research Advert:
This is an example of secondary research because I used primary research that was already available to myself through the means of the Internet and collected this information to produce a suitable prezi presentation.
This is an example of secondary research because once again, I used the Internet to access primary research that was already accessible for me to use and gathered this information to produce a suitable prezi presentation. ESting and The Brief:
http://maiahallbtecmediablog.blogspot.com/2018/01/research-and-planning-e4-and-brief.html?spref=bl
This is an example of secondary research because it shows that I used the Internet to gather information on E4 that is in no form false or incorrect. From this, it allowed me to broaden my knowledge on E4 on a whole as well as learning more about the reason and the production of E-Stings.
This is an example of secondary research because it shows that I looked up information that it not incorrect or in anyway false as a way to broaden my knowledge on the topic i had chosen to produce my 3MW on.
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 have chosen to create a ‘live action’ human animation by using stop frame techniques. We felt as if this would be much more effective than using inanimate materials, although it will be time consuming the overall animation will look effective and creative.
2) What will happen in your proposed ESting? Write a very brief narrative summary describing the action.
We have decided to create a more horror orientated E Sting as the majority of E4 idents we looked at seemed to focus more on a comedic light hearted approach.
3) In regards to diegesis, where will your animation be set? This relates to the setting and not your shooting locations.
We have chosen to film our E Sting in the old looking toilets at college. We decided that this would be the perfect setting for our horror orientated E Sting animation. We decided to film in the older toilets rather than any of the modern ones because it would be a much more appropriate atmosphere.
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.
One of our main difficulties would most likely be the time of day that we will be filming. We would not want to film when it is the brightest time of day as it would not reflect the right atmosphere we want to convey. We would need to film when it is slight darker. We would also need to ensure that we are not interrupted when filming by most likely putting up a sign and an email to let students know that they are occupied for a certain time. Finally, we would need to ensure we have the correct settings on the camera to make sure the final quality is at the highest standard. When it comes to the editing, we would need to use the music that E4 required. If we did not, we would not be following the guidelines that are set out for us.
5) Who is the target audience for your ESting? Think about age, gender and interests/tastes.
The primary target audience, we feel, would most likely be teenagers and young adults who are interested in the horror genre. We feel as if it would mainly lean more towards females due to the concept of the ‘Bloody Mary/E4’ and the visual of the female in the animation. Our secondary audience would most likely be older adults who have grown up with the horror genre.
1)
E4 is a British-Irish terrestrial channel that is funded by advertising. The channel was launched on the 18th January 2001 and the channel has a target audience of 16-34 year old's with a particular focus on female viewers which could include housewives and students. However, this age group seems quite broad and so could also include the secondary target audience as well as the primary. I feel as if the secondary audience could also reach up to people possibly 40 year olds depending on certain shows as some sitcoms have rather childish humor and so would possibly not be interesting to that of a 30-40 year old.
Regularly featured programmes include British shows such as The Inbetweeners and Skins as well as American imported shows such as The Big Bang Theory and How I Met Your Mother. Advertisers include that of Red Bull and Hungry House which are seen as predominantly for a younger audience (young adults).
E4 is owned by the Channel Four Television Corporation and its sister channels include that of Channel 4 which has a rather diverse target audience (ranging from children, students, young adults and house wives) which all generate strong viewing figures. 4Music is another sister channel with target audience made up of almost equal female and male audience with a slight female bias.
2)
An E Sting is a short advert which includes the E4 logo in some way to let the viewers know that they are watching E4. They have been running since 2005 and they support Channel 4's continuous commitment to help develop new talent in innovative ways.
I feel that the target audience for this E Sting would be that of young adults due to the the feature of character at the end and the comedic approach of the character falling face first onto the floor from looking at his phone. The E Sting involves a Darwin-esque evolution of the main character where they begin as as sea creature and beging to quickly evolve into the character at the end where he then proceeds to face plant the floor from looking at his phone.
Once again, I feel like the target audience for this E Sting would be that of young adults due to the fact that the main focus seems to be a young man. Possibly even families as there is a family shown throughout the animation.
-https://www.youtube.com/watch?v=We9lKx0ORu0
3)
Zoetrope:
Thaumatrope:
Praxinoscope:
SMA Practise: Lego
For this task we set out to achieve a cohesive stop motion animation using Lego characters to try and make them look as if they were talking. The final product did look rather good but we found the constant sticking of the mouths quite frustrating as we kept accidentally nudging the Lego characters as we tried to stick the mouths on. It is quite limiting to work with because there is only so much you can do with it. Working with Lego was slightly time consuming as we had to make sure that we did not move the figures whilst removing the mouths.
SMA Practise: Human Animation
For this task we were asked to create a short animation involving humans doing impossible movements e.g: using paper as a 'magic carpet'. Unfortunately I was not present during the filming and so had no part in the creating. However, I was present during the editing and so gave my input with the way in which the photos were edited, the effects and the music.
4) For my final E Sting, I have decided to produce a 'live-action' human animation. This is mainly down to the fact that a lot more actions and movements are possible when using people rather than using an inanimate object e.g: Lego and clay. I notice that it will be quite time consuming but the outcomes look effective and well made.
The lighting needs to be improved as from the feedback everyone says that it is far too dark and it is too hard to see what is happening.
From the feedback, we need to combine the movements from our
first esting with that of our second esting to make it more interesting as most
of it was quite repetitive.
The drips that come from the logo need to be edited so the green from the green screen where it was filmed are no longer visible.
For this task, we were asked to make an animation in which
the members of our chosen group were using impossible movements to get from
different areas. Sadly I was off ill for the filming of this short and so
wasn't in the film.
What went well:
-the animation flowed well and didn't appear to have
interruptions between shots where there was a movement of the camera or where
anyone had moved to the side.
-human animation allows for much more movement to give the
illusion of the 'impossible', this was done rather well in ours especially when
Joel was surfing on the sign.
What didn't go well:
-The explosion at the end could have been done a lot cleaner
as it seemed a little sloppy and a little out of time with the music
Inanimate Object:
For this task, we had to use inanimate object and create a
short film making them look alive and moving. I used Lego cars and a Lego boat
for this task.
What went well:
-the whole short film was well received and ended up looking
very good. There was a storyline that went along with it as well.
-
What didn't go well:
-I feel as if the camera moved a lot whilst we took all our
photos and made the finished product look quite uneven and jittery. This didn't
help with people walking past us as we worked and so we had to keep moving out
of the way
-the last few seconds of the animation go quite fast and I
feel as if we could have took a few more photos to make it longer.
Lip Syncing:
For this task we had to make characters out of Lego and then
stick different mouth shapes into them so when we added audio over the
animation, it sounded as if the characters we speaking.
What went well:
-with a bit of fiddling around with speeds of the audio we
managed to get it to sync up with the animation and in turn, the completed
product worked well.
-
What didn't go well:
-as we were using Lego it was very difficult to keep them in
the same place without moving them. At the time we didn't think to use
something to adhere them to the surface of the table so we had to very carefully
stick the mouths onto the characters.
For my assessed esting I am thinking of using the human
animation as well as the inanimate object. I feel that by using both, I can
include impossible movements from the human whilst also bringing to life
inanimate objects.
The Thaumatrope is seen to be essentially invented by John
Ayrton Paris (1785-1856) who was an English physician. It is said Paris had
used it to demonstrate the persistence of vision at the Royal College of
Physicians. In 1864, Charles Babbage that it was invented by known geologist
William Henry Fitton. Fitton had told Babbage that an astronomer had challenged
him to show both sides of a shilling at the same time. The pair created several
designs together but it was forgotten about till Paris came out to the public
about his invention. The Thaumatrope was the first instrument to exploit the
persistence of images on the retina. It is a thin disk with a different image
on either side attached to two pieces of string. When the strings are twirled
the illusion that the two pictures are together is portrayed.[source]
Phenakistiscope:
The Phenakistiscope was invented almost simultaneously by
two different people in 1833 by Belgian physicist Joseph Plateau (1801-1883)
and Austrian physicist Simon Ritter von Stampfer (1792-1864). The pair both
referenced and worked from Peter Mar Rogets article on the ‘Explanation of on
optical deception in the appearance of the spokes of a wheel when seen through
vertical apertures’. Roget claimed to have invented several models of the
Phenakistiscope as early as 1831 but he never managed to publish his work due
to more serious occupations. It works by having a paper disc that features
evenly spaced, thin radial slots and a series of images in a sequence. When the
disc is rotated in front of a mirror, a single motion image is seen through the
slits. [source]
Zoetrope:
The Zoetrope produces the illusion of movement by viewing
individual images through narrow slits in a rotating cylinder. It essentially
works the same as the predecessor invention the Phenakistiscope. The first
version of the Zoetrope was created with the name ‘dædaleum’ in 1833 by English
mathematician William George Horner (1786-1837). The name is a direct reference
to the Greek myth of Daedalus but it is most often known as the ‘wheel of the
devil. Horner’s invention had slits between the pictures in which the illusion
could be viewed. He had planned to publish his ‘dædaleum’ but was met with
issues within the sketching. William Ensign Lincoln invented the definitive
Zoetrope in 1865. His version had above the pictures which meant the illustrations
could be easily replaced. The instrument was patented in the UK in 1867 under
the number 629 by Henry Watson Hallet who was a communication to him by Milton
Bradley. Bradley released several numbered series which had 12 slides each. [source]
The Kinetoscope is an early motion picture exhibition device. The Kinetoscope was designed for films to be viewed by one individual at a time through a peephole viewer window at the top of the device. A process using roll film first described in a patent application submitted in France and the U.S. by French inventor Louis Le Prince, the concept was also used by U.S. inventor Thomas Edison in 1889, and subsequently developed by his employee William Kennedy Laurie Dickson between 1889 and 1892. A prototype was shown to a convention of The National Federation of Woman’s Club 1891. The first demonstration to the public was in 1893 at the Brooklyn Institute of Arts and Science. [source]
Part 2
Developers
George Pal (February 1, 1908 – May 2, 1980) was a Hungarian-American animator, film director and producer, principally associated with the science-fiction genre. He became an American citizen after emigrating from Europe. In 1931 he married Elisabeth "Zsoka" Grandjean, and moved to Berlin. He founded Trickfilm-Studio GmbH Pal und Wittke. UFA Studios was its main customer from 1931 to 1933. During this time, he patented the Pal-Doll technique (known as Puppetoons in the US)George Pal (along with the film When Worlds Collide) is among the many references to classic science fiction and horror films in the opening theme ("Science Fiction/Double Feature") of both the stage musical The Rocky Horror Show and its cinematic counterpart, The Rocky Horror Picture Show (1975) [source]
Willis Harold O'Brien (March 2, 1886 – November 8, 1962) was an American motion picture special effects and stop-motion animation pioneer. He is best remembered for his work on The Lost World (1925), King Kong (1933) and Mighty Joe Young (1949), for which he won the 1950 Academy Award for Best Visual Effects. During 1915, Willis made models, which included a dinosaur and a caveman. These were animated with the assistance of a local newsreel cameraman. Herman Wobber (San Francisco exhibitor) saw this 90-second test footage and commissioned O'Brien to make his first film, The Dinosaur and the Missing Link: A Prehistoric Tragedy (1915) for a budget of $5,000. [source]
Raymond Frederick Harryhausen (June 29, 1920 – May 7, 2013) was an American-British artist, designer, visual effects creator, writer, and producer who created a form of stop-motion model animation known as "Dynamation". After seeing King Kong (1933) on its initial release for the first of many times, Harryhausen spent his early years experimenting in the production of animated shorts. Some of his most famous works are Mighty Joe Young (1949) with his mentor Willis O'Brien which won the Academy Award for Best Visual Effects, the 7th Voyage of Sinbad (1958 which was his first colour film and Jason and the Argonauts (1963). [source]
Phil Tippett (born September 27, 1951, in Berkeley, California). He is an American movie director and Oscar & Emmy Award-winning visual effects supervisor and producer. He specializes in creature design, stop-motion and computerized character animation. His work has appeared in movies such as the original Star Wars trilogy, Jurassic Park, and RoboCop. In 1975 Phil Tippett and Jon Berg were hired by George Lucas at Industrial Light & Magic to create a stop-motion miniature chess scene for the original Star Wars film.[source]
Otmar Gutmann (April 24, 1937 - October 13, 1993) was a German television producer, animator and director. He is best known for his long-running stop motion children's animation Pingu (1986-2006). [source] The character of Pingu (and other characters) uses noises rather than actual words when conversing so children of all capabilities can get a grasp what is happening.
Tim Burton (August 25th 1958) is and American film director, producer, artist, writer and animator. His style is dark, gothic eccentric and quirky. He is most known for such films like Beetlejuice (1988), Corpse Bride (2005) and The Nightmare Before Christmas (1993) As a preteen he would make short films using stop motion animation techniques. He studied at Burbank High School and found his pleasure in painting, drawing and watching films. He attended the California Institute of the Arts in Valencia, California, to study character animation. He has consistently used actor Johnny Depp in the majority of his films, as well as using the composer Danny Elfman to create the unique soundtracks to each project [source]. One of his earliest and most iconic projects is the six minute short known as Vincent. It is in black and white and based on a poem whilst depicting a young boy who fantasizes himself to be Vincent Price (who also narrates the poem).
Henry Selick (November 30th 1952) is an American stop motion director, producer and writer who is mostly known for directing The Nightmare Before Christmas and Coraline.
His fascination with animation came at a young age when he first saw Lotte Reiniger's stop motion movie The Adventures of Prince Achemd and the animated creatures of The 7th Voyage of Sinbad by Harryhausen. He studied at the Program in Experimental Animation at California Institute of the Arts, under the guidance of Jules England.Adam Shaheen (13th October 1964) is a British-Canadian animator, television producer and screenwriter. [source]He is the founder of Cuppa Coffee Studios where he creates and produces all his own original programming. Some of his most famous works include Celebrity Deathmatch and JoJo's Circus. Selick earned an Oscar nomination for Best Animated Film in 2009 for Coraline and has also worked on the popular Disney adapation of James and The Giant Peach [source]
The Brothers Quay are made up of the American twin brothers Stephen and Timothy Quay (June 17th 1947). They are seen as influential stop motion animators. They moved to England in 1969 to study at the Royal College of Art in London after they studied illustration (Timothy) and film (Stephen) at the Philadelphia College of Art, now the University of Arts. They made their first short films when they moved to England. Some of their most famous work includes Street of Crocodiles and The Comb[source]Their distinctive style has set them apart from other stop-motion animators and have been making moody and dark animated films for over 36 years [source].
Nick Park (6th December 1958) is an English director, writer and animator best known for being the creator of Wallace and Gromit and Shaun the Sheep. He has received multiple BAFTA awards for his work such as A Matter of Loaf and Death. When he was younger he had a keen interest in drawing cartoons and he used to make films with the help of his parents by using his mothers camera and cotton bobbins. In 1985 he joined the staff at Aardman Animations in Bristol, where he worked as an animator on several products. One of his most recent films, Early Man, has come into cinemas and has received somewhat positive reviews since coming out. The latest film is set during the dawn of time where prehistoric characters roam the Earth. As well as directing, writing and producing the film, Park also voiced a character called Hognob. [source1, source 2]
Part 3
TV Programme:
Noel Fielding's Luxury Comedy (2012-2014) aired for two seasons and had a very childlike feel to it despite it being an adult comedy show. To keep to this childlike feel the character Joey Ramone (The Ramones) is almost a parody of children's television characters, even with a polite narrator telling the audience what Joey and the other characters he interacts with are doing [source]The television show involves Noel Fielding playing himself whilst taking part in sketches with his friends Dolly (ex-girlfriend and model from Berlin), Smooth (human-anteater hybrid) and Andy Warhol. Noel seems to play the majority of the extra/minor characters for example Sergeant Raymond Boombox and Dondylion.
Feature Film:
The film Corpse Bride (2005) sticks to Tim Burton’s aesthetic of dark fantasy type films. Personally, I was introduced to the film around the time it first came out and I have loved it ever since due to the ghoulish yet lighthearted manner in which Tim Burton tells the story of Victor, Emily and Victoria. I feel as if the target audience is really anyone who would enjoy a macabre love story, mainly towards young adults or mature teenagers due to the complex nature of the love triangle, the murder of the bride and the forced marriage. Corpse Bride was a critical success and it was nominated for the 78th Academy Awards for Best Animated Feature but it lost to Wallace and Gromit: The Curse of the Were-Rabbit. Corpse Bride was shot with a Canon EOS-1D Mark II DSLRs which was different to how Nightmare Before Christmas (1993) as that was shot on 35mm film cameras [source].
Advertisement:
The advert for the Xbox uses clay which is a seemingly childlike material to portray characters or symbols that relate to the games they are advertising. The primary target audience would most likely be those who have seen the films the games are based on and gamers in general who are interested in the new console. As clay is a medium that a lot of children use, this can relate back to the presumed target audience of the console as well as the fact it will mainly be parents will be buying the console for their children.
Music Video:
The music video by Oren Lavie uses human stop animation to create the illusion that the woman is travelling without ever leaving the bed. The video was shot in 48 hours without a break and earned a Grammy Award nomination in 2009 for "Best Short Film Music Video".[source] The video on YouTube has (of 2018) reached over 32 million views. I feel as if the target audience for this music video is more aimed towards mature people rather than a younger audience (children) as there is mostly likely a hidden message due to the fact it is labelled as a short film.
Part 4
-Stop motion animation is seen as a breakthrough point for young artists as it easier thanks to the software and video publishing websites (e.g: YouTube). It is also easier to acquire the tools needed to make a stop motion film because you can essentially use anything you want and by using stop-animation, you can bring any object to life. There is also something nostalgic about stop-motion because it doesn't rely on modern day CGI which is practically everywhere nowadays. Personally, I don't feel stop motion animation is going anywhere. I feel as if CGI and other forms of computer animation will not overtake such a nostalgic form of animation such as stop motion due to the fact it is an extremely important part of animation history.
Primary research is the term used for gathering data by yourself by the means of interviews, surveys and focus groups. Some other examples include panels, questionnaires and Internet forums.. For my 3MW, I interviewed two people and asked them several questions about their opinions on horror films. Primary research is conducted in the media industry as a way to gather feedback and group responses to productions and pitches to find out whether it will be successful to the target audience(s).
Secondary research is the term used for finding data that has already been collected and is already readily available to you without needing to collect it yourself. Examples of this include film archives, books and newspapers. For my 3MW I used the internet to look up how different films in different decade did at box office and also people's reviews on modern horror compared to that of older horror films. Secondary research is used in the media industry as a way to research a topic without looking for one that has been incredibly researched already.
The pros of primary research are that you can research and and gather very recent information that would be more useful than data gathered from a third party source 6 months ago. This allows production companies to stay up to date and recent with target markets and audiences. The cons of primary research are that it is not that cost effective and it is considered to be quite time consuming. The pros of secondary research are that it is much more cost effective due to the fact most of the data has been gathered and it is just a case of reevaluating and rearranging the data. The cons of secondary research are that the data could be considered to have a lag in the context of time. This is because new information could have arisen after the first chunk of data was collected and so, would not be that useful now.
Quantitative research is the term used for statistical data (e.g: numerical dates). Examples of this include ratings of television shows and the number of hits a website cultivates. In my 3MW, I looked up how much modern horror films cost to make and how much they made at box office and compares that to older horror films made in the 60s-90s.
Qualitative research is their term used to describe a method of inquiry. Examples of this include film reviews, game reviews and response to news coverage. For my 3MW I looked up the reviews critics gave to modern horror films and compared them to the reviews critics were giving horrors films back in the 60s-90s.
The pros of quantitative research are that it is much quicker to do and in turn is much more affordable to execute. The cons of quantitative research are that there is not a way to get specific results as you would with qualitative. The pros of qualitative research are that there it is much more investigation based with a an ability to gather a richer data. The cons of qualitative research are that people involved with the production may be prone to bias and/or accusations.
An example of a data gathering agency is RAJAR a.k.a Radio Joint Audience Research Ltd. What RAJAR does is measure radio audiences in the UK. The reason the word Joint is included is because it is owned by the BBC and the radio center and there are about 310 radio stations on the survey. IMDB is also another example and it stands a for The Internet Movie Database. It's a online database that contains basically any information to any film and the actors with biographies and facts about the films. Users are invited to rate films on a scale of 1 to 10 and the totals are converted into a weighted-mean-rating that is displayed beside each movie title, with online filters employed to deter ballot stuffing. They exist for the use of the public should they be required and needed by anyone.
Some examples of audience and market research are demographics, product markets and advertising effects. Market research is mainly used as a way to gather information about a specific target market as a way for the company behind it to know how to successfully sell a product or service. This information could entail anything from location, characteristics, spending budget as well as the competitors of the company and the industry as a whole. For my 3MW I looked up the age range and sex of people going to see certain horrors films to see if it had any impact on the overall films' review.
Some examples of production research are finance, placement media and locations. Production research mainly revolves around the actual product itself, mainly how it is actually made. When companies partake in production research it helps them look at commercial viability. When companies carry out research they look into demographics which mainly show the characteristcs of the target audience including age, sex and location. For my 3MW I watched a lot of documentaries that went behind the scenes of older horror films to find out how and where they films and how large or little their budget was.