Showing posts with label D. Assignment 3: Factual Programming. Show all posts
Showing posts with label D. Assignment 3: Factual Programming. Show all posts

Monday, 15 May 2017

Is TV News a "Window On The World?"

News intro sequences use a few different techniques to connote three simple concepts, impartiality, urgency, and importance. They claim to be a window into the events of the world, however this is not completely true. News stations, such as ITV and BBC and SKY monitor what they perceive to be important, which means that it is often not relevant to what the audience would believe is important. A reason for this is that the majority of the staff that choose what to monitor are middle/upper class, white, heterosexual males between the ages of 30 - 60. The main events that the news will cover are:

  • Politics
  • Large events (Marathons, Royal family death/birth)
  • Military
  • Mass Murder in America
By law the news broadcasts must be impartial, meaning they can not manipulate the facts or have their opinion. 





News Values:

Galtung and Ruge studied the news programmers over a series of weeks, and concluded that there are a set of criteria that have to be met for the news shows to feature the story. These criteria are:


  1. Frequency - Events that unfold conveniently within the production cycle of a news outlet are more likely to be reported.

  2. Threshold - The larger the event, the more people it affects, the more people it affects, the more likely it is to be reported.

  3. Unambiguity - The Fewer ways there are of interpreting an event, the more likely it is to be reported.

  4. Meaningfulness - The more culturally proximate or relevant an event is the more likely it is to be reported.

  5. Consonance - If a journalist has a mental pre-image of an event, if its expected to happen, the more likely it is to be reported.

  6. Unexpectedness - If an event is unexpected, it is more likely to be considered as noteworthy and therefor is more likely to be reported.

  7. Continuity - Once an issue has made the news once, future events related to the original story are more likely to be reported.

  8. Compositional Balance - an event that contributes to the diversity of topics reported is more likely to be covered than one that adds to a pile of similar news items.

  9. Elite Nations/Regions - Events that involve elite nations or regions are more likely to be reported than those that do not.

10. Elite People - Events that involve elite people are more likely to be reported than those that do not.

11. Personification - Events that can be discussed in terms of the actions of individual actors are more likely to be reported than those that are the outcome of abstract social forces. 

12. Negativity - An event with a negative outcome is more likely to be reported than one with a positive outcome.


The Gate keeping Process for Broadcast News

This diagram shows the process of creating a news programme. It starts with finding the event to report on, which means that is has to conform to one or more of the values above. If the event does not have enough of these values, then it will not be reported and will be sent to "The dustbin of history". However, if the event does have these values, then it will be able to pass through the first "Gate", though this does not mean that it will defiantly be broadcast. The next part the event must have is news sources, journalists,camera crews, witnesses, victims, family of victims etc. The problem for most events that happen is that the news channels only monitor a small amount of possible targets, for example:
  • Political Buildings
  • Foreign Parliament in Elite Countries
  • Elite People
  • Terrible Acts (Tienanmen Square Massacre)
If the event does not have a reliable news source(s), then it will be sent into "The dustbin of history".

Continuity system:

Though the news claims to give you an un-manipulated account of what had happened in a event, and how it affected those involved/around it, they still use techniques that are most commonly used in films or TV shows, such as the continuity system.





























In conclusion, I believe that this proves that the news is not as transparent as they claim to be. As far as a window goes, it is more of a opaque, cracked glass window.

Monday, 8 May 2017

Connotations Of Tv News Starting Sequences



Rushing / Moving Graphics:

Rushing  graphics connote an urgancy telling us that we should pay attention as we need to know what the news ancors are going to tell us. These graphics are often the title of the news show and/or the time that the show is on.

Throughout the clip above there are constant rushing graphics.

Transparent Objects/Eye's:

Into scenes often show what is behind the ancor using a glass screen to show the other workers collecting the infomation allowing the audience to see that is is "fresh news" and that the news show is not manipulating the infomation at all. Sometimes the name of the show will apear with a hollow center also connoting that they are impartial and have not manipulated the infomation.
















Globe / Landmarks:

In most news show there will be at least 1 shot of the world connoting that they are going to be giving the audience global/international knews. Famous landmarks and areas will be shown to further inforce the idea that they are going to give you international news.
















Clocks:

Clocks are used to tell you that it is live and is coming to you new. they are also used to represent the world.

















Tech and Satellites:

Technology, such as sataites/radio towers/computers/televisions/phones are often used to show the audience that they are using all the resorces that they have access to, to get you the infomation that you need.





















Beat-driven / fast-paced music:

Fast music, often using a lot of brass and "bassy" sounding instruments to connote urgancy and importants, and to draw your attention to make sure their audience is watching.

(Throughout clip at top of page)

Voiceovers:

Much like the music, a loud, deep voice, most commenly an authoritive male voice, is used to draw attention to the show.


Colours:

News shows often use deep reds or dark blues as a contrast to a black or white background to draw the audiences attention. These colours are also often used in banks and offices, making it seem more profesional and important.

(See clip at top of the page)

Newsreaders:

Newsreaders are always there, ready to go on air, This connotes that the news is urgant and they want to get the news to you as quick as possible. They also wear suits to connote profesionallism. Male news ancors are often older than their female coworkers as in males age connotes maturity, where as in women age connotes loss of beauty.



















Index:

News readers
Breaking News
Other Stills
BBC news intro clip

Saturday, 11 March 2017

Research Dossier For Documentary

Primary Research:

I will conduct interviews on individuals of different ages and professions on their opinions on the subject, as well as possibly show a small group the first draft of the product to get feedback and to know whether or not i need to change any parts of the documentary.

My questionnaire bellow is also primary research for my production:
https://www.surveymonkey.co.uk/r/MRBL3MX

Interviews:
For:
  • Tia-Jade Webber
  • Lochlan Morrison
Against:

  • Raffi Borrows
  • Sean Offord
  • Faye Jarvis
  • Luke Robbins
  • Demetrios Symeou



Script: I will create a short list of questions to ask in the interview.

Production Schedule: I will be filming in the first in the first 3 lessons that we have to film, plus the next 2/3 lessons for re-shoots if necessary.

Secondary Research:

Video Games:
For:

http://www.independent.co.uk/news/science/study-finds-that-violent-video-games-may-be-linked-to-aggressive-behaviour-10458614.html

According to Psychologist that this news agency interviewed, they have “confirmed that playing violent video games is linked to aggressive and callous behaviour.”

A report from the APA task force on violent media concludes: "The research demonstrates a consistent relation between violent video game use and increases in aggressive behaviour, aggressive cognitions and aggressive affect, and decreases in pro-social behaviour, empathy and sensitivity to aggression."

http://www.apa.org/news/press/releases/2015/08/violent-video-games.aspx

“The research demonstrates a consistent relation between violent video game use and increases in aggressive behaviour, aggressive cognitions and aggressive affect, and decreases in prosocial behaviour, empathy and sensitivity to aggression,” says the report of the APA Task Force on Violent Media.”

http://news.sky.com/story/boy-8-kills-gran-after-playing-video-game-10436368

“An eight-year-old boy intentionally shot and killed his grandmother minutes after playing the violent video game Grand Theft Auto IV, US authorities said.”

http://www.dailymail.co.uk/news/article-511346/Xbox-fan-pummelled-toddler-daughter-death-knocked-console.html

A man in love with his Xbox, Spellman went bat shit crazy when his 17-month-old daughter, Alayiah, accidentally pulled the cords out of the wall. Rather than ensure the child’s safety or just fix things and move on, Spellman cracked her skull repeatedly, killing her. He got up to 47 years in prison for the crime.

http://www.charismanews.com/culture/52651-14-mass-murders-linked-to-violent-video-games

Mass shooting encouraged by other members of a chat room.

Against:

http://www.independent.co.uk/life-style/gadgets-and-tech/gaming/long-term-us-study-finds-no-links-between-violent-video-games-and-youth-violence-9851613.html

The research, led by psychologist Christopher Ferguson not only found that there was no link between violent media and behaviour but also questioned the methodology of previous studies suggesting the two were related.

Ferguson and his team point out that many laboratory-based studies into the effect of media violence have measured aggression in test subjects through “less aggressive outcomes ranging from filling in the missing letters of words through delivering nonpainful noise bursts to a consenting opponent.”

http://www.telegraph.co.uk/science/2016/03/12/study-finds-no-evidence-violent-video-games-make-children-aggres/

Playing violent video games is no more likely to be damaging to young children’s behaviour than those considered harmless, an Oxford University study suggests.

Research involving British primary schoolchildren found that the length of time young people spend playing games, rather than their content, could have an effect on their behaviour or school performance – and even then only slightly so.

The study, published in the journal Psychology of Popular Media Culture, found that children who play online games involving linking up with other players were less slightly likely to have problems relating to other children than those who played alone.

Movies:

http://www.telegraph.co.uk/news/science/11087683/Watching-violent-films-does-make-people-more-aggressive-study-shows.html

After answering a questionnaire 54 men were split into two groups, those who were aggressive including a history of physical assault and those were calmer. Their brains were scanned as they watched a succession of shootings and street fights on day one, emotional but non-violent scenes such as people interacting during a natural disaster on day two and nothing on day three. While watching violence the aggressive group had less activity in the orbito-frontal cortex, which controls emotion-related decision making and self-control. These subjects said they felt more inspired and determined and less upset or nervous than their non-aggressive counterparts when watching violent instead of only emotional scenes. Their blood pressure also went down progressively while the calm groups' rose.

Watching violent movies really does make people more aggressive - but only if they have an abrasive personality to start with, a study shows.

http://www.nbcnews.com/better/wellness/do-violent-movies-cause-aggression-answer-may-depend-n205556

Quantitative Research:

Quantitative Research is the analysis of numerative data, results that can be put on charts or in tables. Some examples of quantitative research are:

Closed question questionnaire's
Audience ratings
Website hits
Box office hits (Movies only)

Qualitative Research:

On the other hand, qualitative research can not be put into a chart, for example, Focus groups, Interviews, Etc.

Data Gathering Agencies [DGA's]:

DGA’s gather and measure information on variables of interest, in an established systematic fashion that enables one to answer stated research questions, test hypotheses, and evaluate outcomes. They will gather the information on the audience about what type of programmes or subjects they are interested and when they watch TV the most to create a database to know what type of productions to green light and produce.

RAJAR:

R.A.J.A.R is an acronym for "Radio Joint Audience Research". The organisation was set up in 1992 serving as the main organisation to measure success ratings for shows on the radio, serving for the BBC and other licensed radio stations.

Audience and Market Research:

I have conducted a servery for my target audience to take part in to collect data on what type of documentary they would prefer to watch and when/where they would want watch my documentary.

My target audience is 16 - 40 year olds who live mostly in a urban environment with children or family under the age of 16 because most media is consumed in city's and towns rather than a country-side village. I chose this target audience because the immediate response to some kind of bad press in the media that happens to have been caused by someone who plays games or watch's movies is "Video games should be banned because they create murderers" "This wouldn't of happened if he wasn't playing video games all day". I want to represent why people play video games and why they believe that it doesn't cause violence, as well why some feel that it could be a trigger for violence.

Production Research:

Before I begin filming there are several aspects of the production that i need to research further, such as the viability of my documentary (Whether the documentary would be successful), the cost of the equipment/locations I would be filming (camera, tripod, microphone, lights, green-screen ect.), i had to reach out to people to do interviews for me, as well as check what content i could use so that it was appropriate for the 3MW slot on the TV.

Viability:

To predict whether my documentary would be successful, i analysed the data on my questionnaire.


This chart shows that 84.62% of my target audience (that took part in my questionnaire) are interested in the subject mater that I am making a documentary on, thus the documentary has a 85% chance of success.

Finance (Costs):

In a professional documentary, the producer would have to get in contact with their interviewees, arrange some kind of contract/payment, they would have to buy/hire camera and sound equipment, pay the crew, feed the crew, supply transport when necessary, and possibly even hire out locations. This can be very costly as a average DSLR camera is £300 - £400+. a "Boom Stick" and mic could cost up to £500. This makes the documentary cost roughly £900 without paying any of the crew.

For my documentary, i will not have to pay for anything as i will use the cameras that are available at college, along with using my friends as the interveiwee's in the green-screen room.

Friday, 10 March 2017

Documentary Formats

What is a documentary?

A documentary is a factual "Non-Fiction" reputation of a subject portraying a visual evidence of a particular subject. Documentary are often a way for a film maker to portray a bias representation of their ideology or views of a particular subject.

Expository:

A expository documentary is filmed with shots to emphasize what the constant voice over is saying, backing up the facts or description by whoever is narrating with images of the subject they are commenting on. These are generally wildlife or news programmes /documentary's, though the "Expository" documentary genre is not limited to wildlife. The film maker is not involved in what is happening. For example, David Attenborough is famous for making Expository Documentary's, such as "Planet Earth" and "Life".



Observational:

An observational documentary, like the expository documentary, never shows the interaction of the film maker, and focus's on the impact of the interviews and what the interviews contain and how they represent what happens normally everyday to the people in the documentary. For example, "Brat Camp" shows a army like regime that is used to try and change teenagers and young adults behaviors so they are more productive and safer to the community. You never see the interviewer/filmmaker, you only see/hear the responses from the people involved or see footage of what they do.

Brat Camp- An Example of Observational Documentary Filming from Luke Atkinson on Vimeo.

Interactive:

Unlike the previous genre's of documentary, an interactive documentary is as much about the film maker as it is the subject, meaning that the film maker is in the shot when he is interacting with someone in the interview. We see their reaction to what the interviewee answered, and we hear what the interviewer's questions are in full. The interviewer will constantly push his argument/opinion on a subject to get answers they want to get. Also, the video itself will be edited to portray a biased opinion of the situation. Due to this these types of documentary are often slated for being a misrepresentation or even "lies".




Reflexive:

A Reflexive Documentary shows shots of everyday life, often leaving lengths of a shot which would have been cut in other films,



Performative:

A Performative documentary