Tuesday, 19 January 2016

Homework

PDF- portable document format. It is a file that captures everything from a promoted document.
Mobipocket- A software that distributes books.
iBooks - Ebooks app made by Apple
In design- Desktop publishing software
I illustrator- programme used by artists and graphic designers 

Monday, 9 November 2015

Revision

Definitions


Media Platforms: The platform in which the content is released on
Media Devices : Equipment in which the product Is shared on or devices that holds the media
Media Sector: The industry which creates the media product
Media Product: The the creation which comes from the media sector.
Analogue: Devices which records data linearly from one point to another.
Digital: Devices which performs all calculations using ones and zeros.
Cross-Media Synergy: When you can do one or more thing with a product.
Individual consumption: When you're enjoying a product by yourself
Group consumption: when you use the product in a group setting
Technological convergence: As technology changes, different technological systems evolve towards performing similar tasks.
Primary research: Finding research out yourself,through surveys,questionnaires,interviews.
Secondary research: Finding someone else's research either in books or on the internet.
Quantitative research: Research based on facts and figures.
Qualitative research: Research based on attitudes thoughts and opinions.
Objective questions:  Require a user to choose or provide a response to a question whose correct answer pre determined.
Subjective questions: Are questions that are asked in a way to extract a certain response. 
Reliable questions: Are questions you can rely on to give you the correct information on something.
Active Media: Media that requires audience interaction and engagement in order to acquire the full meaning or message embedded within the product, e.g. interactive videos such as The Treasure Hunt: A Chad.
Secondary Audience: Describes viewers who are considered to be outside the primary target audience and are viewers that can affect consumption statistics if not accounted for.
Passive Viewing: An audience/consumer/viewer that does not fully interact physically with the product or its associated content, nor do they generate content or influence production in any way.
Primary/ Target Audience: Who the product is aimed at.
Passive Media: Media that requires observation rather than an active response and the questioning of media texts
Active Viewing: An audience/consumer/viewer that fully interacts physically with a media product, contributes to and becomes part of the production while having an element of control over how they interact with it.
Uses/Gratifications model: The theory, that audiences uses media texts in order to fulfil pleasures and basic needs, such as: escapism, surveillance, personal identification and personal relationships.
Hypodermic Needle Model: The theory that proposes that media messages can be 'injected' into the audience and can influence people to act a particular way.





Thursday, 15 October 2015

Definitions


Media Platforms: The platform in which the content is released on
Media Devices : Equipment in which the product Is shared on or devices that holds the media
Media Sector: The industry which creates the media product
Media Product: The the creation which comes from the media sector.
Analogue: Devices which records data linearly from one point to another.
Digital: Devices which performs all calculations using ones and zeros.
Cross-Media Synergy: When you can do one or more thing with a product.
Individual consumption: When you're enjoying a product by yourself
Group consumption: when you use the product in a group setting
Technological convergence: As technology changes, different technological systems evolve towards performing similar tasks.

Primary research: Finding research out yourself,through surveys,questionnaires,interviews.
Secondary research: Finding someone else's research either in books or on the internet.
Quantitative research: Research based on facts and figures.
Qualitative research: Research based on attitudes thoughts and opinions.
Objective questions:  Require a user to choose or provide a response to a question whose correct answer pre determined.
Subjective questions: Are questions that are asked in a way to extract a certain response.  Reliable questions: Are questions you can rely on to give you the correct information on something.

Tuesday, 13 October 2015

Are e-newspapers beneficial to the publishing industry?

Primary research
We intend to go out and hand out questionnaires and surveys and also have an interview with someone from the publishing industry.
Possible Questions we would ask:

  1. Do you prefer reading a newspaper or a e-newspaper?
  2. How much money do you spend on newspapers?
  3. Do you care about the environment?
  4. What are the reasons people don't read newspapers?
  5. Is the e-newspaper more convenient?
  6. What are the disadvantages of an e-newspaper?
Secondary research 

When finding out secondary research we would look online at websites some websites we could use are:

Advantages and Disadvantages of e-newspapers\
Information on E-Newspapers

Audience research 



Monday, 12 October 2015

User Generated Content

User-generated content (UGC) is defined as "any form of content such as blogs, wikis, discussion forums, posts, chats, tweets, podcasting, pins, digital images, video, audio files, advertisements and other forms of media that was created by users of an online system or service, often made available via social media.