Sunday, 19 April 2015

INDESIGN DOCUMENT


INTRODUCTION
  • Postmodern media rejects the idea that any media product or text is of 
  • any greater value than another. All judgements of value are merely taste. 
  • Anything can be art, anything can deserve to reach an audience, and 
  • culture ‘eats itself’ as there is no longer anything new to produce or 
  • distribute. 
  • The distinction between media and reality has collapsed, and we now 
  • live in a ‘reality’ defined by images and representations – a state of 
  • simulacrum. Images refer to each other and represent each other as 
  • reality rather than some ‘pure’ reality that exists before the image 
  • represents it – this is the state of hyper-reality. 
  • All ideas of ‘the truth’ are just competing claims – or discourses and 
  • what we believe to be the truth at any point is merely the ‘winning’ 
  • discourse.

TRANSITION FROM MODERNISM TO POSTMODERNISM

Modernism
Postmodernism
Master Narratives and metanarratives of history, culture and national identity as accepted before WWII (American-European myths of progress). Myths of cultural and ethnic origin accepted as received.
Progress accepted as driving force behind history.
Suspicion and rejection of Master Narratives for history and culture; local narratives, ironic deconstruction of master narratives: counter-myths of origin.
"Progress" seen as a failed Master Narrative
Faith in "Grand Theory" (totalizing explanations in history, science and culture) to represent all knowledge and explain everything.
Rejection of totalizing theories; pursuit of localizing and contingent theories.
Faith in, and myths of, social and cultural unity, hierarchies of social-class and ethnic/national values, seemingly clear bases for unity.
Social and cultural pluralism, disunity, unclear bases for social/national/ ethnic unity.
Master narrative of progress through science and technology.
Skepticism of idea of progress, anti-technology reactions, neo-Luddism; new age religions.
Sense of unified, centered self; "individualism," unified identity.
Sense of fragmentation and decentered self; multiple, conflicting identities.

KEY CONVENTIONS OF POSTMODERNISM
  • Hyperreality
  • Bricolage
  • Pastiche
  • Parody

POSTMODERN THEORISTS
Jean Francois Lyotard
·         French Philosopher, Sociologist and Literary Theorist.
·         Born in 1924, France, died aged 73 due to leukaemia
·           He took part in the May 1968 uprisings (demanding the fall of the government under Charles de Gaulle and therefore the death of  capitalism), however he did not class himself as a Marxist, so he distanced himself by writing ‘Libidinal Economy.’ He did not agree with Marxism’s rigid structuralist approach.
·         Most of his works are identified by the persistent opposition to universals, meta narratives and generality.
·         He doesn’t agree with theories by Karl Marx or Sigmund Freud, claiming they both forget about representations.
·         Lyotard came up with the Postmodern Condition.
Ø  He argues that since World War 2, our technology has become so advanced that we have no need or desire for grand/meta narrative (a big story). A loss of faith in these meta narratives has an effect of how some will view science, art and literature.
Ø  He defines Post Modernism as ‘an incredulity towards meta narratives.’
Ø  He suggested that meta narratives should give way to more modest and localised narratives, which will give the subject more focus.

·        Criticism –
·         Manfred Drank (1988) Lyotard has failed to notice that an underlying condition for agreement is also a condition for the successful communication of his own thought. So, in putting forward a false argument against a rational harmony, Lyotard plays into the hands of the irrational forces that often give rise to injustice and differ ends. Worse, he is then only in a position to testify to that injustice, rather than put forward a just and rational resolution.
Jean Baudrillard
·        Born in 1929, Reims, France
·        He started his studies learning German language and later obtained a doctorate in sociology.·        Simulacra and Simulations: Baudrillard’s work consisted of a book called Simulacra and Simulations, Simulation meaning that it is simulating a process, display or imitating something real, and simulacra meaning the representation of another thing, object, person and any static object. Baudrillard uses these meanings to explain that today’s reality is not real and that we all live in something called a hyper reality. Baudrillard’s definition of hyper reality is ‘The simulation of something that never really existed’. ·         Hyper reality is taking something real, that has an original and natural quality, then exaggerating it to make it look so perfect it could become a fantasy of the imagination. In today’s post-modern culture for example, we have a pine tree at Christmas, but no one wants one from the forest that has been weathered over the years, but a plastic one that has perfectly spread branches and comes in any colour to suit you interior at home. Another example that has become a large issue today is what we are exposed to in magazines, posters and pictures of what an Ideal woman is supposed to look like. A woman that has been touched up with a computer to make her look like the ultimate mans fantasy. Hyper reality is detaching us from any real emotions and we are choosing to make are selves feel happier with the simulation of today’s simulacrum.·         ‘One that reflects a basic reality; one that masks or perverts a basic reality; one that mask the absence of a basic reality; and one that bears no relation to any reality.’( ·         Disneyland:
Baudrillard uses the idea of Disneyland to show simulation and simulacra, he says that Disney land is a perfect model and example of American simulation. The imaginary world that Disney has created is an illusion, a future world and has no physical reality. This pretend world is what makes it so successful it’s a miniaturized real America. There is a huge contrast between being inside the fantasy park and the reality to get to and from it, which enhances the enjoyment you get from being in the hyper real. For example you make the long journey to get to park in you car, you have to queue to get into the car park, you have to park and then queue again to get inside. On the other end of the spectrum you get the atmosphere and affection from the crowd. The actual rides, shows and gadgets are there to maintain this feeling of having that many people together. Baudrillard goes on to say that Disneyland is somewhat a replica of the United States but miniaturized and almost an unreal version. He says that Disneyland is trying to show the American values , there way of life and that it is so good that it is like living in a fantasy, which then makes us believe that the rest of America is like living in the reality, but infact it is not because of the hyper real and simulation. Disneyland is so far from reality that it seems like it has just been created to mask the fact reality today is no longer real. ·         Criticism: ·         Often criticized for his bleak interpretation of postmodern culture. ·         He has been called not postmodern or the other extreme, too postmodern.·         Featherstone is critical towards the approach to consumption and states that the foundation of such critique of mass culture on the part of intellectuals like Baudrillard.


MUSIC VIDEO
TV SHOW
FILM
GAME

CONCLUSION
In conclusion, postmodernity is a very popular and accepted theory in society, as audiences enjoy adapting old ideas into something new. However, I think that this will slowly fade away as newer audiences like things that are completely original and more serious as opposed to old and fun. I do however think that postmodernism will always remain a very influential theory and media texts will continue to stay postmodern.


Monday, 13 April 2015

Question 1A 1B 2 MOCK

Question 1A:
POST PRODUCTION

During the AS course I was required to design and create a magazine. The
magazine I decided to create was an indie/alternative music magazine called Alternate which was aimed at both females and males aged between 18-30. I used Photoshop to edit the images for my magazine as there is a huge variety of tools that you can use to make the images look more appealing and suitable for the magazine. Photoshop is very widely used by successful magazines in the industry therefore I felt that it was necessary to use it. I used tools such as the Magic Tool, enhancing saturation and colour levels as well as playing around with the Actions tools to create my desired look. I chose to remove the background from my image for the front cover of the magazine so that it was completely white, and enhanced the vibrancy to make my artist stand out amongst the page. I also used the refining edge tool to make the image look soft and professional. I also scanned in my handwriting and placed it on top of the newly white background to make it fit within the genre and make it look like the artists thoughts were exploding out of her.

 I used InDesign to create my magazine as it is a lot easier to use than Photoshop (which we used for our GCSE magazines). InDesign enables you to view the document as a magazine and you can use various different tools such as the Master page which quickly and effectively adds the same text to all of the pages. This makes adding page numbers and the website name of the magazine very easy and saved me a lot of time which I can instead use to improve my magazine elsewhere. Paragraph styles has also been very effective as it also saves time and matches the fonts up when necessary.  It was easy for me to import all of the images which I wanted in the magazine by clicking the “place” image where I was then able to scale the image to my desired size. In addition to this, InDesign allowed me to add a range of text boxes so that it was easy for me if I wanted to reposition the text. This also allowed me to set out my magazine in a professional manner through the use of three columns.

Moving onto the advanced portfolio, I had the challenge of adapting to new programs such as Adobe Premiere Pro which is a video editing software. I wasn’t very familiar with this program however when I got used to it I was fine. I used this program to add all of my footage onto the timeline as well as editing it. I also used Premiere when adjusting the time of the clips, slowing it down by about 20% to match the slow tone of the song. I also needed to make sure the timing was accurate otherwise the lip syncing would not match up.  I made sure that through the use of these professional tools, I was able to edit my video to allow it to look as professional and realistic as possible. As well as making sure the visuals matched up with the lyrics,  I had to make sure that the audience were pleased with what they were seeing as well. I did this by increasing the brightness and contrast of the clips, adding vintage and soft effects and positioning the artist in many different positions on the screen to avoid the audience getting bored. I changed the position of the artist and was even able to manipulate the type of shot shown to the audience by using the scale tool, where I was able to zoom in and out on the clip as it played.

Likewise with the AS course, I used Photoshop for my ancillary tasks – the magazine advert and digipak. Using this program again benefitted me greatly as I understood how to use it soundly. I was able to adjust the colours of the images to make them appear brighter and less dull. I also drew the shape of a CD disc onto the digipak to make it look more realistic. Furthermore, I also used InDesign to create my evaluation magazine for the A2 course, which is similar to what I created for the AS course evaluation. This magazine was able to include Question 1 of the evaluation questions which included a range of text and images. Again using InDesign allowed me to set out the evaluation exactly like a magazine, using columns and positioning my text around images.


Question 1B:
NARRATIVE

I am going to discuss theories of narrative in relation to my advanced portfolio. The music video I created was “Young and Beautiful” by Lana Del Rey, featured in the hit movie The Great Gatsby. I focused on narrative to ensure my music video had a structured start, middle and end.

In order to make my music video look as professional and realistic as possible, I drew conventions from real media texts to mine, in order to understand ways in which they conveyed certain concepts to their audiences. I looked at Sinead O’Connor’s music video for ‘Nothing Compares To You’, where Sinead is seen behind a infinite black background throughout the majority of the video, whilst being shot predominately in a close up. I chose to mimic this and put my own twist on it as I used a wider variety of shots, however likewise to Sinead’s song, I wanted to create emotion within the video by having a slow pace and dark image. To look at the video in depth, I compared it to Vernallis’ theory of how music videos are constructed around four concepts – Narrative, Editing, Camera Movement, and Diegesis. The video complies with bits of Vernallis’ theory of however does also challenge it.

For my music video, I looked at Vernallis also. Once analysing the lyrics of the song, I found that it was about a very beautiful woman who is insecure about a man leaving her when she begins to age and her looks begin to deteriorate, and she wants a man who will love her for the woman she is. Therefore, I have decided to create a narrative and performance video of the artist. Based on when the protagonist was younger, we will see her singing to the camera, putting on her makeup and getting more comfortable in her own skin as she progresses from a small studio to a big stage towards the end. The protagonist will then look back on herself from when she is older, happy with the person who she has become.

The narrative in my video will be fragmented, keeping the structure of the video disjointed which supported Vernallis’ theory that ‘the narrative is not always complete’. It also complies with Vernallis’ theory that ‘there is not necessarily a balance between narrative and performance’, as I plan to spend more time on the performance of the artist, whilst the narrative is almost hidden and can only be noticed once it has been stated – so I will still have an element of narrative. This is a convention of pop and indie music videos, which I hope to stick to as I want the audience to associate it with the correct genre.

I have also looked at a theorist called Andrew Goodwin who believed there was a relationship between the music and visuals. My music video will support this, as it is quite heavily performance based I will make sure that the artist sings in time with the music whilst illustrating what’s being sung on the screen. A lyric that I plan to use includes “Hot summer days, rock and roll” where the protagonist signals the rock sign with her hands.

On the other hand, although I do not plan to include a strong narrative story line in my music video, the different shots of the artist performing and the heavy reminiscing theme should still be able to drive the music video forward. This supports Vernallis’ theory that ‘Something drives the video forward, but often it is not the narrative.’

Another theory that supports my music video is Roland Barthes semantic code. I will be using some of the conventions of The Great Gatsby such as the use of costume and hairstyle, however with a modern twist. This means that there will be a deep meaning behind the decisions that the protagonist chooses to take therefore the audience will be able to link the protagonist with this.

My narrative will go against Todorov’s five stage narrative structure. His first stage is ‘equilibrium’ which is essentially where everything is good, however my music video starts with the protagonist when she’s older, acting completely neutral, challenging what Todorov says. He then goes on to say that there is a something happens that ‘disrupts the equilibrium’.   My music video will not involve any kind of disruption, but a solution to the artist being neutral – she will gradually progress throughout the video, and then look back at herself.

To conclude, I am able to create a music video that is primarily performance based, however still involving elements of narrative. My video supports most of Vernallis’ theory on narrative, as well as Barthes, but goes against Todorov’s theory on narrative structure.


Question 2:
POSTMODERNITY

Postmodernity is a very complex theory. Modernity refers to the modernist movement with everything we know today however postmodernity means “coming after modernity”, and in fact contradicts itself. There are a few characteristics of postmodernity, including pastiche, parody, intertextual references and flattening of effect.
Two key examples of postmodern films are both Blade runner and Pulp Fiction. These are very popular exams of postmodernism in the film industry. Firstly Blade Runner is possibly the most popular postmodern film. Ridley Scott's 1982 film is about a future dystopia where "replicates" have been invented and are deemed dangerous enough to hunt down when they escape. The film highlights to be playing with time (the various types of clothes) and culture and genre by mixing them all together to create the world of the film. "The postmodern look of Blade Runner is therefore the result of recycling, fusion of levels, discontinuous signifiers, explosion of boundaries, and erosion. The disconnected temporality of the replicants and the pastiche of the city are all an effect of a postmodern, post-industrial condition: wearing out, waste." Moving on pulp fiction is another popular example of a postmodernist film. The film tells the interweaving stories of gangsters, a boxer, and robbers. The film breaks down chronological time and demonstrates a particular fascination with intertextuality: bringing in texts from both traditionally "high" and "low" realms of art. By focusing on intertextuality and the subjectivity of time, Pulp Fiction demonstrates the postmodern obsession with signs and subjective perspective as the exclusive location of anything resembling meaning.


My first case study is The Lego Movie (2014) which was directed by Phil Lord and Christopher Miller, produced by Warner Bros. Lego is a very popular franchise therefore it’s known to be a postmodern film without even trying.

The Lego movie is set in an animated world and isthe heroic journey of regular-guy Emmett and his quest to stop Lord Business from destroying the world with his super weapon The Kragle. On the other hand, the boy is set in reality attempting to play with his dads Lego while his dad wants to maintain complete and absolute order, not giving in to the creativity of Lego. There are layers of reality, and only the main hero is able to see both completely. Built within this multiple-layered-reality are iconic figures like Batman and Star Wars characters, as well as eclectic combinations such as Unikitty. Pastiche is highlighted to us throughout the film. It is never taken too seriously and the script reads like it has been written by a young child, allowing the audience to relax and enjoy watching the film. Moreover intertextuality is displayed bringing characters in drawing iconic personalities that we already now. A prime example of this in the film is the character Batman as we do not need any explanation of who Batman is and why he does certain this as we already know this from previous experience. Flattening of affect is suggested through the character Emmit where he lives in a world of popular music, formulaic television, and people who always follow the instructions. At first it seems like an evil corporate plot, but when we pull back and see the father-son relationship in the framing narrative, we realise that this isn't exactly the case. This is because the Lego franchise creates many different characters for their toys for children to play with such as Batman.

My other case study is the music video “California Gurls” by Katy Perry ft. Snoop Dogg. The video begins with an image of a board game. This, as well as the pink, candy floss clouds suggests an element of hyperreality. There is a play of words – ‘Candyfornia’ instead of ‘California’.

The whole video seems to imitate the classic film ‘The Wizard of Oz’ (1939), through the use of pastiche, with Katy taking on the role of Dorothy as she saves three candy characters (who are replacing the characters of the tin man, the lion and the scarecrow as she skips across a candy lane (the yellow brick road). The video is heavily based on candy and all things sweet. The audience are then introduced to featured artist, Snoop Dogg, who is dressed as ‘Sugar Daddy’ in a sweet patterned suit. Through mise-en-scene, his clothing can be intertextually linked to Gene Wilder’s costume as Will Wonka in Willy Wonka & The Chocolate Factory (1971). Audiences will immediately identify the similarities of their sweet patterned clothes and brown cane, associating Snoop Dogg with the hyperreal sweet land. By placing him over the game board, and close up shots of him putting Katy Perry into the game, which creates a God-like status. This hyperreal candy land is based in Hollywood which is an intertextual reference. This also references the board game ‘Candy Land’, with much of the set decorated with cupcakes, ice creams, cotton candy, and lollipops. There is also a lot of teddy bears and dream-like scenarios; Katy is seen to be conforming to Laura Mulvey’s theory of the Male Gaze as she is seductively eating candy floss, lying bare on a pink cloud and using direct address to the camera by giving eye contact. The lighting is very bright and everything is colourful to make the video seem like a fantasy. Katy wears a lot of eccentric outfits, such as a corset and tutu with a lot of sweets stuck to it as she wonders around a forest of candy. She’s wearing a purple wig which makes her seem very childish in a teenage dream. We can also see Katy waving to over-sized gummy bears who appear to be alive which uses personification. An element of parody is seen in the music video, as the references to Willy Wonka is reinforced as Snoop Dogg is followed by these gummy bear workers. This is an intertextual reference to Willy Wonka as his workers are ‘Oompa Loompas’ so the audience can relate to the bears and gain an understanding of what their purpose is. We can see that Snoop Dogg is rolling sugar dice; controlling Katy on a board game which signifies that the video is not real. Other props involve Katy’s friend floating in a bubble gum balloon and Katy saving her with her stiletto heel – which is clearly very unrealistic. The candy canes at one point turn into snakes which symbolizes that even a dream has it’s faults. Katy then proceeds to climb the candy cane and is floating in a candy floss cloud. Whilst in the cloud, Katy is nude which signifies her growth within the video, in contrast to her previous child-like behaviour. At another point, Katy crosses another candy cane over a very dark ‘town’ which is actually chocolate. The gingerbread man is saved by being given a heart by Katy to make him happy – similar to the Tin Man in The Wizard of Oz who doesn’t have a heart. Half way through the song, Katy switches outfits into denim daisy dukes and a bralet which is like cupcakes and cream; the lyrics match the visuals of the music video. The next person she saves is stuck in a sweet wrapper. They then proceed to find a castle which is like Emerald City and she then stays in this wonderland. The director uses pastiche to self-consciously imitate the ‘fembot’ scene from film ‘Austin Powers: International Man of Mystery’ (1997). This is reinforced through the use of mise-en-scene where the Katy’s hair is styled in a similar way and she fires whipped cream at the gummy bears from her chest. She quickly defeats the army after which the stunned king throws down his staff and surrenders. The video ends with "Sugar Daddy" buried up to his neck in the sand by the women, nonetheless admiring their beauty and wishing that women everywhere could be California girls. Various California landmarks appear in the video, such as the Hollywood Walk of Fame, the Hollywood Sign and some West Coast beaches which were all made out of confectionery. 

Lastly, another postmodern medium I will be discussing is video game. A well-known example of postmodern video game is Grand Theft Auto which immerses the player in a convincing, intricate and believable-world, but that the reality it represents is the stuff of films and other media. Another example is The Sims is a strategic, life simulation video game series developed by Maxis and later by The Sims Studio, and published by Electronic Arts. It is one of the most successful video games series of all time. The player creates virtual people called “Sims” and
places them in houses and helps direct their moods and satisfy their desires.
Hyper-reality is seen throughout the Sims where you can create characters
however you want to. You can recreate your image as something completely
different and plan their life for them. Baudrillard argued that a simulacrum is not
a copy of the real, but becomes a truth in its own right. This is the case in the
Sim's with the language that they use - Simlish. It's not a copy of any language
but has its own meaning in the game. There is no proper translation for the
language and to us sounds like random noises and sounds. This is the creators
trying to imitate what it's like when we hear an unknown language that we don't
speak or understand, as to us it then becomes a range of noises and sounds. In
addition to this !he Sims uses intertextuality to make the game seem more
realistic and therefore includes features from reality that we can associate with.
 !hey do this very subtly through the use of different television shows available
for the Sims to watch and also the music they can listen to. They change the
language to Simlish but they are still the same TV shows and songs we listen to
and would recognise. They also have new expansion packs to add to the game
and well known celebrities such as Katy Perry, which shows how
she is still recognised in the game for her talent. As well as the features which we
see in the game The Sims have created a large number of different games. One
prime example of this is the Katy Perry edition. In this game we see that the sim
being used to play is Katy Perry and the whole game features her, her music and

custom features all to do with Katy, including all of the props noted when discussing the Katy Perry music video above!

Sunday, 1 March 2015

The Sims

  • What is ‘The Sims’?The Sims is a strategic life-simulation computer game developed by Maxis and published by Electronic Arts. It was created by game designer Will Wright, also known for developing SimCity. It is a simulation of the daily activities of one or more virtual persons ("Sims") in a suburban household near SimCity.

  • How is ‘The Sims’ postmodern?

  1. Simulacrum/hypereality
  2. Instantaneity
  3. Parody and pastiche
  4. Intertextuality
  5. Self-reflexivity
  • 1. Simulacrum/Hyper-reality
    ‘The Sims’ is a role-playing game which means you can create a character of yourself, or go create someone entirely different from yourself, e.g. James being a plump old lady. This is postmodern as you can play a different version of yourself. This is also hyper-reality as Baudrillard argued that a simulacrum is not a copy of the real, but becomes truth in its own right.

  • 2. Instantaneity
    ‘The Sims’ has instantaneity in it as you can cheat. For example ‘The Sims’ has money called Simoleons and you can cheat for gain §50,000 or §1000. Rather than working hard to get rich with your Sim you cam instantly be wealth in a matter of minutes.

  • 3Intertextuality
    ‘The Sims’ is intertextual in its aim to become real simulated life. By incorporating things like TV programmes and Shakespeare (Romeo and Juliet) it tries to create its own world.

  • 4. Self-Reflexivity
    Your Sims can play ‘The Sims’ on there computer. This is self-reflexive. Furthermore the Sims address the camera and stare at you if they need something e.g. They need food cause they are hungry. This is self-reflexive because they know they are being controlled. Also it is self-reflexive of yourself as its meant to be a projection of yourself into the game.

Sunday, 22 February 2015

1B key concepts mindmap

GENRE
- Performance based music video which is typical of the alternative/pop genre. 
- Conforms to Goodwin's theory as I follow the characteristics of the alternative/Pop genre. There is a relationship between the lyrics and the visuals of the song, allowing the audience to follow the video and understand what is going on. 
- Genre of pop is generally happy and upbeat however my music video is slow and sombre. Quite similar to the alternative genre however it is a mix of the two together. 
- Gow (1992) suggested that the "predominance of performance indicates that music video defines itself chiefly by images of artists singing and playing songs."

NARRATIVE
- Refers to a story that is told in chronological order, as the woman featured in the video is looking back on her youthful days with it ending back to her towards the end of the video. 
- Beginning to end. 
- Cause and effect. 
- Linear narrative. 
- Heavy performance based. 

REPRESENTATION
- Artist is represented as the typical 'whore' character by Laura Mulvey. 
- Many close up shots of the artists face and body to sexualise the artist. 
- Shots of the artist putting on makeup to appear beautiful and feminine. Putting on heavy lipstick and mascara to enhance her appearance which is clear to the audience which links in with the lyrics of the song as she's trying to appear more "Young and Beautiful".
- Also many costume changes - variety of dresses, jumpsuit etc. 
- Contradicts Saussure's theory of brightness and colour through location and clothing. The artist is in a black studio room to compliment the sombre tones of the music as it is quite slow and sincere. However, the artist does progress towards the end of the video where she is much older, but is at home where there are bright lights and she's wearing bright colours, suggesting she's now happy and cheerful as opposed to previously.  

AUDIENCE
- Goodwin's theory of star power; all attention is focused on my artist through a wide variety of close up, mid shots and long shots with her giving direct mode of address towards the audience which portrays her power. 
- Goodwin stated that meaning is embedded into the music video through codes and conventions with 5 main aspects needing to be considered in order to be successful. Complex meaning is given to the audience through the noticeable link between the visuals and lyrics of the song so that the audience understand the meaning of the song and what is happening. 
- Saussure states that within a music video there are many signs which communicate meaning and suggests that no object is without a meaning. Individual differences depending on who is watching the music video as they can interpret it differently due to their individual experiences, making the signs in the music video polysemic. 

MEDIA LANGUAGE
-  Roland Barthes noted, Saussure's model of the sign focused on denotation at the expense of connotation. 
- Signifiers such as the makeup, the red dress, the black dress and the golden jewellery and diamonds all have signified signs of wealth, beauty and power.
- Many visual progressions including how she starts in a small black studio to a big stage and how she is young in the beginning and then much older towards the ending. 
I used Adobe Premiere Pro and After Effects to create a vintage touch, as the song is quite old and classic with an elegant touch. I also made all of the clips softer to match with the song and make the artist seem more flawless. Enhancing the colours also made the reds and gold’s stand out – both of which are quite powerful colours which connotation wealth power and beauty.

Television and postmodernism


Family Guy is an American animated TV sitcom created by Seth MacFarlane and produced by Fox. It focuses on the Griffins, a dysfunctional family living in the fictional city of Quahog. The family consists of parents Peter and Lois, children Chris and Meg and the family dog Brian. The pilot was first shown in 1998 and became hugely successful. There are many ways in which it is identifiable as being post-modern, as it is full of media and pop culture references, whilst pastiche and intertextuality are the most dominant postmodern traits, which are used to create humour. Episodes feature a huge amount of references to virtually ever subject possible, using a technique "a million gags a minute".

One feature of Family Guy that makes it post modern is the bricolage that it uses. There have been suggestions that Seth McFarlane has taken a lot of inspiration for the characters from past animations, for example the family dog Brian, bears resemblance to the famous character “Snoopy” in that he participates in human activities and also his general appearance.

The episodes are usually non-linear narrative. This is demonstrated in each episode there are numerous comedic flash backs to previous events in the lives of the characters. They are usually set off when one of the characters says a line similar to “this is worse than the time…” After this line there is a flashback to when something has happened in the past. They sometimes contain twisted cartoon representations of famous people in comedic situations, personifications of objects such as clouds talking to one another, or situations which are dragged out over a reasonable amount of time to make them awkward and make the audience almost cringe, which amplifies the humour.

The sitcom is heavily based around inter-textuality, examples of which are often seen in flashbacks or sometimes on the family’s television. An example of this is the episode which features the program “Jackass” – where Johnny Knoxville is seen to take a shotgun blast to the face, and then dance around laughing and shouting in pain with a partially revealed skull. Whilst this is a highly entertaining example of pastiche (another feature of a post-modern text) it is highly ridiculous situation, which would never be plausible, as it would almost definitely result in death or serious injury rather than giggles and moderate pain. This playfulness with realism is another post-modern convention.

Another example of the many Intertextual and pastiche references seen in Family Guy is the feature length film “Blue Harvest” Which is a Family Guy take on the Star Wars films. The name came from the fake working title used to hide the 1982 production of Star Wars VI: Return Of The Jedi, which, again, enhances its intertextuality. It features the characters from the episodes starring as the many characters from Star Wars, for example Stewie playing Darth Vader, Lois playing Princess Leia, Peter as Hans Solo and Chris as Luke Skywalker. More fun is poked at star wars by the suggested paedophilic character Herbert playing Obi-Wan-Kenobi.



The decline of the meta-narrative is also prominent in Family Guy; frequent criticism is made about Christianity, Buddhism, and other religions. Examples of this are when Jesus comes to dinner, and when “the super devil” (a devil riding a flying motorbike with a jar of marmalade which forced people to commit adultery). This is then used to make fun of politicians when a picture of George Bush sharing a beer with the ‘super devil’ is seen. Making fun of politicians and other influential people such as Bill Gates is frequent in Family Guy.



In Conclusion, Family Guy is a hilarious post-modern text in many ways, it’s constant inter-textual references, playfulness with realism, confusions over time and space and bricolage are all features that can be described as post-modern and set it aside from some of the other family based cartoon sitcoms.

Tuesday, 10 February 2015

Mock



1A


For my AS coursework, we had to create a music magazine. I created an indie/alternative magazine called Alternate which had the audience of both female and males aged between 18-30.


Digital technologies is used to describe the use of digital resources to effectively find, analyse, create, communicate, and use information in a digital context. This encompasses the use of web 2.0 tools, digital media tools, programming tools and software applications.  For my AS coursework, I used digital technology in a various amount of ways. I used Photoshop to edit the images for my magazine as there is a huge variety of tools that you can use to make the images look more appealing and suitable for the magazine. Photoshop is very widely used by successful magazines in the industry therefore I felt that it was necessary to use it. I used tools such as the Magic Tool, enhancing saturation and colour levels as well as playing around with the Actions tools to create my desired look. I used InDesign to create my magazine as it is a lot easier to use than Photoshop (which we used for our GCSE magazines). InDesign enables you to view the document as a magazine and you can use various different tools such as the Master page which quickly and effectively adds the same text to all of the pages. This makes adding page numbers and the website name of the magazine very easy and saved me a lot of time which I can instead use to improve my magazine elsewhere. Paragraph styles has also been very effective as it also saves time and matches the fonts up when necessary. I also used PowerPoint's, Word documents and Scribd a lot whilst planning tasks and used Scribd to upload the documents to my blog. As I am not used to using these programmes, it took quite a while to get the hang of using all of the new tools however it was quite easy once I knew how to use them.


To takes images for my magazine, I took my model to one of the media classes in our school and we used a variety of different equipment such as cameras, lights and white screens to mimic a professional photo shoot and create the desired look for my magazine. We used a variety of different poses to appeal to the target audience; she appears almost bare, with strikingly bold black eyeliner and red lipstick in order to make a statement. In my main cover, she appears to be posing quite seriously, giving direct eye contact with the audience to lure them into purchasing the magazine. This cover supports Laura Mulvey’s theory of the Male Gaze. For the subscriber edition, my model wears the same makeup and still appears bare however she is screaming whilst sticking her tongue out, reflecting the controversy of the magazine and the genre itself. I used a Canon SLR camera to take these images as it enabled me to take high quality images which is mandatory for any successful magazine. As my magazine needed to be completed to the best of my ability, I felt it was necessary to use a white screen as it allows the audience to focus on the model and nothing else. White screens are effective because they are very simple and plain, and can easily be edited on software's such as Photoshop to enhance the image. The lights enabled me to change the way my images appeared and allowed me to create the best looking images for my shoot, and the lights also allowed me to cast the shadow I wanted so that the editing process was a lot easier and smoother. The lights and the SLR camera were the most important to me as they created high quality images which made my magazine look professional and realistic.


I used creativity within my AS coursework as I wanted to create something that followed the typical conventions of a magazine whilst being somewhat original and unique at the same time. The name of my magazine was “Alternate” which means to ‘occur in time repeatedly’, and it also represents the genre which is alternative. I hosted photo shoots in locations that differ from the norm of my Indie genre and which stand out, including photos of the artist explicitly holding up her middle finger and sticking her tongue out. I also added an Instagram page with photos from the artist’s page to enhance interactivity with the audience of the magazine, including captions that were conventional, for example “just got tatted up! #feather” which is relevant to the indie genre as they are generally interested in tattoos as well as a hashtag which allows users on the social media website to easily access what they like. Another example of a caption I used is “”writing for the future… hmm” which links to the magazine as it is based on music. I looked at other magazines such as Q, Kerrang! and NME for inspiration on what house style to use, story lines and even images in terms of poses. I chose a red, black and white colour scheme as it looks professional and very sleek whilst also representing both love and anger – my genre of Indie/alternative seems to represent both of these issues. I also chose story lines such as the ‘50 gigs you have to see’ and a list of all of the bands and artists on the front page to give the audience a huge glimpse of what is inside. In terms of poses, I had my model looking directly at the magazine in the standard issue with her screaming insanely with a rocky edge in the subscription special magazine. This enabled me to take advantage of the different poses available.


Research refers to the investigation into and study of materials and sources in order to establish facts and reach new conclusions. Planning is a scheme, program, or method worked out beforehand for the accomplishment of an objective. When planning and researching for the project, I used a wide variety of programmes such as Prezi and even creating videos on Youtube to express my ideas. I looked directly into what I wanted to add to my magazine such as searching the internet for inspiration.


Using conventions from real world texts means to look for what is normal and established within existing media products. A convention is a rule, method or practice established by usage. I used very popular music magazines within the industry as style models for my magazine, as already mentioned, such as Q, Kerrang! and NME. Using the key conventions that they use and turning them into my own really helped me to develop my magazine and make it look as realistic and professional as possible

1B


Media language refers to how I communicated with my audience in my project. This includes editing, sound, mise en scene and camera. These are the tools used to create meaning in a text, which are used to create ‘signs’. Ferdinand De Saussure offered a 'dyadic' or two-part model of the sign. He defined a sign as being composed of a signifier, which the form which the sign takes, and the signified, which is the concept that it represents. Roland Barthes noted, Saussure's model of the sign focused on denotation at the expense of connotation.


For my project, I created a pop/indie music video the ‘Young and Beautiful’ by Lana Del Rey. As it is a pop/indie genre, I had to be careful with how I communicated with my audience with the decisions I made as this song is not the conventional ‘pop song’; most pop songs are fast paced, fun and light hearted whereas mine was sad and sombre. My music video reflects how the artist is looking back on her life rom when she was a young woman, however now she has gained a few years. In order to achieve the desired look, I used lingering close up shots of the artists where she was young to make the audience empathise. My audience is typically girls from the ages of 13-25. Close up shots really worked in my favour as its relevant ti the song to show how young and beautiful she was – literally. Most of the close up shots follow my artist putting on makeup and singing to the camera quite passionately; “Will you still love me when I’m no longer young and beautiful?” I also used close up shots of a young man playing the violin as it is quite a slow and classy song so the violin fits in as well as the instrument is used in the song, which is from the soundtrack of “The Great Gatsby”, again linking to the memories from the olden days. I used one long shot of the violin player in my video which is at the beginning of the video. Other long shots of the violin player in my video which is a th the beginning of the video. Other long shots I used include the artist spinning around slowly from the side to the other. This created a nice transition for me from one clip to another. I also used a few mid shots of the artist singing and playing with a rose which is later on shown to be fake – real beauty never dies. Other props I used that were shown on a close up include a vintage gold mirror and her makeup and hairbrush – the things which keep the artist beautiful. Lastly, a mid shot of the end was used as the artist is now looking back on herself and the audience identify that this is her later on in her life. This was followed by a close up of a photo frame of which a photo from when she is young is used – of her in her red dress. This is a visual progression, as firstly, starting off with the young girl 'getting ready'. She puts on makeup, brushes her hair and puts on a new dress. She does this for the first minute of the video. The second visual progression would be the progression of the character herself; originally looking very plain and basic which then transforms to her looking very made up and pretty where she appears to be more confident. Another visual progression that links into this is the setting. Whilst the character is on her own, she is in a very enclosed space (black box studio) and it clearly is just the model alone in there. It would all be very dark so the character appears to be isolated. This then contrasts with the big stage and auditorium that would be seen in the next few shots where although she would again look very isolated being alone in such a big room, it would look very effective and show the visual progression. One visual progression which I will add to the video myself will be the colour highlighting the time change. I plan to use a soft, glowing effect to emphasise the light-heartedness of the video. I could also use a 'sepia' effect to reinforce the time period it would be set in, as the song itself was made for the hit movie "The Great Gatsby" and features on the soundtrack. This will stay until the very end of the video where it would change to very vivid colour informing the audience of the time change to the 21st century. The last visual progression within my music video would be the age difference - the overall music video would show the old lady at the end watching back on herself when she was younger so the visual progression is her growing up.


In terms of mise en scene, the artist wears two different costumes. A black mini dress which is simple yet sweet, and a long, red, diamanté gown. Both of these costumes represent the woman well as a lot of young women would wear these outfits when going out for a special occasion. Therefore, they can relate to her. The artist wears a lot of jewellery, including an engagement ring and gold bangles with gold hoop earrings – she loves to appear to be ‘beautiful’ and shows signs of wealth. Other props include makeup such as powder, mascara, golden eye shadow and red lipstick. Her hair is also in a neat up do which is quite similar to that of the 1920s which is the time of The Great Gatsby. In the video she is shown to be applying her makeup. This complies with Laura Mulvey’s theory of the male gaze as she wants to be beautiful and so looks into the camera quite passionately and endearingly, giving direct mode of address through eye contact. We see the artist looking into a vintage golden mirror at herself, admiring her beautiful that she believes she will lose with age. A hairbrush is also used as she brushes her hair, all to make herself ore beautiful. In terms of light, I used a black studio, with soft but bright lights behind her to make her stand out. As the song is quite heart wrenching, it made sense to use deep and dark colours to represent the emotions and overall tone of the song.


In terms of editing, I used Adobe Premiere Pro and After Effects to create a vintage touch, as the song is quite old and classic with an elegant touch. I also made all of the clips softer to match with the song and make the artist seem more flawless. Enhancing the colours also made the reds and gold’s stand out – both of which are quite powerful colours which connotation wealth power and beauty.


For the sound, which was purely diegetic, I had to make the sound match the visuals, following Goodwin’s theory. I did this by matching the “diamonds, brilliance” line with a diamond ring to make the engagement ring stand out. Also, I had to fit the lip-syncing with the lyrics in the chorus in order for the music video to fit well together.


To summarise, I used a wide variety of signifiers to give across the point of the music video. Signifiers such as the makeup, the red dress, the black dress and the golden jewellery and diamonds all have signified signs of wealth, beauty and power.


2


Postmodernity is a very complex theory. Modernity refers to the modernist movement with everything we know today however postmodernity means “coming after modernity”, and in fact contradicts itself. There are a few characteristics of postmodernity, including pastiche, parody, intertextual references and flattening of effect.


Two key examples of postmodern films are both Blade runner and Pulp Fiction. These are very popular exams of postmodernism in the film industry. Firstly Blade Runner is possibly the most popular postmodern film. Ridley Scott's 1982 film is about a future dystopia where "replicates" have been invented and are deemed dangerous enough to hunt down when they escape. The film highlights to be playing with time (the various types of clothes) and culture and genre by mixing them all together to create the world of the film. "The postmodern look of Blade Runner is therefore the result of recycling, fusion of levels, discontinuous signifiers, explosion of boundaries, and erosion. The disconnected temporality of the replicants and the pastiche of the city are all an effect of a postmodern, post-industrial condition: wearing out, waste." Moving on pulp fiction is another popular example of a postmodernist film. The film tells the interweaving stories of gangsters, a boxer, and robbers. The film breaks down chronological time and demonstrates a particular fascination with intertextuality: bringing in texts from both traditionally "high" and "low" realms of art. By focusing on intertextuality and the subjectivity of time, Pulp Fiction demonstrates the postmodern obsession with signs and subjective perspective as the exclusive location of anything resembling meaning.


My first case study is The Lego Movie (2014) which was directed by Phil Lord and Christopher Miller. Lego is a very popular franchise therefore it’s known to be a postmodern film without even trying. This is because the Lego franchise creates many different characters for their toys for children to play with such as Batman. The Lego movie is set in an animated world and is the heroic journey of regular-guy Emmett and his quest to stop Lord Business from destroying the world with his super weapon: The Kragle. On the other hand the boy is set in reality attempting to play with his dads Lego while his dad does’t want to give in to the creativity that Legos can unleash. In many ways it can be seen that the Lego Movie is The Matrix with Emmet replacing Neo, the boy and Vitruvius combined to be Morpheus, Wild style as Trinity, and Lord Business as Agent Smith/The AI. There are layers of reality, and only the main hero is able to see both completely. Also, there are robots. Built within this multiple-layered-reality are iconic figures like Batman, Star Wars characters, as well as eclectic combinations such as Unikitty. Pastiche is highlighted to us throughout the film. It is never taken too seriously and the script reads like it has been written by a 9 year old, allowing the audience to relax and enjoy watching the film. Moreover intertextuality is displayed bringing characters in drawing iconic personalities that we already know. A prime example of this in the film is the character batman as we do not need any explanation of who batman is and why he does certain this as we already know this from previous experience. Flattening of affect is suggested through the character Emmit where he lives in a world of popular music, formulaic television, and people who always follow the instructions. At first it seems like an evil corporate plot, but when we pull back and see the father-son relationship in the framing narrative, we realize that this isn’t exactly the case.


My other case study is the music video “California Gurls” by Katy Perry ft. Snoop Dogg. The video begins with an image of a board game. This, as well as the pink, candy floss clouds suggests an element of hyperreality. There is a play of words – ‘Candyfornia’ instead of ‘California’.


The whole video seems to imitate the classic film ‘The Wizard of Oz’ (1939), through the use of pastiche, with Katy taking on the role of Dorothy as she saves three candy characters (who are replacing the characters of the tin man, the lion and the scarecrow as she skips across a candy lane (the yellow brick road). The video is heavily based on candy and all things sweet. The audience are then introduced to featured artist, Snoop Dogg, who is dressed as ‘Sugar Daddy’ in a sweet patterned suit. Through mise-en-scene, his clothing can be intertextually linked to Gene Wilder’s costume as Will Wonka in Willy Wonka & The Chocolate Factory (1971). Audiences will immediately identify the similarities of their sweet patterned clothes and brown cane, associating Snoop Dogg with the hyperreal sweet land. By placing him over the game board, and close up shots of him putting Katy Perry into the game, which creates a God-like status. This hyperreal candy land is based in Hollywood which is an intertextual reference. This also references the board game ‘Candy Land’, with much of the set decorated with cupcakes, ice creams, cotton candy, and lollipops. There is also a lot of teddy bears and dream-like scenarios; Katy is seen to be conforming to Laura Mulvey’s theory of the Male Gaze as she is seductively eating candy floss, lying bare on a pink cloud and using direct address to the camera by giving eye contact. The lighting is very bright and everything is colourful to make the video seem like a fantasy. Katy wears a lot of eccentric outfits, such as a corset and tutu with a lot of sweets stuck to it as she wonders around a forest of candy. She’s wearing a purple wig which makes her seem very childish in a teenage dream. We can also see Katy waving to over-sized gummy bears who appear to be alive which uses personification. An element of parody is seen in the music video, as the references to Willy Wonka is reinforced as Snoop Dogg is followed by these gummy bear workers. This is an intertextual reference to Willy Wonka as his workers are ‘Oompa Loompas’ so the audience can relate to the bears and gain an understanding of what their purpose is. We can see that Snoop Dogg is rolling sugar dice; controlling Katy on a board game which signifies that the video is not real. Other props involve Katy’s friend floating in a bubble gum balloon and Katy saving her with her stiletto heel – which is clearly very unrealistic. The candy canes at one point turn into snakes which symbolizes that even a dream has it’s faults. Katy then proceeds to climb the candy cane and is floating in a candy floss cloud. Whilst in the cloud, Katy is nude which signifies her growth within the video, in contrast to her previous child-like behaviour. At another point, Katy crosses another candy cane over a very dark ‘town’ which is actually chocolate. The gingerbread man is saved by being given a heart by Katy to make him happy – similar to the Tin Man in The Wizard of Oz who doesn’t have a heart. Half way through the song, Katy switches outfits into denim daisy dukes and a bralet which is like cupcakes and cream; the lyrics match the visuals of the music video. The next person she saves is stuck in a sweet wrapper. They then proceed to find a castle which is like Emerald City and she then stays in this wonderland. The director uses pastiche to self-consciously imitate the ‘fembot’ scene from film ‘Austin Powers: International Man of Mystery’ (1997). This is reinforced through the use of mise-en-scene where the Katy’s hair is styled in a similar way and she fires whipped cream at the gummy bears from her chest. She quickly defeats the army after which the stunned king throws down his staff and surrenders. The video ends with "Sugar Daddy" buried up to his neck in the sand by the women, nonetheless admiring their beauty and wishing that women everywhere could be California girls. Various California landmarks appear in the video, such as the Hollywood Walk of Fame, the Hollywood Sign and some West Coast beaches which were all made out of confectionery.