Wednesday 24 October 2012

Understand principles of digital video technology in interactive media

UNIT 62 Criteria 1

Understand principles of digital video technology in interactive media

How designers use digital video technology to enhance a user’s interactive experience on different delivery platform by Scott Harding

Designers of different interactive platforms use videos differently too suit different roles according to their; design criteria, target audience and aims. They use digital video technology for many different purposes when enhancing a user’s digital video experience whether it’s a short video clip used as a background, or an advertisement used as link in another website, or information which again can be a link to another website, attention grabbers to show what the website is all about to throw out a greater appeal to the website or in most cases videos on the internet are used for pleasure, pornographic or entertainment purposes, but the biggest provider which the majority of my information will be based around is YouTube.

The biggest entrepreneur in the portrayal of different video technology is the world’s most active site www.youtube.com that run off their soul exportation of video technology via adobe flash video player, and its modern simplistic design via the use of HTML5. Since its arrival in February 2005 YouTube has become a huge internet sensation ever, with over two billion videos being watched a day, three billion views on online blogs which YouTube provide, and a staggering four billion videos streamed from the YouTube server every day. Over an hour of video is uploaded every minute by individuals and companies like VEVO and the BBC, with this service so easy to access with provision by the internet YouTube has changed lives. Its content has made people famous for example Justin Bieber who has now had numerous number ones in various international charts all because his mother uploaded videos of him singing onto the internet for family to see which luckily was spotted by the man which soon who went onto become his manager

News, gossip and popular music flies across borders with the use of YouTube, because of the introduction of high-quality video cameras in everyone’s phone across the world recording videos has never been easier. Every major event in the last few years has been caught on camera and placed onto the internet for example: the collapse of the twin towers, the earthquake in china even the private executions of the dictators, Muammar Gaddafi and Saddam Hussein appeared on the internet and had millions of views in an amazingly short period of time.

This huge influx of internet activity caused by the new ease in the ability to change and mould social ideas with the use of videos on the internet with popularity videos become thrown into the ‘social mainstream’ where popularity will only bestow even more popularity as it is introduced to more popularity based news feeds and home pages thus increasing its likelihood to be seen by more people. This is greatly contrasting to how video distribution used to be, when you had to attach a file and send it via an email service to a single recipient or copied onto an external memory device but with the progression of technology and ideas now allow us as internet users to load and watch videos in seconds without opening any separate pages to successfully watch a video.

DVD replaced the VCR and now watching films and series online is quite rapidly in my opinion replacing the DVD as its cheaper, quicker and generally more effective in terms of choice and variation of genres. This is one area of platforms video technology can be presented by, first film, then disk now all digital over the internet or via some sort of wire/wireless connection a greater source of information. This being true the technology in video presentation has increased greatly over the past decade; this implements all new video producers in the fact that they no longer have to produce their media in a way that would appear to be archaic and the requirements of their work are higher due to public demand and technological advances on a global scale.

The new technology allows the new generations who are passionate about filming and video design to film, edit and create and most importantly compete efficiently in what has become a very dangerous volatile industry at a much cheaper cost in comparison to what it used to be. The competition between rival distributors in the market is keeping prices of brand new user friendly technology down which is perfect news for young entrepreneurs who are looking to thrive as newcomers in the industry. YouTube is a talent scouts dream website, with all the new producers and video designers who can develop amazing work with not even professional standard equipment or software, not only getting new talent out their but within practical terms but it’s also getting new producers and video editors spotted. New updates for software has made it possible to film and edit on a handheld device, on the move at a near professional standard just one example how the new technological developments have enabled people to distribute their own media into the world wide audience over the internet and therefor effect how interactive videos are used on a huge scale with new young designers coming through a lot younger and with courses in colleges to further young skill full designers prospects in terms of progression in the industry with qualifications and experience.

The very first YouTube video http://www.youtube.com/watch?v=jNQXAC9IVRw titled “Me at the zoo” got over nine million views over its seven years on the site, thousands of comments even though it is a basic 19 second quite plain video diary of an average person. This shows to what extent YouTube can to do an individual video over quite a short period of time, another good example is the new number 1 “Gangnam style” a south Korean party dancers disco style video has become world renound. Social experiments have been carried out via YouTube, the one I remember quite clearly is the ‘Stop Kony 2012’ video on YouTube which was an instant hit as it appealed to basic morals in all people across the world it was getting over 1 million hits per hour at one point and was dubbed as “the new way to move the world to action” said one news reporter. As it peeked at over 93 million views this proved morally this experiment proved that this video affected a lot of peoples viewing experience as it a different feeling portrayed by the media, it appeals to the fundamental properties we live our lives by. The purpose of this experiment was too see if they could make the genocidal dictator of the IRA Joseph Kony famous and his atrocities with it and fundamentally to stop the IRA and their movements in Africa. It worked actions have been made and further more planned to stop the illusive leader Joseph Kony.

The only real limits YouTube first implied were basic ones, the viewing of YouTube videos required the installation of adobe flash player plug-in which has since became one of the most commonly installed elements of software and is now pretty much a necessity on personal computers as it is required for around 75% of online video. But in 2010 an experimental version of YouTube was issued that used a built in multimedia with capabilities of browsers supporting HTML5, by doing this they allowed videos to be viewed without the requirement of Adobe Flash Player or any other plug in. You can still opt to use the HTML5 trial browser but not all videos are available in this format of YouTube.

When uploading videos you have to trim videos at a standard of 15 minutes long which was increased from 10 minutes in 2010, users with good track records of uploaded may be offered a longer standard of video by up to 12 hours with a new file size limit 2GB limit also. In terms of format of uploaded videos:

“YouTube accepts videos uploaded in most container formats, including .AVI, .MKV, .MOV, .MP4, DivX, .FLV, and .ogg and .ogv. These include video formats such as MPEG-4, MPEG, VOB, and .WMV. It also supports 3GP, allowing videos to be uploaded from mobile phones.”
http://en.wikipedia.org/wiki/YouTube

There aren’t many things types of video that aren’t used in the present era; to inform, to persuade, to entertain, to instruct and lastly to convince all have different purposely intended effects on the viewer. Its social brainwashing when you think about it, most videos you watch whether your waiting for your YouTube video to load or in the break of program on sky1 your subconscious mind is being fed information which will benefit someone’s business from. Most advertisements are trying to persuade you to part with money or time, whilst convincing you it will be worth it or you will benefit you somehow.
http://prezi.com/1nqy0vxngrbl/different-uses-of-video/

In conclusion designers use digital video technology to enhance a user’s interactive experience on different delivery platforms by purposely targeting audiences with media portrayed in a specific way. The biggest deliverer of these different portrayals is YouTube which has changed the whole prospect of video over the internet; it has bettered the lives of thousands of people like new talent Justin Bieber also it has informed billions of people millions of different pieces of information. The user friendly way YouTube has been created has made everyone who is interested in viewing video over the internet’s lives easier, in my point of view, I watch more YouTube videos day-to-day than I watch television due to how easy it is to use and the wide variety of genres you can access on YouTube. Due to the speed it has progressed and it continues to progress at I think YouTube will carry on being successful and prosperous for years to come, as long as the average user or “little guy” isn’t over powered by corporate media and giant advertisements.


Bibliography

www.youtube.com

Friday 5 October 2012

Conduct primary market research into mobile gaming formats, pricing and popular mobile games.


Task 1 (17th September)
Conduct primary market research into mobile gaming formats, pricing and popular mobile games.

Conduct secondary research to discover the most popular selling devices and platforms.

Also research current ‘hot’ cultural memes (e.g. Mine Turtle) which you could use or imitate in your own game.

Create a blog entry in which you explain:

  • the importance of market and audience research in the interactive media industry (GC3.1);
  • the comparative uses of primary and secondary research (GC3.1)
your research methods and results (GC3.2, GC3.3).

Market research in the interactive media industry

Market research is the simple investigation into similar into a information about a market or customers, it is hugely important business strategy. research teams in companies carry out this research to find out: how competitors in the industry are getting on with their products and what the current generations opinions are of their media, what is the best piece of media on the market at the time. This research can be carried out to make sure a company doesn't make the same mistake as a competitor, or maybe use ideas from other companies which could benefit the researcher. All in all it is to keep up to date with the competition and what the market needs, market size and what the customers want.

Audience research in the interactive media industry

Without research teams in industries they would not be able to anticipate any success or popularity in the industry, audience research is one the most important research companies (especially in the media industry) can carry out. They need to make sure their piece of media whether its a game or a website had suited their target audience and will be successful on the market.

The comparative uses of primary and secondary research
Primary research is the investigation into to collected data in through methods like: questionnaires, quizzes, feedback sheets a collection of data by a number of people which they can contract percentages and data from. Secondary research is the step after primary research, it is also known as desk research as it is very much done behind a desk. It is the process of using the data and results concluded from the primary research it is the process of turning individual pieces of information and formatting them in a way that can be presented as data.

Quantitative research
Quantitative research is information collected based on number, IE; graphs, bar/line/pie charts which can be used to present data. Normally deducted from simple surveys and simple feedback sheets.

Qualitative research
Qualitative research is more personal than just numbers and data, this can be reviews and feedback left by an individual used on mass to deduct the general popularity of a product or piece of media. This technique also allows you to use these comments as another form of advertisement as positive feedback can be used to attract more customers.

This research technique is used through out the industry and is another very important business tactic

What we did.
Market research: our market research was basic investigation into gaming platforms and popular games in the industry. Our results showed us that although Android are on paper the most successful and popular platform of phones, iPhone netted a lot more profit last year and people between the age of 14-16 prefer to play on an xbox than any other gaming platform. Most importantly the majority of mobile gamers prefer to play on an android platform rather than: blackberry, Sony or IOS.

What else we did
To collect some more personal data, we sent a questionnaire to our class containing questions to gain feedback of our re skin of the basic catch/avoid game. We gathered a decent ammount of data from this questionaire but it wasnt conclusive as we cannot base the prospects of our game on what a class of 25 think. On our survey we tried to create a set of questions to allow us to collect some Quantitative and Qualitative data at the same time, which we succeeded in, although we collected the numeric data we required to proceed with our research we collected some more personal informations, people views in words rather than numbers and statistics. We then used these positive pieces of information to premote our game to our audience. 80% of our sureverys said that the game was enjoyable and 100% of our replies said the game suited the target audience which was a huge plus, our game recieved an average rating of 6.8 which again was a big bonus for us. We then went onto using the negative parts of the survey to bulster ideas for improving the game, for example alot of the replied said that the graphics could be improved, and there could be more levels introduced into the game which we will look into if we ever decide to improve on our game on a bigger scale.

With this information we collected via our new research techniques we presented our data to the class in a business type pitch to get our information and the concept of our game across. On a whole it was very successful.