ASSESSMENT TASK 2: SELECTED POSTS

  1. https://hannahhuo.wordpress.com/2017/07/23/digital-narrative-new-direction-in-narrative/ The first time to understand a bit about Digital narrative, particular in the definition of i-Doc.
  2. https://hannahhuo.wordpress.com/2017/08/06/week-2-open-space-documentary/ Open Space Documentary is an emerging concept of documentary, which makes space for co-creation among people by using network.
  3. https://hannahhuo.wordpress.com/2017/08/06/week-3-linear-and-non-linear-narrative-videogames/ I want to make a video game, so that to know about some types of the video game is necessary.
  4. https://hannahhuo.wordpress.com/2017/09/13/week-4-how-to-make-a-game-app/ This blog talk about some details and steps of making video games on app, which help me to learn some basic skills although I didn’t have any experience of game design.
  5. https://hannahhuo.wordpress.com/2017/09/18/week-5-video-games-for-children/  I found that online games and apps are extremely popular with children and teenagers through the research, also there are many benefits about video games for them. So based on these benefits, I will make a video game for kids.
  6. https://hannahhuo.wordpress.com/2017/09/18/week-7-not-all-video-games-tell-stories/ Through the flipped lecture, I found that an interesting concept – video games is not narrative but simulation. Then I want to deeply understand this opinion.

Week 7 – Not all video games tell stories

Jenkins (2004) explained that it’s difficult to determine the relationship between games and story and now it still remains a divisive question among game fans, designers, and scholars alike. One side argues to focus on how a player acts within a simulated virtual world; the other argues to focus on how games tell stories in new ways.

Frasca ( 2003 ) argues that storytelling model is inaccurate and limits our understanding of the game medium games. Games are just a particular way of structuring simulation, just like narrative is a form of structuring representation. Simulation and narratives are fundamentally represent different ways of conveying opinions and feelings. Furthermore,  the two types of games are mentioned by him: paidia games have rules that do not define a winner/loser; ludus games have rules that do. Contemporary games are limited by the ludus mode which offers only a simple dichotomy, like good vs. evil). The paidia model offers the potential to greatly expand the scope and artistry of games. Additionally, paidia games are more “open-ended” than their ludus counterparts.

I agree with Frasca’ opinion. In video games, simulations can express messages in ways that narrative simply cannot, and vice versa. So not all games tell stories. Jekins said (2004), ‘Games may be an abstract, expressive, and experiential form, closer to music or modern dance than to cinema’.  Video games are capable of expressing the ideas and feelings of an author. Sometimes interface design and expressive movement  are also important for starters, and these are not the storytelling can offer to players.

However, Jenkins (2004) shows that interactive and narrative elements can be effectively combined in video games. I have to admit that many games do have narrative aspirations.  Jekins (2004) suggests that many games often rely on the familiarity with the roles and goals of genre entertainment to direct players to the action, and in many cases, game designers want to make a series of narrative experiences for the player. Therefore it seems reasonable to imply that it is necessary to show some understanding of how games relate to narrative before players know the aesthetics of game design or the nature of contemporary game culture.

 

References

Jenkins, H 2004, ‘Game Design as Narrative Architecture’, in Wardrip-Fruin, N. and Harrington, P. eds. First Person: New Media as Story, Performance, and Game, The MIT Press, Cambridge, 2004, 118-130

Frasca, G 2003, ‘Simulation vs. Narrative: Introduction to Ludology’, Wolf MJP & Perron B (eds) Video/Game/Theory. Routledge

 

 

 

Week 5 – Video games for children

Nowadays, many video games, online games and apps are extremely popular with children and teenagers. Children might seem to spend too much time gaming, but most of them playing video games in a healthy and balanced way under the suitable direction of their parents, like the parents can help their child get the benefits and avoid the downsides of playing these games by guiding their choices of games and the playing habits. Shapiro ( 2014) suggests that in some cases, gaming is beneficial. Children who typically spend less than one-third of their daily free time on playing video games shows higher levels of “prosocial behavior”and “life satisfaction” as well as lower levels of behavior problems, “hyperactivity and emotional symptoms”, compared with non-players.

I think there are a lot of benefits for children playing video games, like improving problem-solving, strategy and planning, decision-making and logic skills, the ability to set and achieve goals. As long as the children don’t play video games too much, games also can have emotional and social benefits, for example, it’s a way to relax and get closer to family when they all play games together, and to enhance children’s self-esteem through getting better at challenging games and moving through levels.

Also, I remembered that I like simulating to cook desserts, dishes or snacks by using some toys and clay when I was a child. So that is why I want to create a online simulation game about cooking for children.  Also, there  are a lot of games about cooking for kids on apps store, the common of them is that the style all is high-colored, more focus on the visual impacts and creative design. I think most of children are curious of the subjects they never seen before in a colorful world. So I want to make a game about making desserts which includes donuts, cakes and cookies. Because in these kinds of games, children can create their own style and design of the shapes or appearances they want, which is a effective way to enhance their creativity and imagination. I will continue to research professional knowledge about making the video games for kids.

 

References

Shapiro, J 2014, ‘A Surprising New Study On How Video Games Impact Children’, Forbes, Blog, viewed in 18 August, < https://www.forbes.com/sites/jordanshapiro/2014/08/27/a-surprising-new-study-on-how-video-games-impact-children/#5542ca2a7556>

Familyshare, 5 ways video games can be good for your children, <https://familyshare.com/26907/5-ways-video-games-can-be-good-for-your-children&gt;

Week 4 – How to make a game app?

Actually, I didn’t have any experience about game design, but I think that video game is an effective and creative way of narrative for directly interacting with audience  to generate visual feedback through electronic devices in different platforms. So I want to make a simple game in apps as well as I need to study basic skills about game design.

Though Thomas (2011) online article, to make a simple game in app is not as really complicated and difficult as we think. There is a huge range of resources out there that will help us on our way to becoming an app developer or a game developer.

Firstly, to do the market research is important, like to know which type of games is popular in the online store? What kinds of users prefer to play the game on their phone? Try to be creative and think outside of the box, the original idea we still can learn from the existing games but make something that is even better, like it may be easy to mix and mingle other game ideas that have already been done. Also to measure the success of a game relies less on the creative side and more on the actual game play – get creative in how can we design our game so that people keep coming back.

Then we need to understand the technical steps behind the game creation. Especially, if we don’t know how to code, there are a variety of programmers online who would be glad to build the app for us, also there is a lot of existing app code known as Source Code or App Templates we can use to create our app blueprint, which drastically cut the development time and cost. However, if we don’t have the money to outsource the whole making process or we would like to dig into the code ourselves when learning how to make a game app, the next step is to download the software development kit for the iPhone, like Xcode. One thing is important, never forget to wireframe the game by using some tools, like Prototype, POP, Blueprint or etc. Once we have the wireframes designed, the programming part enters the picture. Maybe we need to test our app in the iPhone Simulator in order to looking for glitches and bugs.

To create a video game on app is not easy obviously, but I just try hard to look for resources to learn, take everything I have learned in the research process and make it. So I will try to make a narrative through video game to present for my audience.

 

 

References

Thomas, C 2011, ‘How to Make A Game App Like Angry Birds in 5 Simple Steps’, BlueCloud Solutions, blog post, 19 October, viewed 10 August 2017, <https://www.bluecloudsolutions.com/blog/develop-app-angry-birds/&gt;

Hattersley, L 2017, How to make an app for iPhone or iPad, Macworld From IDG, viewed 10 August 2017, <http://www.macworld.co.uk/how-to/iphone/how-make-app-for-iphone-or-ipad-3532803/&gt;

ASSESSMENT TASK 1: PITCH PEER FEEDBACK

1. Andrew – A Girl, Two Guys and a Gun

Andrew wants to produce a live-action film, which is a romantic comedy that an Australia girl Nathalie fall in a triangle love with two man and embroiled a man’s sinister criminal schemes on the way of traveling in Paris. But I just a little confused about the place where does this film will set. Andrew mentioned that it’s set in Paris, but not Paris as it actually exists, it will take place in the romantic version of Paris that exists in Nathalie’s mind. What does this mean?  Does it mean that the place is not a real world,  is just a virtual space imagined by this girl , or it still happen in real places of Paris which is not the traditional style of Paris cities, just want to follow the girl’s romantic version to set up and show to audience?

Andrew intends to  focus on unconventional visual techniques similar to French New Wave cinema (sometimes to tell the story and sometimes for comic effect), it’s a creative and intersting idea. Actually, I didn’t know what does this style look like, then I did some research about it. I found that almost this kind of movies show in a black and white version, is it right? I really want to know more about the French New Wave style.

Andrew’s presentation attracted me more because of his vivid style. He used the background music which really matched his topic and idea to present the idea. Also, he showed us a neat, simple but interesting video to make the content more attractive and understandable. However, the music is a little bit louder than his voice, so he could notice this minor problem next time.

 

2. Jie Shi – Firefly

Jie wanted to make an interactive movie about the story of Germany Nazi Fight in Europe. The main character is a commander of Firefly Tank, who works with other soldiers together. It is an open-ending narrative, he also mentioned that there are multiple story-line will be explored during the development of story and audience can make their choice to decide that how does the next plot happen. It means that each choice leads to more choices. This is a creative interactivity of audience and the project.

I think that this kind of non-linear story is called ‘branching narrative’. From the lecture in this course, I knew that it is difficult to produce, because it requires more content and more complex storytelling engines to keep track of all the players’ decisions than linear stories. So I suggests that Jie can make multi-linear story , just the player can make some decisions, but they cannot avoid certain important story events already set.

There is a similar project Late shift showed in class before,  Jie can learn how to create a logical plot in every part of  this movie. However, there is a question, I still didn’t know the story world clearly, what is the goal of the main character, does he want to save the people who struggle in a dangerous position or just want to complete the tasks and go back to HQ?

There is a really good thing that I need to learn in Jie’s presentation. He prepared the Cue cards to write some important notes and help him to remember and remind what he have to say next. This is a good habit when people make a speech in a professional and formal way. But one problem is that there are too much words in the PowerPoint, he could capture some important points on every slides and let people focus more on his speaking.

3. Ksenia KC – 13 weeks @ RMIT

KC wanted to make a promotional video for RMIT University, to capture the daily life  and experience on campus and let new students to know what it is like – to be a student here. And the characters ( or participants) can collect and shoot the footage by themselves, she will put these footage together. This video will entirely consists of the clips recorded and sent by participants.

It’s a creative and interesting way to improve the level of participatory and make an efficient interaction between the project and viewers. But I think the quality of the video is hard to control, because some of them may not good at shooting in a professional way. Everyone has their own style to shoot by using different equipment. In the post-production, it will cost more time on editing to make every clip connecting smoothly and naturally. Also, the content of this video is hard to make it more attractive, as we know, campus life is more about studying or socializing. There is not so many funny or interesting events can capture the audience’s eyes.

How about make this project be a web series?  Because of the rise in the popularity of the Internet, web series are easier and less expensive to produce, and target to more audience of communities, compared with traditional TV series production. She could find several certain characters and create the script to make the plots she wants based on the real life of campus students or non-scriped. Then these series could upload many popular platforms, such as Instagram, YouTube, or Weibo. It’s just my suggestion.

In the presentation, KC is really calm and natural, so that she made the whole process going smoothly. Although there was a scrape happened, she fixed the problem immediately through her humorous style.

4. Federica – BANA YARRALJI BUBU

Federica wanted to produce an interactive documentary that include 360° experiences and short animations, about kuku Nyungkal culture. The aim of this project is to protect Nyungkal people’s knowledge and to engage with younger generations through an interactive interface.

I really like this idea about the 360 video experience, this way will highlight the feature of new direction in narrative. Unlike the traditional documentary,  360 video documentary may make use of the online space in allowing participation and interaction, fuse technology and storytelling to create emotionally transformative experiences to the audience. But using this technique is a really big challenge. Actually, I didn’t know more about this type of documentary either.  I find a video which is the first one 360° documentary The Displaced  made in 2015 and an article about some solution or advice of dealing with creative and ethical challenges during the process of producing 360 degree documentary.

Federica also mentioned that the inspiration of her idea also comes from web page game about learning the extinct language, I think that she could create a game like this into the documentary to strengthen viewers’ attention on the problem of KuKu Nyungkal culture disappearing. In addition, I know that there are three different levels of interactivity that determine the type of documentary, semi-closed (the user can browse but not change the content), semi-open (the user can participate but not change the whole structure), or completely open (the user and the interactive documentary constantly change and adapt to each other). I suggests that she could choose one level of interactivity display in this 360 video documentary is better to attract more viewers.

Federica’s presentation is really clear and logical. Every part of her content is neatly showed with PowerPoint, however, just one thing, I think that her voice will be louder in presentation at next time.

5. Hadi Mahood – Dr.Hamodi

Hadi already made a documentary for recording a doctor Hamodi’s life in Mannum City. The protagonist is an Iraqi refugee and be a doctor worked at Mannum Hospital in South Australia. I think the idea of this project which aims to appeal people to respect and tolerate the refugees is really meaningful and controversial, so it is able to drive stronger attention of government and community.

However, I want to know, in comparison with other documentary, how is this different and how is this ‘a new direction in narrative’? I suggests that this documentary could be a multi-linear narrative i-doc in some websites by using digital technique to strengthen the interaction and participation. Viewers can make choices to click the information they want to know.

Hadi mentioned that he needs help for the video editing, I didn’t have much experience about editing, so I can’t offer the more useful suggestions for him. For me, I think that a documentary’s editing doesn’t complicated, you just know how to make the whole clips connect logically based on the storytelling line, just some basic and simple skills of editing is able to be learned from many videos in YouTube. He could learn by himself.

Maybe the 3-minute pitch is not enough for Hadi and because of my poor listening skills, some points of his pitch I didn’t know so clearly. He just showed several sentences about the whole story world in PowerPoint and present them to us. Maybe he could capture and outline some important points in the slides at next time, this way may let audience more clearly know that what does the presenter want to mainly express in this part.

Week 3 – Linear and non-linear narrative videogames

 

From the lecture, I knew that the differences between the linear narrative and non-linear narrative in videogames. Linear narrative games will allow players to confront and overcome the sequences of challenges in the same order, just can move from the beginning to the end with pre-determined plot. Also, the non-linear narrative games will allow the players to make the choices to complete a number of sequences of challenges in different order, which is sometimes described as being an open-ended or a sandbox. However, there is often little or no story in video games with a truly nonlinear gameplay, because a truly nonlinear story in games would be written entirely by the actions of the players, and thus remains a difficult design challenge.  So that some games feature both linear and nonlinear elements.

For me, I prefer the non-linear narrative games, because I think it has a higher array of freedom and exploration than linear games. And there are three main nonlinear story structures: branching, multi-linear, and emergent.

Branching story, the players can choose that what happens next, but they cannot change the story line or ending of the story.  Visual novels and Role-playing games are often use the branching storyline. It is common that such games to use interactive narration in which a player needs to interact with something before the plot will develop, or nonlinear narratives in which events are described as a non-chronological order.  Sometimes the player is given a choice of which branch of the plot to follow, while sometimes the path will be based on the player’s success or failure at a specific challenge.  If the players fail to achieve the goals, a premature endings will be offered in many games, but these are usually just interruptions in a player’s progress rather than actual endings. However, this kind of game is hard to write, take longer time and cost more.

Multi-linear story, as a compromise between linear and branching stories, there are also games where stories split into branches and then fold back into a single storyline. In these stories, the plot will branch, but then converge upon some inevitable event, giving the impression of a nonlinear gameplay through the use of nonlinear narrative, without the use of interactive narratives. This is typically used in many graphic adventure games.

Emergent story,  the player is given so much control that they are more creating a story than interacting with a story, also an authoring environment and stories emerge as we play with it. Also there are two kinds of emergent story,  one is intentional emergence that “happens when some creative uses of the game are intended by the game designers” and another is unintentional emergence that “occurs when creative uses of the video game were not intended by the game designers.”

 

 

 

References

Adams, E & Rollings, A 2010, Fundamentals of Game Design, New Riders, Berkeley, CA.

Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. pp. 194–204.

Schell, J 2009, The Art of Game Design: A Book of Lenses, Elsevier/Morgan Kaufmann, Amsterdam, Boston.

Week 2 – Open Space Documentary

 

Now, the documentary is redefining as a fluid, collaborative, shape-shifting, responsive environment, from the static, fixed objects of analogue film and video, which is also an emerging framework for community-based media with the forms across the analogue, the digital and the embodied, so we call it as ‘Open Space’ documentary. Actually, this definition is so abstract for me, I can’t really understand it. But as the words ‘open space’ said, I think that this module has stronger capacity of tolerance and diversity than the traditional documentary. Also, the open space documentary model will bring people with diverse interests together as a key practice.

Why we use documentary as ‘Open Space’?  According to an article (Helen 2011),

1.  It can invite new conversation and behavior to recover the society in a pleasure and interesting new way, even fighting with fear.

2. It can appeal the people who is in real community to experience the social media environment intentionally and get some feedback from itself.

3. It lives via expansive networks and communities beyond traditional media distribution channels with encouraging multiple versions of a project to experiment.

4. It just allows producers and exhibitors to offer the context to the audience, this means that users can recreate the more fluid movement and interconnections of content in discipline.

5. It can attract conveners and participants’ attention through different discourses, practices, and dynamically shifting elements in an incredible way.

6. It can work within a developing space, and offer an expansive media platform to the participants  in a collaborative, decentralized and migrant way.

Additionally, I believe that dialogues with multiple voice is really important in Open Space documentary through the creative practice from a variety of different participants in communities. This module can help capture the significant histories and public memories to build and strengthen the local infrastructures. Overall, Open Space Documentary makes space for co-creation among people by using network which is not just the digital system, also social system of people, places and technologies.
References

Helen DM, 2011, Open Space Documentary,  A Working Guide to the
Landscape of Arts for Change

Week 1 – Digital Narrative

Like the words of ‘Digital Narrative’ says, people try to use some ‘Digital equipment, media and strategies’ to create or recount a story in order to expose real phenomenons and tell meaningful events to the public about our society. As technological advancement, almost everyone can be a storyteller by using portable devices, such as mobile phone, lightweight camera etc., to record the truth of life, share their lived experiences and make media in different platforms, whoever the households or workers they are and wherever the home or the street they stay at. It’s flexible and transparent.

There are many types of digital narrative, which includes that VR, podcasts, games, blogs, web documentaries or etc. Now I want to talk about one kind of them – Interactive Documentary (i-Doc). Judith & Sandra (2012) expresses that any project uses the digital interactive technology to realize an intention which engages and starts with the ‘real’ document. This definition is really abstract when I read it at first time. Simply, I think i-Doc is a new audiovisual form to create a new logic for the representation of reality with specific characteristics of their own. It is a term used to describe the new possibilities about constructing and representing the ‘reality’ which was result of the human–computer interface (Judith 2014). If a physical action takes place between the human and the computer, a documentary will be interactive in the context. It also focuses on interactivity between the content, the technology and the user, rather than author just create a specific discourse of reality for traditional viewer (Arnau 2013).

I-Doc is a interactive media to establish a dynamic relationship between authors, users, technology and environment. It’s able to offer new opportunities to negotiate and co-create reality for challenging our views of participation. I think that for making a documentary, whatever it is traditional form or innovative form, the ‘truth’ is always the most important element. More details about the i-Doc, I still need to explore and learn during this semester. If I have a chance, I will try to make a interactive documentary.

 

 

References

Arnau Gifreu 2013, ‘The Interactive Documentary: my life, my passion, my playlist’, MIT Open Documentary Lab, blog post, 21 November, viewed 23 July 2017, https://docubase.mit.edu/playlist/the-interactive-documentary-my-life-my-passion-my-playlist/#projectitem-1

Judith, A & Sandra, G 2012,’ Interactive documentary: setting the field’,  Studies in Documentary Film, vol. 6, no. 2, pp. 125-139.

 

 

 

PIM- Assessment 3 Individual Reflection

This semester my partners and I made an Ezine – HBANANA, which records the happy moment of every ordinary girl to motivate positive attitudes, healthy and happy lifestyle to the young ladies. Also it inspires and encourages ladies to enjoy their life from the simplest thing.

Before we started this group project, we defined distribution for everyone in the group. And I was a photographer, working closely with editor to write captions and with technician to edit photos by using Photoshop, Illustrator, etc. Because we used Instagram as a platform in our first campaign , where was that uploaded daily with photographs and captions according to the each week topic. During this process, I often used mobile phone to capture the original and happy moment in my daily life. Also, I need to make sure the goal of each post, which is able to attract the audience’s attention and invoke their emotion.

Featherstone (2009) said that now more and more people are watching Internet pod-casts, video clips and pop-ups and listening to music from their cell phones and other mobile devices. Also, media are not just more mobile and work outside the office and home, the new media are also more interactive as cheaper multi-functional devices which are enable to boost the possibilities for creating, recording, editing, storing and archiving media contents, like TV program, movies, music, images, textual data. The mobile media enhance flexibility and integration for people. This is an important reason why we chose Instagram to be the platform in our 1st campaign. As we know, Instagram just allow mobile phone to upload the photos or videos, which highly express the meaning of mobile media theory and it is a popular platform that help us easier to target our audience. So using mobile media is convenient to record the real things happened around us and easy to accessing for any where in our daily life.

However, we didn’t get the results we expected before, we can’t engage with audience effectively. In other words, the spreadability of our project is our weakness, which is “refers to the technical resources that make it easier to circulate some kinds of content than others, the economic structures that support or restrict circulation, the attributes of a media text that might appeal to a community’s motivation for sharing material, and the social networks that link people through the exchange of meaningful bytes” (Jenkins, Ford & Green 2014, p4). This means that media person should use some devices as technical sources to spread our content easier than others, like using computer, mobile phone, also effectively motivate audience to share and exchange the meanings of our materials, to spread the information and problems that we want people to recognize as much as we can. But maybe in this process, we just focuses on the topic about simple girls’ daily life by using one media platform, that’s not enough to spread. Also, this way need to take a long time. So we decided to use Facebook as platform in our second campaign, where the posts will be uploaded daily and linked to our Intstagram according to the weekly specific topic, as well as sharing useful tips of other popular lifestyle page. This way do enhance the spreadability in our media project, from 1 or 2 ‘Likes’ in one post to 4 or 5, also the followers increasing from several person to more than 20. This is not a great improvement, but we also get the confidence from this small progress.

In our group, we collaborative with each other effectively and efficiently. Because everyone has their role to do the group work and we can easier to achieve the consensus which is an essential element in forming a collaborative team (Rees 1993). We clearly know that we are a group, not an individual, so we considered any problems is based on the group benefits when we made every team decision. Also, trusting on each other is important and powerful (Tabaka 2006). We believe that we can solve any problems as a team, for example, we didn’t achieve the goal at the first campaign, but we tried to find the weakness and to explore the better solution to make an another decision. For a collaborative team, information sharing, constant negotiation and participation are the powerful tools for making well-informed, team-driven decision (Tabaka 2006). Thus we had to have meetings many times when we made this project to exchange our ideas effectively, which is a reason of forming a high-performance collaboration.

Compared with the previous work about CMWP, this project runs more professional, just like a real media person collaborating with a group. Because we needs to do a lot of research before we starting a campaign, then constantly analyze and reflect the weakness in this process, to improve and achieve the final goal. Even we didn’t get the ideal influence in our project, but to know how to reflect when we finish one task in the future is the most important. Reflection is a powerful way to make people recognizing the existent problems and modifying it effectively.

 

 

 

 

References

 

Featherstone, M & Yoshimi, S 2009, Ubiquitous media, Sage, Theory, Culture & Society.

 

Jenkins, H, Ford, S, & Green, J 2013, Spreadable Media: Creating Value & Meaning in a Networked Culture, NYU Press, New York, NY.

 

Ree, F 1993, 25 Tips For Teams, San Diego: Pfeiffer & Company.

 

Tabaka, J 2006, Collaboration Explained: Facilitation Skills For Software Project Leaders, Upper Saddle River, NJ: Addison-Wesley.

 

PIM- Individual Reflection

About previous project in CMWP, it was a digital storytelling which was my first time to hear this term and also I did some research on it. Digital storytelling is used to describe a digital media production, which allows people to create a short story, share and record every aspects of their daily lives with digital content, like sounds, images, videos and a short movie (Jay & Doug, 2014). So my group made a digital story video to inspire the people who was probably disappointed in their life to be more confident and positive. So our video style and sound design were bright and lively. After the pre-production, we began to use the camera to record our story by following the storyboard we’ve prepared.

Because I was a First AD in the previous project, this means that I need to assist the director with respect to on-set production details, coordinates and supervises crew and cast activities. So this position was important for me, because I can learn how to be responsible and cooperate with other people in a collaborative team. In addition, I also learned that how to set up and control lighting equipment when we shoot some scenes outside at night. To create light and color effects and sequences was enhance the actor’s performance showed in screen.

When we posted our video through the Facebook and Weibo, maybe around 40-50 people Like it. I know this just a small number, maybe not worth to mention it. But we all tried our best to do this project, even only just one people like it, we still satisfied with our work.

However, previous project still has some problems I need to improve in this new project, such as reaching consensus is a big challenge in a team work. In the previous project, we always wasted much time because we couldn’t agree the ideas with each other. So I did some research about how to build the consensus with team member effectively. While everyone may not get everything they initially wanted, “consensus has been reached when everyone agrees they can live with whatever is proposed after every effort has been made to meet the interests of all stake holding parties.”, Heidi and Brad (2003) suggested. So consensus building is more important in the group work. There is a efficient technique called Quaker Model, which provides a way to structure a decision process that emphasizes listening among group members ( Boundless.com, 2016). This means that listening is the most important thing to build consensus in a group meeting. So in the next project, we will notice this problem, not just express own ideas, we need to listen other people carefully and reflect on own.

About our PIM project in progress, we also intend to use the mobile media theory. Like the ‘mobility’ word says, it not only use the mobile phone to record or tweet some information, but also use other digital devices to do the media projects. We intend to create a public website about the fashion and romantic things that all ordinary girls like, such as cosmetics, clothes, delicious snacks, etc. Using mobile media is convenient to record the real things happened around us and easy to accessing for any where in our daily life. Also, audience can engage their emotion in our project and attract them to concern our theme. So the mobile media theory can be a platform that let us easier to target our audience.

 

 

References

Boundless. “Techniques for Reaching a Group Consensus.” Boundless Management Boundless, 26 May. 2016. Retrieved 16 Mar. 2017 from https://www.boundless.com/management/textbooks/boundless-management-textbook/decision-making-10/managing-group-decision-making-81/techniques-for-reaching-a-group-consensus-391-4738/

Jay, G., Doug, H.(2014). Digital Storytelling for Social Impact. Reviewed from http://elab.athabascau.ca/workshop/digital-storytelling