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Media Revision BTEC Semiotics Camera/Editing Sound Mise-en-Scene Codes Denotation Connotation Narrative: Linear/Non Linear Equilibrium Disruption Recognition Repair New Equilibrium Stereotypes: Countertype Archetype Framing ECU CU MS MLS LS WS POV OTS Shallow Focus Deep Focus Diegetic Non-Diegetic Dialogue Narration Voice-Over Sound Bridge Sound Effects Facial expressions Body Language Gestures Posture Props Costumes High Key Lighting Low Key Lighting Setting Media Sectors, Products and Platforms Multimedia Technology and Consumption Audiences and Control Research Sectors: Moving Image Audio Publishing Internet Gaming Synergy Platforms = types of products within a sector. Production process: Pre-production Production Post-production Distribution Exhibition Devices Technological convergence Immediacy Convenience Portability Connectivity Interactivity Personalisation Individual audience Group audience Primary audience Secondary audience Passive viewing Hypodermic Needle Theory Active viewing Uses and Gratification Divergence Personal Identity Personal relationships Surveillance BBFC ASA PEGI PCC Primary research Questionnaires Focus groups Surveys Interviews Secondary research Internet research Library research Archive research Reading Quantitative Data Pie Charts Closed question analysis Qualitative Individual opinions Open question

Creative Digital Media Production Btec revision

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Page 1: Creative Digital Media Production Btec revision

Media Revision BTEC

Semiotics Camera/Editing Sound Mise-en-SceneCodesDenotationConnotationNarrative: Linear/Non Linear

Equilibrium Disruption Recognition Repair New Equilibrium

Stereotypes: Countertype Archetype

FramingECUCUMSMLSLSWSPOVOTSShallow FocusDeep Focus

DiegeticNon-Diegetic DialogueNarrationVoice-OverSound BridgeSound Effects

Facial expressionsBody LanguageGesturesPosturePropsCostumesHigh Key LightingLow Key LightingSetting

Media Sectors, Products and Platforms Multimedia Technology and Consumption Audiences and Control ResearchSectors:

Moving Image Audio Publishing Internet Gaming

SynergyPlatforms = types of products within a sector. Production process:

Pre-production Production Post-production Distribution Exhibition

Devices

Technological convergenceImmediacyConveniencePortabilityConnectivityInteractivityPersonalisation

Individual audienceGroup audiencePrimary audienceSecondary audiencePassive viewingHypodermic Needle TheoryActive viewingUses and Gratification

Divergence Personal Identity Personal relationships Surveillance

BBFCASAPEGIPCCOFCOMAudience demographics

Age Sex/Race Location Religion

Primary research Questionnaires Focus groups Surveys Interviews

Secondary research Internet research Library research Archive research Reading

Quantitative Data Pie Charts Closed question analysis

Qualitative Individual opinions Open question analysis