A Script of Scribbles :)
Monday, April 9, 2012
New Script
Scene 1
FADE IN:
Question appears: What does family mean to you? A medium shot of Dr Don Boots speaking with a white background followed by Dr Angelina speaking on a similar white background As they talk, shots of families spending time together expressing their love for one another. | MUSIC PLAYS
Dr Don Boots: Family is very important to me. Family should come first. When so many things fail or is gone, family is always there. Therefore we should always love our children and accept them no matter what. Dr Angelina: Family is very important to me. The reason is, because life is short.
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SCENE 2 |
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BLACK SCREEN Question appears: what does hope mean to you? A medium shot of Dr Anglina talking with a white background behind While interviewing her, we show other shots of families smiling and spending time together. | MUSIC CONTINUE PLAYING
Dr Angelina: Without hope, there is no love. Love is good when we know we are hopefully people.
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SCENE 3 |
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BLACK SCREEN Question appears: What do dreams mean to you? Medium shot interview with Dr Don with a white background. As he speaks, again we show families showing affection and love to one another. Couples also stand together smiling. A medium shot, Dr Don and Dr Angelina tanding together, saying the last line. | MUSIC CONTINUE PLAYING Dr Don Boots: Dreams. There are some dreams in my life I have already achieved, but there are some dreams in my life that will never come to pass. But that doesn’t stop me. I still have short term dreams I want to achieve. I have a dream that one day, I’ll be the man that God wants me to be
Dr Don Boots and Dr Angelina: Love never fails.
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Group Introduction
At the first meeting, we decided to choose whos script to shoot. We decided to go with Sue Jane’s script as hers would be easier to shoot due to the time constrain. However, Sue Jane decided to change the storyline for the script as it isn’t realistic and it was hard to find an actor strong enough to carry the “wife”. We all agreed and decided to take a day to think about the coming new script.
Sue Jane, again came up with a new script idea with the same topic, family, hope and dreams. It was strongly agreed with all of us. When the script was done, we then had to decided who was becoming the director, producer, and editor. Li Foong believed she was a good person to see angles, therefore, volunteered herself as director. Sue Jane on the other hand who had experience and knowledge on editing videos decided to be the editor as she had done a very good job on a previous assignment. Lisa who liked writing, took up the role of producer to completing and seeking the forms out.
We had to pick a time suitable for everyone and since Sue Jane had a Cell Group meeting with her church mates in Bandar Utama, we decided to go there and shoot. There, we began interviewing the two Doctors from Australia to give their opinion on the three questions, which were, “What does family, hope, and dream mean to you?”
Later on, feeling like we didn’t have enough shots, we followed Sue Jane again to her Church to film families spending time together. We managed to get many shots of people laughing, sharing cakes and food, playing with their kids, and simply, cherishing their moments together.
The hard part came now as Sue Jane had to edit. With Easter falling on that particular Sunday itself, it made it harder to edit as everyone had their own Easter plans. Everyone then had to stay up late to complete their own part of their works. After a sleepless night, finally, everything is done!
We now present to you, OUR MASTERPIECE! enjoyyy!
Sunday, March 11, 2012
Sunday, February 19, 2012
Script 6: Presentation 2: Treatment Writing Component
Treatment 1
1. Author Name: Woon Li Foong
2. Title of Show: “Through the eyes of the youth”
3. Format of Show: Documentary/psa
4. Theme: Real first person point of view style.
5. Target Audience: young generation, 15-25 years old
6. Opportunity or Problem Addressed: To show how mobilecasting usage is a part of youths’ lifestyle and how it affects their leisure time.
7. Desired Response: Awareness from the young generation
8. Logline: A day in the life of a student through the eyes of another. One student goes about his/her daily routine: meeting friends, going for classes yet everywhere he/she goes, mobilecasting usage is everywhere.
9. Treatment:
Narration to introduce the subject and what the documentary is about.
Student A wakes up and the first thing she does is check her social network sites on her phone. She updates her status and then proceeds to begin her day. First she attends classes, and throughout class, she’s constantly checking her Facebook and Twitter accounts.
Come break time, she goes for lunch with a group of friends. At the table, they’re seen busy using their mobile phones while small talk is carried out between them at the same time.
After classes have ended, she goes for a small workout in the gym then for a movie with her friends. On her way back home, she listens to music through her mobile phone while in the bus. The day ends with her posting about her day just before she goes to bed.
A short narration is heard as the scene fades out.
Treatment 2
1. Author Name: Woon Li Foong
2. Title of Show: Mobile Vs Sports
3. Format of Show: Game show
4. Theme: comedy, fun
5. Target Audience: young generation, 15-25 years old
6. Opportunity or Problem Addressed: The difference between youths playing sports on mobile phones and in reality.
7. Desired Response: Awareness from the young generation
8. Logline: A variety game show that showcases a battle among two groups of youths in both physical sports in comparison with mobile phone sports games.
9. Treatment:
The game show opens with the host introducing both teams. Team A consists of young adults who are active in physical sports and Team B consists of young adults who are active in mobile-phone based sports games.
First segment of the show covers a live match of futsal between the two teams. Both teams battle it out on court. Next segment covers a futsal match via mobile phones that are linked through the Internet. Match is connected and shown on a big TV screen for the audience to watch.
After both matches, both teams then sit down together and a short talk between host and participants is carried out. Some general questions are asked regarding the participants, their lifestyles, and how they felt about the matches played.
Treatment 3
1. Author Name: Woon Li Foong
2. Title of Show: Teens Today – An Interview
3. Format of Show: Talk show
4. Theme: Reality, fun
5. Target Audience: young generation, 15-25 years old
6. Opportunity or Problem Addressed: The effects mobilecasting usage has on a student’s lifestyle.
7. Desired Response: Awareness from the young generation
8. Logline: An interview with a few students on their daily lifestyles, mobilecasting usage and their opinions on this matter. Views and discussions on this current issue are exchanged in this live audience talk show.
9. Treatment:
Show opens and host greets the audience. Host introduces the topic and guests for today. Three guests have been invited and they comprise of a high school student, a university student and a fresh graduate who just entered the workforce. Brief introductions about the guests are given as they enter the studio and take a seat.
Each guest is interviewed individually at first. Questions regarding his/her daily routines, frequency of use of mobile phones, uses of mobile phones and physical leisure activity participation are among the questions asked. Interview is carried out in a relaxed manner, more like a chat session as opposed to a formal interview.
After each guest is interviewed, all three and the host then carry out exchange of opinions and some debate over their views. Questions from the audience are then open for answering before the show closes.
Sunday, January 29, 2012
Script 5: Presentation 1: Research Component
Topic: The effects of mobilecasting usage to youths’ leisure activities – Does mobilecasting usage change how youths today spend their leisure time?
Introduction
The rise in popularity of portable electronic devices such as laptops and handheld computers, tablet PCs, digital cameras, mobile phones and personal digital assistants (PDAs), containing rich media capabilities, decreasing in physical sizes and increasing in storage capacities, is helping to fuel a transition from our current generation to a ‘Mobile Age’ (Lee & Chan, 2007). As of 2011, it is shown that there are 5.9 billion mobile phone subscribers worldwide (87% of world population), of which, 1.2 billion are mobile web users (Asia being the top region). Mobilecasting refers to the distribution of a digital media file through the use of a mobile phone or device over the Internet using syndication feeds for playback on other media devices such as computers and portable media players.
Mannell and Kleiber (1997) (as cited in Parr & Lashua, 2004) suggested that leisure has alternately been defined and operationalized as an objective or subjective phenomenon. Taking into account the objective phenomenon aspect, leisure is defined as an activity or set of activities carried out. However, it is sometimes criticized as it is arguable that different people have different opinions as to what is considered a leisure activity. For this study, we will take into consideration some of the most popularly viewed leisure activities according to the young generation.
Along with the transition towards the “Mobile Age”, mobilecasting too is evolving. With the advancement in technology today, people can now carry out various functions through their mobile phones. Hanson (2011) states that today, virtually every phone has a wide range of hardware and software capabilities, including unrestricted access to the open Web. A mobile phone is no longer just used for texting and making calls, but can now also access the Internet, be used as an MP3 player, and upload or stream various audio and visual files on various streaming sites. It can even play a role as a mobile computer. Hence, mobile phones these days have evolved into a new term, that is, mobile devices, as it clearly can carry out more functions than just regular telephonic ones.
As the world inevitably transitions towards the “Mobile Age”, it can be seen that the leisure activities of the young generation too are transforming. Now, with the ability of the mobile phones these days that allows easy access to the Internet and other entertainment sources, the preferences of the young generation have shifted from outdoor to indoor activities. When adolescents' strong developmental needs, such as personal identity, autonomy, and relationships with peers may not be fulfilled through physical activities, they may then shed social restraints, which then leads to Internet addiction (Lin & Tsai, 2002) (as cited in Lin et al. 2009) and with the ability of Internet access via the mobile phone, it turns to addiction towards their mobile phones. Also, along with this transformation, it is noticeable that the young generation today participate in more media time as opposed to active time.
Problem Statement
One of the aims of this study is to reveal the possible problems and negative influences of mobilecasting usage towards the young generation. One such problem would be the addiction of the young generation towards the use of mobile phones. With the advancement in technology, there is now a wide variety of new mobile phone functions, including camera, computer, music player, GPS (global positioning system), and gaming features. The mobile phone is no longer seen as only a tool of communication but an indispensable instrument of an individual’s social and work life (Takao, Takahashi & Kitamura, 2009).
Another problem that can be assessed is the influence of mobilecasting usage towards face to face communication time. Previous research on this matter has come to show debatable conclusions regarding whether or not it is a complement or substitute to face to face communication. However, it is noted that if this form of communication is used more as a complement to face to face communication as opposed to a substitute, it can help facilitate the maintenance of interpersonal relationships (Kujath, 2011).
This study will also carry out research on how mobilecasting usage among the young generation can affect their physical leisure activities. With regards to technological addictions, the mobile phone has many attributes and characteristics that make it very attractive and increase its use, particularly in adolescence (Choliz, 2010). Because of that, the young generation finds more interest in participating in virtual leisure activities as opposed to physical ones such as sports.
So how much exactly does the usage of mobilecasting by the young generation influence their leisure activities? This study will aim to answer this critical question.
Purpose of the Content
In regards to what has been stated in the problem statement section, this study aims to achieve certain objectives through research.
The first objective is to determine the relationship between the motivation for mobilecasting usage and the mobilecasting usage patterns among the young generation. Through this objective, we are able to study the factors contributing to the adoption of mobilecasting usage and also what are the mobilecasting usage patterns of the young generation and how they are linked.
The second research objective is to examine the relationship between the mobilecasting usage patterns and the uses of mobilecasting among the young generation. Through this objective, we will take a look at the mobilecasting usage patterns among the young generation and what is its link with their uses for mobilecasting.
The last objective is to examine the relationship between mobilecasting usage patterns and leisure activities among the young generation. Through this objective, we can then take a look at how the mobilecasting usage patterns of the young generation affect their choice in leisure activities.
Review of Content
Three articles on mobile phone usage will be analyzed. The first is Verkasalo’s (2009) study of contextual patterns in mobile service usage, that is, the paper seeks to study how mobile services are used in different contexts. In this research, the contexts were divided into home, office and ‘‘on the move’’. It is found that through this research, multimedia usage such as camera and music playback functions, experiences more usage ‘‘on the move’’ than in office or home contexts. The same applies for mobile Internet usage such as for browsing, email and instant messaging functions. Verkasalo (2009) notes that, home or office substitutes for these services exist and so there is simply no need for the service. Voice call usage, however, receives relatively more usage at home than at office or ‘‘on the move’’. In conclusion, it is noted that the results show that multimedia and Internet services are used quite actively ‘‘on the move’’, whereas legacy SMS and voice services experience more evenly distributed usage among home, office and ‘‘on the move’’ contexts.
The second article is a qualitative exploration of how belongingness and social identification relate to mobile phone use amongst Australian youth by Walsh, White & Young (2009). Based on their findings, it emerged that the primary benefit of mobile phone use was connectedness to others, which involves not only physical connection, but the knowledge that you are psychologically connected with others via your mobile phone. Throughout the discussions, the need to belong also emerged as an important factor in influencing the young generation’s mobile phone usage. As for the concept of social identification, it is found that mobile phone use enabled participants to be a part of their social group and was a normative behaviour of friendship groups. In conclusion, this study provides insight about how social psychological factors influence mobile phone use amongst Australian youth and provides a foundation for further research in this area. Young people value being constantly connected to others via their mobile phones with the need to belong and social identity processes being related to their mobile phone usage (Walsh et al., 2009).
The third article is Tian, Shi & Yang’s (2009) study of consumers’ attitudes toward mobile phones and its relation to mobile phone usage. The results of this study have confirmed that attitudes toward mobile phones have a three-dimensional structure, that is, as a sense of security, sense of self-character extension, and sense of dependence. As the findings of the research has shown significant correlations between attitudes toward mobile phones and mobile phone usage, the gap between theory and practice is filled. For instance, people who enjoy taking photographs, playing games, or downloading tones or wallpaper may pay more attention to show their identity and character by using the mobile phone in a personalized way. As for those who frequently make calls or send SMS, they may have a tendency to depend on mobile phones (Tian et al., 2009).
Next, we will look at one article about young generation leisure hour activities. The article shows Gorely, Marshall, Biddle & Cameron’s (2007) study on patterns of sedentary behaviour and physical activity among adolescents in the United Kingdom. The results of the study confirm that the majority of leisure time behaviours that young people engage in are sedentary behaviours such as television viewing and use of other screen based media such as mobile phones. It is shown that, only a small proportion of adolescents adopt sports and exercise as their leading leisure-time activity, and this holds especially true for girls (Gorely et al., 2007).
It is therefore seen that there is a relationship between the mobilecasting usage and the leisure hour activities of the young generation. As with the advancement of technology, mobile phones these days have multiple forms of usages, be it for entertainment or information seeking purposes. With these various usages available, the young generation of today are gearing towards more indoor-based leisure activities as opposed to engaging in outdoor activities such as exercise. Engaging in social networking sites also proves to be an act in order to gain popularity and be up to date with the popular groups. These sites too can influence the participation of the young generation in outdoor leisure activities. This research hence aims to study the influences of mobilecasting usage towards the leisure hour activities of the young generation.
Research Question
References
Choliz, M. (2010) Mobile Phone Addiction: A Point of Issue. Addiction, 105(2), p373-374
Gorely, T., Marshall, S.J., Biddle, S.J.H., & Cameron, N. (2007) Patterns of Sedentary Behaviour and Physical Activity Among Adolescents in the United Kingdom:Project STIL. Journal of Behavioral Medicine, 30(6), p521-531
Hanson, C.W. (2011) Chapter 2: Mobile Devices in 2011. Library Technology Reports, 47(2), p11-23
Kujath, C.L. (2011) Facebook and MySpace: Complement or Substitute for Face-to-Face Interaction? CyberPsychology, Behavior & Social Networking, 14 (1/2), p75-78
Lee, M.J.W. & Chan, A. (2007) Pervasive, lifestyle-integrated mobile learning for distance learners: an analysis and unexpected results from a podcasting study. Open Learning, 22(3), p201-218
Lin, C.H., Lin, S.L. & Wu, C.P. (2009) The Effects of Parental Monitoring and Leisure Boredom on Adolescents’ Internet Addiction. Adolescence, 44(176), p993-1004
MobiThinking (2012) Global mobile statistics 2012. Retrieved on January 29, 2012, from http://mobithinking.com/mobile-marketing-tools/latest-mobile-stats
Parr, M.G. & Lashua, B.D. (2004) What is Leisure? The Perceptions of Recreation Practitioners and Others. Leisure Sciences, 26(1), p1-17
Takao, M., Takahashi, S. & Kitamura, M. (2009) Addictive Personality and Problematic Mobile Phone Use. CyberPsychology & Behavior, 12(5), p501-507
Tian, L., Shi, J., & Yang, Z. (2009) Why Does Half the World's Population Have a Mobile Phone? An Examination of Consumers' Attitudes toward Mobile Phones. CyberPsychology & Behavior, 12(5), p513-516
Verkasalo, H. (2009) Contextual patterns in mobile service usage. Personal & Ubiquitous Computing, 13(5), p331-342