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Students started in the Fall of 2014.




Exam project

3rd Semester INT. - Autumn 2015
icedrop rec - logo
icedrop rec - logo

ICEDROP REC’s logo



“One thing about music - when it hits you - you feel no pain”
(Adil, cofounder of ICEDROP REC)

Description

Your client is ICEDROP REC, it´s a newly founded record company located in Copenhagen. The record company is run by Adil Nadri and Pharfar. They want to represent the roots of the Jamaican Reggae in a modern and contemporary way.

ICEDROP REC have released one album so far and they are working on new material for an upcoming album.

Cold Times Riddim, ICEDROP REC Album: __https://youtu.be/rye-KzgL4eo__

Adil Nadri is deeply engaged in the Reggae and Dancehall movement. He has a lot of experience and a strong network in the industry and only wants to present his music on a high professional level.

The challenge ICEDROP REC is facing, is that they are more or less “digitally invisible”. The album can be found on various websites. ICEDROP REC do not have a digital platform or a visual identity. For them a visual identity is not equal to a logo, a font or a funny image style - their dream is for you to create an entire ICEDROP REC universe - a colourful digital environment with animations and cartoon figures which could resemble Major Lazer’s, Get free music video. The universe you create could be a platform from where they can serve their music on an international level, matching the Jamaican Reggae universe in the modern and contemporary way.


Various art form inspirations:
Major Lazer, Get Free: __https://youtu.be/OI3shBXlqsw__
Cartoon universe: __https://www.youtube.com/watch?v=BBgghnQF6E4__
Collage art: __https://www.youtube.com/watch?v=fzpOildnDHA__
Ralph Steadman: __https://www.youtube.com/watch?v=A2PNh9GYLA0__
Booooooom: __http://www.booooooom.com/blog/design/__

Product

  1. A digital solution for Icedrop Rec
  2. A report documenting your process and methods

Product requirements

  • One or more prototypes illustrating the concept.
  • Parts of the prototype/s must be database driven.
  • Content

Illustrate how a visual identity for Icedrop Rec could be embedded in a playful sci-fi reggae universe, together with storytelling.

Report requirements

The report must document process and choice of theory and method(s).

Formalia

Formal requirements to the written project
  • Cover page stating title, full name of all group members and their signatures (whereby the students certify that they have produced the project in the form submitted) and the web addresses for products they have developed.
  • Table of contents
  • Introduction, including a presentation of the problem and the subject field and a given problem statement.
  • Method, analysis, including a description of the empirical work selected, if applicable, and the reasons why, to answer the problem statement and documentation of the development process.
'Empirical data is material which is investigated and to which reference can be made (observations, data, statements, texts, sources).' Rienecker L. & Jørgensen P.S. 2005 Den gode opgave – opgaveskrivning på videregående uddannelser. 3rd ed. Frederiksberg: Samfundslitteratur.
  • Conclusion (remember that introduction and conclusion must form a whole. In principle it must be possible to read these two sections without also reading the background and analysis sections.)
  • Perspectivation, if applicable
  • List of references (including all sources referred to in the project)
  • Appendices (only appendices of key importance to the report)
  • The project can total a maximum of 15 standard pages plus no more than 10 standard pages for each member of the group, exclusive of appendices. Concerning the minimum number of pages: The project should not deviate from the maximum number of pages by more than 10 per cent.
  • The components contributed by each student must be clearly identified.

Hand in

Deadline: 17th December at 12:00
Where: On Fronter (Your room > Exam > 3rd sem > [Hand in folder])
Hand in your report both on Fronter, and also as 2 printed copies to Lene Holm.

Dates

Date
Activity
Description
23th November
Kick off
Client brief, Q&A etc.
2nd December
Proof of concept (COF)
At the ICEDROP REC studio
14th December
Final pitch
With the client. Reserve the day. Further details will follow.
17th December
Project hand in
Deadline at 12:00 on Fronter

Hand in BAR
Meet and greet and happy holidays
18th December
Christmas holiday

Week 3
Exam
The 20th, 21st and 22nd of January 2016

Groups

Work in groups of 3-5 students.
Registrate your group in fronter and google forms: __http://goo.gl/forms/ofVH4YwAjm__.

Exam

Dates

The 20th, 21st and 22nd of January 2016.

The test is internal, oral and based on a project comprising a product and a report.

The exam starts with a 15-min. joint presentation by the students based on the project, followed by individual questions and discussion (20 min.) and evaluation and awarding of grades (5-10 min.). The performance will be assessed according to the 7-point scale.

A single grade will be given based on a general assessment of the product and the written and oral performance during the examination.

Details about the requirements and form applicable to the assignment can be found on the campus communication platform.

The exam totals 20 ETCS credits.

Conditions for sitting the exam, including the duty to attend

The student must meet the following conditions to sit the exam:
  • The student must be able to document that he/she is an active student. I.e. approval of compulsory conditions and other criteria listed in section 11.
  • The project, which serves as basis for the assessment as well as the examination, must fulfil the formal requirements, cf below.
  • The student must submit the project on time, cf. the exam schedule to be found on the educational institution's communication platform.

Failure to comply with just one or more study activities or correct submission of the written project, which constitutes the written part of the exam, has the effect that the student cannot sit the exam and he/she has used one attempt.

Illness examination

A student who was prevented from sitting an exam due to documented illness or other unforeseeable reasons (force majeure) is allowed re-examination (illness exam) as soon as possible. Is the exam scheduled for the final exam period of the programme, the student will be given an opportunity to sit the exam within the same exam period or immediately after.

Information about time and place of illness exams can be found on the campus communication platform.
Illness must be documented by a medical certificate. The educational institution must receive the medical certificate three workdays after the exam has taken place at the latest. A student who is taken acutely ill during an exam must document that he/she was ill on the day concerned.

If illness is not documented as laid down above, the student has used one attempt at sitting the exam.

Re-examination

In the event of failure to pass an exam or non-attendance for an exam, the student is automatically registered for re-examination so long as he/she has attempts to do so. Re-exam can be identical with the next ordinary exam.

It is up to the student to find out when the re-exam will take place.

Information about time and place of re-exams can be found on the campus communication platform.

The programme may grant exemptions from continued enrolment if warranted under unusual circumstances, including documented disability.

Dates for re-examination:
Week 6: Re-examination (2nd attempt). Deadline for handing in 28 January 12:00
Week 11: Re-examination (3rd attempt). Deadline for handing in 29 February 12:00



Learning objectives

20 ECTS, allocated as follows:
  • 5 ECTS from the key area Communication & Presentation
  • 5 ECTS from the key area Design & Visualisation
  • 10 ECTS from the key area Interaction Development

Contents

This second compulsory educational element aims to enable the student to qualify to
  • Manage communicative lines and options in complex organisations and networks, locally as well as globally
  • Integrate digital media forms on various digital platforms, on a methodological foundation
  • Obtain the skills required to structure and implement complex, dynamic multimedia applications that feature database integration.

Learning objectives

Knowledge (Communication & Presentation)
The student has knowledge about:
  • Key concepts within media sociology (the use of digital media by various social classes, historically and currently).

Knowledge (Design & Visualisation)
The student has knowledge about:
  • Key theories and methods in relation to animation techniques
  • Key theories and methods in relation to narrative techniques and production techniques.

Knowledge (Interaction Development)
The student has knowledge about:
  • Interface for exchange of data with third party services
  • Key security aspects of networks, multimedia applications and data communication.

Skills (Communication & Presentation)
The student is able to:
  • Evaluate and apply communicative elements in a variety of media productions
  • Evaluate the impact of cultural factors on international and international communication
  • Evaluate relationships between cultural identify and means of expression
  • Set up, select and present a communication strategy and forms to address multimedia tasks in a global society.

Skills (Design & Visualisation)
The student is able to:
  • Evaluate and apply methods to document interactive multimedia productions
  • Evaluate and apply techniques used in the production and processing of video and audio
  • Communicate the choice of media effects to stakeholders.

Skills (Interaction Development)
The student is able to:
  • Apply a data manipulation language for databases used in practice
  • Apply key methods to model data and implement databases
  • Apply key methods for quality assurance purposes using testing and diagnostication.

Competencies (Communication & Presentation)
The student is able to:
  • Handle interactive communication in multimedia products
  • Participate in professional and interdisciplinary teams internally and externally with a professional approach
  • Acquire new knowledge, skills and competencies in relation to the profession.

Competencies (Design & Visualisation)
The student is able to:
  • Manage and integrate digital means of media expressions on various digital platforms
  • Participate in professional and interdisciplinary teams internally and externally with a professional approach
  • Acquire new knowledge, skills and competencies in relation to the profession.

Competencies (Interaction Development)
The student is able to:
  • Manage modelling, structuring and programming of functionalities
  • Manage integration of different media types in multimedia applications
  • Manage persistent application of data for dynamic multimedia applications
  • Participate in professional and interdisciplinary teams internally and externally with a professional approach
  • Acquire new knowledge, skills and competencies in relation to the profession.