Tuesday, 13 May 2014

Essay


1. devlopment of comics

A comic book also referred to as a comic magazine or simply just a comic. is a publication, first popularised in the united states. it consists generally of comic art in the form of sequential panels that represent individual scenes. these comics are then followed by a narrative or story of some type; usually a dialogue created inside speech bubbles or speech balloons in the form of the comics art. the first comic book appeared in 1933 and was a reprinting of earlier newspaper comic strips which has established many of the story telling devices used in comics. the term comic book arose because the first book sold as a comic book reprinted humour comic strips. despite their name; comic books are not necessarily humorous in tone; and features stories in all genres. 

there were and are very different genres of comics which allowed huge gaps in between what people did and didn't enjoy. you had comics which were based around comedy, comics based around strange ideas and creations, comics created around heroes, and comics created around real life situations among many more creations of comic. comics came by in the mid 1800's with very light art forms which were influenced by art going back to 1100AD. art was created onto walls with images of characters and actions. this eventually influenced early dating artists to create comic book forms of art and speech. this then resulted and rolled into the comics that we know today. 

2. The Development of characters and comics 
The development of characters followed a similar approach through history; as basic characters were developed, more designers decided to join the cause in creating classic comic books. Marvel and DC comics became ultimately two of the most powerful companies in the comic book industry. Marvel and DC comics had eventually broke into the comic book industry by writing superhero comics based around various characters such as superman and spiderman or even batman to name a few. these characters were some of the earliest creations of comic books which lead into an industry of games, films and entertainment for the world. people gained influence from art inscribed onto walls which created an industry of entertainment for such a big audience.

3. art styles and colours



as seen from above comics can have different art styles, styles where comics are capable of being non serious all the way to being dark and serious. comics appealed to different audiences and the different audiences enabled writers to create different approaches enabling them to provide a wide range of entertainment to people. some people preferred a comic with non serious typography with " kapow " and " crack " in them, whereas other audiences preferred comics with more serious story lines. this in turn lead the industry across many horizons and places which made it what it is today and also created all of the characters and storylines that exist today.

the above images show different uses of colour and design, you can clearly tell that the middle batman image has a much darker and much more serious appearances compared to its counterpart above, its use of darker colour and detail lets its visuals really shine to the eye; making it appear much more appealing to those who would like a serious story line. its counterpart however may appeal to younger audiences as it has a much lighter and friendlier tone and use of colour and design. 

4. Origins of the illustrator and where they're from 

who I really wanted to talk about was Dudley D Watkins....

Dudley was born in manchester; england february 27th 1907 and was brought up in nottingham where he lived out a considerable amount of his life as he spent the majority of his time working on his art work as he grew up. he studied in nottingham school of art where he learnt the life changing skills and abilities to become one of the comic book industries's best illustrators and designers. some of his first publications came from an in-house magazine for boots while they were working as chemists in 1923. He then continued on to study at the glasgow school of art where he further increased his abilities to create drawings and have them show personality and character on paper. after finishing his course in art, he applied to various jobs in art, one of which was a private company called DC Thomson whom published magazines; newspapers and comics had a position open, which dudley had applied for. 

He was a devout christian and an enthusiastic supporter of the church of christ in dundee where he had also met his wife. He contributed artwork for mission calenders, and from the 1956 he produced free of charge the comic strips william the warrior and tony and tina the twins for the young warrior which was a childrens paper published by the WEC Publications. Watkins and his wife built a substantial house in brought ferry which he had named Winsterly. He continued working with DC thomson for the rest of his life and on the 20th of august 1969 he was found dead at his drawing board; victim to a heart attack. thereafter it was a testament to watkins work that DC thomson kept reprinting Oor Wullie and Broons strips in the sunday post for seven years before a replacement was found. Watkins also had strips done for Desperate Dan in the Dandy which were reprinted for 14 years.

5. what comics did he write in?

The broons is a comic strip in scots published in the weekly scottish newspaper, the sunday post. It features the brown family, who live in a tenement flat at 10 Glebe Street in the fictional scottish town of auchentogle. 

Originally created by writer R.D Low; Watkins had also helped create and illustrate the broons, his role in its development was absoulutely vital. Its strips made its first appearance in the issue dated 8 March 1936. 

Since it's inception; the broons have their own biennial; alternating each year with Oor Wullie which was another comic that Watkins had a huge role in the drawing development side while he was helping develop the broons. sadly no annuals were published during 1943 and 1945 due to paper rationing in world war 2. oor wullie was abbreviated for Our William with the scottish accent. 


6. Compare the artists to others?

in comparison to Nicolas Bouvier the other artist I had also been researching his styles of art and design are hugely different in comparison. while one worked for comic book development the other works for game development so the styles differ substantially. 



while this image designed and developed by watkins himself you can quite clearly see there is a heavy use of colour and shading which allows the image to be very sharp and hard edged. the idea as such was not to create something normal, it was to create something that stands out and appears partially real while maintaining the comical appearance of a strip. 

his work also maintains the use of several solid colours and focusing on the details while using them, but in comparison to sparth's art what Dudley lacks Sparth shows.


Sparth's images are highly detailed and must of taken considerable amounts of time in comparison, his images are of a highly detailed, highly finished quality using multiple if not most of the colours on a colour palette. Dudley's art was focused on the characters, whereas Sparth's focuses on every little detail there is in an environment by really going down into the grass on a country that's on a planet in the galaxy that he's painting, his attention to detail is incredibly focused. 

one of the other well known characters drawn by Dudley was a character that went by the name of desperate dan, desperate dan was originally a desperado on the wrong side of the law hence the name desperate dan, but soon became to be a much more friendlier character.


desperate dan whom was originally drawn by Dudley up until his death in 1969 was a character that was meant to be the strongest living human in the comic book world called The Dandy; so strong he was capable of lifting cows with one hand. Dan eventually became the 2nd best loved superhero next to batman in 2011 so as each comic came into development desperate dan became increasingly popular. 


Watkin's who was the first artist to start drawing desperate dan I feel spent much more considerable amounts of time drawing dan as Dudley's art compared to other artist's who drew him per say david parkins who currently draws for the dandy, stands out much more. the reason for this is that you can quite clearly see the amount of detail that has gone into the drawings of dan by watkins, his arms are shaded several different reds to give the appearance of creases in his clothes, so dudley's attention to detail was very high in some of his work. 

on the bottom left image you can also see his attention to detail on backgrounds, several different shades of red and black have gone into the door and the house to give appearances of shadows and paint fade. so its evident that Dudley's work was some of the best in the industry at the time. 



In this image above which is an image of " the broons " which was another comic that dudley had drawn in you can see his attention to detail again. he took time doing shadows and shades to give the appearance of physical objects. for comics he took the time to ensure hairstyles; creases and posture was correct for each character. 

now in comparison to the artist below whom I also favour as potentially one of the greatest artist's who lived and still lives today. Sparth in the modern day era has similar traits in his work. when you compare two artist's from two different era's and cultures you have two different types of arts. Dudley's art is comprised of characters built into an approach for young audiences whom like comedy and slapstick action with a cartoon like appearance. whereas Sparth went down the road of concept art for the games industry which lead him into an artistic style of the below. the art style which consists of sharp, very in detail and accurate art, which comes across very serious to an audience of all ages mainly 16's and above. 


his detail in the images are incredibly deep, the above which shows a battlefield full of tripods no doubt inspired by the famous war of the worlds depicts such detail your clearly able to see right far back into this image of war. the backgrounds are so in depth you can almost deter what colours and approaches he has used to create such detail. one thing I have noticed about sparth's work is most of his work has a theme of colour, the above image is of a light brown and grey, whereas below is a theme of white and grey and the bottom is of brown and blue. he mainly uses from what I can see two main colours to set the image in, to give it a environmental colour, to imagine what kind of atmosphere this image or world would be. 


the next two images follow a similar approach of two main colours and a theme as I mentioned above. you can quite clearly see how much detail sparth, like dudley in his own manner, puts into his images of art, these images no doubt have also probably had their run through photoshop, so already this places sparth at an advantage compared to watkins who purely had to do detail from the hand and mind, whereas many effects and settings can now be added to images in this day and age which no doubt enabled sparth to create some impressive visuals. 


In detail this final image I can see that there are many different layers used in this, as there are in most of sparth's work. to some respect sparth and watkins have the same abilties as they are both more than capable of creating stunning pictures that show their attention to detail. Albeit they work in completely different areas of art but still share the same traits of being able to go down to the bone when it comes to bringing characters and pictures to life. 

I think in this image there are 3 main layers of art, all layered within each other, there is the left side which consists of dark frames brought to the front to give the appearance of a perspective out of a broken building, while you have the ship and mountains lodged between that and the background ahead. The background no doubt would of ben drawn seperately then added at a later date. as adding all of the shades of blue and brown mixed with glows of white would of taken some time to create. I do understand that to create such incredible images an artist must take their time with any piece of work to create the most stunning visuals. 


Nicolas " Sparth " Bouvier 

Sparth whom is originally from france, is an extremely talented artist who spent considerable amounts of time doing what he loved, drawing and painting throughout his life. during his journey to adulthood his art became so noticed he eventually landed a job in the games industry and had earned the tasks of working on such games as Halo 4, Rage, Assassins Creed and prince of Persia. He grew up loving science fiction and so would often draw for his love of worlds created only by imagination. 

He has been an active artistic director and concept designer in the gaming industry since 1996. He now lives in seattle, washington, working for microsoft. having had the privilege of travelling to many places at an early age he was able to get a real idea of landscapes and scenery. he visited such places as singapore, USA, china and europe, and also had the chance to go round his home country. during these journeys he was heavily influenced by many different cultures and during this process he was able to intake and feel for what different worlds are like, and how the lives of the living can be significantly different through another person's eyes. this had effectively enabled him to get a real view for all the tiny minor details that he was able to witness.
Sparth has contributed to the development of several released games since 1997 and worked with capcom and Namco. his work and portfolio with these companies had managed to eventually land jobs with ubisoft, which then lead him to work on the assassins creed franchise. his highly detailed work and influence for modern architecture managed to land him another job with MS in 2009, which lead him to work on Halo.
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and as you can see it is clearly shown by the images of his work. Most of his work focuses heavily on scenery which is of a futuristic origin, surrounded by ships, buildings and scenery from space or from other worlds. his work had been published in many books under the titles of Structura and Structura 2 from Designstudiopress. The work Sparth was capable of producing made him the star artist for the halo franchise. As Halo was based and set in the future of mankind; some 500 years ahead of time, sparth was capable of producing some incredible work for Bungee and 343 Industries at the time. 


this which is of some early Halo design work, shows how detailed his art is, everything about the image shows how unique the world is, everything so intracately done from every cloud, graze and colour even detail on the air and atmosphere, no details have been missed. he focuses very heavily on colour, ensuring that each detail is correct and to the right standard; you can quite clearly see that sparth has an incredible imagination for such work as it is to a high quality. 

Conclusion 

Ultimately one person can use different styles and yet still achieve such incredible success with their talents, Watkins was a sharp and focused designer, who wanted to show characters for what and who they are, whereas sparth focused on landscapes and getting every tiny detail down to the tee correct while simutaniously using massive amounts of colour and layers. respectively they were and are still incredible artists, which shows how far and where art comes from and where it can go, and what it can become. 



Sources 1 - Google
Source 2 - Wikipedia
Source 3 - sparthconstruct.blogspot.com








Thursday, 3 April 2014

Historical Artist & Recent artist


Dudley Dexter Watkins who was born in 1907 and died in 1969 was an english cartoonist and illustrator. He is best known for his characters Oor Wullie and The Broons; comic strips featuring them have appeared in a scottish newspaper The Sunday Post since 1936, along with annual compilations. Watkins also illustrated for comics such as The Beano and The Dandy.

Watkins was born in Prestwich, Lancashire, England, Although the family moved to nottingham while he was still a baby. His father was a lithographic print artist who noted the boy's early artistic talent and ensured that he received extra art classes at the nottingham school of art. By the age of 10 the local newspaper declared him a schoolboy genius. He studied at nottingham school of art; and while working for Boots pure drug company in the early 1920's; Watkins' first published artwork appeared in Boots' staff magazine; The Beacon.

Eventually Started design and illustration for the Dandy in 1937 letting lose an incredible amount of work and entertainment for people of young ages. 




He worked on many characters one of which was biffo the bear, who went about causing mischief to other inhabitants of the comic book world, he also had a human friend called buster, who would sometimes join him on his antics. Watkins drew biffo from the characters debut in 1948 to his sudden death on 20 August 1969; after which David Sutherland replaced him.


Dudley D. Watkins drew Biffo from the character's debut in 1948 to his sudden death on 20 August 1969, after which David Sutherland replaced him.



The family surname Broon is the Scots for standard english " Brown " as indicated by the nameplate that occasionally appears on the front door of their flat. Also, when a family member is addressed by a non-scot i.e an englishman or an american; he or she is addressed as Mister or Miss Brown.
Most of the humour derives from the timeless themes of the " generation gap; " stretching the money as far as possible; and the constant struggle for each family member to live in a very small flat with the other nine broons. In the end; the family always supports one another; getting through life with a gentle good humour as they argue amongst themselves.

Recent Artist

Andy Park started his professional career as a comic book artist at Extreme Studios, a division of image comics. He Penciled both interior work as well as cover work for several titles; most notably, " Avengelyne " and glory/Anglea: Angels in Hell. Park took a hiatus from comic books to study illustration at art centre college of design. In 1999; he returned to comic books to illustrate the new Tomb Raider comic book series written by dan Jurgens and published by Top Cow Productions and was noted as one of the top 10 artists in the industry by Wizard Magazine. Tomb Raider #1 was the highest selling comic book of 1999. After Issue 20 Andy began working at marvel comics as a cover artist and interiror artist on titles such as Excalibur, weapon X, New X-men, Mutopia X and Uncanny X-Men.


This is some of the notable work of Andy Park. He had the chance to work on the god of war games and he took it and provided some incredible pieces of concept art. 
God of war was a third person adventure game developed by santa monica studio and published by sony entertainment. First released on March 22 2005 for the PS2. it is the first installment in the series of 3 so far. 
Loosely based on greek mythology it is set in ancient greece with vengeance being the main motif for the game. the player controls the protagonist named Kratos, a Spartan warrior who serves the Olympian gods. The Goddess Athena tasks kratos with killing Ares. The god of war, who is responsible for kratos accidentally killing his family. As Ares Besiges Athens out of hatred for Athena; kratos embarks on a mission to find the one object capable of stopping the god; the legendary pandoras box. After an epic quest; kratos is successful and replaces the defeated Ares as the new god of war.


Andy's work is extremely in depth and detailed, and clearly shows depth and great use in colour and shading surrounding the details of the character are several different shades of red, green, black and grey. on this layer designed a incredible concept art of a character for God of War. 

Tuesday, 4 March 2014

Presentation 3

Today we've been tasked with finding and projecting an artist which inspires us and analyzing their work.

If I had to choose an artist it would be an artist called Nicolas Sparth Bouvier, who's a very talented artist who's worked on many projects including the Halo Franchise and Alone in the dark, a concept artist who both passionately enjoys his abilities as well as works hard in his job as a concept artist.

Nicolas's work is very in depth, which probably gives off some of his talent as an artist and the attention he recieves from industries and companies, he's capable of designing images that have extreme amounts of depth and colour, looking at his image you can clearly see even the smallest details have had alot of work put on them.


You can see in the above and below image that there is amazing amounts of depth in the colour and design, every corner and spec of the image has been intricately designed which would of been very time consuming and very difficult, which demonstrates sparth's abilities. 



A brief overview of what Sparth's abilities are can be found here, where kotaku had done a very brief overview on his work and his current projects at the time which were halo 4 - http://kotaku.com/5827202/the-sweeping-video-game-art-of-nicolas-bouvier/

Sparth whom is originally from france, now based in the US living in texas, Sparth has carved out an impressive career in the video games industry with titles such as the stunning halo 4, Rage, Assassin's Creed, and Prince of Perisa - warrior within. Nicolas Bouvier is a huge sci-fi fan and it shows in the amazing futuristic structures, landscapes, vehicles and environments that feature in his artwork. you can't help but be blown away by the imagination of Nicolas bouvier, his work has been published in a series of beautiful art books titled structura and structura 2 from designstudiopress.

Reference from - http://www.this-is-cool.co.uk/sparth-sci-fi-concept-artist/

A brief overview video of Nicolas Sparth's artwork via video overview - http://www.youtube.com/watch?v=S3ZaThmoNEI


Overall sparth is a very talanted artist, who's worked hard to atain the assets he currently has in modern day game design, an artist who's spent years working on incredible art, blogging and demonstrating it on the internet and to designers and artist's who have noticed his ability to create very in depth work.

Wednesday, 12 February 2014

Presentation 2


Analysing The Games. 

recording the details


• Name of Designer /Team

 343 Industries were responsible for building the majority of halo 4 and its core and specialist design.
A.J Trahan

• Name of Publisher

Microsoft studios

• Title of the Work

the work doesn't really contain a title, the work is concept art from the game Halo 4. 

• Date it was made/published
3/25/2013

• Genre
FPS

• Target audience

The target audience is aimed mainly at those who play xbox 360 as it was a title only for xbox 360.

Formal Elements:

Composition
• Main organisational features

It's main features mainly consist of a giant alien structure which is forerunner technology, surrounded by large mountain backgrounds. 

• Focal Point

the focal point could be considered the superstructure, as it generates the most interest, maybe making the viewers ask about it, and what does it do. 

• Geometrical shapes?

The geometrical shapes you could say are the mountains, as the start of a concept process can certainly be built from shapes, creating interesting backgrounds or large areas.

• Symmetry?/ Asymmetry?
Its difficult to suggest there is symmetry in the image, the image is built asymmetrically and is designed to endulge the viewer into the environment and idea of the game.

• Methods used to lead the eye around the work/ scene/gamescape?
The methods mainly come from the depth of the image, the concept piece is designed to make the viewer imagine the raw depth of the environment, what could or would be in it, what possible enemies could the player encounter? 

Space/Depth
• Effects created: (e.g. to create a sense of naturalism, to give
an illusion of great distance, to limit picture space

As seen in the image, the image has massive amounts of space and depth, indulging the viewer into thinking how involved the player can be in the landscape, and what there is to explore and fight. 

Colour
• Main Colours used
Grey, White, Black, Red. 

• Cool and Warm Colours
the colours could be considered fairly cold, the majority of the image is dark, gritty, mysterious, and filled with ice and winter environments. 

• Range of the palette
The Palette doesn't consist of much except for dark colours and patches of red.

• Effects colour creates
The creates a faded appearance of the image, adding to the mystery of the location.

Light
• Chiaroscuro (contrasts of light and shadow) or Even Lighting
There is minimal use of light and a fair bit of use in shadow, to add to the atmosphere of the image.

• Atmospheric Light (what mood is created)
As mentioned above, it is created in a way to add a dark and mysterious atmosphere to the image.

Style
• Realism/ Expressive/ minimal
The style is both realistic and expressive, as it is very well designed, and in depth. 

Influences
• other designers/periods/genres/mediums
halo was influenced by literature from the bible, and from books about heroes and aliens. 
  Historical influences
Halo had no historical influences apart from the bible, some people suggest the main character came from " John 1:17 ".

Subject, Theme & meanings
• Describe the subject (what is obvious in/about the game?)
It is obvious it's set on another planet, and that there are many things to be explored, just from the image.

• Characters (how are they represented?)
There is minimal representation of characters in the image, however, any person who's played halo will immediately know who the characters are.

• Setting
The setting is based on another planet. 
• Mise en scene
The visual elements are of a dark and mysterious nature, full of snow like natural colour. 

• Describe the content (what is it ‘about’?)
About exploring a new enemy and a new location. 

• Explain any ideas that the work is expressing (historical, political,
social, cultural, etc.)
I suppose if a idea had to be selected it would have to be cultural as halo is a heavily cultural game as it's enemies and allies are based around cultural belief. 

• What symbolism is there in the image/ scene?
there is minimal amounts of symbolism. 

• Identify any issues that are raised
• Is there anything controversial about it?
No issues or controversy has been raised or talked about.

Context
Explain any background known about the work (using research)
the work was originally casted out in a group of concept art pieces, to illiterate the sort of environments and the feel of the game Halo 4.

How does the context within which the work was made/is viewed affect meaning? it creates meaning by emphasizing the amount of space and depth in the image and environment, and the mysteriousness of the game. 

• Social/Historical
As explained before it has got historical elements to it relating to the bible, and I suppose you could say it has social elements as it would incline people and/or fans to guess its origins and reasons, and what it contains.

• Geographical/Cultural
A.J Trahan, who designed this specific art piece, would of more been heavily influenced by mountain ranges, as the images are heavily mountainous, and this would of played a huge part in his design, large landscapes would of been great influences for this image. 

• Ideological
The image is also rather idealogical, as it retains a great amount of creation and imagination. 

Personal Response
• What is your reaction to it?
Its a wonderfully creative image, that really gets the viewer involved in its imagination.
• What feelings does it provoke?
a feeling of wanting to conquer the mysteries. 

• Can you pinpoint any qualities that make you feel this way
wanting to jump in, and complete a mysterious adventure. 

Thursday, 6 February 2014

Task 3 & 4


1) What is your specialism/what would you like it to be?

If I were to pick a specialism, i'd like to enter the world of 3D animation, Animation, and Character design, I like areas like those, and find them challenging yet peaceful, and I think I could do well in an area surrounded by development of games, I am also aware this includes engine building and coding, but I also find these area's interesting too.

2) Who are your heroes (within your specialism)?

If I were to pick a hero within the industry of design and animation, it would most definitely have to be a designer called Sparth, who designs massive scenes and characters, and even something called matte paintings, which are massively constructed cityscapes or areas, designed for games and art.

Sparth's art is heavily focussed on future and creation, images that could or would be our own future, images of characters, robots, spaceships and so on. he was specifically selected to design for the " halo " series, and he made an absoulutely amazing job at designing for the game series. his artwork is both amazing and influential and I would definately choose him as one of my inspirations in the game industry as an individual character. 

3) What makes a good practitioner within your specialism?

I think anyone that's able to tie themselves down to a project, complete it as effectively and efficiently as possible and provide the entertainment to an audience and impress the industry would make a fantastic practitioner in a specialism. 

Picking an artist/practitioner i would have to choose the following....

Nicholas Bouvier is a one of the best artists around in the game world, He's worked on Halo 4, Images for borderlands, and Images for Assassins creed. His artwork is popular and famous for its ability to give off incredible feeling of the scenario thats been done, as well as beautifully landscaped and drawn areas of the world for that game. It really gives off a realistic feel to the game.

Here's a link to his biography and some of his work.

www.sparth.com

The link can provide images and information revolving around nicholas sparth.

I had chosne Nicholas sparth because he is probably one of the best artists and designers for Sci Fi elements in the games industry. His art is recognized as raw talent, due to it's sheer depth in its design.


an example of sparth's work shown above, you can see how detailed his work is, anywhere you look is something deeply designed, the detail in the caves and mountains is very in depth, which really creates life in a single image, his detail in his work won him a place in the design team for the halo franchise.
You can clearly see that he utilizes different shades of colour and light to get the slight and accurate appearances of the scene.

This is why I picked sparth, because he has amazing depth in his design work, and his work is very influential. 

Task 2

Sourcing research

 explain how each may be useful for finding out about artists and designers
The Library
The Museum/ Art Gallery
The Internet

What different methods will we need to use in each case?

The Library - The Library will have extensive amounts of research, and potentially classic and official research placed into books, rather than risking unofficial research or facts, that could be written by unofficial sources on the internet or in magazines for example, opinions can quite easily be mistaken for research, and can throw people off of their desired target.

providing one can provide the time and the effort to search through unknown amounts of books, normally one can find what they are looking for, the only issue with libraries is the factor that they can be very time consuming. libraries normally contain information about people or characters and history, so libraries would certainly be a good place if you can donate the time.

The Museum/Art Gallery - Museum's and art galleries can also be greatly resourceful for finding out information on artists and designers, rather than having written information, normally you'll find lots of work created by artists and designers, with core information on their work, i.e when it was made, or how it was created, or maybe even where the idea's came from. 
Museum's and Art Galleries are prime places to find physical work and core information about artists and designers, but this method will only contain so much information, rather than having excessive amounts of information on the desired character. 

The Internet - The internet is a massive database of information where you can gather any kinds of information, about any person you desire, it could technically be considered a museum/rt gallery and library all in one, but the only problem is when it comes down to finding information, some information gathered can be incorrect. as it is a place that any person can upload their own knowledge to the internet, which could potentially be wrong. 

not all sources are officially wrong, nor are all of them officially right, which is the main problem with the internet, not to mention it's hazards when it comes down to viruses and so on. 

All characters, artists and designers can be found on the internet, with wide ranges of information and images included, but users must be aware that they could be collecting information that isn't entirely correct.