MIL 4TH ASSESSMENT Flashcards

1
Q

Individuals serve as channels of information

A

People Media

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2
Q

Traditionally, this is limited to folk media, writing, or creation a media artifact.

A

People Media

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3
Q

With the advent of social media, individuals have been empowered to not just create media artifacts but to give feedback, edit, and add on to the media artifact.

A

People Media

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4
Q

Characteristics of social media

A

Individualized, build profiles
Connects w/ friends and people
Upload content in real time
Enables conversation
Provides tracking

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5
Q

Formats of social media

A

Relationship or social networks
Micro-blogging
Special interest networks
Media sharing
Collaborative news
Discussion forums
Group buying/merchant sites
Virtual worlds

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6
Q

Facebook

A

Relationship or social netwoks

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7
Q

Relationship or social netwoks

A

Facebook

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8
Q

Micro-blogging

A

Twitter, instagram

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9
Q

Twitter, instagram

A

Micro-blogging

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10
Q

Special interests networks

A

Linkedin, pinterest

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11
Q

Linkedin, pinterest

A

Special interests networks

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12
Q

Media sharing

A

Youtube, Flickr

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13
Q

Youtube, Flickr

A

Media sharing

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14
Q

Collaborative news

A

Reddit, Waze

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15
Q

Reddit, Waze

A

Collaborative news

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16
Q

Discussion forums

A

Google Forums

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17
Q

Google Forums

A

Discussion forums

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18
Q

Group buying/merchant sites

A

OLX, Groupon, Dealgrocer

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19
Q

OLX, Groupon, Dealgrocer

A

Group buying/merchant sites

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20
Q

Virtual worlds

A

Farmville, World of Warcraft, Secondlife, Minecraft

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21
Q

Farmville, World of Warcraft, Secondlife, Minecraft

A

Virtual worlds

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22
Q

Knowledge was passed on through folk media and indigenous forms of media. Careers: Town crier, messenger, community scribe.

A

Pre-Spanish Era

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23
Q

While education was limited to the elite, publication of books (i.e., Noli Me Tangere and El Filibusterismo) and newspapers (La Solidaridad) advanced the Propaganda movement which led to the people’s revolution against Spanish rule.

A

Spanish Era

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24
Q

Filipinos at that time did not have a common language. Only the elite spoke and understood Spanish. Thus, communication was limited. Pen names were used to avoid political oppression. -

A

Spanish Era

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25
Q

Careers: book writers, newspaper writer, editor, publisher, copyreader, artist.

A

Spanish Era

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26
Q

During this era, major newspaper (i.e. Manila Times and Manila Bulletin), radio broadcasting and movies became available.

A

American and Japanese Era

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27
Q

Media was used for propaganda by government and other groups.

A

American and Japanese Era

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28
Q

Careers: book writers, newspaper writer, editor, publisher, copyreader, artist, cartoonist, reporter, producer, broadcaster.

A

American and Japanese Era

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29
Q

The golden age of Philippine Journalism. Advertising, Communication Education, and press freedom flourished in this era.

A

Post-war Era

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30
Q

Careers: book writers, newspaper writer, editor, publisher, copyreader, artist, cartoonist, reporter, producer, media technicians, advertisers.

A

Post-war Era

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31
Q

Highlights of this era include the government takeover of media and the press and the image engineering of the Marcoses in the name of nationalism.

A

Martial Law Era

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32
Q

People Power brought greater freedom for Philippine media.

A

Post-EDSA Era

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33
Q

During this era, the new Constitution recognized the vital role of communication and information in nation building. Press freedom influenced the growth in media careers.

A

Post-EDSA Era

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34
Q

Currently information age. Careers: web designer, online instructors, digital producers, bloggers, animators, programmer, archivist, metadata analyst, data miner, user experience designer, call center agents, virtual assistants

A

Modern Era

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35
Q

Are either printed or digital text material that are published for the purpose of communicating information to an audience.

A

Text Media

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36
Q

A simple and flexible format of presenting information or conveying ideas whether hand-written, printed or displayed on-screen.

A

Text

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37
Q

Any human-readable sequence of characters” that can form intelligible words

A

Text

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38
Q

Is very powerful as well in disseminating information, providing direction and giving suggestions.

A

Text

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39
Q

Available in different sources whether it is formal (news articles, published books, newspapers, magazines, advertisements, research works, etc.) or informal (blogs, personal e-mails, SMS or text messages, online messengers, social media platforms, etc).

A

Text

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40
Q

Formal text-based materials are created and distributed by established institutions (such as publishing companies, news agencies, etc.) and go through a rigorous process of editing or evaluation and are usually governed by censorship of the state.

A

Text

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41
Q

Informal text-based materials, on the other hand, come from personal opinions or views on different issues, processes, etc.

A

Text

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42
Q

Can be as short such as a single sentence or phrase, or they can be as lengthy as news articles or investigative reporting. No matter how brief or lengthy, however, a text is always carefully written with the intent of sending a very specific message to the target audience.

A

Text

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43
Q

Text as visual

A

Typeface

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44
Q

Also called font, font type, or type.

A

Typeface

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45
Q

usually comprised of alphabets, numbers, punctuation marks, symbols and other special characters.

A

Typeface

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46
Q

Refers to the representation or style of a text in the digital format.

A

Typeface

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47
Q

When fonts are installed in the computer, they usually come in file formats such as True Type Font (.ttf), Open Type Font (.otf), etc.

A

Typeface

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48
Q

Types of Typefaces:

A

Serif
Sans Serif
Slab Serif
Script
Display / (Decorative)

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49
Q

Connotes formality and readability in large amount of texts.

A

Serif

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50
Q

This font is usually used for the body text of books, newspapers, magazines and research publication.

A

Serif

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51
Q

Gives a classic or elegant look when used for title or heading.

A

Serif

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52
Q

Examples: Times New Roman, Garamond, Baskerville

A

Serif

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53
Q

Brings a clean or minimalist look to the text.

A

Sans Serif

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54
Q

Used for clear and direct meaning of text such as road signage, building directory or nutrition facts in food packages.

A

Sans Serif

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55
Q

Give a modern look and is used primarily in webpage design.

A

Sans Serif

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56
Q

Examples: Arial, Helvetica, Tahoma, Verdana, Calibri

A

Sans Serif

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57
Q

Carries a solid or heavy look to text.

A

Slab Serif

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58
Q

Used for large advertising sign on billboards.

A

Slab Serif

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59
Q

Examples: Rockwell, Playbill, Blackoak

A

Slab Serif

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60
Q

Draws much attention to itself because of its brush-like strokes.

A

Script

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61
Q

This must be used sparingly and not to be used in large body text.

A

Script

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62
Q

This font is usually used in wedding invitation cards or other formal events.

A

Script

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63
Q

Examples: Edwardian, Vladimir, Kunstler

A

Script

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64
Q

Caters to a wide variety of emotions

A

Decorative

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65
Q

Caters to a wide variety of emotions (such as celebration, fear, horror, etc.) or themes (such as cowboys, circus, holidays, summer, kiddie, etc.)

A

Decorative

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66
Q

Examples: Chiller, Jokerman, Curlz MT

A

Decorative

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67
Q

Design Principles and Elements:

A

Emphasis
Appropriateness
Proximity
Alignment
Organization
Repetition
Contrast

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68
Q

Refers to the importance or value given to a part of the text-based content.

A

Emphasis

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69
Q

When trying to make a point or highlighting a message, you can make the text bold, italicized, have a heavier weight, darkened or lightened (depending on your background color) or enlarged.

A

Emphasis

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70
Q

Refers to how fitting or suitable the text is used for a specific audience, purpose or event. In the creation of text-based content, make sure that the selection criteria (tone, style, purpose, clarity) is followed.

A

Appropriateness

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71
Q

Refers to the discussion of the characteristics of the fonts.

A

Appropriateness

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72
Q

When it comes to large body text, the font should be clear enough to read.

A

Appropriateness

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73
Q

Refers to how near or how far are the text elements from each other.

A

Proximity

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74
Q

When two things are closely related, we bring them close together.

A

Proximity

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75
Q

Refers to how the text is positioned in the page. This can be left, right, center or justified.

A

Alignment

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76
Q

Refers to a conscious effort to organize the different text elements in a page.

A

Organization

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77
Q

Ensures that while some text elements are separated from each other (based on the principle of proximity), they are still somehow connected with the rest of the elements in the page.

A

Organization

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78
Q

When there are many elements needed to fit in a page, start by creating a framework or a compartment for the elements.

A

Organization

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79
Q

Divide the space by creating lines across the page, making it look like a cabinet with various space sizes.

A

Organization

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80
Q

Once you are done compartmentalizing, you can place the different text elements on the boxes.

A

Organization

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81
Q

Concerns consistency of elements and the unity of the entire design.

A

Repetition

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82
Q

Encourages the use of repeating some typefaces within the page.

A

Repetition

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83
Q

When several typefaces are used on a page, it might distract the audience and fail to communicate what you want them to get from the content.

A

Repetition

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84
Q

To strike a balance, do not also use just a single typeface for a visual design product.

A

Repetition

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85
Q

Creates visual interest to text elements.

A

Contrast

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86
Q

Achieved when two elements are different from each other.

A

Contrast

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87
Q

When you place a white text on a very light yellow background, _______ is not achieved and the text will be difficult to read, but when you put a white text on a dark brown background, ________is created.

A

Contrast, contrast

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88
Q

Contrast can be achieved in various ways, by joining the following elements:

A

Large font with a small font
Serif and sans serif
Thin elements with thin elements, cool color and warm color.

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89
Q

Are sources of information in the form of visual representations.

A

Visual media

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90
Q

These can be abstractions, analogues, rough illustrations, or digital reproductions of the objects.

A

Visual media

91
Q

Types of visual media:

A

Photography, video, screenshots, infographics, data visualization (charts and graphs), comic strips/cartoons, memes, visual note-taking

Formally and informally produced visual media visual media produced by and established formal organizations such as schools, government, media/publishing outfits are considered formally produced. Other visual media are considered informally produced.

92
Q

The building blocks or basic units in the construction of a visual image.

A

Visual design elements

93
Q

Visual design elements:

A

Line
Shape
Value
Texture
Color
Form

94
Q

Describes a shape or outline.

A

Line

95
Q

It can create texture and can be thick or thin.

A

Line

96
Q

May be actual, implied, vertical, horizontal, diagonal, or contour lines.

A

Line

97
Q

Usually a geometric area that stands out from the space next to or around it.

A

Shape

98
Q

Usually a geometric area that stands out from the space next to or around it, or because of differences in value, color, or texture.

A

Shape

99
Q

May also be organic.

A

Shape

100
Q

The degree of light and dark in a design.

A

Value

101
Q

It is the contrast between black and white and all the tones in between.

A

Value

102
Q

Can be used with color as well as black and white.

A

Value

103
Q

_________ is the extreme changes between values.

A

Contrast

104
Q

Contrast is the extreme changes between _________.

A

Value

105
Q

_______ is the extreme changes between _______.

A

Contrast, Value

106
Q

The way a surface feels or is perceived to feel.

A

Texture

107
Q

Can be added to attract or repel interest to a visual element.

A

Texture

108
Q

TextureIs the illusion of the surfaces peaks and valleys, resulting in a feeling of smoothness or roughness in objects.

A

Texture

109
Q

Determined by its hue.

A

Color

110
Q

May be used for emphasis, or may elicit emotions from viewers.

A

Color

111
Q

May be warm, cool, or neutral.

A

Color

112
Q

A figure having volume and thickness.

A

Form

113
Q

An illusion of a 3-dimesnional object can be implied with the use of light and shading.

A

Form

114
Q

Can be viewed from many angles.

A

Form

115
Q

Of margins, typeface, typestyle, and colors is necessary, especially in slide presentations or documents that are more than one page.

A

Consistency

116
Q

An area that first attracts attention in a composition.

A

Center of interest

117
Q

This area is more important when compared to the other objects or elements in a composition.

A

Center of interest

118
Q

This can be by contrast of values, more colors, and placement in the format.

A

Center of interest

119
Q

A feeling of visual equality in shape, form, value, color, etc

A

Balance

120
Q

Brings together a composition with similar units.

A

Harmony

121
Q

Offers some change in value creating a visual discord in a composition.

A

Contrast

122
Q

Shows the difference between shapes and can be used as a background to bring objects out and forward in a design. It can also be used to create an area of emphasis.

A

Contrast

123
Q

A visual flow through the composition.

A

Contrast

124
Q

It can be the suggestion of motion in a design as you move from object to object by way of placement and position.

A

Contrast

125
Q

It can also be used to create an area of emphasis.

A

Contrast

126
Q

A visual flow through the composition.

A

Directional Movement

127
Q

It can be the suggestion of motion in a design as you move from object to object by way of placement and position.

A

Directional Movement

128
Q

Can be created with a value pattern. It is with the placement of dark and light areas that you can move your attention through the format.

A

Directional Movement

129
Q

A movement in which some elements recur regularly.

A

Rhythm

130
Q

Like a dance, it will have a flow of objects that will seem to be like the beat of music.

A

Rhythm

131
Q

Created through the arrangement of objects in two dimensional space to look like they appear in real life.

A

Perspective

132
Q

Is a learned meaning of the relationship between different objects seen in space.

A

Perspective

133
Q

Visual Design Principles:

A

Consistency
Center of interest
Balance
Harmony
Contrast
Directional Movement
Rhythm
Perspective

134
Q

Is a kind of media resource which uses recorded audio materials for communicating and delivering information.

A

Audio media

135
Q

Types and Categories of Audio Information:

A

Radio broadcast
Music
Sound recording
Sound clips/effects
Audio Podcast

136
Q

live or recorded audio sent through radio waves to reach a wide audience.

A

Radio broadcast

137
Q

vocal and/or instrumental sounds combined in such a way as to produce beauty of form, harmony, and expression of emotion.

A

Music

138
Q

It is composed and performed for many purposes, ranging from aesthetic pleasure, religious or ceremonial purposes, or as an entertainment product.

A

Music

138
Q

Recording of an interview, meeting, or any sound from the environment.

A

Sound recording

139
Q

Any sound, other than music or speech, artificially reproduced to create an effect in a dramatic presentation, as the sound of a storm or a creaking door.

A

Sound clips/effects

139
Q

A digital audio or video file or recording, usually part of a themed series that can be downloaded from a website to a media player or computer.

A

Sound clips/effects

140
Q

Different Ways of Storing Audio Media

A

Tape
CD
USB drive
Memory Card
Computer hard drive
Internet/Cloud

141
Q

Magnetic tape on which sound can be recorded.

A

Tape

142
Q

A plastic-fabricated, circular medium for recording, storing, and playing back audio, video, and computer data.

A

CD

143
Q

An external flash drive, small enough to carry on a key ring that can be used with any computer that has a USB port.

A

USB drive

144
Q

An external flash drive, small enough to carry on a key ring that can be used with any computer that has a USB port.

A

USB drive

145
Q

Is a small storage medium used to store data such as text, pictures, audio, and video, for use on small, portable, or remote computing devices.

A

Memory Card

146
Q

A secondary storage devices for storing audio files.

A

Computer hard drive

147
Q

Are websites or file repositories for retrieving audio files, and more precisely the files are stored in some datacenter full of servers that is connected to the Internet.

A

Internet/Cloud

148
Q

Audio file formats:

A

MP3 (MPEG Audio Layer 3)
M4A/AAC (MPEG-4 Audio/Advanced Audio Coding)
WAV
WMA (Windows Media Audio)

149
Q

A common format for consumer audio, as well as a standard of digital audio compression for the transfer and playback of music on most digital audio players.

A

MP3 (MPEG Audio Layer 3)

150
Q

An audio coding standard for lossy digital audio compression.M4A/AAC (MPEG-4 Audio/Advanced Audio Coding)

A

M4A/AAC (MPEG-4 Audio/Advanced Audio Coding)

151
Q

Designed to be the successor of the MP3 format, AAC generally achieves better sound quality than MP3 at similar bit rates.

A

M4A/AAC (MPEG-4 Audio/Advanced Audio Coding)

152
Q

Is a Microsoft audio file format standard for storing an audio bitstream on PCs.

A

WAV

153
Q

It has become a standard file format for game sounds, among others.

A

WAV

154
Q

Is an audio data compression technology developed by Microsoft and used with Windows Media Player.

A

WMA (Windows Media Audio)

155
Q

Simply the act of perceiving sound by the ear. If you are not hearing-impaired, hearing simply happens.

A

Hearing

156
Q

Is something you consciously choose to do. It requires concentration so that your brain processes meaning from words and sentences. It leads to learning.”

A

Listening

157
Q

Characteristics of Sound:

A

Volume
Tone
Pitch
Loudness

158
Q

Elements of sound design:

A

Dialogue
Sound Effects
Music
Silence

159
Q

Principles of sound design:

A

Mixing
Pace
Transitions

160
Q

The combination, balance and control of multiple sound elements.

A

Mixing

161
Q

Time control. Editing. Order of events: linear, non-linear, or multi·linear.

A

Pace

162
Q

How you get from one segment or element to another.

A

Transitions

163
Q

Types of transitions:

A

Segue
Cross-fade
V-Fade

164
Q

Types of transitions:

A

Segue
Cross-fade
V-Fade

165
Q

One element stops, the next begins (“cut” in film).

A

Segue

166
Q

One element fades out, the next fades in, and they overlap on the way.

A

Cross-fade

167
Q

First element fades to inaudible before the second element begins.

A

V-Fade

168
Q

V-Fade with some silence between elements.

A

Fade to Black

169
Q

As first element fades out, the second element begins at full volume. Better for voice transitions, than for effects.

A

Waterfall

170
Q

Using left and right channel for depth.

A

Stereo Imaging

171
Q

Is a form of media that has the appearance of moving text and graphics on a display, with a purpose of disseminating information to an audience.

A

Motion media

171
Q

Formally produced motion media are created by professionals who follow industry standards in creating, editing and producing motion media.

A

True

172
Q

Informally produced motion media are created by individuals often for personal use.

A

True

173
Q

Informally produced motion media are created by professionals who follow industry standards in creating, editing and producing motion media.

A

False (Formally)

174
Q

Formally produced motion media are created by individuals often for personal use.

A

False (Informally)

175
Q

How many frames per second is the basic requirement to achieve a smooth animation or video?

A

24 or more per second

176
Q

Two forms of Motion Media:

A

Formal
Informal

177
Q

Basic Methods on Determining the Credibility of Motion Media:

A

Validity of information
Source
Relationship of the author to the event

178
Q

Technical methods of detecting tampering/fake video:

A

Smoothness of video
Lighting Coverage matches
Scale and size consistent

179
Q

Is it peer reviewed and verifiable

A

Validity of information

180
Q

Primary or secondary source? Does the video capture the actual event or does it simply present information learned about an event

A

Source

181
Q

Does he have firsthand knowledge?

A

Relationship of the author to the event

182
Q

This is often detected when movements are not smooth; when action seems to jump from one position to another, as if some action was missing Lighting coverage matches

A

Smoothness of video

183
Q

One way to detect lighting matches is to look at the shadows; the source of light determines the size and direction of the shadow

A

Lighting coverage matches

183
Q

One way to detect lighting matches is to look at the shadows; the source of light determines the size and direction of the shadow

A

Lighting coverage matches

184
Q

Refers to how the size of the objects in reference to one another is near the real thing. If the picture is reduced or enlarged by a certain percent then all of the objects should be resized by that percent. Objects that are far away are usually smaller than objects that are nearer.

A

Scale and size consistent

185
Q

Refers to how the size of the objects in reference to one another is near the real thing. If the picture is reduced or enlarged by a certain percent then all of the objects should be resized by that percent. Objects that are far away are usually smaller than objects that are nearer.

A

Scale and size consistent

186
Q

Are tools that are used to aid in hands-on learning.

A

Manipulatives Media

187
Q

Can be physical objects or computer programs which learners can manipulate in order to grasp an idea, and gain understanding or mastery of given concepts.

A

Manipulatives Media

188
Q

Are tools assist students to advance their knowledge through their visual and kinesthetic senses.

A

Manipulatives Media

189
Q

Interactive MediaA method of communication in which the program’s outputs depend on the user’s inputs, and the user’s inputs in turn affect the program’s outputs.

A

Interactive Media

190
Q

Engage the user and interact with him or her in a way that non-interactive media do not.

A

Interactive Media

191
Q

Common types of interactive media.

A

Websites and video games

192
Q

The communication process that takes place between humans and computer software.

A

Interactivity

193
Q

The most constant form of interactivity is typically found in _______

A

games

194
Q

Different platforms of Interactive Media:

A

Mobile apps
3D TV
Video games
Role-playing games (RPG)
Massively Multiplayer Online Role Playing Game (MMORPG)
Interactive websites
Virtual reality and immersive environments
Social media

195
Q

A software application developed specifically for use on small, wireless computing devices such as smartphones and tablets, rather than desktop or laptop computers.

A

Mobile apps

196
Q

A television display technology that enables a three-dimensional effect, so that viewers perceive that an image has depth as well as height and width, similar to objects in the real world.

A

3D TV

197
Q

A game played by electronically manipulating images produced by a computer program on a television screen or other display screen. Multiplayer games allow two or more players to play with one another or play together.

A

Video games

198
Q

A game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making or character development.

A

Role-playing games (RPG)

199
Q

My story-driven online video game in which a player, taking on the persona of a character in a virtual or fantasy world, interacts with a large number of other players.

A

Massively Multiplayer Online Role Playing Game (MMORPG)

200
Q

(pools, surveys, exams, exercises)

A

Interactive websites

201
Q

The computer-generated simulation of a three dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.

A

Virtual reality and immersive environments

202
Q

Websites or online services where users (actual people) are the creators and consumers of the content, and where social interactions (commenting, liking, posting, talking) are the main features of content. Examples Twitter, Instagram, Snapchat, Vine, are Facebook.

A

Social media

203
Q

Interacting with Social Media

Different ways of interacting with the Internet:

A

Online shopping
Online gaming
Online Classes
Chat
News and Information
Videos

204
Q

Compare prices; compare features of similar items; add to cart; choose payment type; track delivery; get advice from experts; search products; check local availability; get product recommendations.

A

Online shopping

205
Q

Types of Interactivity and Purposes:

A

Click on images
Hotspot
Rollover
Tabs
Timeline
Numbers/processes
Slideshow
Frequently asked questions (FAQs)
Flip cards

206
Q

A special region to act as a trigger to another web page. The hotspot could be a circle, triangle, rectangle or polygon.

A

Hotspot

207
Q

An image or portion of an image that changes in appearance when the mouse cursor moves over it.

A

Rollover

208
Q

Clicking on them displays a relevant content with an appropriate graphic.

A

Tabs

209
Q

A menu slide that branches to different events.

A

Timeline

210
Q

The number of clicks and the time spent in an interactive function provide data points.

A

Numbers/processes

211
Q

Non-linear interactive slideshow where the pathway through the show is determined by the user’s interaction with it.

A

Slideshow

212
Q

A card that when clicked flips to display a description and other information.

A

Flip cards

213
Q

Emerging Interactive Media:

A

Interactive television
Allow viewers to participate in games shows
Select alternate endings to their favorite program/application
Encourage children to interact with educational programs

214
Q

Also known as ITV or ITV. A form of media convergence, adding data services to traditional television technology.

A

Interactive television

215
Q

Enables the viewer to issue commands and give feedback information through an electronic device called a setup box.

A

Interactive television

216
Q

Viewers compete with on-screen contestants.

A

Allow viewers to participate in games shows

217
Q

Storyline game application wherein the player can choose route of the story that will lead them to their expecting ending such otome game, horror game and the likes.

A

Select alternate endings to their favorite program/application.

218
Q

Is a combination of two or more different types of media.

A

Multimedia

219
Q

A wise mix of various mass media such as print, audio and video.

A

Multimedia

220
Q

Defines multimedia as “the field concerned with the computer-controlled integration of text, graphics, drawings, still and moving images (video), animation, audio, and any other media where every type of information can be represented, stored, transmitted and processed digitally.”

A

Dave Marshall