MIL 4TH ASSESSMENT Flashcards

(224 cards)

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
Careers: book writers, newspaper writer, editor, publisher, copyreader, artist.
Spanish Era
26
During this era, major newspaper (i.e. Manila Times and Manila Bulletin), radio broadcasting and movies became available.
American and Japanese Era
27
Media was used for propaganda by government and other groups.
American and Japanese Era
28
Careers: book writers, newspaper writer, editor, publisher, copyreader, artist, cartoonist, reporter, producer, broadcaster.
American and Japanese Era
29
The golden age of Philippine Journalism. Advertising, Communication Education, and press freedom flourished in this era.
Post-war Era
30
Careers: book writers, newspaper writer, editor, publisher, copyreader, artist, cartoonist, reporter, producer, media technicians, advertisers.
Post-war Era
31
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.
Martial Law Era
32
People Power brought greater freedom for Philippine media.
Post-EDSA Era
33
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.
Post-EDSA Era
34
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
Modern Era
35
Are either printed or digital text material that are published for the purpose of communicating information to an audience.
Text Media
36
A simple and flexible format of presenting information or conveying ideas whether hand-written, printed or displayed on-screen.
Text
37
Any human-readable sequence of characters" that can form intelligible words
Text
38
Is very powerful as well in disseminating information, providing direction and giving suggestions.
Text
39
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).
Text
40
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.
Text
41
Informal text-based materials, on the other hand, come from personal opinions or views on different issues, processes, etc.
Text
42
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.
Text
43
Text as visual
Typeface
44
Also called font, font type, or type.
Typeface
45
usually comprised of alphabets, numbers, punctuation marks, symbols and other special characters.
Typeface
46
Refers to the representation or style of a text in the digital format.
Typeface
47
When fonts are installed in the computer, they usually come in file formats such as True Type Font (.ttf), Open Type Font (.otf), etc.
Typeface
48
Types of Typefaces:
Serif Sans Serif Slab Serif Script Display / (Decorative)
49
Connotes formality and readability in large amount of texts.
Serif
50
This font is usually used for the body text of books, newspapers, magazines and research publication.
Serif
51
Gives a classic or elegant look when used for title or heading.
Serif
52
Examples: Times New Roman, Garamond, Baskerville
Serif
53
Brings a clean or minimalist look to the text.
Sans Serif
54
Used for clear and direct meaning of text such as road signage, building directory or nutrition facts in food packages.
Sans Serif
55
Give a modern look and is used primarily in webpage design.
Sans Serif
56
Examples: Arial, Helvetica, Tahoma, Verdana, Calibri
Sans Serif
57
Carries a solid or heavy look to text.
Slab Serif
58
Used for large advertising sign on billboards.
Slab Serif
59
Examples: Rockwell, Playbill, Blackoak
Slab Serif
60
Draws much attention to itself because of its brush-like strokes.
Script
61
This must be used sparingly and not to be used in large body text.
Script
62
This font is usually used in wedding invitation cards or other formal events.
Script
63
Examples: Edwardian, Vladimir, Kunstler
Script
64
Caters to a wide variety of emotions
Decorative
65
Caters to a wide variety of emotions (such as celebration, fear, horror, etc.) or themes (such as cowboys, circus, holidays, summer, kiddie, etc.)
Decorative
66
Examples: Chiller, Jokerman, Curlz MT
Decorative
67
Design Principles and Elements:
Emphasis Appropriateness Proximity Alignment Organization Repetition Contrast
68
Refers to the importance or value given to a part of the text-based content.
Emphasis
69
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.
Emphasis
70
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.
Appropriateness
71
Refers to the discussion of the characteristics of the fonts.
Appropriateness
72
When it comes to large body text, the font should be clear enough to read.
Appropriateness
73
Refers to how near or how far are the text elements from each other.
Proximity
74
When two things are closely related, we bring them close together.
Proximity
75
Refers to how the text is positioned in the page. This can be left, right, center or justified.
Alignment
76
Refers to a conscious effort to organize the different text elements in a page.
Organization
77
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.
Organization
78
When there are many elements needed to fit in a page, start by creating a framework or a compartment for the elements.
Organization
79
Divide the space by creating lines across the page, making it look like a cabinet with various space sizes.
Organization
80
Once you are done compartmentalizing, you can place the different text elements on the boxes.
Organization
81
Concerns consistency of elements and the unity of the entire design.
Repetition
82
Encourages the use of repeating some typefaces within the page.
Repetition
83
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.
Repetition
84
To strike a balance, do not also use just a single typeface for a visual design product.
Repetition
85
Creates visual interest to text elements.
Contrast
86
Achieved when two elements are different from each other.
Contrast
87
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.
Contrast, contrast
88
Contrast can be achieved in various ways, by joining the following elements:
Large font with a small font Serif and sans serif Thin elements with thin elements, cool color and warm color.
89
Are sources of information in the form of visual representations.
Visual media
90
These can be abstractions, analogues, rough illustrations, or digital reproductions of the objects.
Visual media
91
Types of visual media:
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
The building blocks or basic units in the construction of a visual image.
Visual design elements
93
Visual design elements:
Line Shape Value Texture Color Form
94
Describes a shape or outline.
Line
95
It can create texture and can be thick or thin.
Line
96
May be actual, implied, vertical, horizontal, diagonal, or contour lines.
Line
97
Usually a geometric area that stands out from the space next to or around it.
Shape
98
Usually a geometric area that stands out from the space next to or around it, or because of differences in value, color, or texture.
Shape
99
May also be organic.
Shape
100
The degree of light and dark in a design.
Value
101
It is the contrast between black and white and all the tones in between.
Value
102
Can be used with color as well as black and white.
Value
103
_________ is the extreme changes between values.
Contrast
104
Contrast is the extreme changes between _________.
Value
105
_______ is the extreme changes between _______.
Contrast, Value
106
The way a surface feels or is perceived to feel.
Texture
107
Can be added to attract or repel interest to a visual element.
Texture
108
TextureIs the illusion of the surfaces peaks and valleys, resulting in a feeling of smoothness or roughness in objects.
Texture
109
Determined by its hue.
Color
110
May be used for emphasis, or may elicit emotions from viewers.
Color
111
May be warm, cool, or neutral.
Color
112
A figure having volume and thickness.
Form
113
An illusion of a 3-dimesnional object can be implied with the use of light and shading.
Form
114
Can be viewed from many angles.
Form
115
Of margins, typeface, typestyle, and colors is necessary, especially in slide presentations or documents that are more than one page.
Consistency
116
An area that first attracts attention in a composition.
Center of interest
117
This area is more important when compared to the other objects or elements in a composition.
Center of interest
118
This can be by contrast of values, more colors, and placement in the format.
Center of interest
119
A feeling of visual equality in shape, form, value, color, etc
Balance
120
Brings together a composition with similar units.
Harmony
121
Offers some change in value creating a visual discord in a composition.
Contrast
122
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.
Contrast
123
A visual flow through the composition.
Contrast
124
It can be the suggestion of motion in a design as you move from object to object by way of placement and position.
Contrast
125
It can also be used to create an area of emphasis.
Contrast
126
A visual flow through the composition.
Directional Movement
127
It can be the suggestion of motion in a design as you move from object to object by way of placement and position.
Directional Movement
128
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.
Directional Movement
129
A movement in which some elements recur regularly.
Rhythm
130
Like a dance, it will have a flow of objects that will seem to be like the beat of music.
Rhythm
131
Created through the arrangement of objects in two dimensional space to look like they appear in real life.
Perspective
132
Is a learned meaning of the relationship between different objects seen in space.
Perspective
133
Visual Design Principles:
Consistency Center of interest Balance Harmony Contrast Directional Movement Rhythm Perspective
134
Is a kind of media resource which uses recorded audio materials for communicating and delivering information.
Audio media
135
Types and Categories of Audio Information:
Radio broadcast Music Sound recording Sound clips/effects Audio Podcast
136
live or recorded audio sent through radio waves to reach a wide audience.
Radio broadcast
137
vocal and/or instrumental sounds combined in such a way as to produce beauty of form, harmony, and expression of emotion.
Music
138
It is composed and performed for many purposes, ranging from aesthetic pleasure, religious or ceremonial purposes, or as an entertainment product.
Music
138
Recording of an interview, meeting, or any sound from the environment.
Sound recording
139
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.
Sound clips/effects
139
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.
Sound clips/effects
140
Different Ways of Storing Audio Media
Tape CD USB drive Memory Card Computer hard drive Internet/Cloud
141
Magnetic tape on which sound can be recorded.
Tape
142
A plastic-fabricated, circular medium for recording, storing, and playing back audio, video, and computer data.
CD
143
An external flash drive, small enough to carry on a key ring that can be used with any computer that has a USB port.
USB drive
144
An external flash drive, small enough to carry on a key ring that can be used with any computer that has a USB port.
USB drive
145
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.
Memory Card
146
A secondary storage devices for storing audio files.
Computer hard drive
147
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.
Internet/Cloud
148
Audio file formats:
MP3 (MPEG Audio Layer 3) M4A/AAC (MPEG-4 Audio/Advanced Audio Coding) WAV WMA (Windows Media Audio)
149
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.
MP3 (MPEG Audio Layer 3)
150
An audio coding standard for lossy digital audio compression.M4A/AAC (MPEG-4 Audio/Advanced Audio Coding)
M4A/AAC (MPEG-4 Audio/Advanced Audio Coding)
151
Designed to be the successor of the MP3 format, AAC generally achieves better sound quality than MP3 at similar bit rates.
M4A/AAC (MPEG-4 Audio/Advanced Audio Coding)
152
Is a Microsoft audio file format standard for storing an audio bitstream on PCs.
WAV
153
It has become a standard file format for game sounds, among others.
WAV
154
Is an audio data compression technology developed by Microsoft and used with Windows Media Player.
WMA (Windows Media Audio)
155
Simply the act of perceiving sound by the ear. If you are not hearing-impaired, hearing simply happens.
Hearing
156
Is something you consciously choose to do. It requires concentration so that your brain processes meaning from words and sentences. It leads to learning."
Listening
157
Characteristics of Sound:
Volume Tone Pitch Loudness
158
Elements of sound design:
Dialogue Sound Effects Music Silence
159
Principles of sound design:
Mixing Pace Transitions
160
The combination, balance and control of multiple sound elements.
Mixing
161
Time control. Editing. Order of events: linear, non-linear, or multi·linear.
Pace
162
How you get from one segment or element to another.
Transitions
163
Types of transitions:
Segue Cross-fade V-Fade
164
Types of transitions:
Segue Cross-fade V-Fade
165
One element stops, the next begins ("cut" in film).
Segue
166
One element fades out, the next fades in, and they overlap on the way.
Cross-fade
167
First element fades to inaudible before the second element begins.
V-Fade
168
V-Fade with some silence between elements.
Fade to Black
169
As first element fades out, the second element begins at full volume. Better for voice transitions, than for effects.
Waterfall
170
Using left and right channel for depth.
Stereo Imaging
171
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.
Motion media
171
Formally produced motion media are created by professionals who follow industry standards in creating, editing and producing motion media.
True
172
Informally produced motion media are created by individuals often for personal use.
True
173
Informally produced motion media are created by professionals who follow industry standards in creating, editing and producing motion media.
False (Formally)
174
Formally produced motion media are created by individuals often for personal use.
False (Informally)
175
How many frames per second is the basic requirement to achieve a smooth animation or video?
24 or more per second
176
Two forms of Motion Media:
Formal Informal
177
Basic Methods on Determining the Credibility of Motion Media:
Validity of information Source Relationship of the author to the event
178
Technical methods of detecting tampering/fake video:
Smoothness of video Lighting Coverage matches Scale and size consistent
179
Is it peer reviewed and verifiable
Validity of information
180
Primary or secondary source? Does the video capture the actual event or does it simply present information learned about an event
Source
181
Does he have firsthand knowledge?
Relationship of the author to the event
182
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
Smoothness of video
183
One way to detect lighting matches is to look at the shadows; the source of light determines the size and direction of the shadow
Lighting coverage matches
183
One way to detect lighting matches is to look at the shadows; the source of light determines the size and direction of the shadow
Lighting coverage matches
184
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.
Scale and size consistent
185
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.
Scale and size consistent
186
Are tools that are used to aid in hands-on learning.
Manipulatives Media
187
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.
Manipulatives Media
188
Are tools assist students to advance their knowledge through their visual and kinesthetic senses.
Manipulatives Media
189
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.
Interactive Media
190
Engage the user and interact with him or her in a way that non-interactive media do not.
Interactive Media
191
Common types of interactive media.
Websites and video games
192
The communication process that takes place between humans and computer software.
Interactivity
193
The most constant form of interactivity is typically found in _______
games
194
Different platforms of Interactive Media:
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
A software application developed specifically for use on small, wireless computing devices such as smartphones and tablets, rather than desktop or laptop computers.
Mobile apps
196
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.
3D TV
197
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.
Video games
198
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.
Role-playing games (RPG)
199
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.
Massively Multiplayer Online Role Playing Game (MMORPG)
200
(pools, surveys, exams, exercises)
Interactive websites
201
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.
Virtual reality and immersive environments
202
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.
Social media
203
Interacting with Social Media Different ways of interacting with the Internet:
Online shopping Online gaming Online Classes Chat News and Information Videos
204
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.
Online shopping
205
Types of Interactivity and Purposes:
Click on images Hotspot Rollover Tabs Timeline Numbers/processes Slideshow Frequently asked questions (FAQs) Flip cards
206
A special region to act as a trigger to another web page. The hotspot could be a circle, triangle, rectangle or polygon.
Hotspot
207
An image or portion of an image that changes in appearance when the mouse cursor moves over it.
Rollover
208
Clicking on them displays a relevant content with an appropriate graphic.
Tabs
209
A menu slide that branches to different events.
Timeline
210
The number of clicks and the time spent in an interactive function provide data points.
Numbers/processes
211
Non-linear interactive slideshow where the pathway through the show is determined by the user's interaction with it.
Slideshow
212
A card that when clicked flips to display a description and other information.
Flip cards
213
Emerging Interactive Media:
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
Also known as ITV or ITV. A form of media convergence, adding data services to traditional television technology.
Interactive television
215
Enables the viewer to issue commands and give feedback information through an electronic device called a setup box.
Interactive television
216
Viewers compete with on-screen contestants.
Allow viewers to participate in games shows
217
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.
Select alternate endings to their favorite program/application.
218
Is a combination of two or more different types of media.
Multimedia
219
A wise mix of various mass media such as print, audio and video.
Multimedia
220
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."
Dave Marshall