DM1 Flashcards

Review for the Utah State Test

1
Q

Balance

A

Balance achieved by placing dissimilar objects (that have the same visual weight) opposite each other.

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2
Q

Contrast

A

A difference between objects (in size, shape, color, or value).

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3
Q

Dimension

A

Adding depth to a project

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4
Q

Emphasis

A

say “Center of Interest.” It is about dominance and influence. Most artists put it a bit off center and balance it with some minor themes to maintain our interest. Some artists avoid emphasis on purpose. They want all parts of the work to be equally interesting.

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5
Q

Framing

A

Placing the center of interest inside objects in the foreground (e.g., using the branches of a tree to create a natural frame for the person in the image). This can give a picture the illusion of depth.

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6
Q

Leading Lines

A

In photographic composition, natural or manmade lines that lead the viewer’s eye to the subject.

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7
Q

Mergers

A

In photographic composition, a merger is a combination of two or more objects. For example, combining an image of a person and a tree so that it looks like a branch is coming out of his head.

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8
Q

Pattern

A

A repetition of an element (lines, shapes, colors, etc.).

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9
Q

Proportion

A

The ratio between width and height of an object. Scaling an object proportionally preserves this ratio (e.g., enlarging an image from 1”x4” to 2”x8”).

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10
Q

Rule Of Thirds

A

A composition technique where a picture or screen design is divided with two evenly spaced vertical lines that cut the pictures in thirds and two evenly spaced horizontal lines cutting the picture into thirds horizontally. Place the image(s) at the intersection of the vertical and horizontal lines to create points of interest.

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11
Q

Scale

A

A comparative size relationship between two items.

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12
Q

Shape

A

An enclosed space defined by lines, colors, values, and textures. Shapes are 2-dimensional (whereas form is 3-dimensional).

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13
Q

Simplicity

A

In photographic composition, keeping the background and surrounding items simple so that the point of interest is the emphasis.

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14
Q

Space

A

The distance between two objects. Positive space is filled with objects; negative space is empty.

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15
Q

Symmetry

A

A type of balance used by repeating elements or objects in the same positions on either side of a screen design.

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16
Q

Texture

A

The surface quality or “feel” of an image. Texturing an image can add an appearance of smoothness, roughness, softness, etc.

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17
Q

Unity/Harmony

A

An agreement or union between elements or objects on the screen.

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18
Q

Asymmetrical

A

Having parts or aspects that are unequal in size, color, etc.

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19
Q

Anti-Aliasing

A

A process that smooths the edges of shapes, such as letters, on a computer screen (by filling in the jags with a similar color).

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20
Q

Focal Point

A

Creating a strong visual element on the screen so that the reader’s eye is drawn to that particular area or object first.

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21
Q

Depth

A

DEPTH EXAMPLES Sometimes the illusion of depth has to do with orientation. If you want a chair or person to appear further away, you can place them higher on the picture plane.

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22
Q

Analogous

A

A color scheme that uses three colors that are side by side on the color wheel.

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23
Q

Complimentary

A

Colors that are opposite on the color wheel are complimentary to each other (e.g., red and green).

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24
Q

Hue

A

The pure form of a color (red is the pure form of pink).

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25
Q

Intensity

A

The brightness of a color (aka saturation). Mixing grey or the color’s complement will lower its intensity.

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26
Q

Monochromatic

A

A color scheme that uses only one hue (that hue can vary in tint, shade, and tone to give contrast between high and low values).

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27
Q

Saturation

A

The intensity or brightness of a color. Lowering the saturation can be achieved by adding gray or the color’s complement.

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28
Q

Shade

A

A mixture of a hue with black, which reduces lightness.

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29
Q

Tint

A

A mixture of a hue with white, which increases lightness.

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30
Q

Tone

A

A mixture of a hue with either grey or the color’s complement (changing its value and intensity).

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31
Q

Triadic

A

A color scheme that uses three equidistant colors on the color wheel.

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32
Q

Value

A

The lightness or darkness of a hue.

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33
Q

Font

A

A collection of all characters of a single size and style that belong to the same typeface (i.e., 12pt bold Arial).

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34
Q

Kerning

A

In typography, adjusting the space between two certain characters (e.g., between K and V).

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35
Q

Leading

A

In typography, the vertical space between lines of text (pronounced led-ing).

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36
Q

Tracking

A

In typography, the amount of space uniformly between all characters.

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37
Q

Typeface

A

In typography, a design for a set of characters (e.g., times new roman).

38
Q

Buffer

A

A temporary storage area that holds data until it is used.

39
Q

Clipboard

A

A special memory area in RAM where data is stored temporarily on a computer.

40
Q

Compression

A

Storing data in a form that requires less space.

41
Q

CPU

A

Central Processing Unit. The hardware within a computer that carries out the instructions of a computer program by performing the basic arithmetical, logical, and input/output operations of the system

42
Q

FTP

A

File Transfer Protocol. The protocol used on the Internet for uploading and downloading files.

43
Q

IEEE1394

A

A high-speed device for transferring video and other forms of real-time media to and from a computer (aka “firewire”).

44
Q

Multitask

A

Having more than one software application open on your desktop at one time.

45
Q

PC

A

A Personal Computer using a Windows-based operating system.

46
Q

RAM

A

Random Access Memory. Volatile (erased when the computer is shut off) memory commonly measured in megabytes. Used by the computer to store information while an application is running.

47
Q

ROM

A

Read Only Memory. Memory whose contents can be accessed and read but cannot be changed. Data on ROM is permanent and is not lost when the computer is turned off.

48
Q

Scratchdisk

A

Space on a harddrive that is dedicated for temporary storage of data.

49
Q

Spooling

A

A special area in memory where data is stored until a device is ready to access (that is, a buffer). Useful because devices access data at different rates; the buffer allows data from the faster device to wait while the slower device catches up.

50
Q

USB

A

Universal Serial Bus. A port on a computer used to connect peripheral devices, such as mice, keyboards, and flashdrives.

51
Q

Virtual Memory

A

A memory management technique that virtualizes memory so that an application can be designed as if it were dealing with a single area of contiguous memory slots.

52
Q

Virus

A

A computer program that can replicate itself and spread from one computer to another. Some are harmless but some are devastating to your computer.

53
Q

Bitmap (raster)

A

An image stored as a collection of pixels.

54
Q

Digital Watermark

A

A pattern inserted into a digital image, audio, or video file that identifies the file’s copyright information.

55
Q

Line

A

A one-dimensional element. Lines can be straight or curved and can vary in thickness to show weight or perspective.

56
Q

Multimedia Project

A

A complete application combining many forms of media (text, audio, video, animation, and graphics) into a finished product.

57
Q

Rich Media

A

Text, audio, graphics, video, or other components of a multimedia project.

58
Q

Vector

A

An image whose shapes are defined mathematically by a series of lines and curves.

59
Q

CB or CBT

A

Computer-Based Training: training designed to be delivered via CD-ROM, LAN, etc. Over a computer.

60
Q

Developer

A

Responisble for the code for the project.

61
Q

Digital Media Designer

A

Responsible for creating and producing graphical interfaces, animations, audio, video, and/or still images for use in technology-based education, presentations, and the Internet. May also develop printed materials.

62
Q

Instructional Designer

A

Designs and produces e-learning products and accompanying materials.

63
Q

Programmer

A

Responsible for developing, maintaining, documenting and operating computer programs and systems. Converts symbolic statements to detailed logical flow charts for coding into computer language.

64
Q

SEOP

A

Student Education Occupation Plan. An interest/occupation plan set up for a student by a school counselor, the student, and the student’s parents to give guidance to the student in planning their career path.

65
Q

Subject Matter Expert

A

An authority on the subject area of a multimedia project who acts in an advisory capacity to a multimedia team, often providing content.

66
Q

WBT

A

Web Based Training. Training delivered via the Internet.

67
Q

Web Designer/Specialist

A

Responsible for the maintenance of an organization’s web sites and web catalogs. May design an organization’s web sites and web catalogs. Advises on the technical and design aspects of independently developed web site planning to tie into an organization’s web sites. May work within a marketing department.

68
Q

Media/Instructional Designer

A

Responsible for creating and producing graphical interfaces, animations, audio, video, and/or still images for use in technology-based education, presentations, and the Internet. May also develop printed materials.

69
Q

Graphic Artist

A

Responsible for the feel of the project. Designs the interfaces, buttons, graphics, and color schemes of a project. Graphic artists usually have a strong art background and are very familiar with design concepts.

70
Q

DPI

A

Dots Per Inch. DPI determines the resolution of images. The more dots per inch, the higher the resolution (the clearer the picture).

71
Q

NTSC

A

National Television System Committee. Responsible for setting television and video standards in the United States. Delivers 525 lines of resolution at 60 half-frames per second.

72
Q

PAL

A

Phase Alternating Line, the dominant television standard in Europe. Delivers 625 lines at 50 half-frames per second.

73
Q

Resolution

A

The sharpness or clarity of an image. On a computer, resolution is measured in pixels. Common resolutions are 800x600, 1024x768, etc.

74
Q

Directed Linear

A

Presentations where navigation is in a forward and backward direction.

75
Q

Linear Mode

A

Presentations where navigation is in a forward direction only.

76
Q

Random Mode

A

Presentations where users can present in no particular order.

77
Q

Sequential Mode

A

Presentations where navigation is guided by a menu.

78
Q

Tree Mode

A

Presentations where navigation is controlled by paths.

79
Q

Hot Spots

A

Areas in a multimedia project that trigger an action when the user interacts with them (by clicking, mousing-over, etc.).

80
Q

Loop

A

A computer program function which allows an action to occur repeatedly until a certain condition is met (e.g., run ten times, run until the user enters valid input, etc.).

81
Q

Timer Events

A

Actions that are triggered in a multimedia project that are based on time.

82
Q

Tweening

A

Generating intermediate frames between two images to give the appearance that the first image evolves smoothly into the second image.

83
Q

User-Driven Events

A

Actions that are triggered by the user (e.g., a button is clicked, an image is moused-over, etc.).

84
Q

Variable

A

In computer programming, a value (15, “abc”, etc.) That is given a name for future reference and stored in memory. Variables can be numbers, strings (text), booleans (true/false), etc.

85
Q

Variable String

A

A variable consisting of alphanumeric characters (e.g., “123”, “abc”, etc.).

86
Q

Rollovers

A

A trigger that changes an image, text, etc. when moused over.

87
Q

Alpha Test

A

First round of project testing, usually done by in-house personnel.

88
Q

Beta Test

A

Second round of project testing, usually done by members of the target audience.

89
Q

First-Breadth Prototype

A

Shows the overall flow of a project with navigation, etc. Sections do not need to be complete, but should show how the user will navigate through the project.

90
Q

First-Depth Prototype

A

The design of one complete screen, page, frame, etc. Of a multimedia project, with the purpose of demonstrating the color scheme, look/feel, and navigation of a project.

91
Q

Top-Down

A

A computer programming design style in which an application is constructed starting with a high-level description of what it is supposed to do, breaking it into pieces, and working down into the nitty-gritty details.