ITEC93 PRELIM Flashcards

1
Q

is any combination of text, art, sound, animation, and video delivered to you by computer or other electronic or digitally manipulated means.

A

Multimedia

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2
Q

Many or More than one

A

Multi

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3
Q

Medium of Communication

A

Media

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4
Q

When you allow an end user or viewer of a multimedia project to control what and when the elements are delivered

A

interactive Multimedia

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5
Q

When you provide a structure of linked elements through which the user can navigate, it is called

A

Hypermedia

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6
Q

it is a content progresses without any navigational control for the viewer example: Cinema presentation

A

Linear active / Linear Multimedia

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7
Q

it is a content offers user interactivity to control progress as used with a computer game

A

Non-linear content / Non-linear Multimedia

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8
Q

The technology of multimedia design utilizes various features like animation, video, graphics, audio and sound to impress the users. true/false

A

TRUE

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9
Q

Multimedia technology is used for 3D cinema applications and mobile environments. true/false

A

TRUE

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10
Q

is 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

Multimedia

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11
Q

It may be an easy content type to forget when considering multimedia system, but text content is by far the most common media type in computing application. Most multimedia systems use a combination of text and other media to deliver functionality. Text in multimedia systems can express specific information, or it can act as reinforcement for information contained in other media items.

A

Text

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12
Q

Digital image files appear in many multimedia applications. Interactive elements, such as buttons, often use custom images created by the designers and developers involved in an application. Digital images files use a variety of formats and file extensions. Among the most common are JPEG’s and PNG’s. Both of these often appear on websites, as the formats allow developers to minimizes on file size while maximizing on picture quality.

A

Images

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13
Q

Audio files play a major role in some multimedia systems. Audio files appear as part of application content and also to aid interaction. When they appear within Web applications and sites, audio files sometimes need to be deployed using plug-in media players. Audio formats include MP3, WMA, Wave, MIDI and RealAudio. When developers include audio within a website, they will generally use a compressed format to minimize on download times. Web services can also stream audio, so that users can begin playback before the entire file is downloaded.

A

Audio

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14
Q

Digital video appears in many multimedia applications, particularly on the web. As with audio, websites can stream digital video to increase the speed and availability of playback. Common digital video format include Flash, MPEG, AVI, WMV, and QuickTime. Most digital video requires use of browser plug – ins to play within Web Pages, but many cases the user’s browser will already have the required resources installed

A

Video

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15
Q

Animated components are common within both Web and Desktop multimedia applications. Animations can also include interactive effects, allowing users to engage with the animation action using their mouse and keyboard. The most common tool for creating animations on the Web is Adobe Flash, which also facilitates desktop applications. Flash also uses Action Script code to achieve animated and interactive effects.

A

Animation

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16
Q

Use multimedia for a variety of purposes ranging from fine arts, to entertainment, to commercial art, to journalism, to media.

A

Creative Industries

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17
Q

multimedia is heavily used in the entertainment industry, especially to develop special effects in movies and animations. Multimedia games are a popular pastime and are software programs available either as CD – ROMs or online. Some video games also use multimedia features.

A

Entertainment and Fine arts

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18
Q

Much of the electronic old and new media used by commercial artist is multimedia. Exciting presentations are used to grab and keep attention in advertising.

A

Commercial Uses

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19
Q

*Multimedia is used to produce computer – based training courses (popularity called CBT’s) and reference books like encyclopedia and almanacs. A CBT lets the user go through a series of presentations, text about a particular topic, and associated illustrations in various information formats.

A

Education

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20
Q

is the combination of Education with entertainment, especially multimedia entertainment.

A

Edutainment

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21
Q

Newspaper companies all over are also trying to embrace the new phenomenon by implementing its practices in their work.

A

Journalism

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22
Q

is an annual publication that includes information such as weather forecasts, farmers planting dates, tide tables, and tabular information often arranged according to the calendar.

A

Almanac

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23
Q

data and various statistics are found in almanacs, such as the times of the rising and setting of the sun, moon, eclipses, hours of full tide stated festivals of church

A

Astronomical

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24
Q

multimedia is used as a way to help present information to shareholders, superiors and coworkers. Multimedia is also helpful for providing employee training, advertising and selling products all over the world via virtually unlimited web – based technology.

A

Industrial section

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25
can get trained by looking at a virtual surgery or they can simulate how the human body is affected by diseases spread by viruses and bacteria and then develop techniques to prevent it.
Medicine
26
have been used in classrooms for a while. At the beginning people could only access text, then soon came video and sound. The ease that the programs advantage the students
Interactive CD – ROMs
27
Let people to create slide show with helpful things in them like animation, web links, animated text and digital movies. In classrooms and lectures at schools and universities, Powerpoint.
Multimedia Presentation
28
uses multimedia to help people learn about a subject, or to help teach other people in the work place. A person can learn how to operate machinery or learn a procedure used in an office. An advantage of CBT over the types of training is that, users can retrace their steps in a complex operation as many times as they wish
Computer – based training – (CBT)
29
Games today are extremely interactive. Gamers can control the camera angles and direction and speed of their character in the games as well. These games have realistic sounds and effects, offer complex puzzles to solve, and make the player feel very apart of the imaginary world.
Multimedia games
30
are uses to basically show media, the person who designed a database can make it very easy to retrieve information that you seek quickly by putting key works or buttons that take you straight what you need.
Multimedia databases
31
basically mix information and entertainment together, like documentary and entertainment, by maybe making it funny, or more enjoyable and interesting to watch.
Infotainment products
32
are typically placed in retail stores, airports, libraries, company cafeterias, and other places where personal computer are not available but self – service applications can provide some benefits.
Kiosk
33
it is not only used to guide patrons through the exhibits, but when installed at each exhibit, provide great added depth allowing visitors to browse through richly detailed information specific to that display.
Museum Kiosks
34
is a store-and-forward method of transmitting graphics, video clips, sound files, and short text messages over wireless network
multimedia messages services
35
Definition
Term
36
A sequence of characters or symbols used to convey information, ideas, or data.
Text
37
Individual letters, numbers, punctuation marks, and other symbols.
Characters
38
Formed by combining characters and represent distinct units of meaning.
Words
39
Groupings of words that express complete thoughts or ideas.
Sentences
40
Text without any formatting, such as bold, italic, or color changes.
Plain Text
41
Text with styling applied, such as fonts, sizes, colors, and alignment.
Formatted Text
42
Text that contains links (hyperlinks) to other pieces of text or multimedia.
Hypertext
43
Conveying information, instructions, or narratives.
Communication
44
Serving as a representation of language in written form.
Representation
45
Storing information in a readable format, such as in books, documents, or databases.
Data Storage
46
Allowing for creative expression in literature, poetry, and art.
Expression
47
Used in books, newspapers, magazines, and other printed materials to deliver content.
In Print
48
Used in websites, apps, eBooks, and digital advertisements for content and navigation.
In Digital Media
49
Used in films, TV, video games, and other multimedia projects to provide information like titles, subtitles, and credits.
In Visual Displays
50
Tells a story or recounts events.
Narrative Text
51
Provides detailed descriptions of people, places, or things.
Descriptive Text
52
Explains or informs about a topic.
Expository Text
53
Aims to convince or persuade the reader of a particular point of view.
Persuasive Text
54
Should be easy to read, especially for body text.
Legibility
55
Should match the tone and purpose of the project.
Appropriateness
56
Should support all the required characters and symbols.
Compatibility
57
Traditional and formal fonts, often used in print media (e.g., Times New Roman).
Serif
58
Modern and clean fonts, commonly used in digital media (e.g., Arial, Helvetica).
Sans-serif
59
Decorative and cursive fonts, used for emphasis or in creative projects.
Script
60
Fonts where each character occupies the same width, used in coding or typewriting.
Monospaced
61
Combining different fonts to create visual harmony, often pairing a serif with a sans-serif for contrast.
Font Pairing
62
The importance of choosing web-safe fonts that render well across different browsers and devices.
Typography in Web Design
63
Ensuring that text scales and adjusts properly on various screen sizes.
Responsive Design
64
Allows for a broader range of typography while ensuring consistency across platforms.
Web Fonts vs. System Fonts
65
Should be easy to read and accessible to all users, including those with visual impairments.
Readability and Accessibility
66
Set the tone for the film and are often designed to match the film’s genre.
Opening Titles
67
Need to be clear and legible, as they contain important information.
End Credits
68
Using animated text in film sequences for dramatic or artistic effect.
Kinetic Typography
69
Should be highly legible and non-distracting, often using sans-serif fonts.
Subtitle Fonts
70
Usually positioned at the bottom of the screen, avoiding interference with the main content.
Subtitle Placement
71
Should contrast with the background to ensure readability.
Font Size and Color
72
Used to catch the viewer's attention.
Attention-Grabbing Fonts
73
Should align with the brand’s identity and be consistent across all advertising materials.
Brand Consistency
74
Ensures the most important information stands out through font size, weight, and placement.
Text Hierarchy
75
Images are used in advertisements to capture attention, convey messages, and evoke emotions that lead to consumer engagement.
Advertising
76
Photographs in news articles and reports help convey stories visually, often making a greater impact than words alone.
Journalism
77
Platforms like Instagram, Pinterest, and Facebook rely heavily on images to share personal experiences, promote products, and connect with audiences.
Social Media
78
Artists use images as a medium to express ideas, emotions, and creativity through painting, drawing, photography, and digital art.
Fine Art
79
Images are integral in creating logos, posters, websites, and other visual content, often combining text and visuals to communicate effectively.
Graphic Design
80
Illustrators create images for books, magazines, and digital content to visually represent stories, concepts, and products.
Illustration
81
Images are used in textbooks, presentations, and online courses to illustrate concepts, making complex ideas easier to understand.
Textbooks and Educational Materials
82
Visual representations of data and information help in summarizing complex topics and making information more accessible and engaging.
Infographics
83
In medical, military, and technical training, images and simulations provide realistic scenarios for learning and practice.
Simulations and Virtual Reality
84
Technologies like X-rays, MRIs, and CT scans create images of the inside of the human body, crucial for diagnosis and treatment planning.
Medical Imaging
85
Satellite images help monitor changes on Earth’s surface in fields like environmental science, agriculture, and urban planning.
Satellite Imaging
86
Images are used in fields like robotics, AI, and autonomous vehicles to recognize objects, navigate environments, and perform tasks.
Computer Vision
87
Images are the foundation of motion pictures and TV shows, providing visual storytelling that entertains and informs.
Film and Television
88
High-quality images and animations create immersive experiences in video games, engaging players with realistic or fantastical worlds.
Video Games
89
Both professional and amateur photographers use images to capture moments, create art, and share perspectives.
Photography
90
Product images are essential in online shopping, allowing customers to see what they are buying before making a purchase.
E-commerce
91
Images of properties, including photos and virtual tours, are used to attract potential buyers or renters.
Real Estate
92
Images in fashion catalogs and websites showcase clothing and accessories, helping customers make purchase decisions.
Fashion
93
Images convey messages quickly and effectively, often more powerfully than text alone. They are used in signage, presentations, and instructional materials to enhance understanding.
Visual Communication
94
Companies use logos, product images, and promotional visuals to establish and reinforce their brand identity.
Branding and Identity
95
Images are used to capture and preserve moments, events, and historical records, serving as memories or evidence for future reference.
Memory and Documentation
96
On digital platforms, images are used to engage users, from interactive content like memes and gifs to buttons and icons that enhance user experience.
Engagement and Interaction
97
In fields like data analysis and architecture, images and 3D models are used to visualize complex data sets, structures, or processes, aiding in decision-making and design.
Visualization and Analysis
98
Raster graphics, also known as ______ ______, are composed of a grid of individual pixels, where each pixel holds a specific color or tone.
Raster Graphics bitmap images
99
are resolution-dependent, meaning they lose quality when enlarged. These images are best suited for complex visuals like photographs where color detail and gradients are important.
Raster Graphics
100
are composed of paths, rather than pixels. These paths are defined by mathematical equations that create shapes, lines, and curves.
Vector Graphics
101
are resolution-independent, meaning they can be scaled to any size without losing quality. They are ideal for illustrations, logos, and designs where precise lines and shapes are needed.
Vector Graphics
102
Lossy compression reduces file size by permanently removing some image data. The data discarded is usually not noticeable to the human eye, but repeated saving can cause a noticeable drop in quality over time.
Lossy Compression
103
Lossless compression reduces file size without any loss of image data, preserving the original image quality.
Lossless Compression
104
It’s commonly used in ____ ______, where high compression results in smaller file sizes but lower image quality. Lossy compression is ideal for web images and photographs where file size is a priority and minor quality loss.
JPEG format
105
This type of compression is used in formats like ___ and ____. While file sizes are larger than with lossy compression, the image quality remains intact, making lossless formats ideal for graphics with text, transparent backgrounds, and sharp edges.
PNG - GIF
106
Cropping removes unwanted areas of an image, focusing on a specific part of the content. This is often used to enhance composition or remove distractions from an image.
Cropping
107
Resizing adjusts the dimensions of an image. It's commonly used when an image needs to fit specific size requirements, such as reducing the resolution for faster web loading times or enlarging it for print purposes.
Resizing
108
Rotating an image changes its orientation (e.g., from landscape to portrait). This technique is often used to correct an image's orientation or for creative effects.
Rotating
109
Filters are pre-set modifications that change the appearance of an image. Common filters include black and white, sepia, and high contrast.
Filters
110
Effects are more complex image alterations, such as blurring, sharpening, or adding textures.
Effects
111
Adjusting the colors in an image to achieve a more accurate or desired appearance. This may involve altering the brightness, contrast, white balance, or saturation to make the image look more natural or vibrant.
Color Correction
112
Enhancements go beyond basic corrections, boosting or altering colors and details to create a more striking image.
Enhancements
113
JPEG offers lossy compression, resulting in smaller file sizes with some quality loss. Ideal for images where file size is important and slight quality reduction is acceptable.
JPEG
114
JPEG stands for?
Joint Photographic Experts Group
115
PNG stands for?
Portable Network Graphics
116
PNG uses lossless compression and supports transparency, making it perfect for web graphics that need sharp detail.
PNG
117
GIF is used for simple images with limited colors (up to 256 colors) and supports animation.
GIF
118
GIF stands for?
Graphics Interchange Format
119
TIFF is a high-quality, lossless format often used in printing and professional photography.
TIFF
120
BMP is an uncompressed image format that stores color data for each pixel.
BMP
121
GIF supports transparency and is one of the most widely used formats for simple web animations.
GIF
122
PNG supports alpha transparency, meaning that areas of the image can be completely or partially transparent.
PNG
123
It comes from sources like the sun and contains a broad spectrum of wavelengths.
Natural Light
124
The visible spectrum of natural light includes colors ranging from red (longer wavelengths) to violet (shorter wavelengths). When light passes through a prism, this spectrum is separated into individual colors, giving us the rainbow effect. Objects interact with this spectrum, and their appearance is influenced by the light source and material properties, like texture and reflectivity.
Colors in Natural Light
125
In digital images, colors are represented using the RGB color model, which creates colors by combining red, green, and blue light at different intensities.
RGB Model
126
The CMYK color model is used for printing. It combines four ink colors: cyan, magenta, yellow, and black.
CMYK Model
127
CMYK stands for?
Cyan Magenta Yellow Black
128
Color depth refers to the number of bits used to represent the color of a pixel. The more bits, the more colors can be displayed.
Color Depth
129
A color palette is a selection of colors used in an image, design, or multimedia project.
Color Palette
130
Color palettes are essential for creating visual harmony and contrast.
Purpose of Color Palettes
131
Copyright laws protect the creators of original works, including images, giving them the exclusive right to use, distribute, and modify their work.
Copyright
132
Fair use is an exception to copyright law, allowing limited use of copyrighted images without permission under specific conditions.
Fair Use
133
Non-commercial, educational, or transformative use is more likely to be considered fair use.
Purpose (Fair Use)
134
Factual works are more likely to fall under fair use than creative works.
Nature of the Work (Fair Use)
135
Using a small portion of the work is more likely to be allowed than using the whole image.
Amount Used (Fair Use)
136
If the use of the image impacts the potential market for the original work, it is less likely to be considered fair use.
Effect on the Market (Fair Use)