Media and Information Literacy Flashcards

1
Q

It is the use of various visual media with or without sound. Generally. It includes still photography, motion picture photography, video or audio recording, graphic arts, visual aids, models, display, visual presentation services, and the support processes.

A

Visual Information

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2
Q

Examples of Visual Media

A
  1. Photography
  2. Video
  3. Screenshots
  4. Infographics
  5. Data visualization (charts and graphs)
  6. Comic strips/Cartoons
  7. Memes
  8. Visual note-taking
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3
Q

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

A

Formally and informally produced visual media

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4
Q

Purpose of Visual Information

A
  1. gain attention
  2. create meaning
  3. facilitate retention
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5
Q

Common Visual Media File Types

A
  1. Joint Photo Expert Group (JPG or JPEG)
  2. Graphic Interface Format (GIF)
  3. Portable Network Graphic (PNG)
  4. Bitmap (BMP)
  5. Photoshop Document (PSD)
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6
Q

Used in faster file format for images. It’s destructive, in that it compresses images into smaller file sizes, therefore degrading its quality. Avoid saving typography and logo designs. This file type also cannot be made transparent.

A

Joint Photo Expert Group (JPG or JPEG)

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7
Q

Despite the ongoing internet war, the term is pronounced as according to the format’s creator. It was developed to save raster types, graphics, and logos to “very small sizes”. As this web-only format uses limited index colors, it’s not ideal for images. It can, however, be animated and made transparent.

A

Graphic Interchange Format (GIF)

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8
Q

Created to replace the ‘GIF” format, which once required royalties for use, the type also has a color limit and only uses index colors Similarly, it can be made transparent and is not for print.

A

Portable Network Graphic (PNG)

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9
Q

Developed by Microsoft, this file format works similar to ‘GIFs” and “PNGs, it was designed to save simple yet sharp logos, types, and icons. It you’d like to print simple graphics, this is the format you should use.

A

Bitmap (BMP)

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10
Q

The native file format for Photoshop graphics. It’s optimized for print and photos but isn’t supported for web. Files can be made transparent and are able to contain masks. vectors, objects, layers and paths,

A

Photoshop Document (PSD)

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11
Q

Visual Design Elements

A
  1. Line
  2. Shape
  3. Value
  4. Texture
  5. Color
  6. Form
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12
Q

Describes a shape or outline. It can create texture and can be thick or thin. Lines may be actual, implied, vertical, horizontal, diagonal, or contour lines.

A

Line

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13
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. It may also be organic.

A

Shape

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14
Q

The degree of light and dark in a design. It is the contrast between black and white and all the tones in between. It can be used with color as well as black and white.

A

Value

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15
Q

It is the extreme changes between values

A

Contrast

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16
Q

The way surface frels or is perceived to feet. It can be added to attract of attract interest to a visual element. Visual texture is the illusion of the surfaces peaks and valleys, resulting in a feeling of smoothness or roughness in objects.

A

Texture

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17
Q

Determined by as hue (name of color), intensity (purity of the hues and value (lightness or darkness of hues. Color and color combination can play a large role in the design. Maybe used for emphasis, or may elicit emotions from viewers May be warm, cool, or neutral. It plays a major role in our visual perception, as influences our reactions about the world around us. It is therefore important to create color palettes that evoke the appropriate audience reactions

A

Color

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18
Q

A figure having volume and thickness. An illusion of a 3-dimensional object can be implied with the used of light and shading. It can be viewed from many angles.

A

Form

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19
Q

Visual Design Principles

A
  1. Consistency
  2. Center of Interest
  3. Balance
  4. Harmony
  5. Contrast
  6. Directional Movement
  7. Rhythm
  8. Perspective
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20
Q

Margins, typeface, typestyle, and colors is necessary, especially in slide presentations or documents that are more that one page

A

Consistency

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21
Q

An area that first attracts attention in a composition. This area is more important when compared to the other objects or elements in a composition. This can be by contrast of values, more colors, and placement in the format.

A

Center of Interest

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22
Q

A feeling of visual equality in shape, form, value, color, etc. It can be symmetrical and evenly balanced, or asymmetrical and un-evenly balanced. Objects, values, colors, textures, shapes, forms, etc., can be used in creating balance in a composition.

A

Balance

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23
Q

Brings together a composition with similar units. If for example your composition was using wavy lines and organic shapes, you would stay with those types of lines and not put in just one geometric shape. (Notice how similar it is to Unity- some sources list both terms).

A

Harmony

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24
Q

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

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25
A visual flow through the composition. It can be the suggestion of motion in a design as you move from object to object by way of placement and position. It 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
26
A movement in which some elements recur regularly. Like a dance, it will have a flow of objects that will seem to be like the beat of music.
Rhythm
27
Created through the arrangement of objects in two-dimensional space to look like they appear in real life. Perspective is a learned meaning of the relationship between different objects seen in space.
Perspective
28
A media communication that used audio recordings to deliver and transfer information through the means of sound.
Audio Media
29
Types and Categories of Audio Information
1. Radio broadcast 2. Music 3. Sound recording 4. Sound clips/effects 5. Audio Podcast
30
Live or recorded audio sent through radio waves to reach a wide audience.
Radio Broadcast
31
Vocal and/or instrumental sounds combined in such a way as to produce beauty of form, harmony, and expression of emotion. It is composed and performed for many purposes, ranging from aesthetic pleasure, religious or ceremonial purposes, or as an entertainment product.
Music
32
Recording of an interview, meeting, or any sound from the environment.
Sound Recording
33
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
34
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.
Audio Podcast
35
Different ways of storing audio media
1. Tape 2. CD 3. USB drive 4. Memory Card 5. Computer hard drive 6. Internet/Cloud
36
Magnetic tape on which sound can be recorded.
Tape
37
A plastic-fabricated, circular medium for recording, storing, and playing back audio, video, and computer data.
CD
38
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
39
(a.k.a. flash memory card or storage card) 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
40
Secondary storage devices for storing audio files.
Computer Hard Drive
41
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
42
Different Audio file formats
1. MP3 (MPEG Audio Layer 3) 2. M4A/AAC (MPEG-4 Audio/Advanced Audio Coding) 3. WAV (Waveform Audio File Format) 4. WMA (Windows Media Audio)
43
A common format for consumer audio, as well as a standard of digital audio compression for the transfer and playback or music on most digital audio compression for the transfer and playback of music on most digital audio players.
MP3 (MPEG Audio Layer 3)
44
An audio coding standard for lossy digital audio compression. 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)
45
Is a Microsoft audio file format standard for storing an audio bitstream on PCs. It has become a standard file format for game sounds, among others.
WAV (Waveform Audio Format)
46
Is an audio data compression technology developed by Microsoft and used with Windows Media Player.
WMA (Windows Media Audio)
47
Sound characteristics and Purposes: Characteristics of Sound
1. Volume 2. Tone 3. Pitch 4. Loudness
48
The magnitude of loudness and softness of an audio file.
Volume
49
The audible characteristic of a sound.
Tone
50
The quality of a sound governed by the rate of vibrations producing it; the degree of highness or lowness of a tone.
Pitch
51
The attribute of a sound that determines the magnitude of the auditory sensation produced and that primarily depends on the amplitude of the sound wave involved
Loudness
52
Purpose of sound
* Give instruction or information. * Provide feedback. * To personalize or customize
53
Are the objects or things that we have to work with.
Elements of Sound Design
54
Speech, conversation, voice over.
Dialogue
55
Any sound other than music or dialogue.
Sound Effects
56
Vocal or instrumental sounds (or both) combined in such a way as to produce beauty of form, harmony, and expression of emotion.
Music
57
Absence of audio or sound
Silence
58
Are the techniques for combining the different elements or objects.
Principles of sound design
59
The combination, balance and control of multiple sound elements.
Mixing
60
Time control. Editing. Order of events: linear, non-linear, or multi-linear
Pace
61
Using left and right channel for depth
Stereo Imaging
62
How you get from one segment or element to another.
Transition
63
Types of transitions:
1. Segue 2. Cross-fade 3. V-fade 4. Fade to Black 5. Waterfall
64
One element stops, the next begins (“cut” in film).
Segue
65
One element fades out, the next fades in and they overlap on the way
Cross-fade
66
First element fades to inaudible before the second element begins
V-fade
67
V-fade with some silence between elements.
Fade to Black
68
As first element fades out, the second element begins at full volume. Better for voice transitions, than for effects.
Waterfall
69
Each picture is a frame and that motion is created by rendering or showing consecutively several frames per second.
Motion Media
70
24 frames (pictures) or more per second makes for a smooth animation.; videos, film, slides also make use of frames.
Motion Media
71
The series of graphics or images follow a sequence to create a story. This sequence is often called a storyboard which shows a set of components (audio, visual, videos, etc.) changing in time to create a story or a message.
Motion Media
72
Can be produced formally and informally. Informally produced motion media are created by individuals often for personal use. Formally produced motion media are created by professionals who follow industry standards in creating, editing and producing motion media.
Motion Media
73
Formal production of animations involves the following steps:
1. writing the story – writers and directors create story board 2. script is written and dialogue is recorded 3. animators sketch major’s scenes; in betweeners fill in the gaps 4. background music and background details are added 5. drawings are rendered
74
Animated GIF, Flash, Shockwave, Dynamic HTML
Animations
75
Motion media use large resources. Codes compresses and decompresses video files. Examples are H.26N series, Quicktime, DivX, MPG, MP4
Video Formats/Video Codecs
76
According to Purpose:
* Education * Entertainment * Advertising
77
According to Source:
* Personal * Social Media * Media Companies
78
According to Audience:
* Public / Private * General / Directed
79
Determining the Credibility of Motion Media:
* Validity of Information – it is peer reviewed and verifiable * Source * Relationship of the Author to the event * Technical methods of detecting tampering/fake video
80
Technical methods of detecting tampering/fake video:
1. Smoothness of video 2. Lighting coverage matches 3. Scale and size consistent
81
Advantages of motion media and information:
* It captures motion in a manner that can be viewed repeatedly * It can show processes in detail and in sequence * Simulations allow for safe observation * It can cut across different cultures and groups * It allows scenes, history, events and phenomenon to be created * It enables learning with emotions
82
Limitations of motion media and information:
* Compared to other forms of visual media the viewer cannot always interrupt the presentation. * It is often times more costly than other forms of visual media. * Other data may be presented best using still images. Examples are graphs, diagrams, maps. * It is subject to misinterpretation
83
Essential Elements of Motion Media:
* Speed * Direction * Motion Path * Timing
84
Can be constant or variable. The tone of the movement can be highlighted by the speed coupled with music. A fast movement gives vigor and vitality, intensifying emotions. A slow movement connotes lethargy, solemnity or sadness.
Speed
85
Refers to the route that the object will take. It shows the change in direction of a movement. It is important to note the triggers to the change in direction of an object. These triggers are often key objects or events in a story.
Motion Path
86
It can be objective or subjective. Objective timing can be measured in minutes, seconds, days, etc. Subjective timing is psychological or felt. Objective timing is used to produce subjective timing. Timing can be used to clarify or intensify the message or the event. Using a pause can help time the events.
Timing
87
Can indicate a movement from one direction to another. It can also refer to the growing or shrinking of an object. As objects move, the background must remain in scale with the object.
Direction
88
Design principles in creating movement
* Speed * Timing * Transitions * Sound and color * Cartooning * Blurring
89
Direction and timing should depict natural laws of physics. This included trajectories, impact on objects and reactions of the environment.
Speed
90
Affects recall. Fast movement sends much information Slow movement provides emphasis and lasting recall.
Timing
91
Are used to switch between scenes. Having a clear start and finish in your motion path or scenes Using neutral colors at the start or end of a scene is a good method for creating the right mindset. It is important to know which type of transition to use as this sets the tone for the next event and should provide a smooth connection from one event to another.
Transitions
92
Adds depth and meaning to movement.
Sound and color
93
Your graphic and text provides dynamic movement. This can be done by using the following movements: stretching, rotating, squashing
Cartooning
94
Can be used in different ways. In animation, blurring can provide the illusion of fast movement. In videos, it is often used to censor information for security or decency.
Blurring