MIL- SEMIS Flashcards

1
Q

Are codes, conventions, formats, symbols and narrative structures that indicate the meaning of media messages
to an audience.

A

Media Languages

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2
Q

Are system of signs that when put together create meaning

A

Code

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3
Q

3 TYPES OF CODE

A
  1. Symbolic Codes
  2. Written Codes
    3 Technical Codes
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4
Q

Show what is beneath the surface of what we see (objects, setting, body language, clothing, color, etc.)
or iconic symbols that are easily understood.

A

Symbolic Codes

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5
Q

Use of language style and textual layout (headlines, captions, speech bubbles, language style, etc.)

A

Written Codes

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6
Q

Are ways in which equipment is used to tell the story. This includes sound, camera angles, types of shots and lighting as well as camera techniques, framing, depth of field, lighting, exposure and juxtaposition.

A

Technical Codes

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7
Q

7 CAMERA SHOTS

A
  1. Extreme long Shot
  2. Long Shot
  3. Medium Long Shot
  4. Full Shot
  5. Medium Close Shot
  6. Close-Up Shot
  7. Extreme Close-Up Shot
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8
Q

7 POINT OF VIEW

A
  1. Establishing Shot
  2. Point-of-View Shot
  3. Over-the-Shoulder Shot
  4. Reaction Shot
  5. Insert Shot
  6. Reverse-Angel Shot
  7. Hand-Held Camera Shot
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9
Q

4 CAMERA ANGLES

A
  1. Aerial Shot
  2. High Angle Shot
  3. Low Angle Shot
  4. Eye-Level Shot
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10
Q

4 CAMERA MOVEMENT

A
  1. Pan Shot
  2. Tilt Shot
  3. Tracking Shot
  4. Zoom Shot
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11
Q

also called extreme wide shots such as a large crowd scene or a view of scenery as far as the horizon

A

Extreme Long Shot

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12
Q

A view of a situation or setting from a distance.

A

Long Shot

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13
Q

Shows a group of people in interaction with each other.

A

Medium Long Shot

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14
Q

A view of a figure’s entire body in order to show action and/or a constellation group of characters.

A

Full Shot

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15
Q

Shows a subject down to his/her chest/waist

A

Medium Close Shot

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16
Q

A full-screen shot of a subject’s face showing the finest nuances of expression

A

Close-Up Shot

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17
Q

a shot of a hand, eye, mouth, or any object in detail.

A

Extreme Close-Up Shot

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18
Q

Often used at the beginning of a scene to indicate the location or setting, it is usually a long
shot taken from a neutral position.

A

Establishing Shot

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19
Q

Shows a scene from the perspective of a character or one person.

A

Point-of-View Shot

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20
Q

Often used in dialogue scenes, a frontal view of a dialogue partner from the perspective of someone standing behind and slightly to the side of the other partner, so that parts of both can be seen.

A

Over-the-Shoulder Shot

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21
Q

Short shot of a character’s response to an action.

A

Reaction Shot

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22
Q

A detail shot which quickly gives visual information necessary to understand the meaning of a
scene.

A

Insert Shot

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23
Q

A shot from the opposite perspective.

A

Reverse-Angle Shot

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24
Q

The camera is not mounted on a tripod and instead is held by the cameraperson, resulting in less stable shots.

A

Hand-Held Camera Shot

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25
Q

Overhead shot. Also called Bird’s Eye Shot. Long or extreme long shot of the ground from the air

A

Aerial Shot

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26
Q

Shows people or objects from above higher than eye level

A

High Angle shot

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27
Q

Below shot. Shows people or objects from below, lower than eye level

A

Low Angle Shot

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28
Q

Straight-on angle. Views a subject from the level of a person’s eye

A

Eye-Level Shot

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29
Q

The camera pans (moves horizontally from left to right or vice versa across the picture.

A

Pan Shot

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30
Q

The camera tilts up (moves upward) or tilts down (moves downwards) around a vertical line.

A

Tilt Shot

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31
Q

The camera follows along the next to or behind a moving object or person.

A

Tracking Shot

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32
Q

The stationary camera approaches a subject by “zooming in” or moves farther away by “zooming out”

A

Zoom Shot

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33
Q

Refers to a standard or norm that acts as a rule governing behavior

A

Conventions

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34
Q

Refers to a standard or norm that acts as a rule governing behavior

A

Conventions

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35
Q

Refers to a standard or norm that acts as a rule governing behavior

A

Conventions

36
Q

Are generally established and accepted ways of doing something

A

Conventions

37
Q

The information sent to a receiver from a source

A

Message

38
Q

The group of consumers for whom the media message was constructed as well as anyone else who is exposed to the message.

A

Audience

39
Q

People engaged in the process of creating and putting together media content to make a finished media
product

A

Producers

40
Q

Libraries, archives, museums, internet and other relevant information providers.

A

Stakeholders

41
Q

It is a legal word used to express the ownership rights that authors and artists have to their creative works

A

Copy Right

42
Q

By allowing the author, professor, or researcher who created the work to prevent its unauthorized or uncredited
use, it helps to preserve the value of their work.

A

Importance of Copy Right

43
Q

EXAMPLE OF COPY RIGHT

A

 Poems
 Novels
 Computer Software
 Songs

44
Q

How to avoid Copy Right

A

 Receive a permission
 Use image from Public domain
 Give credit
 Review ownership rights on Social media pages
 Consider buying consent

45
Q

Is the use of works protected by copyright without permission for a usage where such permission is required,
thereby infringing certain exclusive rights granted to the copyright holder, such as the right to reproduce, distribute, display, or perform the protected work, or to make derivative works.

A

Copy Right Infringement

46
Q

Copying original and intellectual creations is considered as copyright infringement and is punishable under Republic Act No. 8293, otherwise known as the Intellectual Property Code of the Philippines (“IP Code”)

A

Republic Act No. 8293

47
Q

Allows users to reuse copyright –protected materials without permission

A

Fair Use

48
Q

Fair Use Examples

A

 Criticism
 Commentary
 News Reporting
 Parody
 Teaching

49
Q

The practice of taking someone else’s work or ideas and passing them off as one’s own.

A

Plagiarism

50
Q

7 Common Types of Plagiarism

A
  1. Complete Plagiarism
  2. Direct Plagiarism
  3. Paraphrasing Plagiarism
  4. Self-Plagiarism
  5. Patchwork Plagiarism
  6. Source Based
  7. Accidental
51
Q

The most severe form of plagiarism where a researcher takes a manuscript or study that
someone else created, and submit it under his/her name. It is equivalent to intellectual theft and stealing

A

Complete Plagiarism

52
Q

It is when someone plagiarizes another author’s work without making any effort to acknowledge that the information came from an outside source.

A

Direct Plagiarism

53
Q

This type of plagiarism arises when you change the words, but you still present another person’s concept as your own

A

Paraphrasing Plagiarism

54
Q

defined as a type of plagiarism in which the writer republishes a work in its entirely or reuses portions of a previously written text while authoring a new work

A

Self-Plagiarism

55
Q

It occurs when a writer copies material from several writers and rearranges that material with no attempt to acknowledge the original sources.

A

Patchwork Plagiarism

56
Q

It refers to instances when misleading sources are involved

A

Source Based

57
Q

Occurs when a neglects to cite their sources, or misquotes their sources, or unintentionally paraphrase a source by using similar words, group of words and sentences.

A

Accidental

58
Q

Derived from the word “etiquette” which refers to the general rules of conventions of correct and polite
behavior in social settings and situations.

A

Netiquette

59
Q

is what people do when they express a strongly held opinion without holding back any emotion.” (Shea,
1994).

A

Flaming

60
Q

when two or three people exchange angry post between one another”

A

Flame Wars

61
Q

is a term that refers to the gap between demographics and regions that have access to modern
information and communications technology (ICT), and those that don’t or have restricted access

A

Digital Divide

62
Q

It is concerned with how we use technology to empower ourselves. Very few users truly understand the power that digital technologies can give them

A

Empowerment Divide

63
Q

A neuropsychological disorder characterized by a persistent and intense urge to engage in certain behaviors, often usage of a drug, despite substantial harm and other negative consequences.

A

Addiction

64
Q

Is an impulse control disorder that involves the obsessive use of mobile devices, the internet or video games, despite negative consequences to the user of the technology

A

Technology Addiction

65
Q

A person who uses their strength or power to frighten or hurt weaker people.

A

Bullying

66
Q

3 TYPES OF BULLYING

A
  1. Physical Bullying
  2. Verbal Bullying
  3. Social Bullying
67
Q

It includes hitting, kicking, tripping, pinching and pushing or damaging property. It causes both short term and long-term damage.

A

Physical Bullying

68
Q

It includes name-calling, insults, teasing, intimidation, homophobic or racist remarks, or verbal
abuse.

A

Verbal Bullying

69
Q

Sometimes referred to as covert bullying, is often harder to recognize and can be carried out behind the bullied person’s back. It is designed to harm someone’s social reputation and/or cause humiliation.

A

Social Bullying

70
Q

It is the use of cellphones, instant messaging, e-mail, chat rooms or social networking sites such as Facebook and Twitter to harass, threaten or intimidate someone

A

Cyberbullying

71
Q

________ or the ‘Anti-Bullying Act of 2013” is a relatively new law which seeks to address hostile
environment at school that disrupts the education process which, in turn, is not conducive to the total
development of a child at school

A

Republic Act No. 10627

72
Q

is a virtual concepts of self in Philosophy, Sociology, and Artificial Intelligence

A

Virtual Self

73
Q

Refers to a specific sign associated with a particular brand or goods or services. Companies use this to distinguish their products from other available and similar products in the
market.

A

Trademark

74
Q

Means of communication or communication tools like newspapers, magazines, television, radio and internet that reach or influence people widely.

A

Media

75
Q

Communication channels through which news, entertainment, education, data or promotional messages are disseminated.

A

Media

76
Q

A set of situations that makes it possible to do something.

A

Opportunity

77
Q

Economy, Education, Social, Political

A

Opportunity

78
Q

It is something new and difficult which requires great effort and determination

A

Challenge

79
Q

4 Challenge

A
  1. Illegal Content
  2. Cybercrime
  3. Copyright Infringement
  4. Identity Theft
80
Q

It is any type of content that could be damaging to young people including

A

Illegal Content

81
Q

The use of computer as an instrument to further illegal ends. Criminal activity or a crime that
involves the internet, a computer system or a computer technology

A

Cybercrime

82
Q

It is the use of works protected by copyright law without permission, infringing certain exclusive rights granted to the copyright holder, such as the right to reproduce, display or perform the protected work, or to make derivative works.

A

Copyright Infringement

83
Q

It is the deliberate use of some else’s identity, usually as a method to gain a financial advantage or obtain credit and other benefits in the other person’s name and perhaps to the other person’s disadvantage
or loss.

A

Identity Theft

84
Q

means that the concentration of symbolic power in media institution, particularly those televiison, radio and the press. Although the long-term impact of new media on media power is considered.

A

Power/Media Power

85
Q

Business strategy, banks of the future, health care and public health

A

Power/Media Power