Module 14 Flashcards

1
Q

He noted the relationship between the length of a vibrating string and the tone it produces in sixth century B.C.

A

the Greek mathematician and philosopher Pythagoras

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2
Q

relating to or employed in the transmission, reception or reproduction of sound.

A

Audio

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3
Q

the action or process of receiving something sent, given, or inflicted.

A

Reception

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4
Q

the action or process of transmitting something or the state of being transmitted

A

Transmission

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5
Q

What are the 4 different forms of audio we can produce and record?

A
  1. Radio Broadcast
  2. Sound clips/effects
  3. Sound recording
  4. Music
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6
Q

What are the 3 Types and Categories of Audio Information?

A
  1. Different forms of audio we can produce and record
  2. Different ways of storing audio media.
  3. Common audio file formats
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7
Q

5 Different ways of storing audio media.

A
  1. Tape
  2. USB Drive
  3. CD
  4. Memory Card
  5. Computer Hard Drive
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8
Q

live or recorded audio sent through radio waves to reach a wide audience.

A

radio broadcast

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9
Q

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.

A

Sound clips/effects

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10
Q

recording of an interview, meeting, or any sound from the environment.

A

Sound recording

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11
Q

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.

A

Music

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12
Q

magnetic tape on which sound can be recorded.

A

Tape

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13
Q

a plastic-fabricated, circular medium for recording, storing, and playing back audio, video, and computer data.

A

CD

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14
Q

an external flash drive, small enough to carry on a key ring, that can be used with any computer that has a USB port.

A

USB Drive

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15
Q

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.

A

Memory Card

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16
Q

secondary storage devices found in personal computers and can store audio files

A

Computer hard drive

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17
Q

4 common audio file formats

A
  1. MP3 (MPEG Audio Layer)
  2. WAV
  3. M4A/AAC (MPEG-4 Audio/Advanced Audio Coding)
  4. WMA (Windows Media Audio)
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18
Q

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

A

MP3 (MPEG Audio Layer)

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19
Q

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.

A

WAV

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20
Q

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.

A

M4A/AAC (MPEG-4 Audio/Advanced Audio Coding)

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21
Q

is an audio data compression technology developed by Microsoft and used with Windows Media Player.

A

WMA (Windows Media Audio

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22
Q

5 Elements of Sound Design

A
  1. Dialogue
  2. Waterfall
  3. Sound Effects
  4. Music
  5. Silence
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23
Q

The objects or things that we must work with in Sound Design

A

Elements of Sound Design

24
Q

speech, conversation, voice-over.

A

Dialogue

25
Q

As first element fades out, the second element begins at full volume. Better for voice transitions, than for sound effects

A

Waterfall

26
Q

any sound other than music or dialogue.

A

Sound Effects

27
Q

vocal or instrumental sounds (or both) combined in such a way as to produce beauty of form, harmony, and expression of emotion.

A

music

28
Q

absence of audio or sound.

A

Silence

29
Q

The techniques for combining the different elements or objects in sound design

A

Principles of Sound Design

30
Q

the combination, balance, and control of multiple sound elements.

A

Mixing

31
Q

Time control. Editing. Order of events: linear, non-linear, or multi-linear.

A

Pace

32
Q

How you get from one segment or element to another.

A

Transitions

33
Q

Using left and right channel for depth.

A

Stereo Imaging

34
Q

is a series of images projected on screen in rapid succession. The slight change of positions and movements of each image makes an illusion of motion.

A

Motion Picture

35
Q

The individual images that change and move in rapid succession in a motion picture

A

Frames

36
Q

The digital format in which most motion pictures are saved in

A

Video

37
Q

A technique in which each frame is individually drawn by the artist or animator.

A

Traditional Animation

38
Q

The art of creating animation using computer. It can be in a form of (2d) two-dimensional or three-dimensional (3d).

A

Computer Animation

39
Q

A technique used to bring static objects create an illusion of movement. Object like clay figures, puppets and miniatures are often used by moving in increments while filming each for 1 frame.

A

Stop Motion Animation

40
Q

A series of moving pictures that have recorded and shown on screens. It is recorded using a motion picture camera.

A

Film

41
Q

Used for special effects like environment manipulation the and character models.

A

Computer Generated Images (CGI)

42
Q

The use of CGI in films for special effects like environment manipulation the and character models.

A

Combination of Visual Effects

43
Q

it sets up the context for a scene by showing large amount of landscape to establish general setting.

A

Extreme Long Shot/Establishing Shot

44
Q

May show landscape but focuses on a specific setting where the action will take place.

A

Long Shot

45
Q

Shows the entire object or character intended to place some relationship between characters and environment.

A

Full Shot

46
Q

it shows the character from the waist up to let the viewers see the character’s facial expressions in connection with other characters or environment

A

Mid-Shot / Social Shot

47
Q

it shows only a character’s face for the viewers to understand and empathize with the character’s emotions.

A

Close-up / Personal Shot

48
Q

Shows and focuses on one part of the character’s face or object to create an intense mood of emotion.

A

Extreme Close-up Shot

49
Q

Usually used for establishing shot, it is an angle that looks down on a scene.

A

Bird’s eye angle

50
Q

Used to demonstrate to the viewers the perspective of a character. By making the camera to look down on a character, the subject may look vulnerable, small or weak.

A

High Angle

51
Q

The most commonly used camera angle, it makes the viewers comfortable with the characters.

A

Eye-level Angle

52
Q

The camera is looking up to the character, this makes the character look more powerful and may make the audience feel vulnerable or small in the presence of that character.

A

Low Angle

53
Q

Tilts the camera to disorient the viewers. This effect is used to demonstrate confusion or strange scenes.

A

Dutch Angle

54
Q

What does T.R.A.P. stand for?

A

Timeliness
Reliability
Authority
Purpose

55
Q

is the text that describes the action, scenes, camera instructions and words to be spoken by the actors.

A

Script aka Screenplay

56
Q

It describes what happens in your video by making thumbnail of images. It usually looks like a comic strip.

A

Storyboard