UebMultimedia Flashcards

1
Q

ÇKA ËSHTË MULTIMEDIA?

A

Multimedia is the use of combined text, images, audio, and video to create interactive and engaging digital content.

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2
Q

CILAT JANË ELEMENTET THELBËSORE MULTIMEDIALE?

A

 Teksti
 Grafika
 Animacionet
 Video
 Audio

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3
Q

Qfar eshte dhe si funksionon Teksti ne sistemet multimediale?

A

 Text is the use of characters to create words, sentences, and paragraphs. It appears in all forms of multimedia. Text can vary in fonts and sizes to match the professional presentation of multimedia software. In multimedia systems, text can convey specific information or serve as an addition to information provided by other media.

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4
Q

GRAFIKA ne Multimedia ?

A

Graphics: Digital visuals like drawings, images, or graphics used to enhance multimedia applications and presentations. Adobe Photoshop is a popular tool to modify and enhance graphics for increased effectiveness and visual appeal.

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5
Q

Animacioni ne Multimedia ?

A

A series of drawings that create the impression of movement.

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6
Q

Video ne Multimedia ?

A

A series of (photographic) images presented at a minimum of 15 images per second that create the impression of movement and can be accompanied by sound.Real Player,Window Media Player.

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7
Q

Audio

A

të folurit, muzikë, efekte speciale apo çfardo tingulli. Real Player, Window Media Player.

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8
Q

KATEGORITË E MULTIMEDIAS

A

LINEARE
*Përdoruesi përfundimtar nuk mund të kontrollojë përmbajtjen e aplikacionit.
*Mungojnë veçoritë që lejojnë përdoruesin të ndërveprojë me aplikacionin, si zgjedhja e opsioneve, klikimi i ikonave, kontrolli i rrjedhës së medias ose ndryshimi i ritmit të shfaqjes së medias.

JO-LINEARE
1.Përdoruesit të fundit i lejohet kontrolli (navigimi) që të kalojë përmes përmbajtjes multimediale sipas dëshirës së tij.
2.Përdoruesi mund të kontrollojë aksesin e aplikacionit.
3.Ofron interaktivitet jolinear të përdoruesit për të kontrolluar lëvizjen e të dhënave. Për shembull lojërat kompjuterike, faqet e internetit, paketat e trajnimit të bazuara në kompjuter etj.

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9
Q

Multimedia Authoring

A

Krijimi i multimediave si Filma ose Prezantime qe ne pikpamjen CSE quhen Aplikacione Interaktive.

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10
Q

INTERAKTIVITETI

A

kontrolli, kombinimi dhe manipulimi i nje grumbulli te mediave, si teksti, grafika, audio, video dhe animacioni.

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11
Q

 Authoring

A

eshte procesi i krijimit te aplikacioneve multimediale

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12
Q

Numero disa nga paradigmat e multimedia authoring

A

*Gjuha Skriptuese
*Slide show
*Paradigmi Hierarkal
*Iconic/Flow-control
*Card

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13
Q

shpjego paradigmen -Gjuha Skriptuese- te multimedia authoring

A

Using Scripting languages that provide interactivity(Button click, Scroll), allowing conditions, loops, function execution.

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14
Q

shpjego paradigmen -Slide Show- te multimedia authoring

A

by default Prezantim Linear por ka mjete qe lejojne kercime ne slide.(PowerPoint)

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15
Q

shpjego paradigmen -Hierarkal- te multimedia authoring

A

multimedia content organizohet në një strukturë peme. kjo përdoret shpesh në aplikacionet e drejtuara nga menuja.

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16
Q

shpjego paradigmen -Iconic/Flow-control- te multimedia authoring

A

Ikonat grafike gjenden ne nje kuti veglash ku authoring krijon nje diagram(flowchart) me ikona te bashkangjitura. p.sh Authorware.

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17
Q

shpjego paradigmen -Card- te multimedia authoring

A

perdor strukturen e index-card dhe mund te prodhohen aplikacione qe perdorin hypertext dhe hypermedia.

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18
Q

Cilat faza perfshin prodhimi multimedial ?

A

hartimi i skenareve, dizajnimi i aspekteve vizuale, rishikimi dhe perditesimi, prodhimi dhe testimi i përdoruesit.

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19
Q

Cilat komponente duhen per paraqitjen e permbajtjes multimediale dhe dizajnimin e saj?

A

*Stilet Grafike
*Parimet dhe udhezimet e ngjyrave
*Fontet
*Kontrasti i ngjyrave
*Animacioni Sprite
*Tranzicionet e videove

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20
Q

Stilet Grafike

A

nepermjet ngjyrave ndikohet preceptimi dhe ndjesia qe perjetohet.

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21
Q

Parimet dhe udhezimet e ngjyrave

A

te perdoren kombinime te ngjyrave me qellim te caktuar dhe jo pa planifikim.

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22
Q

Fontet

A

fontet 18-36 jan me tmirt, kujdes ne zgjedhjen e fonteve dhe hapsirave.

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23
Q

Lloje te ngjyrave qe perdoren.

A

RGB
HSB
CMYK
HSL
HSV

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24
Q

RGB

A

3kanale,red,green,blue me keto formohen ngjyrat e tjera ndersa 0 perfaqson ngjyren e zez.

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25
Q

CMYK

A

cyan,magenta,yellow,key(black) perdoren per printim me vlere nga 0-100 qe paraqet perqindje.

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26
Q

HSB HSL HSV

A

Hue,saturaton-brightness/lightness/value.

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27
Q

ANIMACIONI SPRITE

A

Sprite jan 2d imazhe ku sekuenca e disa sprites krijon animacion.

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28
Q

TRANZICIONET E VIDEOVE dhe llojet kryesore.

A

jane efekte per kalim te lehte neper video klipe.

*cut
*wipe
*dissolve
*fade-in
*fade-out.

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29
Q

CUT TRANSITION

A

kalim i menjehershem midis dy videklipeve.

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30
Q

WIPE TRANSITION

A

Zevendesimi i pixels ne nje zone viewport te nje video tjeter ne formen wipe.

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31
Q

DISSOLVE TRANSITION

A

ndryshimi gradual i pixelave te videos se dyte ne videon e pare deri sa te mbeten vetem pixelat e videos se dyte.

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32
Q

FADE IN/OUT TRANSITION

A

Fade-OUT-Video Gradualisht zhduket ne te bardh-zeze—Fade-IN-e kunderta.

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33
Q

Qka eshte nje Imazh 1-bit

A

Imazh qe reprezentohet vetem me ngjyre te bardh 1/zeze0

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34
Q

8-bit gray-lvl image

A

qdo pixel eshte 8 bitesh me variant te ngjyres gray 0-255

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35
Q

Bitmap

A

nje grip pixelash, perdor binary code per te ruajtur/shfaqur ngjyren e secilit pixel.

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36
Q

Image Resolution

A

eshte numri i pixels ne nje imazh.

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37
Q

what is Bit-Plane ?

A

A bit plane is a binary representation of a specific level of information in an image, such as grayscale intensity. It allows for efficient manipulation and processing of image data.

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38
Q

Dithering

A

Ben perzierjen e pixelave per te dhene pamjen e ngjyrave te tjera,Shton detajin vizual dhe perdor nje matric te vlerave.

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39
Q

24 bit color image

A

çdo pixel perfaqsohet nga 3 bajt , 256 x 3….

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40
Q

8 bit color image

A

perdorin nje lookup table ku qdo pixel ka nje index qe i referohet nje value 3 byte qe speciifikon ngjyren e kti pixeli.

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41
Q

Color Look-Up Tables (LUTs)

A

are tables used to map input colors to output colors, providing a convenient and efficient way to apply color transformations

42
Q

Median- cut problem

A

Ndarja efikase e ngjyrave në pjesë më të vogla bazuar në mesataren e tyre.

43
Q

GIF

A

(Graphics Interchange Format) is a file format commonly used for storing and displaying animated images or short video clips, supporting a limited color palette and utilizing lossless compression to maintain image quality.

44
Q

Screen Descriptor

A

Përshkruesi i ekranit përfshin një grup atributesh që i përkasin çdo imazhi në skeder

45
Q

Color Map-

A

gjatësia aktuale e tabelës është e barabartë me 2 ^ (pixel +1) siç është dhënë në Screen Descriptor

46
Q

TIFF (Tagged Image File Format)

A

file format for storing high-quality images with support for various types of data.

47
Q

EXIF(Exchangeable Image File)

A

file format for storing metadata within image files, including information about camera settings, date, and location.

48
Q

PS dhe PDF

A

PostScript është një gjuhë e radhitjes dhe përdoret për të përcaktuar elementet e faqes në vektor. Skederët PostScript mund të përfshijnë tekst, grafikë vektoriale dhe GL. Skederët PDF përdorin kompresimin LZW dhe ofrojnë të njëjtin raport kompresimi si skederët e ngjeshur me metoda të tjera.

49
Q

Microsoft Windows MetaFile (WMF)

A

është formati origjinal i skederit vektor për mjedisin operativ të Microsoft Windows.

50
Q

Microsoft Windows: BMP (BitMap)

A

formati kryesor i skederit standard të sistemit grafikë për Microsoft Windows, i përdorur në Paint dhe programe të tjera.

51
Q

Macintosh : PAINT and PICT:

A

PAINT:MacPaint per imazhe dhe piktura njengjyrshe
PICT:MacDraw program per vizatime i bazuar ne vektor.

52
Q

X-windows: PPM(Portable PixMap)

A

is a bitmap image file format (24-bit) that X-windows understands.

53
Q

Video,Digital Video/Source/Format

A

Moving visual representation of events captured and stored in digital format, enabling computer recognition and modification, with considerations for software compatibility, storage space, and internet speed.

54
Q

FORMATET E VIDEOVE

A

AVI
MOV
MPEG
RM (RealMedia)
WMV (Windows Media Video)
FLV (Flash Video)

55
Q

FORMATET E VIDEOVE - AVI

A

Cilësi shumë e mirë, edhe me rezolucion më të vogël.
Madhësia e madhe e skedarit

56
Q

FORMATET E VIDEOVE - MOV

A

Apple OS, high quality, metadata storage.

57
Q

FORMATET E VIDEOVE - MPEG

A

Kompresim, ruajtje audio/video, madhësi vogël, format popullor në internet, kompatibilitet me media player.

58
Q

FORMATET E VIDEOVE – RM (Real Media)

A

RM (Real Media): Luan në RealPlayer, përmban klipë video, format popullor për transmetim në internet, mbështetet nga shumë kompjuterë dhe sisteme operative.

59
Q

FORMATET E VIDEOVE – WMV (Windows Media Video)

A

Zhvilluar nga Microsoft, luhet në Windows Media Player, format i njohur për transmetim në internet.

60
Q

FORMATET E VIDEOVE – FLV (Flash Video)

A

Format i përdorur në internet, luan në Adobe Flash Player, madhësi e vogël, transmetim video në internet.

61
Q

KARAKTERISTIKAT E VIDEO DIGJITALE

A

Korniza, Frame Rate (fps)
Frame Size
Rezolucioni i ngjyrës.

62
Q

Thellësia ose Rezolucioni i Ngjyrës

A

Numri i ngjyrave të shfaqura në ekran (RGB), varion nga 1 bit-2 ngjyra deri në 24 bit-16.7 milion ngjyra.

63
Q

VIDEOT MUND TË PËRDOREN NË

A

CD-ROM
Lojëra
Prezantime
Videokonferenca
Faqe te internetit.

64
Q

Video ne HTML (Sintaksa)

A

<video>
<source src="Video.mp4“ type="video/mp4">
</video>

65
Q

Atributet e tagut <video></video>

A

Autoplay
Preload
Loop
Height
Weight
Controls
Muted
Poster
Src

66
Q

Atributet e tagut <video> - Autoplay</video>

A

Autoplays video on pageload.Boolean Value.

67
Q

Atributet e tagut <video> - Preload</video>

A

Dikton qfar ndodh kur pageloads.
auto: Full video load on page load
metadata: Load only metadata on page load
none: Do not load video on page load

68
Q

Atributet e tagut <video> - Loop</video>

A

Loops the video, boolean value

69
Q

Atributet e tagut <video> - Width & Height</video>

A

Specifikon Width Height te videos

70
Q

Atributet e tagut <video> - Controls</video>

A

lejon userin te ket keto komanda :
Play
Pause
Volume
Full-screen Mode
Seeking
Captions/Subtitles(if available)
Track(if available)

71
Q

Atributet e tagut <video> - Muted</video>

A

Mutes the video,Atribut boolean

72
Q

Atributet e tagut <video> - Poster</video>

A

its a thumbnail for a video.we can choose it or a random frame will automatically be chosen from the video.

73
Q

Atributet e tagut <video> - Src</video>

A

specifikon URL-në e skedarit video.
URL absolute points to another page.
URL relative points to itself.

74
Q

Animation and Animation types

A

Animation displaying a sequence of still images or frames in rapid succession, creating the illusion of movement.
2D
3D
Traditional Animation
Motion Graphics
Stop Motion

75
Q

2D Animation

A

animacion i cili shfaq imazhe ne hapsir dy dimensionale.

76
Q

3D Animation

A

animacion qe shfaq imazhe ne hapsir 3 dimensionale, modelimi behet ne nje softuer 3d.

77
Q

FORMATET E ANIMACIONEVE

A

GIF
APNG
SWF
MOV

78
Q

FORMATET E ANIMACIONEVE - APNG

A

Mbështesin thellësi dhe transparencë më të madhe ngjyrash sesa GIF.

79
Q

FORMATET E ANIMACIONEVE - SWF (Shockwave Flash)

A

perdoret per animacione dhe lojra interaktive, mbeshtet skriptimin, po zevendsohet gradualisht me html5.

80
Q

CSS ANIMATION @Keyframe

A

CSS animation smoothly transitions element styles using keyframes to define specific intervals and create dynamic visual effects.

81
Q

Animation-delay

A

Specifikon nje vones para fillimit te animacionit, lejohet edhe vones negative.

82
Q

animation-iteration-count

A

specifikon sa herëve duhet të ekzekutohet një animacion.

83
Q

animation-direction

A

Specifikon si luhet nje animacion :
normal - Animacioni luhet si normal (përpara)
reverse - Animacioni luhet në drejtim të kundërt (prapa)
alternate- Animacioni luhet së pari përpara, pastaj prapa.Boomerang
alternate-reverse - Animacioni luhet fillimisht prapa, pastaj përpara

84
Q

animation-timing-function

A

Speed Curve of the Animation
Ease: Smooth and gradual acceleration and deceleration.
Linear: Constant speed throughout the animation.
Ease-in: Gradual acceleration at the beginning.
Ease-out: Gradual deceleration at the end.
Ease-in-out: Gradual acceleration at the beginning and deceleration at the end.

85
Q

Fill-mode for an Animation

A

controls the element’s appearance before the first keyframe and after the last keyframe in CSS animations. It can be overridden using the animation-fill-mode property.

86
Q

Fill-mode for an Animation (none)

A

None: No specific fill behavior is applied.

87
Q

Fill-mode for an Animation (Forwards)

A

Forwards: The element retains the styles of the last keyframe after the animation ends.

88
Q

Fill-mode for an Animation (Backwards)

A

Backwards: The element takes the styles of the first keyframe before the animation starts.

89
Q

Fill-mode for an Animation (Both)

A

Both: The element combines the behavior of “forwards” and “backwards”, retaining the last keyframe’s styles after the animation ends and taking the first keyframe’s styles before the animation starts.

90
Q

Cili eshte nivel me i avancuar i interaktiitetit sipas tekstit

A

Kontrollimi i variablave

91
Q

Qka eshte Pixijs.

A

PixiJS is a 2D rendering library that allows you to create interactive graphics and animations using JavaScript.

92
Q

PixiJS Ticker

A

PixiJS Ticker manages the timing and frame rate of animations in a PixiJS application, ensuring smooth rendering and synchronization of visuals.

93
Q

Animating Sprites and Graphics using Easing Functions (pixijs)

A

involves applying predefined mathematical functions to create smooth and natural motion effects in PixiJS animations.

94
Q

Handling User interaction with event listeners (Pixijs)

A

Attaching event listeners to elements in PixiJS enables response to user interactions such as clicks, touches, or keyboard inputs.

95
Q

Text Alignment and Positioning (pixijs)

A

Align and position text elements using properties like anchor,x,y.

96
Q

Text Wrapping nad Overflow (Pixijs)

A

Handling text wrapping within specified width using the wordWrap and wordWrapWidth properties.

97
Q

Text Effect and Decorations (Pixijs)

A

Underline,Strikethrough,Superscript,Subscript.

98
Q

Custom Fonts (Pixijs)

A

Load font files using @font-face such as Google Fonts.

99
Q

Advanced Features of Pixijs:

A

Masking
Blending modes
Blend shapes

100
Q

Pixijs Plugins:

A

pixi-physics or matter.js that provide physics simulation
capabilities to PixiS applications.
Tweening plugins: pixi-tween or gsap that enable smooth
animations and transitions in Pixijs
Tilemap plugins: pixi-tilemap that facilitate the creation and
rendering of tile-based maps in PixijS.
UI plugins: pixi-ui or pixi-ui-components that offer ready-to-
use UI components and user interface elements for PixijS
applications.

101
Q

Pixijs Integration on Libraries and Technologies:

A

Pixi uses the power of WebGL for hardware-accelerated graphics and rendering.
Integration of pixijs with physics engines like p2.js or box2d.js

102
Q

Filters or Pixijs

A

Are shader-based effects that can modify the appearance of sprites, text, or any other display object.

BlurFilter
ColormatrixFilter
GlowFilter
DropShadowFilter
Custom Filters.