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MEDIA AND INFORMATION LITERACY LECTURES
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Literacy: The skill to understand, create, and use written and printed materials in different
situations, enabling individuals to achieve their goals and participate in society.
Media: Physical objects and mass communication tools like radio, television, computers,
and film, are used for conveying messages.
Media Literacy: The ability to access, analyze, evaluate, and create media in various
forms, empowering individuals to engage with traditional and new media technologies.
Information: Processed data, knowledge acquired from study or experience, and
communicated through signals or symbols.
Information Literacy: The capacity to recognize information needs, locate, evaluate, and
effectively communicate information in different formats.
Technology Literacy: The skill to responsibly and effectively use technological tools for
accessing, managing, integrating, evaluating, creating, and communicating information.
Media and Information Literacy: Essential skills and competencies enabling individuals
to engage effectively with media and information providers, fostering critical thinking and
lifelong learning for active citizenship.
The Evolution of Traditional to New Media
Pre-Industrial Age (Before the 1700s)
- Peaple discovered fire, developed paper from plants, and forged weapons and tools
with stone, bronze, copper, and iron.
Examples
Cave paintings (35,000 BC)
Clay tablets in Mesopotamia (2400 BC)
Papyrus in Eaypt (2500 BC)
Acta Diurna in Rome (130 BC)
Dibao in China (2nd Century)
Codex in the Mayan region (Sth Century)
Printing press using wood blocks (220 AD)
Industrial Age (1700s-1930s)
- People used the power of steam, developed machine tools, established iron
production, and the manufacturing of various products (including books through the
printing press),
Examples:
‘A printing press for mass production (19thcentury)
Newspaper - The London Gazette (1640)
Typewriter (1800)Telephone (1876)
Motion picture photography/projection(1890)
‘Commercial motion pictures (1913)
Motion picture with sound (1926)
Telegraph
Punch cards
Electronic Age (1930s-1980s)
- The invention of the transistor ushered in the electronic age. People harnessed thepower of transistors that led to the transistor radio, electronic circuits, and early
computers. In this age, long-distance communication became more efficient.
Examples
Transistor Radio
Television (1941)
Large electronic computers- i.e. EDSAC(1949) and UNIVAC 1 (1951)
Mainframe computers - i.e. 18M 704(1960)
Personal computers - i.e. Hewlett-Packard 9100A (1968), Apple 1 (1976)
OHP, LCD projectors
Information Age (1900s-2000s)
- The Internet paved the way for faster communication and the creation of the social
network. People advanced the use of microelectronics with the invention of personal
computers, mobile devices, and wearable technology. Moreover, voice, image, sound,
and data are digitalized. We are now living in the information age.
Examples
Web browsers: Mosaic (1993), Internet Explorer (1995)
Blogs: Blogspot (1999), LiveJournal (1999), Wordpress (2003)
Social networks: Friendster (2002), Multiply (2003), Facebook (2004)
Microblogs: Twitter (2006), Tumblr (2007)
Video: YouTube (2005)
Augmented Reality / Virtual Reality
Video chat: Skype (2003), Google Hangouts (2013)
Search Engines: Google (1996), Yahoo (1995)
Portable computers- laptops (1980), netbooks (2008), tablets (1993)
Smartphones
Wearable technology
Cloud and Big Data
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Roles and functions of media in a
democratic society (possible answers)
Channel - provides opportunities for people to communicate, share ideas, speculate, tell
stories, and give information
Watchdog - exposes corrupt practices of the government and the private sector. Creating a
space wherein governance is challenged or scrutinized by the governed. It also guarantees
free and fair electionsResource center - acts as a gateway of information for the society's consumption. Also, it
becomes a keeper of memories of the community, a preserver of heritage, and a source of
academic knowledge.
Advocate - through its diverse sources or formats, it bridges the gap of the digital divide.
Ethical Use of Information
Plagiarism: Using other people's words and ideas without clearly acknowledging the source
of the information
Common Knowledge: Facts that can be found in numerous places and are likely to be
widely known.
Example: John F. Kennedy was elected President of the United States in 1960. This is
generally known information. You do not need to document this fact
Interpretation: You must document facts that are not generally known or ideas that
Interpret facts
Example: Michael Jordan is the greatest basketballl player ever to have played the
game. This idea is not a fact but an interpretation or an opinion. You need to cite the
source
Quotation: Using someone's words directly. When you use a direct quote, place the
passage between quotation marks, and document the source according to a standard
documenting style.
Example: According to John Smith in The New York Times, "37% of all children under
the age of 10 live below the poverty line”. You need to cite the source
Paraphrase: Using someone's ideas, but rephrasing them in your own words. Although you
will use your own words to paraphrase, you must still acknowledge and cite the source of
the information.
a. Plagiarism has legal implications. While ideas themselves are not copyrightable, the
artistic expression of an idea automatically falls under copyright when it is created. Under
fair use, small parts may be copied without permission from the copyright holder. However,
even under fair use - in which you can use some parts of the material for academic or non-
profit purposes -you must attribute the original source. What is considered fair use is rather
subjective and can vary from country to country.
b. Strategies in Avoiding Plagiarism
© Submit your own work for publication. You need to cite even your own work.
© Put quotation marks around everything that comes directly from the text and cite
the source.
© Paraphrase, but be sure that you are not simply rearranging or replacing a few
words and cite the source.
© Keep a source journal, a notepad, or note cards- annotated bibliographies can be
especially beneficial
Use the style manual in properly citing sources
© Get help from the writing center or library.Print, Broadcast, and Digital Media
Print Media - media consisting of paper and ink, reproduced in a printing process that is
traditionally mechanical.
Broadcast Media - media such as radio and television that reach target audiences using
airwaves as the transmission medium.
New Media - content organized and distributed on digital platforms
Media Convergence
* The co-existence of traditional and new media
The co-existence of print media, broadcast media (radio and television), the
Internet, mobile phones, as well as others, allowing media content to flow across
various platforms.
© The ability to transform different kinds of media into digital code, which is then
accessible by a range of devices (ex. from the personal computer to the mobile
phone), thus creating a digital communication environment.
Media and Information Sources
Reliability of Information: Information is reliable when it can be verified and trusted.
Accuracy of information: Accuracy refers to how closely the information aligns with the
actual data
Value of information: Information is valuable if it helps users make or improve decisions.
Authority of the source: Sources with established expertise on the subject matter are
considered authoritative.
Timeliness: The reliability, accuracy, and value of information may change over time,
making timeliness an important factor. Some information remains timeless in its reliability,
accuracy, and value,
LIBRARIES
a. Types of Libraries: Libraries are typically categorized into four main types:
1. Academic Libraries: These libraries are found in educational institutions such as
universities, colleges, and research centers. They focus on providing resources that
support the academic curriculum and research needs of students, faculty, and
researchers.
2, Public Libraries: Public libraries are open to the general public and serve the
community. They offer @ wide range of materials, including books, magazines,
DVDs, and digital resources, catering to various age groups and interests,
3. School Libraries: School libraries are located within primary and secondary
schools. They are designed to support the educational needs of students andteachers, offering age-appropriate resources and promoting reading and learning
4. Special Libraries: Special libraries serve specific organizations, institutions, or
industries. Examples include corporate libraries, law libraries, medical libraries, and
government libraries. These libraries focus on providing information relevant to
their specialized field
Libraries can exist in both digital (online databases, e-books, digital collections) and physical
(printed books, physical archives) forms.
b. Skills in Accessing Information from Libraries: When accessing information from
libraries, it is essential to develop the following skills:
* Knowledge of Access Tools: Familiarity with library catalog systems, online
databases, search engines, and other tools used to find and retrieve information.
© Understanding Classification: Understanding how information is organized and
classified in the library's system, such as subject categories, Dewey Decimal
System, or Library of Congress Classification.
© Depth of Details: Recognizing that some resources may provide only brief
summaries (abstracts) of topics, while others offer more in-depth information
© Membership and Source Rules: Being aware that certain databases or sources
may require membership or adherence to specific rules for access to more detailed
information.
c, Characteristics of Libraries in Terms of Reliability, Accuracy, and Value: Libraries,
particularly those housing published books, are often considered highly reliable, accurate,
and valuable sources of information, Here are some reasons why:
© Peer Review: Books and documents from dominant sources, especially academic
and scholarly works, often undergo peer review, a process where experts in the
field evaluate the content for accuracy and credibility.
© ISSN and ISBN Registration: The International Standard Serial Number (ISSN)
and International Standard Book Number (ISBN) registration ensures that proper
standards were followed in producing the materials, adding to their credibility.
© Curated Collections: Libraries carefully curate their collections, selecting
authoritative and reputable works, which enhances the reliability and accuracy of
the available information.
Indigenous Media
Indigenous - native; local; originating or produced naturally in a particular region.
Indigenous knowledge - knowledge that is unique to a specific culture or society; most
often it is not written down.
Indigenous communication - transmission of information through local channels or forms,
It is a means by which culture is preserved, handed down, and adapted.
Indigenous media and information - original information created by a local group of
people. This also refers to content about indigenous peoples that may be distributed through
dominant forms of media or through forms of communication unique to their people group.
© Popular media cannot reach some rural areas. While print, broadcast, and newmedia have a wide reach, there are still areas that these forms of media have not
reached,
* Indigenous media and information are highly credible because they are near the
source and are seldom circulated for profit.
© Indigenous media are channels for change, education, and development because
of their direct access to local channels,
© Forms of indigenous media and their local examples:
a. Folk or traditional media: Cultural expressions like storytelling, music, and dance
passed down through generations.
Example: Inuit oral storytelling
b. Gatherings and social organizations: Community events for sharing knowledge
and addressing issues.
Example: Native American Powwow.
¢. Direct observation: Learning from firsthand experience and interactions.
Example: Indigenous groups in the Amazon rainforest.
d. Records - may be written, carved, or oral: Preserving history and knowledge
through various forms.
Example: Aboriginal rock art in Australia
e. Oral instruction: Knowledge transmission through spoken words. Example: Maasai
oral teaching of traditions and skills.
Media and Information Languages
Language - pertains to the technical and symbolic ingredients or codes and conventions
that media and information professionals may select and use in an effort to communicate
ideas, information, and knowledge.
Media Languages - codes, conventions, formats, symbols, and narrative structures that
indicate the meaning of media messages to an audience
© Technical codes include sound, camera angles, types of shots, and lighting. They
may include,
© for example, ominous music to communicate danger in a feature film, or high-
angle camera shots to create a feeling of power in @ photograph.
* Symbolic codes include the language, dress or actions of characters, or iconic
symbols that are easily understood.
© For example, a red rose may be used symbolically to convey romance or a
clenched fist may be used to communicate anger
© Convention - In the media context, refers to a standard or norm that acts as a rule
governing behavior.
© Messages - the information sent from a source to a receiver.
© Audience - the group of consumers for whom a media message was constructed
as well as anyone else who is exposed to the message.
* Producers - People engaged in the process of creating and putting together media
content to make a finished media product.
© Other stakeholders - Libraries, archives, museums, internet, and other relevant
information providers.1. What is language?
Sample Answer: Language means the technical and symbolic ingredients or codes and
conventions that media and information professionals may select and use in an effort
to communicate ideas, information, and knowledge.
2. How is Media Language being configured?
Sample Answer: Media Language comprises codes, conventions, formats, symbols and
narrative structures that indicate the meaning of media messages to an audience
3. Who are the consumers and producers of media?
Sample answers: Consumers of media are the audience while producers of media are
the providers. They are both stakeholders.
Legal, Ethical, and Societal Issues in
Media and Information Literacy
Copyright: Legal right for creators to publish, sell, and control their work's
reproduction. Infringement is violating this right.
Plagiarism: Using another author's language or thoughts without authorization,
representing it as one's own.
Cyber Bullying: Bullying uses electronic technology, like social media, texts, or
emails, to insult, spread rumors, or humiliate others.
Computer Addiction: Excessive computer use that interferes with daily life,
causing problems with work, social interaction, mood, and relationships.
ital Divide: Economic inequality in access, use, or ICT knowledge. It can be
within countries or on an international scale between developed and developing
nations.
Here is some sample netiquette from Cheryl
Redinger Human Services
* Always think before you write. In other words without the use of nonverbal with
your message, your message can be misinterpreted. So please think twice before
you hit submit.
* Keep it relevant. There are places to chat and post for fun everyday stuff. Do not
stray from the discussion in the assigned questions
* Never use all caps. This is the equivalent of yelling in the online world. It is not fun
to read. Only use capital letters when appropriate:
* Make sure that you are using appropriate grammar and structure. In other words, I
don’t want to see anyone writing “R U" instead of “Are you”. Some people in the
class may not understand this type of abbreviation, not to mention it does nothing
to help expand your writing and vocabulary skills. Emoticons are fine as long as
they are appropriate
© Treat people the same as you would face-to-face. In other words, it is easy to hide
behind the computer.
You may also research other schools observing netiquette as a basis for your new
policies.
© When drafting the netiquette for your school, be sure to cite your sources properly.
© For your presentation output, you may write the netiquette down on Cartolina orManila paper, or use presentation software.
Current and Future Trends of Media and
Information
Haptics Technology: Uses touch feedback, like force and vibrations, in computer
applications. Found in game controllers, and smartphones, and gaining popularity in virtual
reality systems. Has applications in gaming, movies, medicine, and more.
Contextual Awareness: Combines sensor data (location, environment) with personal data
(calendar, social network) to learn about the user and anticipate their needs.
‘* For example, suggesting alternate routes based on traffic or personalized
‘Smart TV preferences.
Voice and Tone Recognition: Used for identity verification and detecting health/emotional
states. Opens opportunities in security and healthcare via mobile applications.
Intelligent Routing to Devices: Enables real-time communication of issues with precise
location, beneficial for organizations like local councils to alert and direct responsible teams.
Eye Tracking Technology: Measures eye positions and movements, applicable in various
fields like law enforcement, airport security, retail, healthcare, and human-computer
interaction.
* Law enforcement - lie detection
* Airport security ~ identifying suspicious behavior, e.g. to catch terrorists
before they strike
‘* Retail - recording, monitoring, and analyzing consumer behavior to ‘tailor’
marketing to individuals
© Safety - alerting and awakening a drowsy or distracted driver would save
many lives
¢ Health care ~ assisting people with disabilities or paralysis to communicate
(laptop) and improve mobility (electric wheelchair)
© Human-computer interaction ~ using screen icons and a blink here or a gaze
there. Say goodbye to the mouse and keyboard
Internet Glasses: Technology displaying images on the retina without obstructing sight.
Potential uses range from e-Gaming to military defense, and It's predicted to replace
smartphones. Applications include viewing building schematics, receiving real-time speech
prompts, and accessing virtual information while cooking or walking
How Traditional Media Has Affected
Filipinos in the Past, Throughout the
Different ErasPre-Spanish Era
Knowledge was passed on through folk media and indigenous forms of media
© Careers: Town crier, messenger, community scribe
Spanish Era
While education was limited to the elite, the publication of books (i.e., Noli MeTangere
and El Filibusterismo) and newspapers (La Solidaridad) advanced the Propaganda
movement which led to the people's revolution against Spanish rule. Filipinos at that
time did not have a common language. Only the elite spoke and understood Spanish.
Thus, communication was limited. Pen names were used to avoid political oppression
© Careers: book writer, newspaper writer, editor, publisher, copyreader, artist.
American and Japanese Era
During this era, major newspapers (i.e. Manila Times and ManilaBulletin), radio
broadcasting, and movies became available. Media was used for propaganda by the
government and other groups,
© Careers: book writer, newspaper writer, editor, publisher, copyreader, artist,
cartoonist, reporter, producer, broadcaster.
Post-war Era
The golden age of Philippine Journalism. Advertising, Communication Education, and
press freedom flourished in this era.
* Careers: book writers, newspaper writers, editors, publishers, copyreader, artists,
cartoonists, reporters, producers, media technicians, and advertisers.
Marti
| Law Era
Highlights of this era include the government takeover of media and the press and the
image engineering of the Marcoses in the name of nationalism.
Post-EDSA Era
People Power brought greater freedom to Philippine media. During this era, the new
Constitution recognized the vital role of communication and information in nation-
building. Press freedom influenced the growth of media careers.
Modern Era
* Careers: web designers, online instructors, digital producers, bloggers, animators,
programmers, archivists, metadata analysts, data miners, user experience
designers, call center agents and virtual assistants.
People Media
People as media - Individuals serve as channels of information. Traditionally, this is limited
to folk media, writing, or creating a media artifact. With the advent of social media,
individuals have been empowered to not just create media artifacts but to give feedback,
edit and add to the media artifact.
Characteristics of social media:Formats and examples of so
Advantages and Ii
Individualized, builds profiles (includes personal details, pictures, likes)
© Connects with friends and people (includes referrals by other friends or by the site
itself)
© Uploads content in real-time
© Enables conversations (both private and public)
© Provides tracking (history and threads)
| media
Relationship or Social networks - Facebook
Micro-blogging - Twitter, Instagram
Special interest networks -Linkedin, Pinterest
Media Sharing - YouTube, Flickr
Collaborative news -Reddit, Waze,
Discussion Forums - Google Groups
Group buying/merchant sites - OLX, Groupon, Dealgrocer
Virtual worlds - Farmville, World of Warcraft, Secondlife, Minecraft
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Text Media and Information
Text: A versatile format for conveying ideas, presented through handwriting, print, or on
screen display.
a, Text is powerful for disseminating information, providing direction, and giving
Suggestions.
b. Text is available in formal sources (news articles, books, research works) and
informal sources (blogs, personal emails, social media),
¢. Text can range from a single sentence to lengthy articles, always with a specific
message for the audience.
G. As 2 consumer of text media, questions should be asked about the sender,
aitention-grabbing techniques, language used, representation of views, and possible
interpretations
@. AS a producer of text media, consider the target audience, author, key content,
purpose, form/style, and format in the design framework.Text as Visual:
‘a. Typeface (Font): The style of text in digital format.
b. The typeface includes alphabets, numbers, punctuation, and special characters,
stored in file formats like True Type Font (.ttf), Open Type Font (.otf), etc.
c. In the absence of images, text is an effective way to communicate, and the use of
various font types can express different emotions or meanings.
‘Types of Typefaces
Serif: Formal and readable, used for body text in books and publications. Can give a classic
or elegant look in titles.
Examples: Times New Roman, Garamond, Baskerville
Sans Serif: Clean and minimalist, ideal for clear and direct text, like sianage and web
design. Gives a modern appearance,
Examples: Arial, Helvetica, Tahoma, Verdana, Calibri
Slab Serif: Solid and heavy, suitable for large advertising signs and billboards,
Examples: Rockwell, Playbill, Blackoak
Script: Attention-grabbing with brush-like strokes, best used sparingly for formal events like
wedding invitations.
Examples: Edwardian, Vladimir, Kunstler
Decorative: Varied fonts to evoke different emotions or themes in design.
Examples: Chiller, Jokerman, Curlz MT
Design Principles and Elements for Text:
Emphasis: Giving importance to specific parts of the text by using techniques like bold,
italic, size, or color variations to highlight the message,
Appropriateness: Choosing text elements that suit the audience, purpose, and event.
Consider factors like tone, style, clarity, and readability.
Proxi Placing related text elements close to each other, while separating unrelated
ones to create visual connections.
Alignment: Positioning the text on the page, such as left, right, center, or justified.
Organization: Creating a coherent layout by consciously arranging different text elements
in a structured manner, using compartments or frameworks.
Repetition: Maintaining consistency and unity in the design by repeating certain typefaces
within the page.
Contrast: Creating visual interest by using contrasting elements, such as different font
sizes, styles, colors, or thicknesses.
Visual Information and Media
Visual Media and Information: Materials, programs, and applications used for learning
through visual images, analysis, evaluation, and production.
Examples include presentations, videos, infographics, and photographs.Types of Visual Media:
* Photography: Capturing still images using cameras.
Example: A landscape photograph of a scenic view.
* Video: Moving images and audio captured on video cameras or created
digitally.
Example: Educational videos explaining complex concepts.
* Infographics: Visual representations of data or information
Example: A bar chart displaying population growth.
* Data Visualization: Using charts and graphs to represent numerical data.
Example: A pie chart showing the distribution of survey responses.
* Comic Strips/Cartoons: Sequential visual storytelling with humorous or
educational content,
Example: An educational comic explaining historical events.
Memes: Viral images or videos with humorous or satirical captions.
Example: A meme with a witty caption about current events,
¢ Visual Note-Taking: Using drawings and symbols to summarize information
during lectures or meetings.
Example: A visual summary of a conference presentation.
Formally and Informally Produced Visual Media:
Formal: Produced by established organizations like schools, government, or media
outlets,
‘* Example: A government-produced infographic on public health guidelines.
Informal: Produced by individuals without official affiliations.
‘¢ Example: A personal blog post with self-created illustrations.
Purpose of Visual Information:
* Gain Attention: Eye-catching visuals in advertisements to attract viewers.
* Create Meaning: Infographics presenting complex data in an easily
understandable manner.
* Facilitate Retention: Visual study aids like mind maps or diagrams to aid
memory.
Visual Design Elements:Describes shape and outline, can be actual or implied (e.g, diagonal
lines suggesting movement).
* Shape: Geometric or organic area that stands out from the surrounding
space.
© Value: Degree of light and dark, used for contrast and creating depth.
* Texture: The surface feel or perception, either actual (tactile) or visual
texture in design
© Color: Hue, intensity, and value influence emotions and perception,
¢ Form: 3D objects implied through light and shading.
Visual Design Principles:
* Consistency: Maintaining uniformity in margins, typeface, typestyle, and
colors in multi-page documents or presentations for a cohesive look.
* Center of Interest: Creating an area that draws immediate attention and
importance compared to other elements in the composition. Achieved
through contrast, colors, or strategic placement.
* Balance: A sense of visual equality in shape, form, value, and color. Can be
symmetrical (evenly balanced) or asymmetrical (unevenly balanced) by
using various elements.
* Harmony: Bringing together 2 composition with similar elements, such as
lines or shapes. Avoid abrupt changes in design to maintain harmony.
‘© Contrast: Introducing differences in value to create visual discord and
emphasize elements or objects. Also used for backgrounds to make objects
stand out.
© Directional Movement: Guiding the viewer's attention through the
composition by strategically placing objects and creating a visual flow.
Rhythm: Creating movement through recurring elements, similar to the
rhythm in music, to give a sense of flow and continuity.
‘© Perspective: Arranging objects in two-dimensional space to create a sense
of depth and realism, simulating how objects appear in real life. Perspective
is a learned concept of spatial relationships.
pes and Categories of Audio
Information
Sample Audio Files:
Radio Broadcast - Learners may identify this as a live or pre-recorded program
broadcasted through radio waves.
Music - Learners will recognize this as vocal and/or instrumental sounds combined
to produce harmony and expression, commonly used for entertainment.
Sound Recording - Learners may recognize this as any recorded audio, such as
interviews or environmental sounds.
Sound Clips/Effects - Learners might identify this as artificially reproduced
sounds used for dramatic effects in presentations, like the sound of a storm or
creaking door.Audio Podcast - Learners may identify this as a digital audio or video file
available for download from a website.
Different Ways of Storing Audio Media:
Tape - Learners will recognize this as magnetic tape used for recording and sto!
audio.
CD - Learners will identify this as a circular plastic medium used for recording and
playing back audio and video data
USB Drive - Learners will recognize this as an external flash drive used for
portable data storage with a USB port.
Memory Card - Learners will identify this as a small storage medium used in
portable devices to store data, including audio files
Computer Hard Drive - Learners will identify this as the secondary storage
device in computers used for storing audio files.
Internet/Cloud - Learners will recognize this as websites or file repositories for
retrieving audio files stored in data centers accessible via the Internet.
9
Different Audio File Formats:
MP3 (MPEG Audio Layer 3) - Learners will identify this as a widely used format
for digital audio compression, commonly used in digital audio players.
M4A/AAC (MPEG-4 Audio/ Advanced Audio Coding) - Learners may recognize
this as an audio coding standard for digital audio compression, known for better
sound quality than MP3 at similar bit rates,
WAV - Learners will identify this as a Microsoft audio file format standard often
used for game sounds and storing audio bitstreams on PCs.
WMA (Windows Media Audio) - Learners will recognize this as an audio data
compression technology developed by Microsoft and used with Windows Media
Player.
Elements of Sound Design:
Dialogue - Includes speech, conversation, and voice-over.
Sound Effects - Any sound other than music or dialogue used to enhance the
auditory experience.
Music - Vocal or instrumental sounds combined to produce beauty, harmony, and
emotional expression.
Silence - Absence of audio or sound, used strategically for impact.
Principles of Sound Design:
Mixing - The process of combining, balancing, and controlling multiple sound
elements.
Pace - Time control, editing, and the order of events, whether linear, non-linear,
or multi-linear.
Transitions - Techniques for moving from one sound segment or element to
another, such as seques, cross-fades, V-fades, fade to black, and waterfall.
Stereo Imaging - Utilizing the left and right channels to create a sense of depth in
the audio experience.The Basic Methods on Determining the
Credibility of Motion Media
Validity of Information — Is it peer reviewed and verifiable
Source - Primary or secondary source? Does the video capture the actual event or does it
simply present information learned about an event
Relationship of the author to the event — Does he have firsthand knowledge
Technical methods of detecting tampering/fake video:
Smoothness of video - This is often detected when movements are not smooth; when
action seems to jump from one position to another as if some action was missing
Lighting coverage matches - One way to detect lighting matches is to look at the
shadows; the source of light determines the size and direction of the shadow
Scale and size consistent - Scale refers to how the size of the objects in reference to one
another is near the real thing, If the picture is reduced or enlarged by a certain percentage
all of the objects should be resized by that percentage. Objects that are far away are usually
smaller than objects that are nearer.
Motion Media and Information
Design Principles of Motion Media and Informatio
© Speed: The speed of movement can be constant or variable, affecting the tone
and emotions conveyed. Fast movement adds vigor and intensity, while slow
movement conveys solemnity or sadness,
© Direction: Indicates the movement from one direction to another or the
growing/shrinking of an object. The background should remain in scale with the
moving object.
* Motion Path: The route an object takes, showing changes in direction triggered by
key objects or events in the story.
Timing: Can be objective (measured in minutes, seconds, etc.) or subjective
(psychological or felt). Timing clarifies or intensifies the message or event, and
pauses can be used effectively.
Design Principles in Creating Movement
© Follow Natural Laws: Movement should adhere to physics, considering
trajectories, object impacts, and environmental reactions.
© Timing for Recall: Fast movement conveys a lot of information, while slow
movement emphasizes and enhances lasting recall
* Transitions: Use clear start and finish points for scenes, and choose appropriate
transitions to provide smooth connections between events.
Sound and Color: Adding sound and color enhances the depth and meaning of
movement.
© Cartooning: Use dynamic movement by employing stretching, rotating, and
squashing effects on graphics and text.
© Blurr in animation, blurring creates the illusion of fast movement, while in
videos, it can be used for censorship or decency.
© Purposeful Movement: Always review the purpose of the movement, ensuring it
serves a meaningful role in the overall contentManipulatives / Interactive Media
Interactive Media: Interactive media refers to communication methods where the
program's outputs depend on the user's inputs, creating an engaging experience.
Examples include websites and video games, which respond to user actions and
interactions
Interactivity: Interactivity is the communication process between humans and computer
software. It is commonly found in games, where continuous interaction is essential. Other
applications, such as databases, financial, engineering, and trading apps, are also highly
interactive.
Online Training: Interactivity is highly useful in online training, allowing learners to interact
with the course through actions and thinking processes.
Platforms of Interactive Medi
‘* Mobile Apps: Software applications designed for smartphones and tablets.
© 3D TV: Television display technology that provides a three-dimensional
effect.
* Video Games (Multi-player): Games that allow multiple players to interact
and play together.
* Role-Playing Games (RPG): Games where players assume fictional
character roles within a narrative.
* Massively Multiplayer Online Role-Playing Game (MMORPG): Story-
driven online games where players interact with a large number of other
players.
* Interactive Websites: Websites with interactive features like polls, surveys,
exams, and exercises.
© Virtual Reality and Immersive Environments: Computer-generated
simulations that create a seemingly real three-dimensional experience
through special electronic equipment.
© Examples include Facebook, Twitter, Instagram, Snapchat, and Vine
Different Ways of Interacting with the Internet:
* Online Shopping: Comparing prices and features, adding items to a cart,
choosing payment options, tracking deliveries, seeking advice, product searching,
local availability checking, and receiving recommendations.
© Online Gaming: Choosing games, playing with a computer or others, selecting
difficulty levels, and customizing in-game elements,
© Online Classes: Interacting with course content, instructors, and classmates.
© Chat: Engaging in group chats, searching for groups and friends, and utilizing
translation features.
* News and Information: Exchanging information, reacting to news, accessing on-
demand content, and monitoring views.
* Videos: Participating in interactive videos, accessing multimedia content, and
experiencing game-like elements,Types of Interactivity and Their Purpose:
Emerging Interactive Me
Click on Images: Triggering actions or displaying information when clicking on
images.
Hotspot: Special regions that activate links or lead to other web pages when
interacted with
Rollover: Changing appearance or displaying additional information when the
mouse cursor hovers over an image.
Tabs: Displaying relevant content when clicked, often used in menu navigation
Timeline: A branching menu that leads to different events or content.
Numbers/Processes: Tracking the number of clicks and time spent in interactive
functions to gather data.
Slideshow: Non-linear interactive slideshows where the user's interaction
determines the pathway through the content.
Frequently Asked Questions (FAQs): Providing interactive answers to common
queries
ip Cards: Cards that display descriptions and additional information when
flipped.
Interactive Television (ITV): Adding data services to traditional television
technology, enabling viewers to issue commands and provide feedback through
setup boxes. ITV offers features like on-demand content, online shopping, banking,
email access, and e-commerce applications,
Interactive Game Shows: Allowing viewers to participate and compete with on-
screen contestants.
Alternate Endings: Allowing viewers to select alternate endings for their favorite
programs.
Educational Interactivity: Encouraging children to interact with educational
programs, making learning more engaging and interactive.