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MIL

MEDIA AND INFORMATION LITERACY LECTURES
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21 views17 pages

MIL

MEDIA AND INFORMATION LITERACY LECTURES
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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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 the power 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 oe Water quan pepe ate whatoma/aqupmaniia Wn mal ase A Communit whose? orl rato tor fomatn? Pre Preindestal Age Taso pperen ring mata pence ners reat | nanan end meer India Age PoerndPo pee Pang peerbot rig peer Nee ing prob, amputee tedronicAge hy yen Tyiow. Campin AinhoeeovinlsCanpsten ea Nenpres Pn ing mmorboots pnt, | PO PEO ols Neva retni aeavinaivs see gtamse, | EERE toutes evo fc el IntrmatonAae rwats cnc, oclesa’"""* —Sruphores Ware chron, eth Mates ae phones, Sat 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 elections Resource 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 and teachers, 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 new media 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 or Manila 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 Eras Pre-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 tions of using social media in the following area: ‘nese ‘Advantages tations Retitionships People who we ysl apartcan continue to communicate Denar on lations bung incase with sce med lower os send pictures, ute bueatearing, thereby People espec ends od amily to respond imei. enone Deron! 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What Connections and eels re esblshed more quick __posted about the prt ef may afl the profession 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 content Manipulatives / 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.

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