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MIL MODULE 9

Opportunity. A time or set of circumstances that makes it possible to do something.


Challenge. A challenge is something new and difficult which requires great effort and determination.
2 Opportunities in Media
1. Television Broadcaster A television presenter presents information relating to subjects such as news and sports, and
may also be responsible for planning the creative content of a series. Such experts will work with news programs and
help to discuss important topics in reporting, as well as provide comments on various events. They might also
formulate interview questions, read scripts, and reveal details about the show, such as commercial breaks.
Example: TV broadcaster
2. Mobile Communication A means of technology mediated communication that allows the user of a mobile device to
connect with someone else at a different location, such as texting from a cell phone and sending email from a
computer device equipped with WiFi (e.g. laptop, iPad).
A mobile phone is a wireless portable device that allows users, to make and receive calls, and send text messages.
The first mobile phone generation would only be able to make and receive calls. Today’s mobile phones are packed
with many additional features like web browsers, games, cameras, video players and even navigation systems.
2 Challenges in media
1. Cybercrime is defined as a crime in which a computer is the object of the crime (hacking, phishing, spamming) or is
used as a tool to commit an offense (child pornography, hate crimes). Cybercriminals may use computer technology
to access personal information, business trade secrets or use the internet for exploitative or malicious purposes.
a. Hacking is the most common type of cybercrime committed across the world. Hacking is a crime which entails
cracking systems and gaining unauthorized access to the data stored in them. Hacker is a person who breaks in to
a computer system.
b. Cyber stalking is use of internet or other electronic means to stalk someone. It is online harassment and online
abuse. Mostly cyber stalking involves following a person’s movement across the internet by posting threatening
messages to the victim or by entering the chat rooms frequented by the victim or by constantly bombarding the
victim with the e-mails etc.
2. Phishing is a cybercrime in which a target or targets are contacted by email, telephone or text message by someone
posing as a legitimate institution to lure individuals into providing sensitive data such as personally identifiable
information, banking and credit card details, and passwords.
a. Virus dissemination. Virus is the programs which attach themselves to the computer or file and then circulate
themselves to other files and to other components on a network. They usually affect the data on the computer,
either by altering or deleting it.
b. E-mail Spoofing. An e-mail that appears to originate from one source but actually has been sent from another
source. This can also be termed as e-mail forging.

Module 10

Wearable Techonologies is also called wearable gadgets is a category of technology devices that can be worn by a consumer
and often include tracking information related to health and fitness. Below are the types of wearable technologies:

1. A smartwatch is a wearable computing device that closely resembles a wristwatch or other time-keeping device. In
addition to telling time, many smartwatches are Bluetooth-capable. The watch becomes, in effect, a wireless
Bluetooth adaptor capable of extending the capabilities of the wearer’s smartphone to the watch.

Pratical Uses of Smartwatch


a. Notifications. One of the main reasons you would buy one is a Smartwatch displaying notifications. It’s invaluableto
have messages sent to your wrist and to be able to recognize their significance without removing your phone from a
pocket or bag. It makes your life simpler, and saves time.

b. Battery Life. A huge, highresolution monitor is often one of the biggest drains in battery life for your smartphone.
Use smartwatch this reduces the amount of time, and it can have a significant impact on battery life.

c. Music. Most smartwatches come with a music player feature in them, enabling you to listen to music in your pocket
on the phone. For example, if a music track comes on that you don not particularly like, then you can simply hit ‘next’
on your smartwatch.

2. A smartphone is a cellular telephone with an integrated computer and other features not originally associated with
telephones, such as an operating system, web browsing and the ability to run software applications.
Cellphone versus Smart Phone
a. Cellphone is simply a telephone that doesn’t need a landline connection. It enables the user to
make and receive phone calls. Some cellphones also offer text messaging.
b. A smartphone has more advanced features, including web browsing, software applications and a
mobile OS. In turn, a smartphone also offers capabilities such as support for biometrics, video
chatting, digital assistants and much more.

3. Smart glasses may collect information from internal or external sensors. It may control or retrieve data from other
instruments or computers. It may support wireless technologies like Bluetooth, Wi-Fi, and GPS

4. A fitness tracker is the perfect way to monitor your activity and health effortlessly and with unmatched accuracy.

• Heart Rate Monitoring Device is a technology that will calculate and monitor your heart rate.

• Misfit Phase Hybrid counts steps and calories burned, tracks sleep, and periodically vibrates to prompt you to
move.

• Fitbit Charge 2 calculates steps taken, calories burned, elevation climbed, and distance traveled, giving you a
clear picture of how much you’re moving every day.

Future Technologies
1. 5G Smart Phone and Network. 5G is the fifth generation of cellular mobile communications. It succeeds the 4G
(LTE/WiMax), 3G (UMTS) and 2G (GSM) systems. 5G performance targets high data rate, reduced latency, energy
saving, cost reduction, higher system capacity, and massive device connectivity.

2. Avatars, Surrogates, and Robotics. While avatars (like this one from the game Second Life) and surrogates were
once just the stuff of games, virtual reality and computer interfacing, now they’re taking on more active roles as
replacements for living, breathing humans.

3. Hologram in Retail Store. Stores of the future will offer increasingly immersive and ultimately more reward
experiences, rather than just being a place that customers come to meet their material needs. This could include
technology such as holography.
Massive Open Online Course (MOOC) is an online course that has open access and interactive participation by means of the
Web. MOOCs provide participants with course materials that are normally used in a conventional education setting - such as
examples, lectures, videos, study materials and problem.

Module 12

1. Media and Information literate individual makes the quality of life improved as it enables one to
make careful, concise, and critical judgement as users, creators, and producers of media and
information.
2. People Media refers to the persons that are involved in the use, analysis, evaluation and production
of media and information.
Types of People Media

 People as Media
 People in Media

3. People As Media are individuals who serve as channels of information dissemination. Before, they
make use of writing essays, literature, and news to create artefacts. But with the advent of
technology and social media, people are now empowered to not just produce artefacts but also
evaluate, analyze, edit, and give feedback to media artefact. They are the media itself.

 Opinion Leaders
These are leaders of particular groups of people in a community. These are influential people that communicate the messages
they get from the mainstream media or from higher positions in an organization and conveyed these messages to certain
individuals, especially those who can’t afford to directly receive messages from the original source. However, the messages
they share are filtered, adding their own opinion about the issue which invalidate the truthfulness of the original information.

 Citizen Journalism
People from different age category and from the different walks of life who are able to use modern technology as means of
communication like sharing information from newsworthy events to other people are considered to be doing citizen
journalism. Citizen Journalism doesn’t need one to be professionally trained journalist. As long as one is able to share ideas,
information, send photos and videos about a prevalent phenomenon in a community through using the different types of media
and the several social media platforms to a greater scope of the society is considered as citizen journalism.

 Social Journalism
21st century is all about maximizing the use of technology but with critical judgment on how it should be manipulated. One
product of technology that create a massive impact to the society are the different Social Media platforms such as Facebook,
Twitter, Instagram, etc.
These platforms are now being used to spread information in a more accessible and convenient way. People no longer look for
news because it directly comes to the user. Journalism, Media and information are becoming social phenomenon and a trend of
today. Professional journalists, reader content and average citizens who contribute news work together for public awareness.

 Crowdsourcing
Because of the aid of the several media platforms and high technology gadgets, soliciting ideas, recommendations and
suggestions from services, ideas, places, etc have come so handy nowadays. People from the online community make use of
crowdsourcing to obtain information from other media users.
People in Media

4. People in Media
These are the people who manipulate the media behind the lens and pens. They use Text, Audio, Visual,
Multimedia, etc to spread information and messages for the public.
 Multimedia Journalists

They are the ones who have abilities in accessing, evaluating and producing information using several forms of media. Mostly,
they make use of social networking sites to connect to the masses for easy and wider dissemination of their reliable news
stories

 Print Journalists

These are people who underwent training in journalism writing. Equipped with the fundamental and significant knowledge
and strategies in writing news and stories based from real events in the community; written for the people in the community.
They generally report in newspaper and magazine.

 Broadcast Journalists

They are who we often see on television, giving us updates on the local, national and world events. They are skilled not just
in journalism but also in public speaking.

 Photojournalists

They are physically and emotionally attached to their high-end cameras which they use to capture important scenes and
events from the surroundings which carry with it stories that give impact to the society as a whole.
Module 13
Texts are written words, printed or on-screen format, a powerful tool for communication and keeping information.
SERIF fonts have each character with small extra strokes at the end of the vertical and horizontal stroke.
Use: for formality and its readability in any texts that printed in small sizes like books and letters.
Examples: Times New Roman, Georgia,
SANS SERIF fonts do not have serifs. Unlike the classical serif fonts, sans serifs are new or modern
Use: for elegance and its readability in any on-screen display like monitors and portable computers.
Examples: Arial, Impact, Calibri
SCRIPT fonts are styles that mimics handwriting.
Use: for stylistic presentation of texts like weddings and memories.
Examples: Brush Script, Lucida Handwriting, Comic Sans
DECORATIVE fonts have extreme features or exaggerated serifs designed to fit into a theme or emotion.
Use: Titles, headlines
Examples: Chiller, Curlz MT, Jokerman
Design Principles and Elements of Text
1. Emphasis – Use different size, weight, color, contrast and orientation to present texts with greater value.
2. Appropriateness – Using the right font, content and tone of presentation based on the target audience or event.
3. Space – Use space to create focus and strategically make other texts stand-out.
4. Alignment –Use text alignment to set symmetry, formality or free style.
5. Consistency –Use at least 2 or 3 colors, font styles and design styles for the whole composition or content.

Types of Visual Information


Facial Expression: We tend to analyze emotions and actions of people by reading facial and eye expressions.
Body Language: Postures and gestures can mean more than words. We predict people’s motives and emotions by reading by
body language.
Color: Most of us give meaning to colors based on preferences, culture, experiences and human psychology. We might think
that color blue is a masculine color and symbol of peace. Most companies prefer blue because it represents trust but it also
means loneliness and mourning for other cultures.
Environment: We observe the environment we see and give interpretations of the situation of the people in the environment.
Symbols: Hand gestures, icon, brand logos, landmarks, emoji are some of the symbols that we interpret every day.
Principles and Elements.

Design Elements is the use of colors, space, texture, and other components in an artistic representation.

Space. Using the canvas, you can use some spaces to creatively produce stunning and clever designs. Use spaces to make a
direct message since it creates focus to other elements making it stand out.

Lines. Use lines to guide the viewer’s focal point and separate objects in your design. Use straight lines for order and neatness,
wavy lines for more movement, and zig- zagged lines for tension or excitement.

Size. Use different sizes of your objects in your design to show the relative importance of objects and information.

Pattern. Designs with repeating objects like lines and shapes forming patterns can be aesthetically appealing giving a sense of
order to a design. Repetition is a crucial element in branding design for consistency.

Texture. Textures give designs a sense of realistic effects. It can add tactility and depth. However, use this technique in
moderation as it may overwhelm your design.

Colors. Different color sets the mood and tone of your designs. Color have psychological impact to us. It is very important to
understand the different meanings of each common colors according to human perception.

Design Principles describe the ways that artists use of elements of art in a work of art.
Focal Point. Make sure to make the important objects of your design be noticeable first by the viewer.

Contrast can make your design more visually appealing by making other objects pop-out from other objects of your design.
Contrast maybe the difference of two elements of your design like black and white or thin and thick.

Balance. Always distribute the visual weight of objects, colors, texture, and space.

Rhythm. Using lines, you can direct the viewers in your design. This includes vertical, horizontal, and diagonal lines. Use this
technique to convey different motions and emotions.

Perspective. Use this principle to provide depth in your designs. This will give a better view and allows the viewers to have
empathy to your message or subjects in the image.

Unity. Using all the objects consistently or cohesively in your design that it allows the viewers to understand the message or
story of your image

The Psychology and Meaning of Colors


Red: Associated with passion, love and desire. Increases respiration rate, raises blood pressure and enhances metabolism.
Atrracts attention and signifies danger.

Brown: Associated with reliability and dependability, people who are reserved and not looking to attract attention from others.
Represents maturity, predictability and dullness

Orange: Associated with happiness, enthusiasm, creativity, determination, and stimulation.


Yellow: Associated with energy, intellect, cheerfulness and stimulates mental activity. Indicates honor, loyalty, and connected
with cowardice.

Blue: Associated with uniqueness, authenticity, sympathetic, compassionate, idealistic, spiritual and sincere. Known as the
color of peace, men and sadness.

Pink: Associated with gentle love, tenderness, vulnerability and youth. Known as the color for women.

Green: Associated with growth, harmony, freshness, and fertility. Known as the color of money, good health, calmness, and
slows human metabolism.

Purple: Associated with royalty, power, nobility, luxury, ambition, wealth, wisdom, dignity, creativity and magic.

White: Associated with purity, viginity, light, goddes, perfection, safety, cleanliness, and faith.

Black: Associated with power, elegance, formality, death, evil, and mystery. The symbol of grief.

Gray: Neutrality, wisdom, intelligence, futuristic, stable, dignity and maturity. Lack of confidence and energy, depression, and
boredom. Increases sence of sophictication and calmness

MODULE 14

Audio is a sound within the range of human hearing


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

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

Transmission - the action or process of transmitting something or the state of being transmitted
Types and Categories of Audio Information.
1. Different forms of audio we can produce and record
Radio broadcast - live or recorded audio sent through radio waves to reach a wide audience.
Sound clips/effects - any sound, other than music or speech, artificially reproduced to create an effect in a dramatic
presentation, as the sound of a storm or a creaking door.
Sound recording - recording of an interview, meeting, or any sound from the environment.
Music - vocal and/or instrumental sounds combined in such a way as to produce beauty of form, harmony, and
expression of emotion. It is composed and performed for many purposes, ranging from aesthetic pleasure, religious or
ceremonial purposes, or as an entertainment product.
2. Different ways of storing audio media.
Tape - magnetic tape on which sound can be recorded.
USB drive - an external flash drive, small enough to carry on a key ring, that can be used with any computer that has
a USB port.
CD - a plastic-fabricated, circular medium for recording, storing, and playing back audio, video, and computer data.
Memory Card - is a small storage medium used to store data such as text, pictures, audio, and video, for use on
small, portable, or remote computing devices.
Computer hard drive - secondary storage devices found in personal computers and can store audio files
3. Common audio file formats.
MP3 (MPEG Audio Layer) - a common format for consumer audio, as well as a standard of digital audio
compression for the transfer and playback of music on most digital audio players
WAV - is a Microsoft audio file format standard for storing an audio bitstream on PCs. It has become a standard file
format for game sounds, among others.
M4A/AAC (MPEG-4 Audio/Advanced Audio Coding) - an audio coding standard for lossy digital audio
compression. Designed to be the successor of the MP3 format, AAC generally achieves better sound quality than
MP3 at similar bit rates.
WMA (Windows Media Audio) - is an audio data compression technology developed by Microsoft and used with
Windows Media Player.
Elements of Sound Design. The objects or things that we must work with:

 Dialogue - speech, conversation, voice-over.

 Waterfall - As first element fades out, the second element begins at full volume. Better for voice transitions, than for

 Sound Effects - any sound other than music or dialogue.

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

 Silence - absence of audio or sound.

Principles of Sound Design. The techniques for combining the different elements or objects.

 Mixing - the combination, balance, and control of multiple sound elements.

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

 Transitions - How you get from one segment or element to another.

 Stereo Imaging - Using left and right channel for depth.


Types of Motion Picture
Traditional Animation. A technique in which each frame is individually drawn by the artist or animator.
Computer Animation: The art of creating animation using computer. It can be in a form of (2d) two-dimensional or three-
dimensional (3d).
Stop Motion Animation: A technique used to bring static objects create an illusion of movement. Object like clay figures,
puppets and miniatures are often used by moving in increments while filming each for 1 frame.
Film: A series of moving pictures that have recorded and shown on screens. It is recorded using a motion picture camera.
Combination of Visual Effects. Most of the films today use computer generated images (CGI) for special effects like
environment manipulation the and character models.
Camera Shots

Extreme Long Shot. Also known as Establishing Shot, it sets up the context for a scene by showing large amount of
landscape to establish general setting.

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

Full Shot. Shows the entire object or character intended to place some relationship between characters and environment.
Mid-Shot. Also known as social shot, it shows the character from the waist up to let the viewers see the character’s facial
expressions in connection with other characters or environment

Close-up. Also known as personal shot, it shows only a character’s face for the viewers to understand and empathize with
the character’s emotions.

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

Camera Angles
Bird’s Eye Angle. Usually used for establishing shot, it is an angle that looks down on a scene.

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

Eye-level Angle. The most commonly used camera angle, it makes the viewers comfortable with the characters.

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

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

Script. Also known as screenplay, is the text that describes the action, scenes, camera instructions and words to be spoken
by the actors.

Story Board. It describes what happens in your video by making thumbnail of images. It usually looks like a comic strip.
While scripts use texts, storyboards are mainly visual. Making story boards before filming helps you to plan more effectively,
finalize your ideas and predict possible problems during production.

Module 15

Interactive Media - Interactive media allows users to interact with text, graphics, sound, and video; each of which can be
accessed from within any of the others. It engages the user and interacts with the user.

different platforms of interactive media

8. Mobile Apps – or Mobile Applications is a software developed specifically for use on small, wireless computing devices
such as smartphones and tablets, rather than desktop or laptop computers.

9. 3DTV – a television display technology that enables a three-dimensional effect, so that viewers perceive that an image
has depth as well as height and width, similar to objects in the real world.

10. Video Games - a game played electronically; manipulating images produced by a computer program on a television
screen or any other display screen. It could be educational such as Bookworm, or Multiplayer that allows two or more players
to play with one another or together.

11. Role-Playing Game – or RPG is a game in which players assume the roles of characters in a fictional setting.
The players take responsibility for acting out these roles within a narrative, either through literal acting or through a process
of structured decision-making or character development.

12. Massively Multiplayer Online Role-Playing Game – or MMORPG is any story-driven online video game in which a
player, taking on the persona of a character in a virtual world, interacts with many other players.
9. Interactive Websites – these are websites that let users take on a pool, survey, exams, exercises or even allow online
social interaction such as social media sites (e.g. Facebook, Twitter, etc.).
10. Virtual Reality and Immersive Environments – the computer-generated simulation of a three-dimensional image or
environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment,
such as a helmet with a screen inside or gloves fitted with sensors.

11. PowerPoint presentations – may contain links, hypertexts, images, sound, graphics, or other multimedia elements.

12. Interactive smart boards – allows the teacher and the students to have physical interaction with the subject matter using
this format.

13. Computer software – allows users to interact with text, graphics, sound, and video, each of which can be accessed from
within any of the others.
The most common types of interactivity include:

a. Click – the action where the user uses the left mouse button or the right button. Example is when you click the like
button.

b. Hotspot – a special region to act as a trigger to another web page or site. It could be a circle, triangle, rectangle, or
polygon.

c. Slideshow – a non-linear interactive slideshow where the pathway through the show is determined by the user’s
interaction with it.

d. Timeline – a menu slide that branches to different events.

e. Hover – an image, text, or portion of it that changes in appearance when the mouse cursor moves over it.
Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce
development, understand historical events or culture, or assist them in learning a skill as they play.

Hypermedia is a system in which various forms of information, as data, text, graphics, video, and audio, are linked together
by a hypertext program.

Hypertext – a software system that links topics on the screen to related information and graphics, which are typically accessed
by a point-and click method.

Website – A location connected to the internet that maintains one or more pages on the World Wide Web.

World Wide Web – abbreviated as WWW or known simply as the web. It is an information space where documents and other
web sources are identified by Uniform Resource Locators (URLs), interlinked by hypertext links, and can be accessed via the
internet.

Multimedia is form with the combination of any of these content forms: Text, Audio, Still Images, Animation, Video Footage,
and Interactive Media.

The two types of multimedia: Static media and Active media.

Static Media ― also known as linear media, refers to contents that lacks interactivity. Common examples are books and
newspapers, these multimedia may have texts and pictures but the readers are unable to control its contents or no observable
timely updates or changes.

Dynamic Media ― also known as non-linear media, refers to contents that provides interactivity with its users. Websites can
be a static media or dynamic media but most known websites today such as Facebook and Youtube are good examples of
dynamic media because these websites provide the users to contribute to the site’s contents through posting, comments,
uploading pictures and videos, which leads to dynamic contents to the media.

Multimedia Usage and Applications


1. Creative Industries – Most creative industries nowadays use multimedia to reach broader audience. Using the
creativity, skills and talents of individuals to create different contents such as fine arts, entertainment, commercials,
journalism and software services.
2. Education – Different institutions use multimedia projects to help students and faculty members learn faster and cater
their current learning preferences. Multimedia offers an alternative or ubiquitous means of acquiring knowledge
through various mediums and platform. Students may use internet from their smartphones for research or watch video
tutorials from Youtube from their laptop. Institutions can also take advantage of computer simulation technologies
using virtual reality or augmented reality. The image in the right is a student pilot learning how to fly a commercial
airplane through computer simulation.
3. Journalism – Stories and research for journalist can now be accessed in an instant with cellular signals and internet
connection. Journalism’s mode of content delivery started with newspapers, radio, and television. Today, we can
access these contents in different platforms like laptop and smartphones. Journalists can also have podcasts, live feeds
from social networking sites, online radio and subscription feeds. Sharing news contents is now easier through web applications
like Facebook and Twitter. Journalism can now reach broader audience in an instant and the readers/viewers can also
instantaneously give feedbacks to the content that can also be heard by other people. This generation allows everyone
to deliver news that was once only limited to journalists by profession.
4. Science – The fields of Engineering, Mathematics, Science, and Medicine have been using multimedia for the past
few years to improve their research and productivity. Engineers use computer software to simulate trainings and
designs. Mathematical and scientific research used multimedia for modeling, faster processing of data and
communications. Medicine have been using modern technology to train students and doctors like virtual surgery
simulate human anatomy with different conditions of injuries and diseases.

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