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Codes, Conventions, and Messages > Pan – moving the camera from left to

right.
Genre
> Tilt – moving the camera up and down.
- comes from the French word meaning
‘type’ or ‘class’. It can be recognized by > Truck – moving the camera physically
its common set of distinguishing features: from left to right.
CODES and CONVENTIONS
LIGHTING
Codes
> Fill Light
- systems of signs which create meaning.
> Key Light
Conventions
> Hair Light
- generally accepted ways of doing.
Symbolic Codes
TYPES OF CODES:
- show what is beneath the surface of
Technical Codes what we see
- ways in which equipment is used to tell Example: Objects, Setting, Body
the story. Language, Clothing, Color, and etc.
Example: Camera technique, Framing, Written Codes
Depth of Fields, Lighting and etc.
- use of language styles and textual
TWO TYPES OF CAMERA layout
TECHNIQUE:
Example: Headlines, Captions, Speech
1. Basic Camera Shots Bubble, Language Styles, and etc.
- Extreme Wide Shot
Extra Notes:
- Wide Shot
- Medium Shot *Codes and Coventions are well
- Medium Close Up established in the medium of film.
- Close Up
*As an audience, it is important to be
- Extreme Close Up
aware of the codes and conventions in
2. Shot Angles order to be aware as to how a particular
- Low meaning is being created.
- Eye-level
- High *As a producer, it is important to be
- Worm’s Eye aware of the codes and conventions in
- Canted order to use them to communicate your
- Bird’s Eye intended meaning.

Digital Citizenship
BASIC CAMERA MOVEMENT
-norms of appropriate, responsible 9. Don’t abuse your power
technology use. 10. Be forgiving of other people’s
mistakes
- a holistic and positive approach to
helping children learn how to be safe and Digital Footprint
secure, as well as smart and effective
- is a trail of data you create while using
participants in a digital world.
the internet.
KEY PRINCIPLES WITH ELEMENT OF
Cybercrime
DIGITAL CITIZENSHIP:
Respect Educate Protect - the use of a computer as an instrument
yourself/ yourself/ Yourself/ to further illegal ends.
Respect Connect with Protect others
others others - criminal activity of a crime that involves
the internet, a computer system, or
Digital Digital Literacy Digital Rights computer technology.
Etiquette and
Responsibilities Example: Cybersex, Cyber Bullying,
Child Pornography, Libel, Phishing
Digital Digital Digital Safety
Access Communication
Ubiquitous Learning
Digital Digital Digital Wealth
Law Commerce and Welfare - learning at any time, at any place
MAIN CHARACTERISTICS OF
Netiquette UBIQUITOUS LEARNING:

- set of rules for behaving properly online; > Permanency – learning materials are
respecting other users’ views and always available unless purposely
displaying common courtesy when deleted.
posting your views to online discussion > Accessibility – access from
group. everywhere as personally required.
CORE RULES OF NETIQUETTE: > Immediacy – wherever a student is,
1. Remember the Human he/she can immediately access learning
2. Adhere to the same standards of materials.
behaviour online that you follow in > Interactivity – online collaboration with
real life. teachers/ peers.
3. Know where you are in cyberspace
4. Respect other people’s time and > Situational Instructional Activities –
Bandwidth. learning in context (on site).
5. Make yourself look good online
> Adaptability – getting the right
6. Share expert knowledge
information at the right place for the right
7. Help keep flame wars under control
student.
8. Respect other people’s privacy
MOOC 5. How can you use it?
- sign up for one. It can be a great way
Massive – there may be 100,000+ to do some professional development
student in a MOOC. and engage with the online learning
Open – anyone, anywhere can register environment with no penalty, monetary,
or otherwise.
for these courses.
Online – coursework is delivered entirely
People Media
over the internet.
- refers to the person that are involved in
Course – MOOCs are very similar to
use, analysis, evaluation and production
most online college courses.
of media and information.
5 Questions: What you need to know
TWO TYPES OF PEOPLE MEDIA:
about MOOC?
People As Media
1. What are they?
- it is an online course that offers open - people who are well-oriented to media
access via the internet for free or at a sources and messages and able to
low cost. provide information as accurate and
2. How do they work? reliable as possible.
- sign up for a MOOC and the majority
Examples:
of courses take place asynchronously,
allowing students to study when and  Opinion Leaders
where its most convenient for them - highly exposed to and actively
and also expanding accessibility to using media.
students anywhere in the world. - source of viable interpretation of
3. What are the PROS and CONS? messages for lower-end media
PROS: MOOCs make it possible for a users.
large number of students to access - opinions are accepted by a
educational opportunities at no or very group.
low costs.  Citizen Journalism
CONS: one of the biggest problems - people without professional
with MOOC, is failure of students to journalism training can use the
actually complete them. tools of modern technology and
4. What’s the next decade going to look internet to create augment or fact-
like for them? check media.
- MOOCs are likely to look for ways to  Social Journalism
improve teacher engagement and to - journalists are using social
offer greater opportunities for credit media to make their content
and certification, through this it may available to more people.
alos mean that many MOOCs move  Crowdsourcing
from being free to requiring students to -the practice of obtaining needed,
pay tuition. services, ideas, or content by
soliciting contributions from a - also called font, font type, or type.
large group.
- refers to the representation or style of
People in Media a text in digital format.
- media practitioners who provide - usually comprised of alphabets,
information coming from their expert numbers, punctuation marks, symbols
knowledge or first-hand experience of and other special characters.
event.
TYPES OF TYPEFACES:
TYPES OF JOURNALIST BY MEDIUM:
 SERIF
 Print Journalist -connotes formality and readability
 Photo Journalist in large amounts of text.
 Broadcast Journalist -usually used for the body text of
 Multimedia Journalist books, newspapers, magazines and
research publication.
- gives a classic or elegant look
Text Information and Media when used for title or heading.
Example: Times New Roman,
Text Garamond, Baskerville.
- a simple and flexible format of  SANS SERIF
presenting information or conveying - brings a clean or minimalist look
ideas whether hand-written, printed or to the text.
displayed on-screen. - used for clear and direct meaning
of text such as road signage, building
- any “human-readable sequence of directory or nutrition facts in food
characters” that can form intelligible packages.
words. - give a modern look and is used
TYPES OF TEXT primarily in webpage design.
Example: Arial, Helvetica, Tahoma,
 Hypertext – serve to link different Verdana, Calibri
electronic documents and enable  SLAB SERIF
users to jump from one to another - carries a solid or heavy look to text
in a nonlinear way. - can be used for large advertising
 Plaintext or Unformatted Text – sign on billboards.
fixed sized characters having Example: ROCKWELL, Playbill
essentially the same type of  SCRIPT
appearance. - draws much attention to itself
 Formatted Text – appearance can be because of its brush-like strokes.
changed using font parameters - must be used sparingly and not be
(bold, underline, italic, font size, font used in large body text.
color, etc.) - usually used in wedding invitation
cards or other formal events.
Typeface
Example: Edwardian, Vladimir, > Times New Roman
Kunstler. > Arial
 DECORATIVE > Aharoni
- caters to a wide variety of > Rockwell
emotions (celebration, fear, horror, > Edwardian Script
etc.) or themes (cowboys, circus, > Jokerman
holidays, summer, kiddle, etc.) 3. Proximity – how near or far the text
Example: Chiller, Jokerman, Curlz elements from each other.
MT - when two things are
closely related, bring them
TYPES OF COMMON FILE FORMATS
close together.
 TXT (Text) – unformatted text 4. Alignment – how the text is
document by an editor as notepad on positioned in the page; left, center,
Windows platform. right, or justified.
 DOC (Document) – a native format 5. Organization – conscious effort to
for storing documents created by MS organize the different text elements
Word package. in a page.
 RTF (Rich Text Format) – cross 6. Repetition – consistency of
platform document exchange; default elements. Unity of the entire design.
format for Mac OS X’s default editor Repeating some typefaces within the
TextEdit. page.
 PDF (Portable Document Format) 7. Contrast – creates visual interest.
– developed by Adobe Systems for Two elements are different from each
cross platforms exchange of other.
documents, supports, image and > White text on a dark background
graphics. > Large font with a small font
 PS (PostScript) – a page description > Serif and Sans Serif
> Thin elements with wide elements
language used mainly for desktop
> Cool color and Warm color
publishing.
DESIGN PRINCIPLES AND
ELEMENTS Visual Information and Media
1. Emphasis – importance or value Examples of Visual Media:
given to a part of the text-based
content.  Photography
> make the text bold  Video
> italicized  Screenshots
> have a heavier weight  Inforgraphics
> darkened or lightened  Data visualization (charts and
> enlarged graphs)
2. Appropriateness – how fitting or  Comic Strips/ Cartoons
suitable the text is used for a specific  Memes
audience, purpose or event.  Visual Note-taking
PURPOSE OF VISUAL INFORMATION  Texture – way a surface feels or is
perceived to feel; a feeling of
- Gain attention
smoothness and roughness of an
- Create meaning objects.
 Color – determined by its hue (name
- Facilitate retention of color), intensity (purity of the hue),
 JPEG (Web Graphics) – it is great for and value (lightness and darkness of
images when you need to keep the the hue); used for emphasis or may
size small, such as when you need to elicit emotions from the viewers.
upload it online.  Form – a figure having volume and
 GIF ( Web Graphics/ Animation/ Clip thickness
Art) – worst choice for web graphics, - an illusion of 3D object
although file sizes are very small, and VISUAL DESIGN AND PRINCIPLES
they load very fast but if you want to
add animation effects use GIF. 1. Consistency – consistency of
 TIFF (Print Graphics) – best and only margins, typeface, type styles, and
choice for professionals when images colors.
are intended for print. 2. Center of Interest – an area that first
 PNG ( Web Graphics/ Logos & Line attracts the attention in a
Art) – great for web graphics. If you composition.
want to keep the size small, but still 3. Balance – visual equality in shape,
remain the image quality use this. form, value, color, etc.
 BMP ( Print Graphics) – files are large 4. Harmony – brings together a
and uncompressed, but the images composition with similar units.
are rich in color, high in quality, simple 5. Contrast – offers some change in
and compatible in all Windows OS and value creating a visual discord in a
programs. Also called Raster or Paint composition; can also be used to
Images. create an area of emphasis.
6. Directional Movement – a visual
ELEMENTS OF VISUAL DESIGN flow through the composition.
 Line – describes a shape or outline. 7. Rhythm – a movement in which
- create texture and can be thick some element recur regularly.
or thin 8. Perspective – created through the
- may be actual, implied, vertical, arrangement of object in 2D space to
horizontal, diagonal, or contour look like they appear in real life.
lines. 9. Dominance – gives interest,
 Shape – a geometric or organic area counteracting confusion and
that stands out from the space next monotomy.
to or around it, or because of
differences in value, color, or texture.
 Value – the degree of light and dark Manipulative/Interactive Media
in a design
Interactive Media
- a method of communication in which or environment that can be interacted
the program’s outputs depend on the within a seemingly real.
user’s inputs, and the user’s inputs in h. Social Media – websites or online
turn affect the program’s outputs. services.
- Websites and Videogames are two
common types of Interactive Media
Audio Information and Media
Interactivity
TYPES AND CATEGORIES OF AUDIO
- the communication process that takes INFORMATION
place between human and computer
 Radio Broadcast – a live or
software.
recorded audio sent through radio
DIFFERENT PLATFORMS OF waves to reach a wide audience.
INTERACTIVE MEDIA  Music – vocal and/or instrumental
sounds.
a. Mobile Apps – a software
 Sound Effects – any sound, other
application developed specifically for
than music or speech, artificially
use on small, wireless computing
reproduced to create an effect in a
devices such as smartphones and
dramatic presentation.
tablets.
 Podcast – a digital audio or video file
b. 3D TV – a television display
recording.
technology that enables a 3D effect
 Cassette Tape – magnetic tape on
so that viewers perceive that an
which sound can be recorded.
image has depth as well as height
 Compact Disc – a platic-fabricated,
and width.
circular medium for recording,
c. Video Games – games played
storing, and playing back audio,
electronically manipulating images
video and computer data.
produced by a computer program on
 Flash Drive – an external storage
a display screen.
device, small enough to carry on a
d. Role Playing Games (RPG) – a
key ring.
game in which players assume the
 Memory Card – a small storage
roles of characters in a fictional
medium used to store data
setting.
 Hard Drive – largest data storage
e. Massively Multiplayer Online Role
hardware device.
Playing Game (MMORPG) – any
 Cloud Storage – websites or file
story-driven online video game.
repositories for retrieving audio files,
f. Interactive websites – (wala akong
and more precisely the files are
meaning kasi bilis niya maglipat ng
stored in some datacentre full of
slides sorry hehe)
servers that is connected to the
g. Virtual-Reality and Immersive
internet.
Environments – the computer-
generated simulation of a 3D image
Motion Media
- each picture is a frame that motion is  Animations – animated GIF, Flash,
created by rendering or showing Shockwave, Dynamic HTML.
consecutively several frames per  According to Purpose: education,
second. entertainment, advertising
- 24 frames or more per second makes  According to Source: Personal,
for a smooth animation Social media, media companies.
 According to Audience: private or
- the series of graphics or images follow public, directed or general
a sequence to create a story.  In some of these, media convergence
Storyboard – a sequence which shows can be observed with one artefact
a set of components changing in time to falling into several categories.
create a story or a message. DESIGN PRINCIPLES OF MOTION
MOTION MEDIA CAN BE PRODUCED: MEDIA AND INFORMATION

Informally – produced motion media are  Speed can be constant or variable.


created by individual often for personal The tone of the movement can be
use. highlighted by the speed coupled with
music. A fast movement gives vigor
Formally – produced motion media are and vitality intensifying emotions. A
created by professionals who follow slow movement connotes lethargy,
industry standards in creating, editing, solemnity, or sadness.
and producing motion media.  Direction can indicate a movement
FORMAL PRODUCTION OF from one direction to another. It can
ANIMATIONS INCLUDE THE also refer to the growing or shrinking
FOLLOWING STEPS: of an object.
 Motion path refers to the route that
1. Writing the story the object will take. It shows the
2. Script is written and dialogue is change in direction of a movement.
recorded  Timing can be objective or subjective.
3. Animations sketch major scenes; in Objective timing can be measured in
between fill in the gaps minutes, seconds, days, etc.
4. Background music and background Subjective timing is psychological or
details are added. felt.
5. Drawings are rendered.
Videos
 Speed, direction and timing should
- produced in the same manner except depict natural laws of physics. This
that instead of drawing the scenes, they includes trajectories, impact on
are acted out and shot. objects and reactions of the
MOTION MEDIA FORMATS, TYPES environment.
AND SOURCES  Timing affects recall. Fast
movements send information. Slow
According to Format:
movement provides emphasis and
lasting recall.
 Transitions are used to switch
between scenes. It sets the tone for
the next event and should provide
smooth connection from one event to
another. Having a clear start and
finish in your motion path or scenes.
Using neutral colors at the start or
end of a scene is a good method.
 Sounds and colors adds depth and
meaning to movement.
 Cartooning your graphic and text
provides dynamic movement. This
can be done by using the following
movement: Stretching, Rotating,
Squashing.
 Blurring can be used in different
ways. In animation, it can provide the
illusion of fast movement. In videos, it
is often ysed to censor information for
security or decency.
 Always review the purpose of
movement. Movement is not added for
the sake of it.

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