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MEDIA & INFORMATION
LITERACY 2nd Quarter-
Module 6 (Lesson 4-6)
DIFFERENT
DIMENSIONS OF
MULTIMEDIA
Here is where your presentation begins
Learning Competencies:
Describe the different dimensions of:
 motion information and media
 manipulative information and media
 multimedia information and media
We learned in the previous lesson that we can
store audio, this means we can also store data,
texts, images and video. Most of us experience
motion media from our earliest childhood. We
watch cartoons, anime, films, advertisements,
TV series, computer games and stream videos.
These are all part of our culture.
“…all the things you can’t really teach
in social studies or history, we learn
them at the movies”.
by: Jack Nicholson
Fortunately, films have been used and highly
recommended in school curriculums as a teaching
aid. Even at early age, we try to understand motion
media and in addition to that, we learn new
languages, codes and conventions, different cultures
and behaviors. This is why it is very important to
understand what motion media offers and how they
are composed, for us to determine fantasy, realism,
history, events, and significant or irrelevant.
Motion Picture is a series of images projected
on screen in rapid succession. The slight
change of positions and movements of each
image makes an illusion of motion. These
images are called frames. Most motion media
have 24 frames per second, which means, in a
video, they project 24 images in every 1
second. Today, most motion picture are saved
in digital format called video.
Did you know?
Filming began in 1890s and it was just
under a minute long without sound
because of the limits of technology.
There are many ways to produce a
motion picture. Let us explore the
different motion pictures produced
throughout the history.
 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.
Video producers use different cinematic
techniques. Let us discover the common
camera shots and camera angles.
Camera shots are techniques to
show the amount of space in a
scene.
 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 focuses on
the viewers’ position to
understand the relationship
of the characters, objects
and environment.
 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.
When producing a motion
media, most professionals
use script (screenplay) and
story board in their
production.
 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.
 What I Have Learned
By understanding motion media, we can analyze, explore and
understand the possible messages and information of media that
we watch and hear. This will also help us create our own craft in
producing films. We explored the different ways to produce
motion pictures like animation, films, computer generated image
or the combination of all ways. In making films, using cinematic
techniques are very crucial for better production and always
make good scripts and storyboard.
 What I Can Do
The use of lightings in a film plays a major role in the
whole output of the film, this cinematic technique is an
indicator of nonverbal mood and emotion of the film.
There are still many cinematic techniques that we must
learn. Search for the Camera Movement, Sound and
Lighting,Diegetic andNon-diegetic soundcinematic
techniques. You may start with this link
https://www.primeeducation.com.au/cinematic-
techniquescritical-studies/
Watching videos and listening to music can be
exhilarating but it is more exciting to have the
option to control the output of what you are
watching on screen. Manipulative media or
interactive media gives us the option to do so, we
can control what will be viewed, what the actions
of a character we play, what item to purchase,
what song to play and more.
What I Need to Know
 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.
What I Need to Know
 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.
What I Need to Know
Website – A location
connected to the internet
that maintains one or
more pages on the World
Wide Web.
What I Need to Know
 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.
Interactive Media allows users to interact with text,
graphics, sound, and video; each of which can be
accesses from within any of the others. It engages
the user and interacts with the user. It allows
interactivity between the technology (the computer)
and the user (human); the computer responds to or
communicates with the user as a response to user’s
actions. Example of using an interactive media
through Online Booking. When we book a flight
online, we use the website as our media. We, the
users, interact with that media through clicking on the
dates and payment for our flight.
There are different platforms or dimensions of
interactive media and these are (a) Mobile
apps, (b) 3D TV, (c) Video Games, (d) Role-
Playing Games, (e) Massively Multiplayer
Online Role Playing Game, (f) Interactive
websites, (g) Virtual Reality and Immersive
Environments, (h) Power Point, (i) Interactive
smart boards, and (j) computer software.
Different platforms
of Interactive Media
 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.
 3DTV – a television display
technology that enables a
three dimensional effect, so
that viewers perceive that an
images has depth as well as
height and width, similar to
objects in the real world.
 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.
 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.
 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 a large
number of other players.
 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.).
 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.
 PowerPoint presentations – may
contain links, hypertexts, images,
sound, graphics, or other
multimedia elements.
 Interactive smart boards – allows
the teacher and the students to
have physical interaction with the
subject matter using this format.
 Computer software –
allows users to interact
with text, graphics, sound
and video, each of which
can be accessed from
within any of the others.
 Computer software –
allows users to interact
with text, graphics, sound
and video, each of which
can be accessed from
within any of the others.
 Interactivity is the
communication process that
takes place between humans
and the different dimensions
of interactive media
 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.
 What I Have Learned
The concept of Interactive Media is the engagement of the user
through interactivity by allowing users to interact with text, graphics,
sound, and video. A website, with the help of internet connection, is
one of the best example that we can observe today, website’s
hyperlinks and scripted features like buttons, comments sections,
upload page, streaming and more. The different platforms of
interactive media are mobile apps, 3DTV, video games, roleplaying
games, massively multiplayer online role playing game, interactive
websites, virtual reality and immersive environments, powerpoint
presentations, interactive smart boards, and computer software. The
list goes on, but to determine and interactive media, most of them
have something to click, a hotspot, slideshows, timeline, and hover.
What I Can Do
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.
In the previous lessons, we learned a lot about
text media, visual media, audio media, motion
media, and interactive media. In this lesson, we
will learn the different forms of multimedia that
are made possible with the combination of 2 or
more media that are mentioned in the first
paragraph.
Before smartphones became essential in our
generation, people used cellular phones that can
only send texts or do voice calls, no cameras, no
video and no picture. Today, we can do video
call with audio and chat at the same time (at the
same person) using an app in our phone. This is
the age where most people are heavily relying
on multimedia to communicate, transact and
express their thoughts and passion.
Multimedia started to stablish its
description during 1990s where
computers and internet are starting
to emerge.
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 can also be observed in
the form of live or recorded
presentations, games and
simulations. Advertisements,
education, entertainment, business
and science take advantage to
multimedia to aid their objectives and
goals.
 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.
 Multimedia Usage and Applications
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.
 Multimedia Usage and Applications
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 Distel on Unsplash
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.
 Multimedia Usage and Applications
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.
What I Have Learned
Multimedia Principle
Multimedia can be recorded, played, displayed and interacted. This
is all possible because of the presence of multiple forms of media
such as texts, audio, images, motion pictures and interactivity. Most
of the multimedia devices are now electronic. The availability of
internet allows multimedia to be essential to everyone’s lives for
communications, research and entertainment. Multimedia may be a
Static Media or an Active Media where static media lacks
interactivity and dynamic media provides interaction with the user.
Multimedia’s impact can be observed almost everywhere, in creative
industries, education, journalism, science and more.
Summary
1. Texts are written words, printed or on-screen
format, a powerful tool for communication
and keeping information. Type of fonts: Serif,
Sans-serif, script, decorative
2. Text Design Principles and Elements:
Emphasis, Appropriateness, Space, Alignment,
and Consistency.
Summary
3. Visual Media are images or frames of images that we
can construct and reconstruct to give different meaning
to it. Types of Visual Information: Facial Expression,
Body Language, Color, Environment, and Symbols.
4. Visual Design Principles and Elements Design
Element: Space, Lines, Size, Pattern, Texture, and
Colors. Design Principles: Focal Point, Contrast,
Balance, Rhythm, Perspective, and Unity.
Summary
5. Infographics are graphic visual representations of
information, data or knowledge intended to present
information quickly and clearly.
6. Audio is a sound within the range of human hearing.
Forms of Audio: Radio Broadcast, Sound Recording,
Sound Clips/Effects, and Music Audio Storage: Tape,
CD, USB Drive, Memory Card, and Computer Hard
Drive. Common Audio Extensions (Formats): .MP3,
.M4A, .WAV, and .WMA.
Summary
7. Audio Design Principles and Elements Design Element:
Dialogue, Waterfall, Sound Effects, Music, and Silence.
Design Principles: Mixing, Pace, Transitions, and Stereo
Imaging.
8. Motion Picture is a series of images projected on screen in
rapid succession. The slight change of positions and
movements of each image makes an illusion of motion. Types
of Motion Picture:Traditional Animation, Computer Animation,
Stop Motion Animation, Film, and Combination of Visual
Effects.
Summary
9. Cinematic Techniques Camera Shots:
Extreme Long Shot, Long Shot, Full Shot, Mid-
shot, Close-up, and Extreme Close-up. Camera
Angles: Bird’s Eye Angle, High Angle, Eye-level
Angle, Low Angle, and Dutch Angle.
10. How to Evaluate a Video: Timeliness
(when?), Reliability (how?), Authority (who?),
and Purpose (why? what?).
Summary
11. Script, also known as screenplay,
is the text that describes the action,
scenes, camera instructions and
words to be spoken by the actors.
12. Story Board describes what
happens in your video by making
thumbnail of images
Summary
13. Interactive Media allows users to interact with
text, graphics, sound, and video. Different Platforms
of Interactive Media: MobilevApps, 3DTV,Video
Games, Role-Playing Games, Massively Multiplayer
Online Role Playing Game, Interactive Websites,
Virtual Reality and Immersive Environments,
Powerpoint Presentations, Interactive Smart Boards,
and Computer Software.
Summary
14. 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.
Summary
15. Multimedia is form with the combination of
any of these content forms: Text, Audio, Still
Images, Animation, Video Footage, and
Interactive Media. Types of Multimedia:
Static Media ― also known as linear media,
refers to contents that lacks interactivity.
Dynamic Media ― also known as non-linear
media, refers to contents that provides
interactivity with its users.
Summary
16. Multimedia Usage and
Applications: Creative
Industries, Education,
Journalism, and Science.
Introduction
You can give a brief description of the topic you want to talk about
here. For example, if you want to talk about Mercury, you can say
that it’s the smallest planet in the entire Solar System. This planet
was named after the Roman messenger god

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MIL WEEK 6.pptx

  • 1. MEDIA & INFORMATION LITERACY 2nd Quarter- Module 6 (Lesson 4-6) DIFFERENT DIMENSIONS OF MULTIMEDIA Here is where your presentation begins
  • 2. Learning Competencies: Describe the different dimensions of:  motion information and media  manipulative information and media  multimedia information and media
  • 3.
  • 4. We learned in the previous lesson that we can store audio, this means we can also store data, texts, images and video. Most of us experience motion media from our earliest childhood. We watch cartoons, anime, films, advertisements, TV series, computer games and stream videos. These are all part of our culture.
  • 5. “…all the things you can’t really teach in social studies or history, we learn them at the movies”. by: Jack Nicholson
  • 6. Fortunately, films have been used and highly recommended in school curriculums as a teaching aid. Even at early age, we try to understand motion media and in addition to that, we learn new languages, codes and conventions, different cultures and behaviors. This is why it is very important to understand what motion media offers and how they are composed, for us to determine fantasy, realism, history, events, and significant or irrelevant.
  • 7. Motion Picture is a series of images projected on screen in rapid succession. The slight change of positions and movements of each image makes an illusion of motion. These images are called frames. Most motion media have 24 frames per second, which means, in a video, they project 24 images in every 1 second. Today, most motion picture are saved in digital format called video.
  • 8. Did you know? Filming began in 1890s and it was just under a minute long without sound because of the limits of technology.
  • 9. There are many ways to produce a motion picture. Let us explore the different motion pictures produced throughout the history.
  • 10.  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.
  • 11. 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.
  • 12. Video producers use different cinematic techniques. Let us discover the common camera shots and camera angles.
  • 13. Camera shots are techniques to show the amount of space in a scene.
  • 14.  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.
  • 15.  Long Shot. May show landscape but focuses on a specific setting where the action will take place.
  • 16. Full Shot. Shows the entire object or character intended to place some relationship between characters and environment.
  • 17. 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
  • 18. 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.
  • 19. Extreme Close-up. Shows and focuses on one part of the character’s face or object to create an intense mood of emotion.
  • 20. Camera angles focuses on the viewers’ position to understand the relationship of the characters, objects and environment.
  • 21.  Bird’s Eye Angle. Usually used for establishing shot, it is an angle that looks down on a scene.
  • 22.  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.
  • 23. Eye-level Angle. The most commonly used camera angle, it makes the viewers comfortable with the characters.
  • 24.  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.
  • 25. Dutch Angle. Tilts the camera to disorient the viewers. This effect is used to demonstrate confusion or strange scenes.
  • 26. When producing a motion media, most professionals use script (screenplay) and story board in their production.
  • 27.  Script. Also known as screenplay, is the text that describes the action, scenes, camera instructions and words to be spoken by the actors.
  • 28.  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.
  • 29.  What I Have Learned By understanding motion media, we can analyze, explore and understand the possible messages and information of media that we watch and hear. This will also help us create our own craft in producing films. We explored the different ways to produce motion pictures like animation, films, computer generated image or the combination of all ways. In making films, using cinematic techniques are very crucial for better production and always make good scripts and storyboard.
  • 30.  What I Can Do The use of lightings in a film plays a major role in the whole output of the film, this cinematic technique is an indicator of nonverbal mood and emotion of the film. There are still many cinematic techniques that we must learn. Search for the Camera Movement, Sound and Lighting,Diegetic andNon-diegetic soundcinematic techniques. You may start with this link https://www.primeeducation.com.au/cinematic- techniquescritical-studies/
  • 31.
  • 32. Watching videos and listening to music can be exhilarating but it is more exciting to have the option to control the output of what you are watching on screen. Manipulative media or interactive media gives us the option to do so, we can control what will be viewed, what the actions of a character we play, what item to purchase, what song to play and more.
  • 33. What I Need to Know  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.
  • 34. What I Need to Know  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.
  • 35. What I Need to Know Website – A location connected to the internet that maintains one or more pages on the World Wide Web.
  • 36. What I Need to Know  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.
  • 37. Interactive Media allows users to interact with text, graphics, sound, and video; each of which can be accesses from within any of the others. It engages the user and interacts with the user. It allows interactivity between the technology (the computer) and the user (human); the computer responds to or communicates with the user as a response to user’s actions. Example of using an interactive media through Online Booking. When we book a flight online, we use the website as our media. We, the users, interact with that media through clicking on the dates and payment for our flight.
  • 38. There are different platforms or dimensions of interactive media and these are (a) Mobile apps, (b) 3D TV, (c) Video Games, (d) Role- Playing Games, (e) Massively Multiplayer Online Role Playing Game, (f) Interactive websites, (g) Virtual Reality and Immersive Environments, (h) Power Point, (i) Interactive smart boards, and (j) computer software.
  • 40.  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.
  • 41.  3DTV – a television display technology that enables a three dimensional effect, so that viewers perceive that an images has depth as well as height and width, similar to objects in the real world.
  • 42.  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.
  • 43.  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.
  • 44.  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 a large number of other players.
  • 45.  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.).
  • 46.  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.
  • 47.  PowerPoint presentations – may contain links, hypertexts, images, sound, graphics, or other multimedia elements.
  • 48.  Interactive smart boards – allows the teacher and the students to have physical interaction with the subject matter using this format.
  • 49.  Computer software – allows users to interact with text, graphics, sound and video, each of which can be accessed from within any of the others.
  • 50.  Computer software – allows users to interact with text, graphics, sound and video, each of which can be accessed from within any of the others.
  • 51.  Interactivity is the communication process that takes place between humans and the different dimensions of interactive media
  • 52.  The most common types of interactivity include:
  • 53.  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.
  • 54.  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.
  • 55.  What I Have Learned The concept of Interactive Media is the engagement of the user through interactivity by allowing users to interact with text, graphics, sound, and video. A website, with the help of internet connection, is one of the best example that we can observe today, website’s hyperlinks and scripted features like buttons, comments sections, upload page, streaming and more. The different platforms of interactive media are mobile apps, 3DTV, video games, roleplaying games, massively multiplayer online role playing game, interactive websites, virtual reality and immersive environments, powerpoint presentations, interactive smart boards, and computer software. The list goes on, but to determine and interactive media, most of them have something to click, a hotspot, slideshows, timeline, and hover.
  • 56. What I Can Do 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.
  • 57.
  • 58. In the previous lessons, we learned a lot about text media, visual media, audio media, motion media, and interactive media. In this lesson, we will learn the different forms of multimedia that are made possible with the combination of 2 or more media that are mentioned in the first paragraph.
  • 59. Before smartphones became essential in our generation, people used cellular phones that can only send texts or do voice calls, no cameras, no video and no picture. Today, we can do video call with audio and chat at the same time (at the same person) using an app in our phone. This is the age where most people are heavily relying on multimedia to communicate, transact and express their thoughts and passion.
  • 60.
  • 61. Multimedia started to stablish its description during 1990s where computers and internet are starting to emerge. The two types of multimedia:  Static media and Active media.
  • 62.  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.
  • 63.  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.
  • 64.  Multimedia can also be observed in the form of live or recorded presentations, games and simulations. Advertisements, education, entertainment, business and science take advantage to multimedia to aid their objectives and goals.
  • 65.  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.
  • 66.  Multimedia Usage and Applications 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.
  • 67.  Multimedia Usage and Applications 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 Distel on Unsplash 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.
  • 68.  Multimedia Usage and Applications 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.
  • 69. What I Have Learned Multimedia Principle Multimedia can be recorded, played, displayed and interacted. This is all possible because of the presence of multiple forms of media such as texts, audio, images, motion pictures and interactivity. Most of the multimedia devices are now electronic. The availability of internet allows multimedia to be essential to everyone’s lives for communications, research and entertainment. Multimedia may be a Static Media or an Active Media where static media lacks interactivity and dynamic media provides interaction with the user. Multimedia’s impact can be observed almost everywhere, in creative industries, education, journalism, science and more.
  • 70. Summary 1. Texts are written words, printed or on-screen format, a powerful tool for communication and keeping information. Type of fonts: Serif, Sans-serif, script, decorative 2. Text Design Principles and Elements: Emphasis, Appropriateness, Space, Alignment, and Consistency.
  • 71. Summary 3. Visual Media are images or frames of images that we can construct and reconstruct to give different meaning to it. Types of Visual Information: Facial Expression, Body Language, Color, Environment, and Symbols. 4. Visual Design Principles and Elements Design Element: Space, Lines, Size, Pattern, Texture, and Colors. Design Principles: Focal Point, Contrast, Balance, Rhythm, Perspective, and Unity.
  • 72. Summary 5. Infographics are graphic visual representations of information, data or knowledge intended to present information quickly and clearly. 6. Audio is a sound within the range of human hearing. Forms of Audio: Radio Broadcast, Sound Recording, Sound Clips/Effects, and Music Audio Storage: Tape, CD, USB Drive, Memory Card, and Computer Hard Drive. Common Audio Extensions (Formats): .MP3, .M4A, .WAV, and .WMA.
  • 73. Summary 7. Audio Design Principles and Elements Design Element: Dialogue, Waterfall, Sound Effects, Music, and Silence. Design Principles: Mixing, Pace, Transitions, and Stereo Imaging. 8. Motion Picture is a series of images projected on screen in rapid succession. The slight change of positions and movements of each image makes an illusion of motion. Types of Motion Picture:Traditional Animation, Computer Animation, Stop Motion Animation, Film, and Combination of Visual Effects.
  • 74. Summary 9. Cinematic Techniques Camera Shots: Extreme Long Shot, Long Shot, Full Shot, Mid- shot, Close-up, and Extreme Close-up. Camera Angles: Bird’s Eye Angle, High Angle, Eye-level Angle, Low Angle, and Dutch Angle. 10. How to Evaluate a Video: Timeliness (when?), Reliability (how?), Authority (who?), and Purpose (why? what?).
  • 75. Summary 11. Script, also known as screenplay, is the text that describes the action, scenes, camera instructions and words to be spoken by the actors. 12. Story Board describes what happens in your video by making thumbnail of images
  • 76. Summary 13. Interactive Media allows users to interact with text, graphics, sound, and video. Different Platforms of Interactive Media: MobilevApps, 3DTV,Video Games, Role-Playing Games, Massively Multiplayer Online Role Playing Game, Interactive Websites, Virtual Reality and Immersive Environments, Powerpoint Presentations, Interactive Smart Boards, and Computer Software.
  • 77. Summary 14. 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.
  • 78. Summary 15. Multimedia is form with the combination of any of these content forms: Text, Audio, Still Images, Animation, Video Footage, and Interactive Media. Types of Multimedia: Static Media ― also known as linear media, refers to contents that lacks interactivity. Dynamic Media ― also known as non-linear media, refers to contents that provides interactivity with its users.
  • 79. Summary 16. Multimedia Usage and Applications: Creative Industries, Education, Journalism, and Science.
  • 80. Introduction You can give a brief description of the topic you want to talk about here. For example, if you want to talk about Mercury, you can say that it’s the smallest planet in the entire Solar System. This planet was named after the Roman messenger god