12-STEM 2ND QUARTER
GROUP 3
MEDIA & INFORMATION
LITERACY RE P O R T
GROUP 3
@REALLYGREATSITE
THE DIFFERENT
DIMENSIONS OF MOTION
INFORMATION AND
MEDIA
BORCELLE 3/11
MOTION MEDIA AND
INFORMATION
OBJECTIVES
DESCRIBE THE DIFFERENT DIMENSIONS OF MOTION
1
INFORMATION AND MEDIA
DESCRIBE THE DIFFERENT DIMENSIONS OF
2
MANIPULATIVE INFORMATION AND MEDIA
DESCRIBE THE DIFFERENT DIMENSIONS OF
3
MULTIMEDIA INFORMATION AND MEDIA
GROUP 3 2/11
Motion Media is visual media
that gives the appearance of
a movement can be a
collection of graphics,
footage, videos, It is
combined with audio, text
and/or interactive content to
create multimedia.
FORMS OF MOTION MEDIA
1. Informal - created by individuals often for
personal use
2. Formal - created by professionals who follow
industry standards in creating, editing and producing
motion media.
1. Writing the Story
STEPS IN
2. Script is written and
dialogue is recorded.
FORMAL 3. Animators sketch major
PRODUCTION OF
scenes, in between
ANIMATIONS
4. Background music and
background data added
5. Drawings rendered
TYPES OF MOTION MEDIA
ANIMATION
EXAMPLES:
Animated GIFs
(Graphic
Interchange
Format ), Flash,
Shock wave, and
Dynamic HTML
VIDEO
FORMATS/VIDEO
CODECS
EXAMPLES:
MP4, Divx,
MPG, 3GP,
AVI, MKV etc.
According to Purpose: Credibility of Motion Media:
•Education •Determining the Credibility of Motion
Media
•Entertainment
•Validity of information
•Advertising • Source
•Relationship of the Author to the event
According to Source:
•Personal
•Social Media
•Media Companies
According to Audience:
•Private/Public
•General/Directed
1.) Smoothness of the
Video This is often
TECHNICAL detected when
METHODS TO movements are not
DETECT smooth:
FAKE/TAMPERED
when action seems to
VIDEO:
jump from one
position to another, as
if some action missing
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2.) Lighting Coverage
Matches. One way to
TECHNICAL detect lighting
METHODS TO matches is to look at
DETECT
the
FAKE/TAMPERED
shadows, the source
VIDEO:
of light determines
the size and direction
of the shadow
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3.) Scale and Size
TECHNICAL Consistent
METHODS TO Scale refers to how
DETECT the size of the
FAKE/TAMPERED
VIDEO: objects in reference.
to one another are
near the real thing.
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•It captures motion in a manner that can be
viewed repeatedly.
ADVANTAGES •It can show processes in detail and in
OF MOTION
sequence
MEDIA: •It enables learning with emotions
•I can cut across different cultures and groups
•It allows scenes, history, everits and
phenomenon to be recreated
BORCELLE 8/11
•Compared to other forms of visual media
the viewer cannot always interrupt the
presentation
LIMITATIONS
OF MOTION • It is often times more costly than other
forme of visual media.
MEDIA:
• Other data be presented best using still
images. Examples am graphs, digans
• It is subject to misinterpretation.
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• Speed – A fast movement gives
vigor and vitality, intensifying
ELEMENTS emotions. A slow
movement connotes lethargy,
OF MOTION solemnity or sadness.
MEDIA:
• Direction – Indicates a movement
from one direction to another. It can
also refer to
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the growing or shrinking of an object.
• Timing – can be objective or subjective.
Objective timing can be measured in
minutes, seconds, days, etc. Subjective
ELEMENTS timing is psychological or felt. Timing can
OF MOTION be
used to clarify or intensify the message or
MEDIA: the event. Using a pause can help time the
events.
• Transition – used to switch between
scenes.
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• Sound and Color– adds meaning
to the motion
ELEMENTS
OF MOTION • Blurring – Inanimation, blurring
can provide the illusion of fast
MEDIA: movement. In videos, it
is often used to censor
information for security or
BORCELLE 8/11
decency.
MANIPULATIVE
INFORMATION
AND MEDIA
OBJECTIVES
DESCRIBE THE DIFFERENT DIMENSIONS
1 OF MANIPULATIVE INFORMATION AND
MEDIA;
COMPREHEND HOW MANIPULATIVE
INFORMATION AND MEDIA IS/ARE FORMALLY AND
2
INFORMATION PRODUCED, ORGANIZED, AND
DISSEMINATED;
GROUP 3 2/11
OBJECTIVES
EVALUATE THE RELIABILITY AND VALIDITY OF
3
MANIPULATE INFORMATION AND MEDIA AND
ITS/THEIR SOURCES USING SELECTION CRITERIA;
AND
PRODUCE AND EVALUATE A CREATIVE
4 MANIPULATIVE-BASED PRESENTATION USING DESIGN
PRINCIPLE AND ELEMENTS.
GROUP 3 2/11
INTERACTIVE MEDIA is a method of
communication in which the
program's outputs depend on
the user's inputs, and the user's
inputs in turn affect the program's
outputs. Interactive media engage the
user and interact with him or her in a
way that non-interactive media do
not. Websites and video games are
two common types of interactive
media
Example:
1. Social media (Facebook) - sent friend request; responded to
friend request;
liked a post; followed a site; commented on a friend's post;
uploaded a file; chat
with a friend; sent private message.
2. Online booking - search for flights; booked a flight and paid
through credit card;
web-check-in.
PLATFORMS OF INTERACTIVE MEDIA
1. Mobile apps - a software application developed
specifically for use on small, wireless computing devices
such as smartphones and tablets, rather than
desktop or laptop computers.
2. 3D TV - 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.
PLATFORMS OF INTERACTIVE MEDIA
3. Video games (multi-player) - a game played by electronically manipulating
images produced by a computer program on a television screen or other
display
screen. Multiplayer games allow two or more players to play with one another
or
play together.
4. Role-playing games (RPG) - a game in which players assume the roles of
characters in a fictional setting. 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.
PLATFORMS OF INTERACTIVE MEDIA
5. Massively Multiplayer Online Role Playing Game
(MMORPG) - any story-driven online video game in
which a player, taking on the persona of a character
in a virtual or fantasy world, interacts with a large
number of other players.
6. Interactive websites (pools, surveys, exams,
exercises)
PLATFORMS OF INTERACTIVE MEDIA
7. 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
PLATFORMS OF INTERACTIVE MEDIA
8. Social media - websites or online services where
users (actual people) are thecreators and consumers
of the content, and where social interactions
(commenting, liking, posting, talking) are the main
features of content. Examplesare Facebook, Twitter,
Instagram, Snapchat, Vine, etc. Relate this topic to
their output in the previous activity
Interactivity - the communication process that takes
place between humans
and computer software. The most constant form of
interactivity is typically found in
games, which need a continuous form of interactivity
with the gamer. Database
applications and other financial, engineering and
trading applications are also
typically very interactive.
INTERACTING WITH SOCIAL MEDIA:
a. Online shopping - compare prices; compare features of
similar items; add tocart; choose payment type; track
delivery; get advice from experts; search
products; check local availability; get product
recommendations.
b. Online gaming - choose a game; play with computer;
play with others; choose a level, in-game customization,
etc.
INTERACTING WITH SOCIAL MEDIA:
c. Online classes - interact with content;
interact with instructors; interact with
classmates.
d. Chat - group chat; search groups; search
friends; translate language.
INTERACTING WITH SOCIAL MEDIA:
e. News and information - exchange
information; give reaction; news on demand;
monitor views.
f. Videos - choose your own adventure; get
multimedia content; experiencegame
elements.
TYPES OF INTERACTIVITY AND THEIR PURPOSES:
a. Click on images
b. Hotspot - a special region to act as a trigger
to another web page. The
hotspot could be a circle, triangle, rectangle or
polygon.
TYPES OF INTERACTIVITY AND THEIR PURPOSES:
c. Rollover - an image or portion of an image
that changes in appearance whenthe mouse
cursor moves over it.
d. Tabs - clicking on them displays a relevant
content with an appropriate graphic.
TYPES OF INTERACTIVITY AND THEIR PURPOSES:
e. Timeline - a menu slide that branches to
different events.
f. Numbers/processes - the number of clicks
and the time spent in an
interactive function provide data points.
TYPES OF INTERACTIVITY AND THEIR PURPOSES:
g. Slideshow - non-linear interactive slideshow where the
pathway through the
show is determined by the user's interaction with it.
h. Frequently asked questions (FAQs)
i. Flip cards - a card that when clicked flips to display a
description and other
information
EMERGING INTERACTIVE MEDIA:
a. Interactive television - also known as ITV or
iTVA form of media convergence, adding data
services to traditional television technology.
Throughout its history, these have included
on-demand delivery of content, as well as new
uses such as online shopping, banking, and so
forth.
ITV enables the viewer to issue commands and
give feedback information through anelectronic
device called a setup box. The viewer can select
which program ormovie to watch, at what time,
and can place orders in response to commercials.
New setup boxes also allow access to email and e-
commerce
applications via internet.
EMERGING INTERACTIVE MEDIA:
b. Allow viewers to participate in games shows -
viewers compete with onscreen contestants
c. Select alternate endings to their favorite
program.
d. Encourage children to interact with educational
programs.
MANIPULATIVE
INFORMATION
AND MEDIA
MANIPULATIVE MEDIA
REFERS TO MATERIALS, PROGRAMS,
APPLICATIONS AND THE LIKE THAT
TEACHERS AND STUDENTS USE TO
FORMUALATE NEW INFORMATION TO
AID LEARNING THROUGH THE USE,
ANALYSIS, EVALUATION AND
PRODUCTION OF INTERACTIVE AND
HANDS ON MEDIA.
WAYS IN WHICH MEDIA CAN BE MANIPULATED:
SHAPING OF INFORMATION
• MANIPULATION OF IMAGE OR PHOTO
• MANIPULATION OF TEXT
SHAPING OF INFORMATION
IT IS VERY IMPORTANT HOW BOTH TEXT AND
IMAGES ARE SHAPED IN VIEW OF HOW THESE
AFFECTS THE USER'S CHOICES AND DECISIONS.
A. MANIPULATION OF IMAGES OR PHOTO
WITH DIGITAL PROCESSING, THERE IS ALMOST
NO LIMIT TO WHAT WE CAN BE DONE TO AN
IMAGE, AND ANY THINGS ARE DONE TO IMAGES
WITH THE BEST INTENTIONS
B. MANIPULATION OF TEXT
IN ALL KINDS OF WRITTEN MEDIA INCLUDING
TEXTS IN WEBSITES AND ONLINE ARTICLES THE
TEXT AND THE ACTUAL LANGUAGE SERVE AS
POWERFUL TOOLS FOR MANIPULATING READERS.
WAYS IN WHICH MEDIA CAN BE MANIPULATED:
VIOLENCE OF INFORMATION
• BEHAVIORAL TARGETING
•SEMANTIC ADVERTISING
•SPAMDEXING
•MANIPULATION OF E-MAIL
VIOLENCE OF INFORMATION
VIOLENCE IMPLIES THE VIOLENT USES OF
TECHNIQUES ON THE INTERNET TO MANIPULATE
USERS.
A. BEHAVIORAL TARGETING
THIS TECHNIQUE ORIGINATED AS AN INNOVATIVE
AND WIDELY USED WAY FOR ONLINE PUBLISHERS
AND ADVERTISERS TO REACH THEIR POTENTIAL
CLIENTS
B. SEMANTIC ADVERTISING
IT DOESN'T NECESSARILY ANALYZE THE USER'S
SEARCHING/BROWSING HISTORY BUT IT
ANALYZES THE WEBPAGE SEMANTICALLY
(ANALYZE THE MEANING) IN ORDER TO
DETERMINE WHICH ADS ARE APPROPRIATE FOR
IT AND WHICH ARE NOT
C. SPAMDEXING (SPAM + INDEXING)
THIS MANIPULATION TECHNIQUE WAS WIDELY
USED IN THE RISE OF THE INTERNET IN 1990'S.
ESSENTIALLY, IT MANIPULATES THE SEARCH
ENGINE INDEXES (THE INDEXES STORE THE DATA
SO THAT YOU CAN SEARCH QUICKLY THROUGH IT
WITHOUT WAITING FOR EACH SINGLE DOCUMENT
TO BE SEARCHED)
D. MANIPULATION OF EMAIL
RECENTLY MANIPULATED EMAILS ARE POPULAR
PHENOMENA ON THE INTERNET. THESE ARE
OFTEN A WAY TO DECEIVE PEOPLE FOR THE
PURPOSE OF ILLEGALLY OBTAINING MONEY
FROM THEM.
TYPES OF MANIPULATIVE
INFORMATION AND MEDIA
TRADITIONAL MANIPULATIVE MEDIA
THESE MANIPULATIVE
MEDIA CONSIST OF ALL
PHYSICAL OBJECTS.
Examples: toys, picture,
pop-up books, board
games, flash cards,
musical instruments
DIGITAL MANIPULATIVE MEDIA
THE NEW MANIPULATIVE MATERIAL COMPUTATIONAL
CAPABILITIES INSIDE TRADITIONAL CHILDREN TOYS AS
THEY PROGRESS THROUGH SCHOOL WHICH ENABLE
PHYSICAL OBJECTS TO MOVE, SENSE AND INTERACT WITH
ONE ANOTHER AND AS A RESULT CAN BE MANIPULATED BY
CHILDREN.
Examples: educational computer programs, virtual and
online learning platforms, video games
PROS AND CONS OF MANIPULATIVE AND MEDIA
PROS
-HANDS ON LEARNING
-INCREASE CONFIDENCE AND MOTIVATION
FOR LEARNING
-MULTISENSORY
-VARIATION IN LEARNING
PROS AND CONS OF MANIPULATIVE AND MEDIA
PROS
-TEACHES UNDERLYING VALUES AND SKILLS
-EASIER FOR STUDENTS TO UNDERSTAND
AND REFLECT ON THE TOPIC
-PROMOTES COLLABORATION
-STUDENTS BECOME RESPONSIBLE FOR HIS
EDUCATION
PROS AND CONS OF MANIPULATIVE AND MEDIA
CONS
-NOT AVAILABLE FOR EVERYONE
-DISINTEREST IN DISCUSSION TYPE OF
LEARNING
-EXPENSIVE
CHARACTERISTICS
• TECH SAVVY-PROFICIENT IN THE USE OF
TECHNOLOGY ESPECIALLY COMPUTERS
• CREDIBLE- ABLE TO BELIEVED CAPABLE
OF BEING BELIEVED; PLAUSIBLE. WORTHY
OF CONFIDENCE; RELIABLE
CHARACTERISTICS
• FLEXIBLE-KNOWS HOW TO USE A
RANGE OF TECHNOLOGY; ABLE TO
CHANGE OR TO DO DIFFERENT
THINGS
• CHARISMATIC-APPEALS TO THE
SENSES OF DIFFERENT PEOPLE
CHARACTERISTICS
• UPDATED-IN THE KNOWN OF THE LATEST
INFORMATION
• ARTICULATE- EXPRESSING ONESELF
EASILY IN CLEAR AND EFFECTIVE
LANGUAGE
MULTIMEDIA
INFORMATION
AND MEDIA
OBJECTIVES
DESCRIBE THE DIFFERENT DIMENSION OF
1
MULTIMEDIA INFORMATION AND MEDIA;
COMPREHEND HOW MULTIMEDIA INFORMATION
2 AND MEDIA IS /ARE FORMALLY AND INFORMALLY
PRODUCED, ORGANIZED, AND DISSEMINATED;
GROUP 3 2/11
OBJECTIVES
EVALUATES THE RELIABILITY AND VALIDITY OF
3
MOTION INFORMATION AND MEDIA AND ITS/THEIR
SOURCES USING SELECTION CRITERIA; AND
SYNTHESIZES OVERALL KNOWLEDGE ABOUT
DIFFERENT INFORMATION AND MEDIA SOURCES BY
4 PRODUCING AND SUBSEQUENTLY EVALUATING A
CREATIVE MULTIMEDIA FORM (LIVING MUSEUM,
ELECTRONIC PORTFOLIO, OTHERS.
GROUP 3 2/11
Multimedia refers to combined forms of information such as text, audio,
video, images and animation in a variety of application environment and
settings. In the digital world, it is referred to as a technique where the text,
audio, video and images are represented, processed, stored, transmitted, and
distributed through computer-based techniques.
Multimedia Application is an application or software which utilizes a
collection of multiple media sources such as text, graphics, images,
sound/audio, animation and/or video to create a multimedia material or
output.
Multimedia System is a system capable of processing multimedia data and
applications.
The Four
Characteristics
of Multimedia
Systems
1. Digital: All media are represented, converted and stored in digital format,
2. Integrated: All media are treated, arranged and combined in a uniform way
but can be manipulated independently.
3. Interactive: All media should be two-way and have available settings for
optimal user experience.
4. Distributed: All media can be pre-produced (recorded) or produced real-
time and are distributed over networks.
KEY ISSUES FOR
MULTIMEDIA
SYSTEMS
1. Storage Multimedia materials usually require a lot of storage
a. CD, DVD and Blu-ray
b. Internal and External Drives
c. Flash and Thumb Drives
2. Transmission: Large multimedia files require higher
bandwidth to be transmitted over a network.
a. Videoconferencing
b. Audio and Video Streaming
c. Live News Reporting
d. Internet Lag
3. Conversion: Analog to digital conversion will need recording equipment
and tools.
a. Image and Text Scanner
b. Audio Recording
c. Film Preservation and Treatment
4. Universality: There is no singular format or type for each multimedia
element resulting to lacking playback support across all devices
a. Audio/Music can be in mp3, wav, wma, mpga or midi format
b. Images can be in gif, png, jpeg, .psd or tifformat
c. Videos can be in avi, wmv, mpg, mov, flv or mp4 format
IMPORTANCE OF
MULTIMEDIA
1. Business
a. Product and Company Presentations
b. Trade Productions and Expos
c. Training and Development of Workers
d. Company Digital Boards
2. Education
a. Courseware and Simulated Learning
b. E-Learning and Distance Leaming
c. Book and Knowledge Databases
d. Classroom Teaching and Learning
3. Entertainment
a. Games
b. Movies
c. Videos on Demand
d. Social Media
4. Home
a. Television
b. Home Viewers Interaction
5. Public Places
a. Information Kiosks
b. Security Panels and Applications
MULTIMEDIA
ELEMENTS
1. Text- is the most common component in multimedia presentation. A text
represents a specific information or direction. It is straightforward, simple
and easy to absorb. It is usually combined with other components to
reinforce message or add a specific instruction. While texts may vary in type
or size, it allows your audience to capture directly what you are trying to
convey.
2. Images- with the advent of advance mobile phones and digital cameras,
almost everybody who has an inclination in technology can capture and edit
digital photos. Images allow us to capture and provide more relevant
information compared to text. It is commonly two-dimensional and varies in
quality depending on its resolution. It is composed of pixels which are the
smallest units containing specific information to form such.
3. Audio- this component of media serves as one of the effective alternatives
in transmitting or receiving information. Audio allows you to gain as much
information as texts without using your eyes. It is also used to convey
instructions, warnings, and simulated storytelling which reinforces and
complements visual media.
4. Video- one of the trending medium today, video allows people to see, read
and hear information all in one file or setting. A video is a moving visual media
where moving elements or real events are recorded making it more appealing
to all sorts of audiences.
5. Animation- though still categorized as motion
media (the same with videos), animation revolves.
around animated objects which are drawn or
computer-generated. Digital animation improves
our experience in watching sci-fi and animated
films or even product commercials.
Categorization Two
Types of Multimedia
Presentation
1. Linear active content progresses often without
any navigational control for the viewer such as a
cinema presentation.
2. Non-linear uses interactivity to control progress
as with a video game or self-paced computer-based
training. Hypermedia is an example of non-linear
content.
@REALLYGREATSITE WINTER 2030
THANK YOU
BORCELLE 11/11