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Cards (58)

  • Trend
    A change or development towards something new or different. A trend refers to a general direction in which something is developing or changing. In the context of media and information, a trend typically refers to a pattern or movement that is observable over time, indicating shifts in consumer behavior, technological advancements, cultural preferences, or societal values.
  • Ubiquitous learning (u-learning)

    A learning approach that takes advantage of the pervasive presence of digital technologies and information resources to enable learning anytime and anywhere. Ubiquitous learning leverages mobile devices, wireless connectivity, cloud computing, and Internet of Things (IoT) technologies to provide learners with seamless access to educational resources, content, and activities across diverse contexts and environments.
  • Key Characteristics of U-Learning
    • Permanency - refers to the persistent availability and accessibility of learning resources, content, and experiences across diverse contexts and environments over time
    • Accessibility - ensuring that learning resources, content, and experiences are readily available and usable by all learners, regardless of their abilities, backgrounds, or circumstances
    • Immediacy - the ability to access learning resources, content, and experiences instantly and without delay, regardless of time, location, or device
    • Interactivity - the degree of engagement, participation, and interaction that learners experience with learning materials, resources, and activities
  • Massive Open Online Courses (MOOCs)

    A type of online course aimed at unlimited participation and open access via the internet. MOOCs provide course materials like lectures, readings, and assignments through web-based platforms. They often incorporate interactive user forums to support community interactions among students, professors, and teaching assistants.
  • Content Delivery on MOOCs
    • Online Readings
    • Online Interactions
    • Video Lectures
    • Online Assessments
  • Wearable Technologies
    Specifically designed to be worn by a person which aims to give users an easy experience of the device and enhance user's senses without hassle. Wearable technology can serve a wide range of purposes, including health monitoring, fitness tracking, communication, navigation, entertainment, and productivity enhancement.
  • Smart/Apple Watch
    One of the most popular wearable devices, offering features such as fitness tracking, heart rate monitoring, notifications, and access to apps. Smartwatches are more than just timekeepers. In addition to showing you the time, they can help you keep track of the date, set alarms, and even function as a stopwatch. It's like having a mini time management assistant right on your wrist.
  • Smart Eyewear
    Wearable devices that are worn like traditional glasses or sunglasses but are equipped with advanced technologies such as displays, cameras, sensors, and connectivity features. These devices offer various functionalities, including augmented reality (AR) overlays, hands-free communication, activity tracking, and entertainment.
  • Smart Clothing
    Garments and accessories that integrate advanced technologies to provide additional functionalities beyond traditional clothing. These technologies can include sensors, actuators, conductive threads, and embedded electronics, enabling smart clothing to interact with the wearer and the environment.
  • Medical Devices
    Wearable medical devices are specialized electronic devices that are designed to be worn on the body to monitor health parameters, deliver medical treatments, or assist individuals with medical conditions. These devices often incorporate sensors, wireless connectivity, and advanced data processing capabilities to provide real-time monitoring, analysis, and feedback.
  • 3D Technology
    Any technology that creates or displays three-dimensional images or objects. It simulates depth perception similar to how humans perceive the world around them, adding an additional dimension beyond traditional two-dimensional representations. 3D technology has applications across various industries, including entertainment, healthcare, manufacturing, education, and design.
  • 3D Environment
    A virtual space or scene that is created using three-dimensional computer graphics technology. Unlike traditional two-dimensional representations, such as images or videos, a 3D environment simulates depth and spatial relationships, allowing users to explore and interact with objects and elements from different perspectives. 3D environments are widely used in various applications, including entertainment, gaming, simulation, design, training, education, and virtual reality (VR) experiences.
  • Hologram
    A three-dimensional (3D) image formed by the interference of light waves, typically using laser technology. Unlike a traditional photograph or image, which is two-dimensional, a hologram appears to have depth, allowing viewers to perceive it as if it were a real object or scene.
  • Haptics Technology
    Technology that interfaces with the sense of touch by applying forces, vibrations, or motions to the user. The goal of haptics technology is to create tactile feedback or sensations that simulate the sense of touch, allowing users to interact with digital or virtual environments in a more immersive and realistic way. Haptics technology is used in various applications, including gaming, virtual reality (VR), augmented reality (AR), healthcare, automotive, and consumer electronics.
  • Artificial Intelligence (AI)

    The simulation of human intelligence processes by machines, especially computer systems. These processes include learning (the acquisition of information and rules for using it), reasoning (using rules to reach approximate or definite conclusions), and self-correction.
  • Virtual Assistant
    Assistants like Apple's Siri, Amazon's Alexa, and Google Assistant use natural language processing (NLP) and machine learning algorithms to understand and respond to user queries, perform tasks, and provide information or recommendations.
  • Media Languages
    Codes, conventions, formats, symbols and narrative structures that indicate the meaning of media messages to an audience.
  • Codes
    A system of signs that when put together create meaning.
  • Semiotics
    The study of signs. It examines how symbolic, written and technical signs construct meaning.
  • Types of Codes
    • Symbolic Codes
    • Written Codes
    • Technical Codes
  • Symbolic Codes
    Show what is beneath the surface of what we see (objects, settings, body language, clothing, color etc.) or iconic symbols that are easily understood.
  • Written Codes
    The use of language style and textual layout (headlines, captions, speech bubbles, language style etc.). Written codes are the formal written language used in a media product. Just like technical and symbolic codes, written codes can be used to advance a narrative, communicate information about a character or issues and themes in the media product.
  • Technical Codes
    The ways in which equipment is used to tell the story. This includes sound, camera angles, types of shots and lighting as well as camera techniques, framing, depth of field, lighting, exposure and juxtaposition.
  • Camera Shots
    • Long Shot - A view of a situation or setting from a distance
    • Medium Long Shot - Shows a group of people interaction with each other
    • Full Shot - A view of a figure's entire body in order to show action or constellation of characters
    • Medium Close Shot - A view of character down to his/her chest/waist
    • Close Up Shot - A full screen shot of a subject face showing the finest nuances of expression
  • Codes
    The meaningful pattern into which signs are conveyed.
  • Conventions
    The rules, which describe predictable patterns.
  • Message
    The information sent to the receiver or audience from the source.
  • Source of Message
    The origin of information. In the earlier models of communication, the source typically acts as both the origin of thought and the sender of the message. It is not necessarily the case with media, as media platforms merely serve as mediums in communicating information.
  • Audience
    The group of consumers for whom the media message was constructed as well as anyone else who is exposed to the message.
  • Types of Media Audience
    • Mass Audience - refers to the mainstream consumers
    • Niche Audience - a small, influential audience with a unique taste
  • Producers
    People engaged in the process of creating and putting together media content to make a finished media product.
  • People Media
    Refers to persons that are involved in the use, analysis, evaluation and production of media and information.
  • Characteristics of People Media
    • Tech Savvy - proficient in the use of technology, especially computers
    • Credible - able to be believed, capable of being believed; plausible. Worthy of confidence; reliable
    • Flexible - knows how to use a range of technology; is able to change or do different things
    • Charismatic - appeals to the senses of different people
    • Updated - in the know of the latest information
    • Articulate - expressing oneself easily in clear and effective language
  • Types of People Media
    • People IN Media
    • People AS Media
  • People IN Media
    • Print Media
    • Broadcast Media
  • Print Media Roles
    • Journalist
    • Writers & Authors
    • Editors
    • Layout Artists or Graphic Artist
    • Photographers
    • Art Directors
    • Publishers
  • Journalist
    Knows how to use a range of technology; is able to change or do different things.
  • Writers & Authors
    A writer employs creative and literary styles while an author writes papers that are more scholarly and academic in nature, like textbooks or a novel.
  • Editors
    Ensures that the author's work is worth publishing.
  • Layout Artists or Graphic Artist
    A person who is responsible for the overall presentation of a printed material, from text to images.