MIL

Cards (25)

  • Media Languages
    Codes, conventions, formats, symbols and narrative structures that indicate the meaning of media messages to an audience
  • Codes
    Systems of signs that when put together create meaning
  • Semiotics
    A study of signs
  • Types of Codes
    • Symbolic Codes
    • Written Code
    • Technical Codes
  • Symbolic Codes
    Show what is beneath the surface of what we see (objects, setting, body language, clothing, color, etc.) or iconic symbols that are easily understood
  • Written Code
    Use of language style and textual layout (headlines, captions, speech bubbles, language style, etc.)
  • Technical Codes
    Sound, camera angles, types of shots and lighting as well as camera techniques, framing, depth of field, lighting, exposure and juxtaposition
  • Camera Shots
    • Extreme Long Shot
    • Long Shot
    • Medium Long Shot
    • Full Shot
    • Medium Close Shot
    • Close up Shot
    • Extreme Close up Shot
  • Point of View
    • Establishing Shot
    • Point-of-View Shot
    • Over-the-Shoulder Shot
    • Reaction Shot
    • Insert Shot
    • Reverse-Angle Shot
    • Hand-held Camera Shot
  • Camera Angles
    • Aerial Shot
    • High-Angle Shot
    • Low-Angle Shot
    • Eye-Level Shot
  • Camera Movements
    • Pan Shot
    • Tilt Shot
    • Tracking Shot
    • Zoom
  • Conventions
    Standard or norm that acts as a rule governing behaviour, generally established and accepted ways of doing something
  • Message
    The information sent to a receiver from a source
  • Audience
    The group of consumers for whom the media message was constructed as well as anyone else who is exposed to the message
  • Producers
    People engaged in the process of creating and putting together media content to make a finished media product
  • Stakeholders
    Libraries, archives, museums, internet and other relevant information providers
  • Media Effects on the Audience
    • Physiological
    • Cognitive
    • Beliefs
    • Attitude
    • Affective
    • Behavior
  • Agenda-Setting Theory
    The media has the tendency to manipulate its way of presenting messages in order to obtain the desired reception from the audience
  • Uses & Gratifications Theory
    The audience has the power to choose what kind of media they desire to consume depending on what gratifies their needs
  • Commercial Opportunities
    The economy is important in maintaining stability of the society. People tend to buy products shown on media. Online Opportunities - Advertisers extend and promote products and services in the cyber world
  • Conflict between Media and Stakeholders
    • Interest
    • Want-regardingness
    • Exit and Voice
  • Intellectual Property
    Creations of the mind, such as inventions; literary and artistic works; designs; and symbols, names, and images used in commerce
  • Types of Intellectual Property
    • Copyrights
    • Patent
    • Trademark
    • TM
    • R
  • Fair Use
    A legal principle that one can use a copyrighted work without a license for the following purposes: commentary, criticism, reporting, research, and teaching
  • Netiquette Issues
    • Cyberbullying
    • Computer Addiction
    • Digital Divide