MANIPULATIVE INFORMATION AND MEDIA

Cards (23)

  • Interactive Media
    refers to a communication technique wherein the program depends on the user’s input to display the output. Common examples of Interactive Media are video games and websites.
  • Interactivity
    Refers to the communication between humans and computer programs or software. For instance,
    in video games, the user has to constantly interact with the game for the program to continue or
    flow. Aside from video games, database, trading, engineering, and financial applications are also
    type of software that involves interactivity.
    1. Mobile apps – refers to software applications dedicated for small wireless devices
    such as smartphones or tables
  • 3D TV – refers to a type of television that displays a three-dimensional
    effect, makes it more realistic for viewers for the objects seen has height,
    width, and depth.
  • Multi-player video games – a type of video game that enables two or
    more users to play with one another or against each other.
  • 4. Role-playing games (RPG) – a type of game wherein the user plays as a
    fictional character to follow a story, to make decisions and to be
    responsible for that fictional character throughout the whole narration.
  • Massively Multiplayer Online Role Playing Game (MMORPG) –a type of
    game that lets players to interact or play with a large group of players,
    usually the player creates a character and typically based in a virtual
    world.
  • Interactive websites – refers to websites that allows people to interact
    such as pools, surveys, or exams and exercises for online training.
  • Virtual reality and immersive environments – refer to simulation
    applications that the user can interact with. Games that is played on the
    VRBox is an example of this.
  • Social media - websites or online services where users (actual people) are
    the creators and consumers of the content, and where social interactions
    (commenting, liking, posting, talking) are the main features of content.
    Examples are Facebook, Twitter, Instagram, Snapchat, Vine, etc. Relate
    this topic to their output in the previous activity.
  • Online shopping - compare prices; compare features of similar items; add
    to cart; choose payment type; track delivery; get advice from experts;
    search products; check local availability
  • Online gaming - choose a game; play with computer; play with others; choose a
    level, in-game
  • Online classes - interact with content; interact with instructors; interact with
    classmates.
  • Chat - group chat; search groups; search friends; translate language.
  • News and information - exchange information; give reaction; news on
    demand; monitor views. f. Videos - choose your own adventure; get
    multimedia content; experience game elements.
  • Hotspot – a part of the web page that leads to another web page. Hotspots
    can take form in different shapes such as rectangle, circle, polygon, or
    triangle.
  • Rollover –a part of a picture or a picture that shifts into another appearance when
    the mouse hovers over it.
  • Tabs - clicking on them displays a relevant content with an appropriate graphic.
  • Timeline - a menu slide that branches to different events.
  • Numbers/processes –datapoints in and interactive function that depends on the
    number of clicks and time spent.
  • Slideshow - non-linear interactive slideshow where the pathway through the
    show is determined by the user's interaction with it.
  • Frequently asked questions (FAQs)
  • Flip cards - a card that when clicked flips to display a description and other
    information.