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MIL

PEOPLE MEDIA
 refers to persons that are involved in the use, analysis, evaluation and production of
media and information
 People in Media and People as Media

PEOPLE MEDIA
 People as Media - People who are well-oriented to media sources and messages and able to
provide information as accurate and reliable as possible
 People in Media - Media practitioners who provide information coming from their expert knowledge
or first- hand experience of event

PEOPLE AS MEDIA
- Media users
- Well oriented to media sources and messages
- Intermediaries, provide information to lower end media users

1. OPINION LEADERS
 highly exposed to and actively using media
 source of viable interpretation of messages for lower end media users
 opinions are accepted by a group

2. CITZEN JOURNALISM
 People without professional journalism training can use the tools of modern technology and internet
to create, augment or fact-check media on their own or in collaboration with others

3. SOCIAL JOURNALISM
 Journalists are using Social media to make their content available to more people

4. CROWDSOURCING
 the practice of obtaining needed services, ideas, or content by soliciting contributions from a large
group of people and espocially from the online communily
 examples:
- tripadvisor
- waze
- Wikipedia (a user-generated source, it can be edited by anyone at anytime)

PEOPLE IN MEDIA
- Media practitioners
- Provide information coming from their expert knowledge or first hand experience of events.
Types of medium
o Print journalism
o Photojournalism
o Broadcast journalism
o Multimedia journalism
LOWER- END MEDIA USERS
- People with limited access to media and information

Plaintext - Consisting of fixed sized characters having essentially the same type of appearance
Formatted - Appearance can be changed using font parameters
Hypertext- Serve to link different electronic documents and enable users to jump from one to the other in a
nonlinear way
Visual information - Entails the use of visual media (that may or not be accompanied with audio/sound) in
the form of photographs, motions pictures, video recording, graphic art visual aids, and other displays that
use pictorials representation.
Image - is a type of visual information that your normally see as either ‘’Pure black and white or grayscale
having a number of gray shades or color containing a number of color shades’.
Graphics - (pictures that drawn or painted that depict any fictitious scenario )
Color - in technical terms refers to sensation generated to the eyes of the beholder due to differences in
frequencies.
Raster graphic - this type is much like an image especially when a drawing is digitized using a scanner.
Vector graphic - it is produced through the computer software; it is already in a digital form. Vector graphic
are typically stored in a smaller file size and can be scaled without compromising the quality of the drawing.
Software - is used to edit the appearance of the graphic , enabling it to turn into an animation especially in
multimedia presentations

Motion media production - three parts in a production:

 Pre-production ends when the planning ends and the content starts being produced. Pre-
production is the process of fixing some of the elements involved in a film, play, or other
performance.
 Production is a process of combining various material inputs and immaterial inputs (plans, know-
how) in order to make something for consumption (the output). It is the act of creating output, a
good or service which has value and contributes to the utility of individuals
 Post-production is part of the process of filmmaking, video production, and photography. Post-
production includes all stages of production occurring after shooting or recording individual
program segments.

Multimedia is content that uses a combination of different content forms such as text, audio, images,
animation, video and interactive content.

Nonlinear
Refers to being able to navigate from one point in a presentation to another at any given time without
being restricted of the chronological or logical sequencing of the content of the multimedia presentation.
- Example: website, search engine’s home page
Linear
- Example: youtube video, slide show, PPT
Typeface - (also called font, font type, or type) refers to the representation or style of a text in the digital
format.
Serif --connotes formality and readability in large amount of texts. Examples: Times New Roman,
Garamond, Baskerville
Sans serif -- brings a clean or minimalist look to the text. Examples: Arial, Helvetica, Tahoma, Verdana,
Calibri
Slab serif ---carries a solid or heavy look to text. This font can be used for large advertising sign on
billboards. Examples: Rockwell, Playbill, Blackoak
Script --- draws much attention to itself because of its brush-like strokes.
Display or decorative -- caters to a wide variety of emotions (such as celebration, fear, horror, etc.) or
themes (such as cowboys, circus, holidays, summer, kiddie, etc.) Examples: Chiller, Jokerman, Curlz MT

Emphasis - refers to the importance or value given to a part of the text-based content.
Appropriateness - refers to how fitting or suitable the text is used for a specific audience, purpose, or
event.
Proximity - refers to how near or how far are the text elements from each other.
Alignment - refers to how the text is positioned in the page. This can be left, right, center or justified.
Organization - refers to a conscious effort to organize the different text elements in a page.
Repetition - concerns consistency of elements and the unity of the entire design.
Contrast - creates visual interest to text elements. Contrast is achieved when two elements are
different from each other.

The Design Elements are:


a. Line – describes a shape or outline. It can create texture and can be thick or thin. Lines may be
actual, implied, vertical, horizontal, diagonal, or contour lines.
b. Shape – usually a geometric area that stands out from the space next to or around it, or because of
differences in value, color, or texture. Shape may also be organic.
c. Value – the degree of light and dark in a design. It is the contrast between black and white and all the
tones in between. Value can be used with color as well as black and white. Contrast is the extreme
changes between values.
d. Texture – the way a surface feels or is perceived to feel. Texture can be added to attract or repel
interest to a visual element. Visual texture is the illusion of the surfaces peaks and valleys, resulting in a
feeling of smoothness or roughness in objects.
e. Color – determined by its hue (name of color), intensity (purity of the hue), and value (lightness or
darkness of hue).
f. Form – a figure having volume and thickness.

Consistency of margins, typeface, typestyle, and colors is necessary, especially in slide presentations
or documents that are more than one page.
Center of interest – an area that first attracts attention in a composition. This area is more important
when compared to the other objects or elements in a composition. This can be by contrast of values,
more colors, and placement in the format
Balance – a feeling of visual equality in shape, form, value, color, etc. Balance can be symmetrical and
evenly balanced, or asymmetrical and unevenly balanced. Objects, values, colors, textures, shapes,
forms, etc. can be used in creating balance in a composition.
Harmony – brings together a composition with similar units. If for example your composition was using
wavy lines and organic shapes, you would stay with those types of lines and not put in just one
geometric shape. (Notice how similar Harmony is to Unity – some sources list both terms).
Contrast – offers some change in value creating a visual discord in a composition. Contrast shows the
difference between shapes and can be used as a background to bring objects out and forward in a
design. It can also be used to create an area of emphasis.
Directional Movement – a visual flow through the composition. It can be the suggestion of motion in a
design as you move from object to object by way of placement and position. Directional movement can
be created with a value pattern. It is with the placement of dark and light areas that you can move your
attention through the format.
Rhythm – a movement in which some elements recur regularly. Like a dance, it will have a flow of
objects that will seem to be like the beat of music
Perspective – created through the arrangement of objects in two-dimensional space to look like they
appear in real life. Perspective is a learned meaning of the relationship between different objects seen
in space

1. Which is a formal source of text? D. Advertisements


2. Which visual design element is usually a geometric area that stands out from the space next
to or around it, or because of differences in value, color, or texture? B. Shape
3. Which one is one way of storing audio media? C. Internet/Cloud
4. Which is one of the advantages of motion media and information? A. It captures motion in a
manner that can be viewed in a limited time.
5. Which type of interactivity in social media refers to a menu slide that branches to different
events? Timeline
PAGBABASA AT PAGUSUSURI

saan nag babase ang research na maaaring gawin?


- Personal experience
- Tv’s radyo’s (news)
- Environment
- Pahayagan or magazines
- Awtoridad (kaibigan, guroh, etc.)

 Konsiderasyon
- Kasapatan ng datos
- Limitasyon ng panahon (within the panahon)
- May kakayahang pinansiyal (within the time or place – para iwas gasto)
- Kabuluhan ng paksa
- Interest ng mananaliksik
 Mga batayan ng paglilimita ng pananaliksik (main goal – para ma focus sa main sa research)
1. Panahon
2. Edad
3. Kasarian
4. Uri o anyo
5. Lugar
6. Pangkat o grupo
7. Particular na kaso

SATISTICS & PROBABILITY

Hypothesis testing is a decision-making process of evaluating claims about a population based on the
characteristic of a sample from that population.
Null is defined as having no value or amounting to nothing.
Alternative hypothesis, a statement denoted by 𝑯𝟏, states that there is a difference, an effect, change, or
a relationship between a parameter and a specific value; the independent variable has an effect on the
dependent variable, or something happened.
Level of significance, or significance level, refers to a criterion of judgment upon which a decision is
made regarding the value stated in a null hypothesis.
Critical region, also known as rejection region, is a range of values that corresponds to the rejection of
the null hypothesis
Type I error is committed when rejecting a true null hypothesis.
Type II error is committed when accepting a false null hypothesis.
Level of significance One-tailed Two-tailed
0.05 +1.645 or −1.645 ±1.96
0.01 +2.33 or −2.33 ±2.58
0.001 +3.09 or −3.09 ±3.30

Parameter is a number that summarizes some aspect of the population as a whole. Examples are
population mean and the population variance.
statistic is a value computed from the samples. Examples are sample mean and sample variance.
Hypothesis is a claim about the parameter like the population mean 𝜇 or the population proportion 𝑝. This
part of the lesson will use claims about the population mean 𝜇.
Critical Value/s - A point on the test distribution that is compared to the test statistic to determine whether
to reject or failed to reject the null hypothesis.

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