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EMPOWERMENT TECHNOLOGY REVIEWER

Image

 An image is a representation of the external form of a person or thing in art. Images may
be 2-dimensional, such as a photograph or screen display, or 3- dimensional, such as a
statue or hologram.
 They may be captured by optical devices – such as cameras, mirrors, lenses, telescopes
microscopes, etc. and natural objects and phenomena, such as the human eye or water.

Graphics

 Are visual images or designs on some surface, such as a wall, canvas, screen, paper, or
stone to inform, illustrate, or entertain
 Are visual representations of data made on a computer and is displayed on a computer
screen or monitor.

Examples:
 Photography
 Graph
 Logo
 Graphic Art
 Typography
Layout

 The process of planning and arranging graphic element in a page or template. A good
layout should have a balanced make up and alignment of elements.
 Layout is part of graphic design that deals in the arrangement of visual elements on a
page.

Balance

 Balance is crucial to the success of design. Balance means the equal distribution of
weight. In layout, visual weight is determined by the darkness or lightness, thickness of
lines, and size.

Two kinds:

 Symmetrical balance occurs when equal weights are on equal sides of a composition,
balanced around a fulcrum or axis in the center. Symmetrical balance evokes feelings of
formality (it's sometimes called formal balance) and elegance.
 Asymmetrical balance when you have two dissimilar sides of a design and have
positioned visual weight unequally, and yet you've still achieved a sense of balance. It
evokes a sense of modernism and movement.

Proximity

 Ensemble related objects together and moved them physically close to each other to
create less clutter and more organized layout. Organized information is more likely to
read and most probably remembered. Common materials that uses proximity: brochure,
flyers and newsletter.

Things to remember:

 The organization is clearer.


 The white space is not trapped within elements.
 There appears to be more room of the page.

White space

 It is the art of nothing, also known as negative space. A portion of unmarked margins,
gutters, and space between columns, lines, type of graphics, figures, or objects drawn or
depicted white space has two kinds: (1) Undefined (2) Active

Alignment

 Alignment means the arrangement of various items in relation to the various borders or
edges of the allowable area

Visual Media

 Any form of information presented visually.

Examples:  Infographics

 Photography Purpose:
 Video
 Meme  Inform
 Screenshot  Create meaning
 Facilitate retention
File Format

 A standard process that data is encoded for storage in a computer file. Defines how bits
are used to encode information in a digital storage device.

Lossy

 This compression type removes some information from the image and lowers the
overall quality in order to reduce the file size.

Loseless

 This compression type does not remove any information from the image, but it usually
cannot reduce the file size as much as lossy compression.

JPEG

 JPEG stands for JointPhotographic Expert Group


 Most common used format by Digital Camera and other Capturing Device
 Most Common Format when saving pictures on the internet
 SIZE over QUALITY
 Loss of data due to file compression

GIF

 GIF stands for Graphic Interchange Format


 Not recommended for large images with many colors
 File size are very small and load very fast
 Good choice for simple animation

PNG

 PNG stands for Portable Network Graphics


 Supports 24 -bit images and generate background transparency without jagged edges
 Best format for logos that involves transparency and fading
PDF

 PDF stands for Portable Document File It is optimized in smaller file size without losing
the file quality Can be viewed using its Reader or through Web Browsers

DOC

 DOC is short for Document File


 File format created by Microsoft and commonly used by Microsoft Word.
 Can include charts illustration, formatted text tables and etc.

Image Manipulation

 Image Manipulation refers to the act of transforming images to arrive at the desired
output. Through the art of photo manipulation, you are able to transcend your image
into a true piece of art, whereas, image manipulation can be done through the use of
various image editing tools or software.
How it’s done?

 Cropping
 Color balance
 Brightness and contrast
 Filters
 Cloning
 Changing the background
 Removing the color
 Combining text, image and graphics

Typography

 The study of all elements of type including the shape, size and spacing of the characters
Typography plays an important role in the audience perception of your document or
project and its information Typography helps to create “information relationships” in
two ways by the organization of your information keeping things interesting through the
use of fonts, letters and symbols.

Principles of Typography

 Legibility - Making sure the audience can read and understand your text Reverse type:
white type on a dark background and is designed to make type stand out
 Similarity - Using typography to create relationships between similar kinds of
information
 Uniformity - Repeating familiar elements to focus your audience’s attention
 Contrast - Creating interest and distinguishing different types of information with
different typefaces
 Hierarchy - Making sure your audience understands that information has different levels
of importance

Type Anatomy

 Bowl - main curved part


 Counter - enclosed circular
section
 Ligature - where two or more
letter are joined
 Stem - main vertical stroke
 Spine - the main left to right
curving stroke
 Serif - the thin projection at the
end of the main strokes
 Desecnder - the part of the
lowercase letter below the
baseline
 Ascender - the part of the lowercase letter above the mean line

Colors

 The aspect of any object that may be described in terms of hue, lightness, and
saturation. The color wheel fits together like a jigsaw puzzle, each colors are in the
specific place. Being familiar with the color wheel not only helps you mix colors when
painting, but in adding color to all of your art creations.
 A color wheel or color circle is an abstract illustrative organization of color hues around
a circle, which shows the relationships between primary colors, secondary colors,
tertiary colors.
 In 1672, Sir Isaac Newton first represented the relationship of colors to one another in
the form of circle after he observed in the beam of sunlight passing through the prism,
producing a rainbow.
 Hue is the pure spectrum of colors referred to the color names, tint lightens the colors
but it does not make the colors brighter, tone reduce the intensity of the color and
shade darkens the color.
 Contrast is the contradiction in luminance or colour that makes an object
distinguishable. In visual perception of the real world, contrast is determined by the
difference in the colour and brightness of the object and other objects within the same
field of view.
 Primary colors – red, blue, yellow
 Secondary colors – purple, orange, green

Color Scheme

 In color theory, a color scheme is the choice of colors used in various artistic and design
contexts.
 Monochromatic – based on the single color
 Analogous – color groupings that has similarities
 Complementary – a color base on its complements, the color on the exact opposite side of
the color wheel.
 Split-complementary – a color base with two secondary colors
 Triadic – focus on dominant color, the other two ever evenly space color both serving as
accents
 Dual color scheme with equal colors

Multimedia

 a combination of text, animated graphics, video and sound delivered to you via
electronic means. It is what appeals to users for entertainment, learning and research.
Humans interact with technology in many ways with the use of desktop application,
internet browser, handheld computers, cell phones, and others. Technology serves,
assists, and cooperates with humans to complement enrich normal activities (for
example, education, health, communication, services, business, etc.) with minimal
explicit concern or effort on the human part.

Applications of Multimedia

 Education - Multimedia is used to create and produce computer-based training (CBT)


materials and courses, including online and CD based encyclopaedias. It has been
observed that learning is faster and easier with a properly assembled multimedia of
voice video, graphics, and texts.
 Entertainment- Multimedia use is very much in any modern movies and animations to
develop special effects and virtual worlds. Computer games also use enormous
multimedia content and features to make them more exciting and relevant. Interactive
multimedia is a term applied to multimedia applications that allow users to take part,
contribute and participate in online games.
 Business - Presentation, that uses all kinds of media, can effectively convey information
to clients, superiors, co-workers' owners, and the general public. Advertising is the most
powerful method in making products visible in the market. It is typically done with signs,
TV commercials, direct mailings, -email messages, or through online marketing, which
today is considered the fastest cheapest and easiest way of marketing goods
 Medical and Scientific Research - Multimedia use is very much in any modern movies
and animations to develop special effects and virtual worlds. Computer games also use
enormous multimedia content and features to make them more exciting and relevant.
Interactive multimedia is a term applied to multimedia applications that allow users to
take part, contribute and participate in online games.
 Communication - Text, image, audio and video Multimedia electronic mail, multiparty
video games etc. Interactive applications over the Internet Text, image, audio and video
Information retrieval (news, weather, books, magazines, video games, product literature
etc.)

Digital Multimedia

 it is the field concerned with the computer-controlled integration of text, graphics, still
and moving images, animations, sounds, and any other medium every type of
information can be presented stored, transmitted, and process digitally.

Computer Hardware for Animation and Multimedia

 computer hardware to be used in handling animation and multimedia may require more
powerful components. Both application need a lot of memory to process which means
that the computer hard disc and RAM should be bigger than computers that are just
used for the internet and word processing. A video card installed in the computer may
also help when handling videos and animations.

Web 2.0

 Web 2.0 refers to worldwide websites which highlight user-generated content, usability,
and interoperability for end users. Web 2.0 is also called the participative social web. It
does not refer to a modification to any technical specification, but to modify the way
Web pages are designed and used. The transition is beneficial, but it does not seem that
when the changes occur. Interaction and collaboration with each other are allowed by
Web 2.0 in a social media dialogue as the creator of user-generated content in a virtual
community. Web 1.0 is an enhanced version of Web 2.0.
 Usage of Web 2.0 –The social Web contains a number of online tools and platforms
where people share their perspectives, opinions, thoughts and experiences. Web 2.0
applications tend to interact much more with the end user. As such, the end user is not
only a user of the application but also a participant by these tools mentioned below:

 Podcasting
 Blogging
 Tagging
 Social Bookmarking
 Social Networking
 Social Media
 Web content voting

Five Major Features of Web 2.0:

1. Free sorting of information permits users to retrieve and classify the information
collectively.
2. Dynamic content that is responsive to user input.
3. Information flows between the site owner and site users by means of evaluation &
online commenting.
4. Developed APIs to allow self-usage, such as by a software application.
5. Web access leads to concern different, from the traditional Internet user base to a wider
variety of users.

Web 3.0

 It refers to the evolution of web utilization and interaction which includes altering the
Web into a database. It enables the up-gradation of the back end of the web, after a
long time of focus on the front-end (Web 2.0 has mainly been about AJAX, tagging, and
another front-end user-experience innovation). Web 3.0 is a term that is used to
describe many evolutions of web usage and interaction among several paths. In this,
data isn’t owned but instead shared, where services show different views for the same
web / the same data.
 The Semantic Web (3.0) promises to establish “the world’s information” in a more
reasonable way than Google can ever attain with their existing engine schema. This is
particularly true from the perspective of machine conception as opposed to human
understanding. The Semantic Web necessitates the use of a declarative ontological
language like OWL to produce domain-specific ontologies that machines can use to
reason about information and make new conclusions, not simply match keywords.

Below are 5 main features that can help us define Web 3.0:

1. Semantic Web - The succeeding evolution of the Web involves the Semantic Web. The
semantic web improves web technologies in demand to create, share and connect
content through search and analysis based on the capability to comprehend the
meaning of words, rather than on keywords or numbers.
2. Artificial Intelligence - Combining this capability with natural language processing, in
Web 3.0, computers can distinguish information like humans in order to provide faster
and more relevant results. They become more intelligent to fulfil the requirements of
users.
3. 3D Graphics - The three-dimensional design is being used widely in websites and
services in Web 3.0. Museum guides, computer games, e-commerce, geospatial
contexts, etc. are all examples that use 3D graphics.
4. Connectivity - With Web 3.0, information is more connected thanks to semantic
metadata. As a result, the user experience evolves to another level of connectivity that
leverages all the available information.
5. Ubiquity - Content is accessible by multiple applications, every device is connected to
the web, the services can be used everywhere.

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