Summary

This multimedia ebook provides a comprehensive overview of different aspects of multimedia, including graphic design, digital imaging, digital audio, and digital video. It explores various elements, systems, and ethics of multimedia. The ebook also covers the development and application of multimedia in various fields.

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Multimedia Rowell L. Casil, MSCS Table of Contents MODULE 1 – INTRO TO MULTIMEDIA........................................................................................................ 1 UNIT 1 - WHAT IS MULTIMEDIA?.....................

Multimedia Rowell L. Casil, MSCS Table of Contents MODULE 1 – INTRO TO MULTIMEDIA........................................................................................................ 1 UNIT 1 - WHAT IS MULTIMEDIA?............................................................................................................ 1 Elements of Multimedia...................................................................................................................... 1 Categories of Multimedia.................................................................................................................... 3 Advantages and Disadvantages of Multimedia................................................................................... 4 Multimedia Productions..................................................................................................................... 4 The Development of Multimedia........................................................................................................ 5 Application of Multimedia.................................................................................................................. 6 UNIT 2 - WHAT IS MULTIMEDIA SYSTEM?............................................................................................... 7 Characteristics of a Multimedia System.............................................................................................. 7 Desirable Features for a Multimedia System...................................................................................... 8 Components of a Multimedia System................................................................................................. 9 UNIT 3 – MULTIMEDIA ETHICS.............................................................................................................. 13 What is Plagiarism?........................................................................................................................... 13 What is Copyright?............................................................................................................................ 19 Ethical Use of Multimedia in Academic Projects............................................................................... 21 Creative Commons............................................................................................................................ 22 Where to Find Multimedia for Use in Projects.................................................................................. 23 MODULE 2 – GRAPHIC DESIGN................................................................................................................ 28 UNIT 4 – TYPOGRAPHY.......................................................................................................................... 28 What is Text?.................................................................................................................................... 28 Font................................................................................................................................................... 29 Working With Text............................................................................................................................ 35 UNIT 5 – GRAPHICS............................................................................................................................... 41 Type of Graphics............................................................................................................................... 41 Graphics File Format......................................................................................................................... 42 Graphic Design Fundamentals.......................................................................................................... 43 Color Theory..................................................................................................................................... 49 Layout and Composition................................................................................................................... 54 Branding and Identity....................................................................................................................... 56 MODULE 3 – THE OTHER MEDIA IN MULTIMEDIA................................................................................... 60 UNIT 6 – DIGITAL IMAGING................................................................................................................... 60 Digital Image..................................................................................................................................... 61 Image File Formats............................................................................................................................ 62 Production of Digital Images............................................................................................................. 63 Best Practices.................................................................................................................................... 65 What is Image Processing?............................................................................................................... 66 Introduction to Photography............................................................................................................ 68 Three Basic Styles of Photography.................................................................................................... 70 Basic Composition Principles............................................................................................................ 72 UNIT 7 – DIGITAL AUDIO....................................................................................................................... 84 How Sound Waves Work................................................................................................................... 84 How Sound Waves Interact with Each Other.................................................................................... 85 Sound System................................................................................................................................... 86 Audio in Multimedia......................................................................................................................... 88 Audio File Formats............................................................................................................................ 89 Audio Software for the PC................................................................................................................. 91 Audio Hardware Devices................................................................................................................... 92 UNIT 8 – DIGITAL VIDEO........................................................................................................................ 94 History of Digital Video..................................................................................................................... 94 Characteristics of Video.................................................................................................................... 94 Video File Formats............................................................................................................................ 95 Digital Video Equipment................................................................................................................... 95 Digital Video Software...................................................................................................................... 96 Resolution......................................................................................................................................... 96 Terminology...................................................................................................................................... 98 Camera Angles.................................................................................................................................. 99 Camera Shot Types......................................................................................................................... 100 Composition.................................................................................................................................... 104 Basic Camera Moves....................................................................................................................... 106 Shooting Technique........................................................................................................................ 107 What is Video Editing?.................................................................................................................... 109 Different Types of Video Editing..................................................................................................... 110 Video Editing Terminology.............................................................................................................. 111 Digital Video Editing (Non-Linear)................................................................................................... 112 How Editing Software Works.......................................................................................................... 112 What to Look for in Editing Software............................................................................................. 113 Capturing Video for Non-Linear Editing.......................................................................................... 113 Using Edit Software......................................................................................................................... 114 The Editing Workspace................................................................................................................... 114 Outputting Video............................................................................................................................ 115 Video Transitions............................................................................................................................ 116 Creating Transitions........................................................................................................................ 117 Manipulating Time in Video Production......................................................................................... 117 References.............................................................................................................................................. 123 MULTIMEDiA MODULE 1 – INTRO TO MULTIMEDIA BJECTIVES At the end of this module, you will be able to: 1. identify and explain the elements of multimedia, differentiate linear and non- linear multimedia project, and identify the major types of multimedia productions and the application of multimedia in business, school, entertainment, home and public places; 2. explain multimedia system, list the characteristics and components of multimedia system in terms of hardware and software; and 3. understand legal, social, and ethical issues in multimedia. UNIT 1 - WHAT IS MULTIMEDIA? The term multimedia was coined by singer and artist Bobb Goldstein in 1966. Goldstein came up with the term to describe the technical nature of his entertainment. The term multimedia has taken almost 40 years to have coherent meaning of use. Until came 1993, wherein Tay Vaughan declared the definition in his book entitled “Multimedia: Making it Work”. The word multimedia is derived from the word “Multi” and “Media”. Multi means many or multiple and the meaning of media is a means of communication or a distribution tool and information presentation. Multimedia is the field concerned with the computer-controlled integration of text, graphics, drawings, still and moving images (Video), animation, audio, and any other media where every type of information can be represented, stored, transmitted and processed digitally. Tay Vaughan also added that multimedia can be called interactive when it allows people to generate computer command like videogames and simulations among others Elements of Multimedia 1. Text. A broad term for something that contains words to express something. Text is the most basic element of multimedia. A good choice of words could help convey the intended message to the users (keywords). Text can be used in contents, menus, and navigational buttons. Examples: Written, Spoken, and Sung 2. Graphics. Two-dimensional figure or illustration. It could be produced manually (by drawing, painting, carving, etc.) or by computer graphics technology. Graphics are used in 1 MULTIMEDiA multimedia to show more clearly what a particular information is all about (diagrams, picture). Examples: Drawings, Charts, Paintings, and Photographs 3. Animation. The illusion of motion created by the consecutive display of images of static elements. In multimedia, animation is used to further enhance / enriched the experience of the user to further understand the information conveyed to them. Examples: Presentations, Simulations, and Video Games 4. Audio. Produced by vibration, as perceived by the sense of hearing. In multimedia, audio could come in the form of speech, sound effects and also music score. Examples: Voice over, Narration, Sound Effects and Music 5. Video. Technology of capturing, recording, processing, transmitting, and reconstructing moving pictures. Video is more towards photo realistic image sequence or live recording as in comparison to animation. Video also takes a lot of storage space. So, plan carefully before you are going to use it. Examples: Live and Recorded You already know the 5 components of Multimedia. I want you to give one usage of each component in your daily life. Write your answer in the box provided. IMAGES AUDIO VIDEO ANIMATION 2 MULTIMEDiA Categories of Multimedia Linear Multimedia A Multimedia Project is identified as Linear when it is not interactive and the user have no control over the content that is being showed to them. Examples of linear multimedia are movie and non-interactive lecture/demo show. Advantages of Linear Multimedia Disadvantages of Linear Multimedia Predictable, every audience will see Not interactive with the audience, they exactly the same presentation. cannot change the order of presentation. Relatively easy for another person to do Not flexible in terms of changing the time the presentation if the author is not taken to do the presentation, for instance a available as the presentation always runs presentation planned for 1 hour that need to in the same order. be done in half an hour is not simple in a linear presentation. Simple to prepare hand-outs as slides are It is apparent to the audience they are not always in the same order. seeing the full presentation if slides need to be skipped. Timing of the presentation is predictable. Can be boring as the audience may have to view slides that happen to be irrelevant to them. Non-Linear Multimedia A Multimedia Project is identified as Non-Linear when it is interactive and the users have control over the content that is being showed to them and are given navigational control. Non-Linear Multimedia is also called Interactive Multimedia. Examples of non-linear multimedia are games, courseware, and simulations. Advantages of Non-Linear Multimedia Disadvantages of Non- Linear Multimedia Slides can be accessed in any order. More complicated that a simple linear presentation. User can go both forward and backwards Harder to predict the timing of the through the slides. The user can view a presentation. particular slide again. Can provide a presentation that meets the Harder to hand over the presentation for need of the individual user. someone else to do. 3 MULTIMEDiA The presenter can use the same Need to incorporate navigation method into presentation for different audiences. the slides. Improved interactivity. Non-linear allows Harder to prepare a set of hand-outs. presenters to invisible skip slides they want to. Hyper Media is a combination of hypertext, graphics, audio, video, (linked elements) and interactivity culminating in a complete, non-linear computer-based experience. Advantages and Disadvantages of Multimedia Advantages 1. It is very user-friendly. 2. It is multi sensorial. 3. It is integrated and interactive. 4. It is flexible. 5. It can be used for a wide variety of audiences Disadvantages 1. Information overload. 2. It takes time to compile. 3. It can be expensive. 4. Too much makes it unpractical. Multimedia Productions A Multimedia Production is a production which uses a collection of multiple media sources such as text, graphics, images, sound/audio, animation and/or video. What are the types of multimedia productions? Presentations. Presentations are sequences of slides, also called pages or screens, that usually incorporate text, sound, graphics, and animation. Used by: Businesses to present information Teachers or students in classrooms Tutorials. Tutorials are computer-based instructions that teach skills or procedures. Can be used by: Businesses to train their employees Schools and colleges to teach or review subject matter 4 MULTIMEDiA Games Can be used for: Entertaining Training Simulations. Simulations are computer-based models of real-life situations. Can be used for:Training Entertaining Informing Web pages Can be used for: Entertainment Information Training Reference Research The Development of Multimedia Graphics drawing → painting → photography → digital photography Audio speech → music → recording sound and music → broadcasting Movies and Television film → video → digital video LEARNING ACTIVITY Explore the Internet and download images that represents the five elements of multimedia. 1. From those images, design a graphic poster using MS POWERPOINT explaining what a multimedia is all about. You can only use one slide. 2. If you are done, save it as JPEG type. (Click Just This One if asked what slides do you want to export). 5 MULTIMEDiA Application of Multimedia 1. Business –Use and Applications Sales / Marketing Presentation Trade show production Staff Training Application Company Kiosk 2. Education –Use and Applications Courseware / Simulations E-Learning / Distance Learning Information Searching 3. Entertainment –Use and Applications Games (Leisure / Educational) Movies Video on Demand (Online) 4. Home –Use and Applications IPTV Satellite TV Games 5. Public Places –Use and Applications Information Kiosk Smart Cards, Security 6 MULTIMEDiA UNIT 2 - WHAT IS MULTIMEDIA SYSTEM? A Multimedia System is a system capable of processing multimedia data and applications. A Multimedia System is characterized by the processing, storage, generation, manipulation and rendition of Multimedia information. Characteristics of a Multimedia System A Multimedia system has four basic characteristics: 1. Multimedia systems must be computer controlled. 2. Multimedia systems are integrated. 3. The information they handle must be represented digitally. 4. The interface to the final presentation of media is usually interactive. Challenges for Multimedia Systems Distributed Networks Temporal relationship between data o Render different data at same time — continuously. o Sequencing within the media: playing frames in correct order/time frame in video o Synchronization — intermedia scheduling Example: Video and Audio — Lip synchronization is clearly important for humans to watch playback of video and audio and even animation and audio. Ever tried watching an out of (lip) sync film for a long time? Key Issues for Multimedia Systems The key issues multimedia systems need to deal with here are: How to represent and store temporal information. How to strictly maintain the temporal relationships on play back/retrieval What processes are involved in the above? Data has to represent digitally — Analog–Digital Conversion, Sampling etc. Large Data Requirements — bandwidth, storage, Data compression is usually mandatory. 7 MULTIMEDiA Desirable Features for a Multimedia System Given the above challenges the following feature a desirable (if not a prerequisite) for a Multimedia System: Very High Processing Power — needed to deal with large data processing and real time delivery of media. Special hardware commonplace. Multimedia Capable File System — needed to deliver real-time media — Example: Video/Audio Streaming. Special Hardware/Software needed — Example: RAID technology. Data Representations — File Formats that support multimedia should be easy to handle yet allow for compression/decompression in real-time. Efficient and High I/O — input and output to the file subsystem needs to be efficient and fast. Needs to allow for real-time recording as well as playback of data. Example: Direct to Disk recording systems. Special Operating System — to allow access to file system and process data efficiently and quickly. Needs to support direct transfers to disk, real-time scheduling, fast interrupt processing, I/O streaming etc. Storage and Memory — large storage units (of the order of hundreds of Tb if not more) and large memory (several Gb or more). Large Caches also required and high-speed buses for efficient management. Network Support — Client-server systems common as distributed systems common. Software Tools — user friendly tools needed to handle media, design and develop applications, deliver media. 8 MULTIMEDiA Give three challenges of Multimedia System and possible solutions to address those challenges. Challenge 1: __________________________________________________________________ Possible Solution/s: __________________________________________________ __________________________________________________ __________________________________________________ __________________________________________________ Challenge 2: __________________________________________________________________ Possible Solution/s: __________________________________________________ __________________________________________________ __________________________________________________ __________________________________________________ Challenge 3: __________________________________________________________________ Possible Solution/s: __________________________________________________ __________________________________________________ __________________________________________________ __________________________________________________ Components of a Multimedia System Now let us consider the Components (Hardware and Software) required for a Multimedia System: Hardware Capture Devices — Video Camera, Video Recorder, Audio Microphone, Keyboards, mice, graphics tablets, 3D input devices, tactile sensors, VR devices. Storage Devices — Hard disks, CD-ROMs, DVD-ROM, etc Communication Networks — Local Networks, Intranets, Internet, Multimedia or other special high-speed networks. Computer Systems — Multimedia Desktop machines, Workstations, MPEG/VIDEO/DSP Hardware Display Devices — CD-quality speakers, HDTV, SVGA, Hi-Res monitors, Colour printers etc. 9 MULTIMEDiA Software Developing a multimedia production requires a collection of software to create, edit, and combine text, graphics, audio, and video. Software for Managing Text Text can be created with many programs. Multimedia developers use word processing software to include text in their projects and to create documents about their projects. Full-featured word processors have text formatting capabilities which set the appearance of the text. Desktop Publishing Software Desktop publishing programs are sometimes called page layout programs. They are better at handling the placement of graphics and processing very large documents. Software for Graphics Graphics software is used for creating, editing, manipulating, and storing graphics. Graphics software is also known as image management software. It works with still and animated drawings, as well as photographs. Software for Sound or Video Most operating systems have the capability of playing sound or video files. Audio or sound software is used to create or edit music or sound files. Video software is used to edit video files. Creating a Multimedia Production Different kinds of software are used to combine the elements to create a multimedia production. Web Design Software Web pages are written in a markup language such as HTML or XML. Web design programs allow you to create Web pages without learning markup languages. Many current word processing and desktop publishing programs let you convert their files to HTML for use in Web pages. Web browsers are needed to view and use the Web pages on the Internet. Multimedia Presentations Presentations are sequences of slides that usually incorporate text, sound, graphics, and animation. 10 MULTIMEDiA Multimedia Authoring Software Authoring programs link graphics, text, and other objects. They are used to create: Interactive tutorials Simulations Games Utility Software for Multimedia Multimedia developers often need software for specific tasks. These tasks might include: Screen captures - an image of the data displayed on the screen of a computer or mobile device File compression - is a data compression method in which the logical size of a file is reduced to save disk space for easier and faster transmission over a network or the Internet. File conversion - means changing the data in one file format to another format. Virus protection - is designed to prevent viruses, worms and Trojan horses from getting onto a computer. Optical character recognition (OCR) - designed to translate images of handwritten or typewritten text (usually captured by a scanner) into machine- editable text. 11 MULTIMEDiA LEARNING ACTIVITY Objective: To create a 4-page booklet about the different software and hardware used in multimedia. Instruction: 1. Open Microsoft Publisher. 2. Select More Blank Page Sizes. 3. Scroll down to Publication Types and select Booklet 4. Select ½ A4 Booklet 14.8 x 21cm. 5. Customized Color scheme and Font scheme the way you want. 6. Click Create. 7. When a dialog box appears click Yes. Inside the Microsoft Publisher. Insert Page Number at the Bottom Right part and uncheck Show Page Number on First Page. Now that you have a 4-page booklet, you may start inserting texts, images, borders, and other contents to your booklet. 8. Content of the Booklet Page 1: “Hardware and Software for Multimedia” by Your Complete Name and Course/Section Page 2: Hardware (Computer System) for Multimedia – include description and hardware specifications Page 3: Software for Multimedia – include description and system requirements Page 4: Place here all your references. 9. You may insert appropriate images in each page. 10. Save your work with a filename “LastnameFirstname_LearningActivity2”. Sample Output: 12 MULTIMEDiA UNIT 3 – MULTIMEDIA ETHICS In the academic environment, ethical questions frequently arise around the use of information. This guide provides a conceptual overview and supplementary resources to assist with: recognizing and avoiding plagiarism, understanding copyright, evaluating fair use, locating images and music that are available for use, and considerations for showing videos. What is Plagiarism? Many people think of plagiarism as copying another's work or borrowing someone else's original ideas. But terms like "copying" and "borrowing" can disguise the seriousness of the offense: According to the Merriam-Webster online dictionary, to "plagiarize" means: to steal and pass off (the ideas or words of another) as one's own to use (another's production) without crediting the source to commit literary theft to present as new and original an idea or product derived from an existing source In other words, plagiarism is an act of fraud. It involves both stealing someone else's work and lying about it afterward. But can words and ideas really be stolen? According to law, the answer is yes. The expression of original ideas is considered intellectual property and is protected by copyright laws, just like original inventions. Almost all forms of expression fall under copyright protection as long as they are recorded in some way (such as a book or a computer file). All of the following are considered plagiarism: turning in someone else's work as your own copying words or ideas from someone else without giving credit failing to put a quotation in quotation marks giving incorrect information about the source of a quotation changing words but copying the sentence structure of a source without giving credit copying so many words or ideas from a source that it makes up the majority of your work, whether you give credit or not (see our section on "fair use" rules) 13 MULTIMEDiA Most cases of plagiarism can be avoided, however, by citing sources. Simply acknowledging that certain material has been borrowed and providing your audience with the information necessary to find that source is usually enough to prevent plagiarism. What about images, videos, and music? Using an image, video or piece of music in a work you have produced without receiving proper permission or providing appropriate citation is plagiarism. The following activities are very common in today’s society. Despite their popularity, they still count as plagiarism. Copying media (especially images) from other websites to paste them into your own papers or websites. Making a video using footage from others’ videos or using copyrighted music as part of the soundtrack. Performing another person’s copyrighted music (i.e., playing a cover). Composing a piece of music that borrows heavily from another composition. Certainly, these media pose situations in which it can be challenging to determine whether or not the copyrights of a work are being violated. For example: A photograph or scan of a copyrighted image (for example: using a photograph of a book cover to represent that book on one’s website) Recording audio or video in which copyrighted music or video is playing in the background. Re-creating a visual work in the same medium. (for example: shooting a photograph that uses the same composition and subject matter as someone else’s photograph) Re-creating a visual work in a different medium (for example: making a painting that closely resembles another person’s photograph). Re-mixing or altering copyrighted images, video or audio, even if done so in an original way. The legality of these situations, and others, would be dependent upon the intent and context within which they are produced. The two safest approaches to take in regards to these situations is: 1) Avoid them altogether or 2) Confirm the works’ usage permissions and cite them properly. 14 MULTIMEDiA Types of Plagiarism Visit https://www.turnitin.com/static/plagiarism-spectrum/?_ga=2.97182364.2067894580.1496954158- 769088254.1496954158 for examples. Exercise #1 Read the original text. Read the student writing. Look at the statements below the table and decide if the student plagiarized. 15 MULTIMEDiA Original Text Student Writing Cats are built to hunt. Among their superior Cats are built to hunt. They can see very well senses, they have excellent eyesight. They even at night. The pupils in their eyes can open have a wider field of vision than humans do, very wide to see better. In photos where a flash so they can accurately judge where their prey was used, cat’s eyes might look a yellowish is. Their large, light-sensitive eyes, like their green color. This is because one of the things wild cousins, are for night hunting. A cat’s that helps them see better in low light reflects pupils contract to slits rather than this color in bright light. These special features circles. This allows them to control more of their eyes help them to be good hunters. precisely the amount of light that enters their eyes and also to protect their retinas. The pupils also have a reflective layer called the tapetum lucidum that helps cats see better in darkness—and makes their eyes shine yellow-green in car headlights or flash Works Cited photographs. Singer, Marilyn. Cats to the Rescue. New York: Text above was taken from page 10 of: Henry Holt and Company, 2006. Print. Singer, Marilyn. Cats to the Rescue. New York: Henry Holt and Company, 2006. Print. Did the student plagiarize? Pick the statement below that best describes what the student did. Elaborate your answer. A. The student did not plagiarize because the writing is in the student's words the source is included in the Works Cited B. This is plagiarism because the source is not included in the Works Cited C. This is plagiarism because the quote is not in quotations marks D. This is plagiarism because the student just changed some words _____________________________________________________________________________ _____________________________________________________________________________ _____________________________________________________________________________ _____________________________________________________________________________ Exercise #2 Read the original text. Read the student writing. Look at the statements below the table and decide if the student plagiarized. 16 MULTIMEDiA Original Text Student Writing Stuntman Cotton Mather is the creator of a The Moto Cam is used for stunt filming. It is special motorcycle camera vehicle called Moto a motorcycle with a side car that can hold two Cam. It is a Yamaha motorcycle with a camera operators, one facing forward, the sidecar. The sidecar is a tiny car with an other to the back. The steering works like a additional wheel that is attached to the side of car so the resulting film looks realistic. the motorcycle. The Moto Cam’s sidecar was custom-made for camera operators and equipment. Its two seats are like those in race cars, with one seat facing forward and one facing backward. With this arrangement, a camera operator can film from either direction or from both directions at the same time. Both seats have five-point racing harnesses so that the operators can’t be thrown out of the seats. The car has also been modified to accommodate the sidecar and the extra weight of the camera crew and their equipment. Because of the sidecar, the Moto Cam steers more like a car than a motorcycle, allowing it to follow the movements of another vehicle more easily. This makes the final filmed sequence more believable to the audience. Text taken from page 51 of: Mello, Tara Baukus. Stunt Driving. New York: Chelsea, 2007. Print. Did the student plagiarize? Pick the statement below that best describes what the student did. Elaborate your answer. A. The student did not plagiarize because the student's writing is in his/her own words the source is included in the Works Cited B. This is plagiarism because the source is not included in the Works Cited C. This is plagiarism because the student just changed a few words D. This is plagiarism because the student used a quote and didn't put it in quotation marks _____________________________________________________________________________ _____________________________________________________________________________ 17 MULTIMEDiA Exercise #3 A poster of the logo that was originally chosen for the 2020 Olympics in Tokyo, designed by Kenjiro Sano. A Belgian designer, Olivier Debie, said it resembled one he had created for a theater. Did Kenjiro Sano plagiarize Olivier Debie logo for theater? Elaborate your answer. _____________________________________________________________________________ _____________________________________________________________________________ _____________________________________________________________________________ _____________________________________________________________________________ _____________________________________________________________________________ _____________________________________________________________________________ 18 MULTIMEDiA What is Copyright? If you have created something- an idea, an invention, a form of literary work, or research, you have the right as to how it should be used by others. This is called intellectual property. Copyright is the exclusive legal right, given to an originator or an assignee to print, publish, perform, film, or record literary, artistic, or musical material, and to authorize others to do the same. Copyright law of the Philippines Philippine copyright law is enshrined in the Intellectual Property Code of the Philippines, officially known as Republic Act No. 8293. The law is partly based on United States copyright law and the principles of the Berne Convention for the Protection of Literary and Artistic Works. Read the complete law on the link below: https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wik i/Copyright_law_of_the_Philippines.html Philippine Copyright law gives the creator of a work the exclusive right to: Reproduce (make copies of) the work; and Modify or prepare derivative works based on the work. (Examples of derivative works include translations, transforming printed works into musicals or films, rearrangements of scores, and any other recast, transformation or adaptation of a work); and Distribute the work in any format by sale, publication, license, rental, or for free; and Publicly perform or display the work; and Authorize others to exercise some or all of those rights 19 MULTIMEDiA All the material you create, including for course work, is copyright protected. Before anyone can copy, distribute, display, make a derivative work, or perform your work publicly, they must seek your permission. You must consider copyright law when putting information on a public website. This includes course materials provided by your professors, and any of your academic projects that use information, music, or images borrowed from another source. In those cases, you may need to secure permission from the copyright holder or see if the intended use qualifies for an exception such as “Fair Use.” Fair Use Wondering if you can use copyrighted works in an educational setting? The answer is: it depends. You need to evaluate whether your use of a work is considered "fair use." Fair Use means that an intellectual property may be used w/o consent as long as it is used in commentaries, criticism, parodies, research and etc. Fair use is part of the Copyright Act and allows for unlicensed use of copyrighted works under certain circumstances. What seems like fair use to an individual may not be the same as the legal understanding of fair use. Learn how to stay within the boundaries of the law by becoming familiar with how fair use is determined. Four Factors of Fair Use When determining if a use is “fair use” it is important to consider the following 4 factors. 1. Purpose and character of the use, including whether the use is of a commercial nature or is for nonprofit educational purposes 2. Nature of the copyrighted work 3. Amount and substantiality of the portion used in relation to the copyrighted work as a whole 4. Effect of the use upon the potential market for or value of the copyrighted work 20 MULTIMEDiA Ethical Use of Multimedia in Academic Projects Always consider the copyright holder's rights when choosing images, songs, and videos for academic projects including slide decks, class presentations, and materials displayed on the web. Using material for educational purposes is not a free pass and your use might not fall under "fair use." The best practice is to evaluate the intended use for each item and follow these tips: Choose materials that are in the public domain or licensed for the intended use. o Fair use does not apply to use of images and music in video productions, as the new project is a derivative work (an express right of the copyright holder), with the exception of visual or song parodies. Look for Creative Commons (CC) or similar usage licenses. Look at the license attributes. o Look for licenses that allow derivative works. Verify and document the copyright status of each work used in the project, as well as the information necessary to provide an attribution for the sources. Ethical Issues of Multimedia 1. Plagiarism 2. Pornographically reproductions or copying 3. Censored works 4. Creations trends for violence 5. Creations leads to wars and coups 6. Defamatory reproductions 7. Creations harmful for religious harmony 8. Distortions 21 MULTIMEDiA Creative Commons Creative Commons is an organization that has developed a standard set of licenses to facilitate the legal sharing and use of creative works that are available digitally. ATTRIBUTION 22 MULTIMEDiA Where to place attribution info? Where to Find Multimedia for Use in Projects Find Images Every Stock Photo Search engine for free stock photos licensed under Creative Commons, public domain, or special licenses. Find free-to-use Google Images: Follow these steps from the Google support pages. Flickr Link goes to Advanced Search screen where you can limit to photos licensed under Creative Commons. Getty Images Allows use of images as embeds in web pages, or shared on social media, if you use Getty’s embed code. The code will create an advertising caption below the image and gather data on visitors to your page. Note: these images are not licensed for use in videos. Google Images While popular for finding images, be aware that you never know 100% if the images belong to the person who posted them. There are ways to protect yourself from copyright infringement. Google Image Search and the Usage Rights Filter Tutorial 23 MULTIMEDiA Youtube video from the LDSBC Library on how to find images you can legally use in Google. How to find copyright free images on Google Image Search: This Search Engine Watch article goes into more detail about using images, and explains some ways to avoid copyrighted images. Image * After An online free photo collection: images may be used on personal or commercial websites. Morgue File Free high-resolution images for personal or commercial use. Open-i Open access biomedical images. Limit by License Type, and also check usage rights under each image in the full view. Public Domain Sherpa Portal to collections of pictures in the public domain – collections annotated with copyright guidance. Search by image From Google Inside Search, learn how to search Google using an image. Wikimedia Commons Contains Creative Commons licensed material as well as public domain material. Find Music Audionautix An individual artist, Jason Shaw, has released tracks on this site under a CC 3.0 license (attribution only). Browse by: Genre, Tempo, Mood. ccMixter Licenses immediately visible on page. Take a look at the Instrumental Music with a Creative Commons Attribution license. Browse by: Genre, Instrument, Style. Community Audio Advanced Search: Mediatype “Audio” and Custom field License “BY” Free Music Archive “To see what license is being used for a specific song, select the track title. Then, on the song page, look at the right-hand column. There you should see what license the artist has selected for their work.” Browse by: Genre. Free Sound Project 24 MULTIMEDiA Need some sound effects? You may be able to download and use some from this site. Please be sure to carefully read the CC license accompanying each file to see what uses are permitted. Incompetech Music by composer Kevin MacLeod. Music on the site is free to use for video soundtracks, as long as attribution is provided within the video. Browse by: Genre, Feel. Internet Archive’s Netlabels Collection MobyGratis.com Singer-songwriter Moby provides over 150 works for free download and use in noncommercial or non-profit videos, via online application system with average 24-hour response time. Browse by: Genre, Instrument, Tempo, Mood, Type. MusOpen Classical music recordings with a Creative Commons license. Browse by: Composer, Performer, Instrument, Period, Form. Opsound All sounds in the Opsound pool are released under the Creative Commons Attribution- ShareAlike license or are placed in the public domain. If you don’t want to share your project under “ShareAlike,” contact the artists directly and make arrangements. Browse by: Genre. PacDV Music tracks and sound effects for use in “video, film, audio, and multimedia productions,” free of charge with attribution. SoundCloud Music uploaded by artists, some of it available for download. Link goes to search page limited to “modify commercially” allowance in hope of avoiding restriction on derivative works. Browse by: Genre. YouTube Audio Library Audio and sound effects tracks. Browse by: Genre, Mood, Instrument, and Duration. Find Videos Prelinger Archive This archive, hosted on the Internet Archive, offers thousands of public domain films for free downloading and reuse. Videvo Free HD stock footage and motion graphics. Requires individuals to create a free account. 25 MULTIMEDiA Wikimedia Commons: Video Offers access to videos that are either in the public domain or available under a Creative Commons license. YouTube: Unroyalty.com Free, public domain videos that may be used for noncommercial and commercial purposes. YouTube Copyright Information from YouTube on how to protect yourself from copyright infringement and how to respect the rights of others Mr. John created a laboratory manual in Multimedia for his class. Mr. Santos printed the same in several copies and sell the same to his students for a profit. Mr. Co, father of a student hired a typist to retype the same but he instructed the typist to change the name of the author in each page from “John” to “Co”. Also, the teacher sent the softcopy of the manual to his students to print at least one (1) copy for each of them. Mr. Co told his students that as an author of the manual, “I am authorizing you to photocopy the manual but don’t change may name as an author.” Questions: 1. Can Mr. John sue Mr. Co for copyright infringement? Why? _________________________________________________________________ _________________________________________________________________ _________________________________________________________________ 2. Are the students of Mr. Co guilty of plagiarism? Why? _________________________________________________________________ _________________________________________________________________ _________________________________________________________________ 3. If the student of Mr. John photocopies their manual, can they be held liable for copyright infringement? Why? _________________________________________________________________ _________________________________________________________________ _________________________________________________________________ 26 MULTIMEDiA LEARNING ACTIVITY Objectives: To understand the use of Creative Commons. Instruction: 1. Open Microsoft Word. 2. Open any recommended websites in Find Images and download image of the following theme. Nature Technology People Transportation Festival 3. Look for the Creative Commons of each image. Attribution info should be place below the image. 4. Save your work with filename “LastnameFirstname_LearningActivity3” Sample Output: Wildlife by BryanHanson ( CC BY ) 27 MULTIMEDiA MODULE 2 – GRAPHIC DESIGN BJECTIVES At the end of this module, you will be able to: 1. explain typography in terms of elements, usages, terminologies and categories; 2. explain the definition of graphics, differentiate bitmapped to vector graphics, and identify graphics file formats; 3. create project following the guidelines in working with text; and 4. create graphic design following guidelines about color theory, layout, composition, and visual identity. UNIT 4 – TYPOGRAPHY What is Text? Text is words and symbols in any form, spoken or written, are the most common system of communication. Text is used in most Multimedia applications. With multimedia technology, text can be combined with other media in a powerful and meaningful way to present information and express moods. Text is the easiest to manipulate. Text Elements Text elements can be categories into: – Alphabets characters: A – Z – Number: 0 – 9 – Special characters:. , ; : ‘ “ – Symbols: @ # $ & * Text can be captured in the following ways: – Keyboard – Mouse – Scanner (OCR) – Optical Character Recognition 28 MULTIMEDiA Text Usages 1. Heading / Title 2. Bullet / List 3. Paragraph 4. Hypertext. It is a type of formatted text that enables a related set of documents, normally referred to as pages, to be created which have defined linkage points, referred to as hyperlinks, between each other. This is very effectively used to retrieve information from databases 5. Pop-up Messages. Another type of hot word used to save space. Click on a hot word or a text, a small message pops up explaining in brief about the hot word. Remains for some time and vanishes after programmed duration or by a mouse click. 6. Drop-down Boxes. Gives the user a set of choices and reduces his strain of decision making. That is making choice in an easier way and limited according to the system’s capabilities. Choosing may lead to another page with text or may retrieve info from database 7. Scroll Bars/Scrolling Text. Usually not a good practice to use scroll bars. Mostly irritates the user. Important messages should not be posted using scrollbars, since the user may not notice it. 8. Navigation/Buttons for interaction. The concept of hyper linking remains the same. Change in appearance by using a button with text to glow on it rather than using a hyper text 9. Text as graphics/Symbols and Icons. Concentrated text in the form of stand-alone graphic constructs. Convey meaningful messages. Need to be learn and advice to use a standard symbol. Typography It is style or appearance of text. It is the art of working with text. Font – Collection of characters of different sizes and styles of a typeface. Example: Arial 18 point Bold 1. Font Face – also called typeface. It is a graphic representation or the shape of characters. A typeface is a family of related fonts. Example: Bookman Old Style 29 MULTIMEDiA 2. Font Size – the size of a font, typically represented in points (pt).The font size is the distance from the top of the capital letters to the bottom of the "descenders" in letters such as "g" and "y." Example: 12 point Text 24 point Text 3. Font Styles – refers to whether text is bold, italicized, underlined, or any combination of the three. The term font style refers to the particular style of textual characters. Use bold fonts for emphasis, to highlight important points. Whole paragraphs of text set in bold type are hard to read. In some instances it is useful to readers to have titles, proper names, or key terms in a manual within a block of copy highlighted with bold for ease in scanning.. Use italics to emphasize small amounts of text within a block of text. Avoid long passages in italics. It is harder to read than normal roman faces. When they are not a common part of your language, italicize foreign words and phrases. Underlines are appropriate for section headings and some bibliographical notations. In web browsers, default settings typically distinguish hyperlinks by underlining them Example: Bold, Italic, Underline, Strikethrough, superscript or subscript, embossed or shadow FONT TERMINOLOGY. Baseline – the line on which the bases of characters are arranged x-height – the distance between the baseline and the top of a lower- case letter x 30 MULTIMEDiA Cap-height – the distance between the baseline and the top of a capital letter Ascenders/Descenders – strokes that rise above the x-height/drop below the baseline Point Size – body size This example shows the Times New Roman font Hierarchy – used to guide the reader’s eye to whatever is most important using different level of emphasis Example of Hierarchy 31 MULTIMEDiA Leading – the distance between successive baselines. Example of Leading Tracking – overall space between characters. Sometimes called character spacing. Example of Tracking Normal Tracking (Regular) Tight Tracking (Condensed) Loose Tracking (Expanded) 32 MULTIMEDiA Kerning – adjustment of space between certain pairs of letters (e.g. AV) to make them look more uniform. It is the space between specific character. Example of Kerning Cases – upper and lower. BALL vs ball Case Sensitive – exactly matched. (Example: password) Font Categories Fonts can be characterized as 1. Serif. Serif characters have a little "flag" or decoration at the end of the letter stroke. 2. Sans serif. Sans Serif (sans is French for "without") characters don't have these decorations. Serif fonts San Serif fonts Times New Roman Bookman Arial Old Style Monotype Corsiva Calibri Courier Impact Verdana 33 MULTIMEDiA 3. Display/Decorative. Used to decorate, embellish, and beautify a text. With the help of decorative fonts any informal passage can become more reader-friendly: it will quickly capture attention of the readers and make a text easier to perceive, unusual, and fascinating. Font Mapping. Some fonts installed in your machine may not be available in other user’s machine. If the fonts that you used are not available in other people’s computer, a default font will be used for substitution. Specifying which font to be substitution is called font mapping. 34 MULTIMEDiA Paragraph Alignment. The arrangement of text relative to a margin. Four types of alignment namely Flush left, Flush right, Centered, and Justified. Flush Left The text is aligned along the left margin, also known as ragged right. In English and most European languages where words are read left-to- right, text is often aligned ‘flush left’, meaning that the text of a paragraph is aligned on the left- hand side with the right-hand side ragged. This is the default style of text alignment on the World Wide Web for left-to-right text. Flush Right The text is aligned along the right margin, also known as ragged left. In other languages that read text right-to- left, such as Arabic and Hebrew, text is commonly aligned ‘flush right’. Additionally, flush-right alignment is used to set off special text in English, such as attributions to authors of quotes printed in books and magazines, and is often used when formatting tables of data. Centered Text is aligned to neither the left nor right margin; there is an even gap at the end of each line. This is often used for the title of a work, and for poems and songs. As with flush-right alignment, centered text is often used to present data in tables. Justified Text is aligned along the left margin, and letter- and word-spacing is adjusted so that the text falls flush with the right margin, also known as full justification. Working With Text Following are some considerations and guidelines to keep in mind when working with text: 1. Be Concise Text should be kept to a minimum unless the application includes a great deal of reference material. Reading volumes of text on a computer screen is difficult and tiring. From a design standpoint, text should fill less than half the screen 35 MULTIMEDiA 2. Use Appropriate Fonts Fonts are useful in focusing attention on certain test on the screen, enhancing readability, setting a tone (serious, lighthearted), and projecting an image (progressive, conservative). When choosing a font, always consider the objectives and the audience. This may be appealing to a younger This is more appropriate for a audience because their childlike or formal look. whimsical look. 3. Make it Readable Although a decorative font maybe attractive but it may also hard to read. The size of text depends on the application. Heading and subheadings are used to attract attention and provide the user with quick identification of the screen contents, while text blocks provide the substance. This example of size of lettering shows the effect size has on readability This example of size of lettering shows the effect size has on readability This example of size of lettering shows the effect size has on readability This example of size of lettering shows the effect size has on readability This example of size of lettering shows the effect size has on readability CAN YOU READ THIS? IF NOT, IT IS BECAUSE EVERYTHING IS WRITTEN IN CAPITAL LETTERS. THEREFORE, THIS SHOULD ALWAYS BE AVOIDED. Can you read this? It is easier because people will recognize shape of characters easier this way. Can you read this? It is easier because people will recognize shape of characters easier this way. 36 MULTIMEDiA 4. Consider Type Styles and Colors Three common type styles are bold, italic, and underline. These styles are often used for emphasis in print materials. In multimedia applications, however, there are more often used to indicate hypertext, or hot words. Contrast between the lettering and background also is a very important factor in legibility and readability How easy is it to read this written information? How easy is it to read this written information? How easy is it to read this written information? How easy is it to read this written information? 5. Use Restraint and be Consistent Although it may be tempting and certainly easy to use various typefaces, sizes, and styles, it is important to exercise restraint. Be careful to avoid a busy and difficult to read design resulting from too many fonts and type styles on one screen. In addition, try to maintain consistency in the use of text. 37 MULTIMEDiA This exercise encourages you to explore how choice of typeface affects the meaning and emotional feeling of a word. Using any text software, experiment with using typefaces to express the following words. Experiment with various options. Choose five options out of your experiments. 1. Tradition 2. Future 3. Experiment 4. Rebellion 5. Advertisement After experimenting the five options, choice one that best suited with the word. Tradition ______________________________________________________________________ Explanation: ____________________________________________________________ ____________________________________________________________ Future ________________________________________________________________________ Explanation: ____________________________________________________________ ____________________________________________________________ Experiment ____________________________________________________________________ Explanation: ____________________________________________________________ ____________________________________________________________ Rebellion _____________________________________________________________________ Explanation: ____________________________________________________________ ____________________________________________________________ Advertisement _________________________________________________________________ Explanation: ____________________________________________________________ ____________________________________________________________ 38 MULTIMEDiA Type Expression For this exercise, you are required to express two of these seven words Angry Bounce Loop Levitate Hungry Faint Freeze using only 5 groups of typefaces of your own choice. You are not allowed to distort any of the letters, you are only allowed to rotate, flip or scale them proportionally. Sample Type Expression Design: Graphic Quotation In this exercise, first find a quote that you may have heard or that you like. Using just a sentence or two from the quote, design a graphic that conveys the feeling of your quote. Images are not allowed. Only texts are allowed. You can use anything to design your graphic; paper, pens, markers, Photoshop, or others. It’s entirely up to you. In designing your graphic, remember the considerations and guidelines when working with text. Sample Output: 39 MULTIMEDiA LEARNING ACTIVITY Objectives: To design a learning activity using appropriate software following the guidelines in working with text. Instructions: If you just started out designing, you often don’t have your own branding yet. It can be very helpful to start with your own brand, before designing for others. Design a logo for your name. You will be your first client so you know what to ask for yourself and what you’ll need. It teaches you how to deal with those needs and how to fit in with the market around you. 1. Using Photoshop, design a logo using your own name. (Firstname/Nickname,Lastname) (Lastname,Firstname/Nickname) 2. Background color should be solid color white, black, or transparent. No images allowed to be the background. 3. Aside from text, you can only allow to use shapes, lines or cliparts. 4. Remember the guidelines when working with text. Be creative! 5. Your design could describe your personality, interests, or future career. 6. Save your work as a png file. 7. Submit it thru Canvas. Sample Output: 40 MULTIMEDiA UNIT 5 – GRAPHICS Images that are generated by a computer are called Computer Graphics. Examples are photographs, drawings, chart, logo, navigation button, painting, photographs, line art, graphs, diagrams, typography, numbers, symbols, geometric designs, maps, engineering drawings, or other images. Graphics often combine text, illustration, and color. Graphics can be: Black and White Grayscale Color Still Animated Graphics can: Illustrate or demonstrate procedures Clarify data Convey ideas Tell stories Add visual appeal Type of Graphics Images created or edited on computers are either: Raster Graphics. Also known as bitmap graphics that consist of grids of tiny dots called pixels. Each pixel is assigned a color. Can be a continuous-tone image, such as a photograph. Bitmap graphic editors are called paint programs. Enlarging a bitmap graphic may cause the image to lose crispness and clarity 41 MULTIMEDiA Vector Graphics. Vector graphics use mathematical formulas to define lines, curves, and other attributes. Generally, much smaller than raster graphic files. Vector graphic editors are called draw programs. Do not lose clarity as you enlarge them. Appear as bitmaps on computer monitors because computer monitors consist of pixels. Graphics File Format A computer can save and interpret graphic images in a variety of formats. Some of the most common are: GIF (Graphics Interchange Format) JPEG (Joint Photographic Experts Group) PNG (Portable Network Graphics) TIFF (Tagged Information File Format) PIC (PICTure) BMP (bitmap) TGA (Targa) File Supports Supports Name Use Extension Transparency Animation 1. Joint.jpeg or Real –life photographs, Photographic No No.jpg high compression Experts Group 2. Graphics Computer – generated Interchange.gif Yes Yes graphics Format 3. Portable Network Screenshots, high.png Yes No Graphics compatability 42 MULTIMEDiA JPG GIF PNG Graphic Design Fundamentals Graphic Design. The process and art of combining text and graphics and communicating an effective message in the design of logos, graphics, brochures, newsletters, posters, signs, and any other type of visual communication. Basic Elements Line Shape Form Texture Balance Define the following terms the simplest way you can. Line _______________________________________________________________________ Shape _____________________________________________________________________ Form ______________________________________________________________________ Texture ____________________________________________________________________ Balance ____________________________________________________________________ 43 MULTIMEDiA Lines. A shape that connects two or more points. Lines appear frequently in design. It can be fat, thin, wavy, or jagged. For example: in drawings and illustrations, graphic elements like texture and patterns. Lines also common in text composition for emphasis, divide or organize contents, and guide the viewer’s eye. When working with lines, pay attention to things like weight, color, texture, and style. 44 MULTIMEDiA Shape. Any two-dimensional area with a recognizable boundary. Two Distinct Categories: It could be geometric, regular shape organic, the shapes are more freeform. Uses of shapes in visual design: 45 MULTIMEDiA Form. When a shape becomes 3D, we call it a form. Forms can be a three-dimensional and exist in the real world or they can be implied, using techniques like light, shadow, and perspective to create the illusion of depth. light shadow In 2-dimensional design, form makes realism possible. Examples of 2D (shape) and 3D (form): 2 3 2 3 D D D D 2 3 D D In everyday compositions, the purpose of form is the same, but on a smaller scale. For example, a simple shadow can create the illusion of layers or give an object a sense of place. Basic forms can bring a touch of realism to your work – a powerful tool when used in moderation. 46 MULTIMEDiA Texture. Texture is the physical quality of a surface. Like form, it can be 3-dimensional (something you can see or touch) or it can be implied (suggesting that it would have texture if it existed in real life). In design, texture adds depth and tactility to flat images. Objects can appear smooth, rough, hard, or soft, depending on the elements at play. For beginners, textures make great background images and can add a lot of interest to your work. You may find texture in unexpected places like distressed fonts and smooth, glossy icons. Just be careful not to go overboard. Too much texture in a single design can quickly become overwhelming 47 MULTIMEDiA Balance. Balance is the equal distribution of visual weight. Balance can be affected by many things including color, size, number, and negative space. Symmetrical Balance – designs are the same or similar on both sides of an axis. The design is balanced because each side is effectively the same (if not identical). Asymmetrical Balance – designs are different but the weight is still evenly distributed. The composition is balanced because it calls attention to the right things. Rule of Thirds – This imagines your work area divided into 3 x 3 grids. The focal point of the image is placed on or near one of these lines creating visual balance with the rest of the space. 48 MULTIMEDiA The fundamentals of design are all about the bigger picture which means learning to appreciate the many small details that make up every composition. Color Theory Color plays a vital role in design and everyday life. It can draw your eye to an image, evoke a certain mood or emotion, and even communicate something important without using words at all To know which color look together and which ones don’t, color theory is the answer. Artists and designers have followed color theory for centuries but anyone can learn more about it. It can help you feel confident in many different situations whether it’s choosing color for a design or putting together the perfect outfit. Hue. Also known as color. Saturation. It refers to intensity whether the color appears more subtle or more vibrant. Value. How dark or light the color is, ranging from black to white COLOR WHEEL 49 MULTIMEDiA There are tried and true formulas based on something called color harmony that can help to create professional-looking color schemes. Monochromatic. This formula uses one color or hue only. Just pick a spot on the color wheel and use your knowledge of saturation and value to create variations. The best thing about monochromatic color schemes is that they’re guaranteed to match. Analogous. This color scheme uses colors that are next to each other on the wheel like reds and oranges. Complementary. This formula uses colors that are opposite each other on the wheel, for instance red and green. 50 MULTIMEDiA Split- Complementary. It is a color scheme that uses the colors on either side of the complement. This gives you the same level of contrast but more colors to work with and potentially more interesting results. Triadic. This color scheme uses three colors that are evenly spaced, forming a perfect triangle on the wheel. These combinations tend to be striking especially with primary or secondary colors. Tetradic. This color scheme forms a rectangle on the wheel, using not one but two complementary color pairs. This formula works best if you let one color dominate while the others serve as an accent. 51 MULTIMEDiA Dos and Don’ts 1. Do not use colors that seem to vibrate when they’re placed next to each other. The solution is to tone it down by adjusting its lightness, darkness, or saturation. 2. Readability is an important factor in any design. Your colors should be legible and easy on the eyes. 3. Do not use color in every little detail. Neutral colors like black, white, and grey can help you balance your design, so when you use color, it really stands out. 4. Every color sends a message. It’s important to consider the tone of your project, and choose a color palette that fits. The right color depends on the context. For example: bright colors tend to have a fun or modern vibe desaturated colors often appear more business-like 5. You can use a web resource to browse color palettes or generate your own Psychology of Color: Give four different meanings of the following colors. Psychology of Colors in Brands. Search the following brands in the internet and explain the meaning behind the color of their logos. 52 MULTIMEDiA Psychology of Colors in Brands. Select one brand for each color. Search the Internet about your selected brands and elaborate on the meaning behind their logos and why they choose that color. Create a presentation of your answers using MS PowerPoint/Google Slides. 53 MULTIMEDiA Layout and Composition They are the foundation of design. They give your work structure and make it easier to navigate, from the margins on the sides to the content in between. Five Basic Principles Proximity. Using visual space to show relationships in your content. Related items are grouped together for example block of text or elements in a graphic. Groups that are not related to each other should be separated to visually emphasize their lack of relationship. This makes your work easier to understand at a glance. White space. It means negative space like spaces between content, between lines, and even the outer margins. There are no guidelines to use white space correctly but it’s good to understand its purpose. White space helps you define and separate different sections, it gives the content room to breathe. 54 MULTIMEDiA Alignment. Arrangement in a straight line, or in correct or appropriate relative positions. Arranged content inside a grid. Without consistent alignment, your work could start to feel disorganized. Contrast. It means that one item is different from another. In layout and composition, contrast can help to catch reader’s eye, create emphasis, and call attention to something important. Some strategies in creating contrast are using contrasting color, size, shape, or visual weight of an object and contrasting styles of text. 55 MULTIMEDiA Repetition. It means every project should have a consistent look and feel that means finding ways to reinforce the design by repeating or echoing certain elements. For instance, if you have a specific color palette, look for ways to carry it through. If you’ve chosen a special header style, use it every time. It’s not just for aesthetic reasons but being consistent can also make your work easier to read. Branding and Identity Branding is what other people think about you, your company, your product, or your service. Visual Identity is what that brand looks like, from your logo to your color choices and so much more. Understanding visual identity can help you make more thoughtful design decisions, regardless of your role, medium, or skill level. Visual identity is like a preview of your brand. Each part of the design is a clue that tells the viewer what to expect. Main Components: Logo. It identifies the brand using a particular mark, type design or both. The most effective logos tend to be fairly simple – something viewers will recognize. It must not be pixelated, distorted or too small to read. Keep a master copy that is sharp, high quality and big enough for any project. Color. Color helps define brand in a very powerful way. It can make a strong impression to the viewers as well as unity when used across multiple projects or platforms. Most brands derive their main colors directly from the company logo. Additional colors can help you expand the main palette and further define your brand’s personality and style. When using color, just be careful not to go overboard or ignore basic design standards. Avoid common pitfalls like colors that vibrate or threaten to overwhelm your design. Make sure to include neutrals in your color palette like black, grey, white or off-white. 56 MULTIMEDiA Typography. Text is one of the simpler aspects of identity but it can be surprisingly expressive. Most brands choose 2 to 3 fonts often inspired by the logo. Creative fonts should be chosen with care and should be a reflection of your unique visual identity. Images. Images are huge part of building a unique identity. Every photo, graphic, icon, and button is a chance to showcase your brand and shape the way that it’s perceived. Avoid images that feel generic or obviously staged. Avoid images that lack of context or appear frequently in other brand’s design. Instead, choose images that seem genuine and feature authentic people, places and things. Evaluate the newsletter below from a design perspective using the principles of Proximity, White space, Alignment, Contrast, and Repetition. 1. Address each of the principles separately with specific examples of how they have been applied here. 2. Why has the newsletter designer chosen these elements? 3. What is being communicated here? 4. Does it work? 5. Why/why not? Click the link to view the newsletter http://stc.uws.edu.au/pwe/Assets/baseball.pdf 57 MULTIMEDiA LEARNING ACTIVITY Objectives: Design a learning activity using appropriate software applying the basic elements of graphic design, follows color theory, proper layout and composition, and has its own branding and identity. Instruction: Creating a Business Card 1. Open Photoshop. Create new file. 2. In the New Dialog Box, change the following specification: Width: 3.5 inches Height: 2 inches Resolution: 300 pixels/inch Color Mode: CMYK color, 16 bit 3. Click Ok. 4. Start designing the front of your business card based on your own brand and identity. 5. You may add text, image, sticker, etc. Name Course School Address: Contact Number: Email Address: 6. If you’re done, save it with a filename of lastname_cardfront as PSD and JPEG. 7. For the back of your business card, create another new file and follow the same specifications you did with the front of your business card. 8. This time, start designing the back of your business card based on your own brand and identity. Your OWN LOGO You can put here your social media accounts like Facebook, Instagram, Twitter, and TikTok Account 9. If you’re done, save it with a filename of lastname_cardback as PSD and JPEG. 10. Submit the PSD and JPEG files in your canvas account as well as print it and submit it to your instructor. Remember: Your front and back design should have a consistent look and feel that could describe your own brand and identity. 58 MULTIMEDiA LEARNING ACTIVITY Objectives: Design a learning activity using appropriate software applying the basic elements of graphic design, follows color theory, proper layout and composition, and has its own branding and identity. Instruction: Creating an Infographic Resume 1. Open Photoshop. Create New File. 2. In the New Dialog Box, select the following: Preset: US Paper Size: Letter Resolution: 300 Pixels/Inch Color Mode: CMYK Color 8 bit 3. The content of your Infographic Resume may exceed but not limited to Personal Information Educational Background Skills/Talents Hobbies/Favorites Dream 4. Insert your own logo. Be creative and follow your own identity/brand. 5. Save your work as PSD and JPG. 6. Submit it thru Canvas. Sample Output: 59 MULTIMEDiA MODULE 3 – THE OTHER MEDIA IN MULTIMEDIA BJECTIVES At the end of this module, you will be able to: 1. demonstrate knowledge on working with mobile cameras maximizing the quality of the images captured; 2. illustrated post processing of captured images using an image-editing software; 3. applied knowledge of an audio software to record, insert, and edit audio files from various media in a thematic multimedia presentation; and 4. recorded short clips by using camera and edit it using appropriate software by applying basic design principles in video editing UNIT 6 – DIGITAL IMAGING What is an Image? - two‐dimensional matrix of Intensity (gray or color) values - An image, digital image, or still image is a binary representation of visual information such as drawings, pictures, graphs, logos, or individual video frames. - Digital images can be saved electronically on any storage device. Imaging System Example: a camera Converts light to image 60 MULTIMEDiA Digital Image Remember: digitization causes a digital image to become an approximation of a real scene 1 pixel Real image Digital Image Real image Digital Image (an approximation) (an approximation) Common image formats include: 1 value per point/pixel (B&W or Grayscale) 3 values per point/pixel (RGB) 4 values per point/pixel (CMYK) Gray RGB CMYK RGB: (Red, Green, Blue) The color model for display devices (monitors, digital projectors, etc.) Each displayed color is determined by a combination of RGB. CMYK: (Cyan, Magenta, Yellow, and Black) The color model for printing. If you are printing something in color, be sure you have saved it in CMYK. Resolution: Refers to the sharpness and clarity of an image, measured in terms of ppi and dpi. PPI: (pixels per inch) Measurement used for images displayed on screen DPI: (dots per inch) Measurement used i

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