Media and Information Languages and Issues in Media and Information PDF
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Engr. Christian Nehemiah T. Sature
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This document discusses media languages, codes, and conventions. It explores the legal, ethical, and societal issues in media and information, including copyright, fair use, plagiarism, netiquette, the digital divide, addiction, cyberbullying, and virtual self.
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MEDIA AND INFORMATION LANGUAGES AND LEGAL, ETHICAL, AND SOCIETAL ISSUES IN MEDIA AND INFORMATION Media and Information Literacy Prepared by: Engr. Christian Nehemiah T. Sature MEDIA AND INFORMATION LANGUAGES At the end of the lecture, students can: 1) evaluate everyday media and informat...
MEDIA AND INFORMATION LANGUAGES AND LEGAL, ETHICAL, AND SOCIETAL ISSUES IN MEDIA AND INFORMATION Media and Information Literacy Prepared by: Engr. Christian Nehemiah T. Sature MEDIA AND INFORMATION LANGUAGES At the end of the lecture, students can: 1) evaluate everyday media and information with regard to with codes, convention, and messages, in regards with audience, producers, and other stakeholders and 2) produce and assesses the codes, convention, and messages of a group presentation. WHAT IS A LANGUAGE? Language, in the sense of media and information literacy, is the technical and symbolic ingredients or codes and conventions that media and information professionals may select and use in an effort to communicate ideas, information, and knowledge. Technical codes include sound, camera angles, types of shots and lighting. - UNESCO Media and Information Literacy WHAT IS A LANGUAGE? MEDIA LANGUAGE Media language has always been the apple of the eye of linguists, particularly those who specialize in applied linguistics and sociolinguistics. - Allan Bell, 1995 MEDIA LANGUAGE Moreover, as per Bell (1995), these are the four practical and principled explanations why linguists are particularly interested in media: ❑ Media provide an easy access as source of data and information in language for research and teaching purposes. ❑ Media is considered as an important linguistic institution. Their outputs contribute a large portion of the language in which people can listen and read most often (i.e., for second language learners, media could function as the main source for native-speaker models. ❑ Media use language linguistically interesting (e.g., the use of different dialects and languages, use of language by broadcasters to build their rapport, etc.) ❑ Media is an important social institution. They are crucial presenters of culture, politics, and social life. Media discourse is important to both for what it reveals about a society and for what it contributes to the character of society. MEDIA LANGUAGE CODES Media codes and conventions are considered to be the building blocks of all available media. Media codes have generally agreed meaning to their audience (e.g., emojis, internet slangs, etc.). Conventions are anticipated ways in which codes are arranged. CODES SYMBOLIC CODES These codes, in a way, reflect real-life events or situations in which the audience can relate to. For example, if a character’s face turned red after another character said, “Hey.”. It can be assumed that the first character may have romantic feelings for the other character. Similarly, in real life, this kind of situation can also happen to someone. CODES SETTING This symbolic code denotes the time and place of the story. A setting can either be a huge space or as small as a definite room. It can also be imaginary. CODES: SYMBOLIC CODES MISE EN SCENE This symbolic code is a French term which means everything within the frame. It has become the means of describing all of the elements and objects that can be seen within the frame of the camera and how these elements are arranged. It encompasses the set design, costume, props, staging, and composition. CODES: SYMBOLIC CODES ACTING This symbolic code refers to the use of facial expression, body language, vocal qualities, body movement, and body contact by actors and actresses. Characters are portrayed to contribute to character development, creation of tension, and advancement of the story. CODES: SYMBOLIC CODES COLOR This symbolic code has a highly cultural and strong connotation. Dominant color, contrasting foils, and color symbolism are the main aspects that are being studied in terms of using colors in media. CODES: SYMBOLIC CODES TECHNICAL CODES These codes are specific to a media form. For instance, there are different camera shots, and their meaning differs when we look at films and photographs based on the frame shown, however, they are meaningless to the audience outside of those forms. CODES AUDIO This technical code is the use of sound, either expressive or naturalistic, diegetic or non-diegetic. Diegetic sounds or actual sounds are sounds originating from a source within the film’s context either on-screen or off-screen (e.g.,, actors’ voices). Non-diegetic sounds or commentary sounds are sounds originating from a source outside the story space (e.g., the narrator’s commentary, dramatic effects, and mood setting music). The three aspects of audio codes are dialogue, sound effect, and music. CODES: TECHNICAL CODES CAMERAWORK This technical code refers to the way that the camera is operated, positioned, and moved for special effects. It encompasses the aspect of positioning, movement, framing, exposure, and lens choice. CODES: TECHNICAL CODES EDITING This technical code pertains to the process of choosing, arranging, manipulating, enhancing, and polishing images and sound. It is done by visual graphic artists and sound engineers for graphic editing, rhythmic editing, spatial editing, and temporal editing. CODES: TECHNICAL CODES LIGHTING This technical code depicts the selectively highlighting of certain elements in the scene through the use of carefully angled and manipulated natural and artificial light. It includes quality, direction, source, and color. CODES: TECHNICAL CODES WRITTEN CODES This technical code is the formal written language used in any media product. These codes are used to deliver a narrative, disseminate information with regards to the character or issues within the story and theme. It can also be the printed language used within the frame (e.g., headline, credits, or subtitles) together with how it is presented. Also, it can be the spoken language used in the dialogue and song lyrics of its official soundtrack (OST). CODES: TECHNICAL CODES CONVENTIONS These are the acceptable ways of utilizing media codes. They are closely working on setting and satisfying the audience expectation on a specific media product. CONVENTIONS This convention depicts the certain way the audience expects the media codes to be arranged. For instance, in a film, it should begin with the title of the movie being displayed and must end with the movie credits. In a newspaper, the most important news is in the front page with the biggest heading and the back will showcase sports news. In video games, any game will start with the tutorial to explain the how the game works and will end after defeating the final boss. CONVENTIONS: FORM CONVENTION This convention is normally used in story-telling media products. It is the common narrative structure and understandings that used by professionals to deal in some movie or show. Examples include narrative structure, cause and effect, character construction, and point of view (POV). CONVENTIONS: STORY CONVENTION This convention definitely deals with the audience expectations. It is commonly using characters, settings, tropes, and themes for media products. It can be either formal or thematic. CONVENTIONS: GENRE CONVENTION LEGAL, ETHICAL, AND SOCIETAL ISSUES IN MEDIA AND INFORMATION At the end of the lecture, students can: 1) put into practice their understanding of the intellectual property, copy right, and fair use guidelines, 2) demonstrate proper conduct and behavior online (netiquette, virtual self), 3) put into action their personal resolve to combat digital divide, addiction, and bullying, LEGAL, ETHICAL, AND SOCIETAL ISSUES IN MEDIA AND INFORMATION 4) explain copyright, fair use, etc. vis-a-vis human rights, 5) discuss current issues related to copyright vis-à-vis government or provide sectors actions, 6) explain actions to promote ethical use of media and information, and 7) enumerate opportunities and challenges in media and information. COPYRIGHT, FAIR USE, PLAGIARISM, AND INFRINGEMENT Copyright is the right that encourage authors, composers, artists, designers, and other creative people as well as entrepreneur-publishers that give them certain exclusive rights to enjoy the benefit of their created subject matter for a limited time, usually the life of the author and fifty entire calendar years. It consists of the right to prevent others from copying the work without permission, for instance, by printing copies of a book or play. - Vicente B. Amador, 1998 COPYRIGHT In the Philippines, copyright is governed by Republic Act No. 8293 otherwise known as the Intellectual Property Code of the Philippines. COPYRIGHT The law, in Section 172, lists the types of original works protected by the Copyright Law. Some of which are: books, pamphlets, articles, and other writings; periodicals and newspapers; lectures, sermons, addresses, dissertations prepared for oral delivery, whether or not reduced in writing; letters; dramatic or dramatico-musical compositions; musical compositions, with or without works; photographic works; audiovisual works and cinematographic works; pictorial illustrations and advertisements; computer programs; and other literary, scholarly, scientific, and artistic works. COPYRIGHT: RA 8293, Sec. 172 On the other hand, Section 175, of the law provides the following as unprotected works: idea, procedure, system method or operation, concept, principle, discovery of mere data, news of the day, miscellaneous facts, and official text of a legislative, administrative or legal nature. Unprotected works are not subject to copyright. COPYRIGHT: RA 8293, Sec. 175 However, there is a limitation to the copyright law which is this concept called fair use. According to Salao (2008), fair use is using somebody else's work fairly, i.e., what is reasonable under the circumstances. It is a universally accepted limitation to copyright. FAIR USE Notwithstanding the provisions of Chapter V, the following acts shall not constitute infringement of copyright: xxx (b) The making of quotations from a published work if they are compatible with fair use and only to the extent justified for the purpose, including quotations from newspaper articles and periodicals in the form of press summaries: provided that the source and the name of the author, if appearing on the work, are mentioned; xxx FAIR USE: RA 8293, Sec. 184.1 While the concept of fair use is rather simple, its application is definitely not. The difficulty lies in the subjectivity of what is fair under the circumstances. Section 185.1 of R.A. 8293 provided the factors to be considered in determining whether a particular use is fair or not: ✓ The purpose and character of the use, including whether such use is of a commercial nature or is for non-profit education purposes; ✓ The nature of the copyrighted work; ✓ The amount and substantiality of the portion used in relation to the copyrighted work as a whole; and ✓ The effect of the use upon the potential market for or value of the copyrighted work. FAIR USE: RA 8293, Sec. 185.1 Relative to the concept of copyright is the malpractice called plagiarism. This refers to practice of claiming or implying original authorship of (or incorporating material from) someone else's written or creative work, in whole or in part, into one's own without adequate acknowledgement (Salao, 2008). PLAGIARISM According to Bernales (2019), plagiarism is committed when one does any of the following without citing the original source: ✓ Cut or copy and paste without citation. This means copying a source en toto. ✓ Paraphrase and translation without citation. This is done by rewording a material or part of it or translating it from one language to another. ✓ Re-sequencing and transposition without citation. This is done by rearranging the material or transposing it to another form (i.e. paragraph to enumeration; paragraph to a table). ✓ Word switch and claiming originality. This is done by deliberately replacing some words in a material with their synonyms to give an impression of originality. ✓ Inadequate acknowledgment. This is done by copying a material or part of it and by citing only the cited source in the material, deliberately not citing the accessed source. PLAGIARISM Plagiarism is often confused with copyright infringement that the two concepts need to be distinguished. While both terms may apply to a particular act, they emphasize different aspects of transgression. ❑ Plagiarism is concerned with the unearned increment to the plagiarizing author's reputation that is achieved through false claim of authorship. ❑ Copyright infringement, on the other hand, refers to the violation of the rights of the copyright holder, when material is used without the copyright holder's consent PLAGIARISM vs COPYRIGHT INFRINGEMENT In order to prevent committing plagiarism and copyright infringement, Bernales (2019) suggests the following: ✓ Observe originality. Avoid copying somebody else's work; ✓ If a whole work or substantial part of it of someone else is to be incorporated in one's work, seek permission from the original author/creator. ✓ If a whole work or part of it is paraphrased, reworded, re-sequenced, translated or transposed in one's work, cite the original source; and ✓ If part of a work is quoted, do not forget to cite or document the source. Note: in citing or documenting sources, the APA or MLA format which has been learned in Research course as may be employed. PLAGIARISM vs COPYRIGHT INFRINGEMENT NETIQUETTE Netiquette refers to a set of rules that governs what conduct is socially acceptable in an online or digital situation. It is a social code of network communication. - MIL Syllabus NETIQUETTE ✓ Remember the human. Never forget that the person internet reading your mail or posting is, indeed, a person, with feelings that can be hurt. ✓ Adhere to the same standards of behavior online that you follow in real life. Be ethical. Breaking the law is bad netiquette. ✓ Know where you are in cyberspace. Netiquette varies from domain to domain. What may be acceptable in one domain may not be acceptable in another. Thus, it better to lurk before you leap. ✓ Respect other people's time and bandwidth. It is okay to think that what you are doing at the moment is the most important thing in the universe, but do not expect anyone else to agree with you. Post messages to the appropriate discussion groups. NETIQUETTE AND ITS CORE RULES The other rules are self-explanatory: ✓ Make yourself look good online. ✓ Share expert knowledge. ✓ Help keep flame wars under control. ✓ Respect other people's privacy. ✓ Don't abuse your power. ✓ Be forgiving of other people's mistakes. NETIQUETTE AND ITS CORE RULES DIGITAL DIVIDE, ADDICTION, AND BULLYING Digital divide refers to the gap between groups, broadly construed, in terms of access to, use of, or knowledge, skills and even attitude in information and communication technologies. - - MIL Syllabus Digital divide refers to the gap between demographics and regions that have access to modern information and communications technology, and those that don't or have restricted access. This technology can include the telephone, television, personal computers, and the Internet. - Margaret Rouse, 2014 DIGITAL DIVIDE Recent studies report that digital divide is still very much a reality today that proponents for closing the digital divide argue that access to technology is now a human right, and that closing the divide's gap is necessary to improve literacy, democracy, social mobility, economic equality, and economic growth. DIGITAL DIVIDE It is an umbrella term that refers to the compulsive need to spend a great deal of time online, to the point where relationships, work, and health are allowed to suffer. Internet addiction may involve sex, relationships, games, and information. - Better Health Australia INTERNET ADDICTION According to the American Psychiatric Association, internet addiction can include three or more of the following signs: ✓ The user needs to spend ever-increasing amounts of time online to feel the same sense of satisfaction; ✓ If the user can't go online, the they experience unpleasant withdrawal symptoms using the Internet relieves these symptoms; ✓ The user turns to the Internet to cope with negative feelings such as guilt, anxiety or depression; ✓ The user spends a significant amount of time in engaging in the Internet ✓ The user neglects other areas of life (e.g., relationships, work, school, and leisure pursuits) in favor of spending time on the Internet; and ✓ The user is prepared to lose relationships, jobs or other important things in favor of the Internet. INTERNET ADDICTION Cyber bullying refers to the use of information technology to harm or harass other people in a deliberate, repeated, and hostile manner. - MIL Syllabus CYBER BULLYING Recently, in order to address the seemingly worsening problem of bullying in some schools, Republic Act No. 10627, otherwise known as the Anti-Bullying Act of 2013 was enacted. The law states: xxxx …any bullying done through the use of technology or any electronic means. The term shall also include any conduct resulting to harassment, intimidation, or humiliation, through the use of other forms of technology, such as, but not limited to texting, email, instant messaging, chatting, internet, social media, online games, or other platforms or formats. xxxx CYBER BULLYING: RA 10627 Cyber wellness education is proposed as a measure against cyber bullying. This wellness education is meant to inform stakeholders of the risks associated with the use of smartphone/mobile gadgets, Internet and social media. CYBER BULLYING: CYBER WELLNESS VIRTUAL SELF Virtual self refers to one's digital identity or assumed identity in the virtual world. - MIL Syllabus VIRTUAL SELF Each one of us generates vast amounts of data - email, phone calls, social networking, photos, text messages, videos, browsing, purchasing, and more. Our data create a new form of identity, what you might call a "Virtual Self"—a concept that will determine the future of the web. - Nick De Martino, n.d. VIRTUAL SELF QUIZ 1.2 Next meeting, we will have a 65-item quiz for 1 hour and 15 minutes. The coverage for the quiz includes: ❑ Information Literacy ❑ Types of Media ❑ Media Resources ❑ Media and Information Languages ❑ Legal, Ethical, and Societal Issues in Media and Information ANNOUNCEMENT On a short bond paper, make a collage using print media (e.g., magazines and newspapers) as your media language and code that promotes awareness against online addiction and cyber bullying. This is a trio group work and should be submitted next meeting. RUBRICS: Content: 65% Creativity: 35% ASSIGNMENT