Audio and Video Media - MIL Modules for Students

Summary

This document provides a basic overview of audio and video media, including their sources, formats, and design principles. It explains concepts like audio formats, sound design, and types of transitions.

Full Transcript

LESSON Definition Audio - sound, especially when recorded, transmitted, or reproduced. Audio Media - media communication that uses audio or recordings to deliver and transfer information through the means of sound. Sources and Types Radio Broadcast - live or recorded audio sent through radio waves t...

LESSON Definition Audio - sound, especially when recorded, transmitted, or reproduced. Audio Media - media communication that uses audio or recordings to deliver and transfer information through the means of sound. Sources and Types Radio Broadcast - live or recorded audio sent through radio waves to reach a wide audience. Audio Book – an audiocassette or CD recording of a reading of a book Music - Vocal or instrumental sounds combined in a way as to create beauty of form, harmony, and emotional expression. Sound Recording - recording of an interview, meeting, or any sound from the environment. Sound Clips / Effects - any sound artificially reproduced to create an effect in an audio presentation (e.g. sound of a storm, knocking of door, or wind). Audio Podcast - a digital audio or video file or recording, usually part of a themed series that can be downloaded from a website to a media player or a computer. Formats You can store audio in tape cassettes and CDs but here are the most common formats (in digital): MP3 (MPEG Audio Layer 3) - a common format for consumer audio, as well as a standard of digital audio compression for the transfer and playback of music on most digital audio players. M4A / AAC (MPEG4 Audio / Advanced Audio Coding) - an audio coding standard for lousy digital audio compression. Designed to be the successor of the MP3 format, AAC generally achieves better sound quality than MP3 at similar bit rate WAV - is a Microsoft audio file format standard for storing an audio bit stream on PCs. It has become a standard file format for game sounds, among others WMA (Windows Media Audio) - is an audio data compression technology developed by Microsoft and used with Windows Media Player. Elements of Sound Design – the objects or things that we must work with: Dialogue - speech, conversation, voice-over. Sound Effects - any sound other than music or dialogue. Music - vocal or instrumental sounds (or both) combined in such a way as to produce beauty of form, harmony, and expression of emotion. Silence - absence of audio or sound. Principles of Sound Design – the techniques for combining the different elements or objects. Mixing - the combination, balance and control of multiple sound elements. Pace - time control; editing; order of events: linear, non-linear, or multi-linear. Transitions - How you get from one segment or element to another. Types of transitions: - - Segue - one element stops, the next begins ("cut" in film). - Cross-fade - one element fades out, the next fades in, and they overlap on the way. - V-Fade - First element fades to inaudible before the second element begins. - Fade to Black - V-Fade with some silence between elements. - Waterfall - As first element fades out, the second element begins at full volume. Better for voice transitions, than for effects. - Stereo Imaging - Using left and right channel for depth. Selection Criteria, Formally and Informally Produced Audio Media Audio information offers a lot of information of different kinds. When choosing audio- based media, we should consider the audience, the information of what they need to hear, the format that will be used for the audio media and the preparation of media. Audio information and media is another way to give instruction or information and provide feedbacks, but sometimes it is bias. Audio media created by formal organizations including broadcasting companies/news media, colleges, government, etc. are considered to be formally produced, other audio media are regarded as being generated informally. LESSON Definition and Types Motion Information and Media is a form of media that make use of video or animation technology. Its purpose is to communicate information by watching moving text or graphics. It may be private or public and may use for education, entertainment, advertising, etc. Sources, Formally and Informally Production of Motion Media Motion media can be formally and informally produced. Informally generated means of motion are mostly produced for personal use by individuals that can be for social media use. Formally generated means of motion are created by media companies or professionals who follow industry standards in creating, editing and producing motion media. Different examples of "motion media" are animations, television motion pictures, interactive videos, films, short films, and documentary films. Selection Criteria and Characteristics Know your purpose or intention and your target audience. Good motion media captures and keep the audience’s attention. It stimulates the audience sight and hearing. It must be interesting enough to watch even multiple times as to television commercials. It must be able to tell a story or present information in a logical manner. The media or video quality should be good, and the message should be clear to avoid misinterpretations. It may entertain, educate, and may tackle histories, issues, organizations, and social movements. Digital Formats Animations like GIFs (Graphic Interchange Format), Flash and Shockwave; Dynamic HMTL; and Video formats/codecs like MP4, DivX, MPG, 3GP, AVI, MKV, etc. Design Principles and Elements Direction - indicates a movement from one direction to another. Speed- the rate at which the moving images is able to move. Don’t be too fast. A fast movement may connote intensified action and slow movement may signify for sadness. Timing- the choice, judgment, or control of when something should be done. Timing is one of the secrets. Transition- used to switch between scenes. It should be smooth. Sound – vibrations that travel through the air or another medium and can be heard. Check the audio if good. Color - is the property possessed by an object of producing different sensations on the eye as a result of the way the object reflects or emits light. Use colors to add life and meaning. Blurring- to make some part become unclear or less distinct. Advantages and Value It captures motions that can be reviewed Captures attention especially of students Great for advertisements Great when use to advocacies Great source of entertainment It can show images in detail It can show processes or steps for easy and fast understanding It enables different emotions Teaches good values, subjects, histories, etc. Limitations Other information may be presented best using still image like infographics Tampered/fake video Distraction Can be costly LESSON Definition Manipulative Information and Media refers to materials, programs, softwares and the like that teachers and students use to generate new knowledge to aid learning through the use, analysis, evaluation and production of interactive and hands-on media. Selection Criteria, Formally and Informally Production The production of formally produced manipulative media involve specialists concentrating on designing and creating the appropriate resources for text, audio, video, graphics, and animation. Programmers need to know the purpose and what type of information to be shared with these applications or programs. Graphical user interface plays a major role in this development for easy use or understanding of the users. However, informally produced manipulative media are results of the new technologies available today and are produced by non-specialists. Contents should be appropriate and accurate, free of bias and stereotyping. Characteristics Activism - the action of using vigorous campaigning to bring about political or social change. Advertising - the activity of producing advertisements for commercial products or services. Hoaxing - a humorous or malicious deception. Propagandizing - information, especially of a biased or misleading nature, used to promote or publicize a particular political cause or point of view. Sources, Format and Types Traditional manipulative media are abacus, jigsaw puzzles, Lego, Rubik’s cube. Virtual and digital manipulative media are video games, simulators, interactive maps, online shopping applications, online diagnostic exam, social media, mobile applications, etc. Advantages, Limitations and Value Manipulative media teaches the students some values and skills to make them feel more knowledgeable and competent. Through manipulative media, students can easily understand and reflect on issues or topics. The students are able to learn through using, analyzing, evaluating, and producing manipulative media and information. However, using manipulative media can be time consuming and costly. Design Principles and Elements Interactivity is the prime attribute of manipulative media because the main goal is to involve a user in the application use. For example, mobile learning apps are extremely helpful in certain situations especially to students. Investopedia.com defines interactive media as “method of communication in which program’s outputs depend on the user’s inputs, and the user’s inputs in turn affect the program’s outputs.” In search for new information or sharing of information, this manipulative media is a tool. It can present different viewpoints on subjects. LESSON Definition Multimedia means that computer information can be represented through video, audio and animation in addition to traditional media through text, drawings, and graphics. A combination of these media sources is considered multimedia. This media can easily be changed to fit different audiences. Sources and Types Text information - This can either be in written or printed form, and tends to convey or share ideas and information. Examples of which are school library, classroom collection, online resources, public/state library. Visual information - Illustrations found in magazines, books, photos, films, videos, paintings, illustrations, cartoons, prints, designs, and 3D art such as sculptures and architectures. Audio information - Supports the blinds/visually impaired for story lines that visual media viewers are watching. Examples: podcast commentary, radio broadcasting. Motion information - This is the use of moving texts, images, or graphics to provide information on display. E.g. film, interactive video, drama, animation, and short films Multimedia information - a combination of different media format such as text, graphics, drawings, audio, photos, and videos with the help of computers. E.g. documentaries, library catalog, reports Manipulative information - This refers to books, software and the like that people use programs to build new information to assist in the use of alphanumeric characters and symbols study, evaluation, and development. E.g. propaganda and a fake news commercial on social media local news. Elements and Formats Texts are characters that are used to create words, sentences, and paragraphs. It is used in headlines, subtitles, and slogans. Its purpose is to express specific information or reinforce information in other media. It involves the use of text types, sizes, colors, and background colors. See figure1 to know the different text file formats. Graphics - Still/static pictures typically accompany text to illustrate the point orideas the text makes. Photos in a multimedia application go beyond its use as decoration. In a multimedia context, graphics may consist of slide shows or galleries that a website or social media visitor can view. See figure 2 to know the different graphic file format extensions. Animation - It can illustrate how things work or present information in entertaining ways. Animation can also include interactive effects allowing visitors to engage with the animation action using their mouse and keyboard. Animation is a dynamic and media- rich content that stays within one container on a page –a very powerful form of communication. File Formats used in Animation:.dir and.dcr - Director files..fli and.flc - AnimatorPro files..max - 3D Studio Max files..pics - SuperCard and Director files..fla and.swf - Flash files. GIF89a file format: – It is a version of the GIF image format. – GIF89a allows multiple images to be put into a single file and then be displayed as an animation in the Web browser. – Applications like BoxTop Software's GIFmation or ULead's GIF Animator are needed to create GIF89a animation. Audio - a multimedia application that uses dialogue, recorded narration, music and sound effects. See figure 3 to know the different video file format extensions. Video - on websites, and especially on social media platforms, already has a great presence and will only continue to gain popularity as more and more visitors demand it. Short videos can be a smart marketing advantage and an excellent way to differentiate yourself from your competitors. See figure 4 to know the different video file format extensions. LESSON Multimedia Analysis What is the best format? Why are you using multimedia? What should you be aware of? If you are designing a video, animation, textbook, ebook, powerpoint presentation, or online lesson applying these multimedia principles will improve the learning experience. In the handbook Multimedia Learning (Mayer 2001), twelve principles shape the design and organization of multimedia presentations. These principles depend upon three main questions: Media Effects Is one medium better than another? (i.e. video versus text) Multimedia Effects Is multimedia instruction effective? (i.e. Single versus multiple representations) Interaction Effects For whom is multimedia effective (i.e. low prior knowledge versus high prior knowledge learners?) Design Principles 1. Coherence – People learn better when they remove, rather than include extraneous words, images, and sounds. 2. Signaling – People learn better by incorporating tips that illustrate the necessary material's organization. 3. Redundancy – People learn from visuals and description more than from images, narration, and text on the screen. 4. Spatial Contiguity – On the page or screen, people learn better when the related words and pictures are shown near and not far from one another. 5. Temporary Contiguity – People learn better at presenting corresponding words and pictures simultaneously rather than successively. 6. Segmenting – In learner-controlled segments, people learn more from a multimedia lesson, rather than as a continuous unit. 7. Pre-training – People learn more from a multimedia lesson when students know terms and behaviors of system components. 8. Modality – Some people learn better when words are presented as narration rather than as on-screen text. 9. Multimedia – People learn better from words and images more than from words alone. 10. Personalization – People learn better from multimedia lessons when words are conversational rather than formal. 11. Voice – People learn more when the narration is delivered in a familiar human voice in interactive classes, rather than in a machine voice. 12. Image – People do not necessarily learn better from a multimedia lesson when the speaker’s image is added to the screen. Selection Criteria Objectives are well-defined Content is clear Use of technology Suitable for time and place Suitable for learner’s ability Interactive Reusable Cost-effective Advantages and Value Multimedia increases the effect of word presentations. Improves performance consistency and keeps viewer interest. It can be used for educational purposes as well as for entertainment. Tool for teaching Trendy Creativity It can be interactive. Can be used in simulation and virtual reality. It allows students to communicate and reflect their prior information and provides them with other opportunities for learning. Multi-sensorial (hearing, seeing, etc.) Disadvantages Complex to create Time consuming Multimedia use can be costly It can be distracting. Sometimes the attention of students is diverted to the pictures, sounds or related material displayed in multimedia. Sometimes, excessive information about certain topic leads to cognitive overload. Consume a lot of digital storage.

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