Summary

This is a reviewer that covers various topics like media codes and conventions, and intellectual property. The document explains different types of media codes like language and symbolic codes, and the document delves into the meaning of intellectual property.

Full Transcript

avybm_ 1 MIL  Republic Act 8293 also known as the Intellectual Property Code of the Philippines LESSON 6: MEDIA CODES AND was created...

avybm_ 1 MIL  Republic Act 8293 also known as the Intellectual Property Code of the Philippines LESSON 6: MEDIA CODES AND was created to combat illegal use and owning CONVENTION of original work without legal permission.  LANGUAGE - It pertains to the technical and TYPES OF INTELLECTUAL PROPERTY symbolic ingredients or codes and conventions that media and information professionals may  COPYRIGHT- the rights that creators have select and use in an effort to communicate over their literary and artistic works. ideas, information, and knowledge. COPYRIGHTS PROTECTION – registered for.  MEDIA CODES - are tools used to construct  PATENT - A patent has a term of protection or suggest meaning in media forms and are of twenty (20) years providing an inventor products that have a commonly established meaning to the target audience. significant commercial gain. In return, the patent owner must share the full description of  SYMBOLIC CODES- The meaning of the the invention. product is not based on the product itself but PATENT ACT - the person entitled to receive a on the interpretation of the audience. (Show patent on a new invention is the one who what is beneath the surface of what we see invented it first. objects, setting, body language, clothing, color)  FAIR USE - limited copying or distribution of “Mise en scene” is a French term for everything within the frame. published works without the author's permission.  TECHNICAL CODES - meaning of the  CREATIVE COMMONS CONDITIOS Do not product is not based on the product itself but change the content and do not use it in on the interpretation of the audience. (Are codes that are specific to a media form and do commerce. not live outside of them, includes camerawork, LESSON 8: LEGAL, ETHICAL AND editing, audio and lighting.) SOCIETAL ISSUES  CONVETIONS STORY CONVENTION - are  RA 10175 – Cybercrime Prevention Law common narrative structures and  RA 1073 – Data Privacy Act of 2012 understandings that are common in story telling  Netiquette – proper conduct or behavior in media products. the internet. Example: Main characters are being held down at the beginning of the story but at the end are LESSON 9: OPPORTUNITIES, successful. CHALLENGES AND POWER FORM CONVENTION - the specific ways we  Opportunities expect the types of media codes to be A media and information literate takes arranged. advantage of the abundance of data to Example: Marvel movies with short clips after advance his/her lifelong learning process. the credits at the end of the movie. Modern learning environments have caused BASIC CAMERA SHOT AND ANGLE SHOT people in general to lose appetite for knowledge.  CLOSE UP SHOT - use when portraying extreme emotion of the character. The media industry in the age of information plays a vital role in promoting economic  PAN SHOT - you move your camera opportunities. horizontally; either left to right or right to left, while its base is fixated on a certain point.  TRACK SHOT - when you move the entire camera from left to right. LESSON 7: INTELLECTUAL PROPERTY  INTELLECTUAL PROPERTY - The World Intellectual Property Organization (WIPO) defined intellectual property as creations of the mind, such as inventions; literary and artistic works; designs; and symbols, names, images used in commerce. avybm_ 2  Power Digital Manipulative - are computationally enhanced versions of physical objects, created People Media - Refers to persons that are in an effort to expand the range of concepts involved in the use, analysis, evaluation and that children can explore through direct production of media and information manipulation. People AS Media - are those who give/share Virtual Manipulatives - These are “computer- information to other people for them to have based simulations of physical manipulatives new knowledge. that are accessed via the internet or computer Example: Teachers, Students software.” Example: Photographers take pictures or People IN Media- Media practitioners who images using a camera provide information coming from their expert knowledge of first-hand experience of event.  MULTIMEDIA INFORMATION AND MEDIA Examples: Journalist, Writers, Movie Director - Multimedia means that computer information can be represented through audio, video and LESSON 10: DIMENSIONS OF MEDIA AND animation in addition to traditional media. INFORMATION Example: Teachers use PowerPoint  TEXT INFORMATION AND MEDIA - are presentation in discussing their lessons in class data or information sources which exist as references in textual, numeric, or similar formats. These include various types of publications as well as unpublished manuscripts, databases and documents. Example: A data encoder is a person who oversees encoding the handwritten text into soft copy.  VISUAL INFORMATION AND MEDIA - use of one or more of the various visual with or without sound. Generally, visual information includes still photography. Example: The graphic artist or designer sets the images, illustrations, charts, and tables on the manuscript.  AUDIO INFORMATION AND MEDIA - media communication that uses audio or recordings to deliver and transfer information through the means of sound. Example: An emcee serves as the official host of a staged event or performance, giving the performers instructions on the sequence of events in a program or event.  MOTION INFORMATION AND MEDIA - A form of media that has the appearance of moving text and graphics on a display. Its purpose is to communicate information in multiple ways. Example: A hair product advertisement claimed that with regular use of particular brand of shampoo, hair grows thicker in just three days.  MANIPULATIVE INFORMATION AND MEDIA - are tools that are used to aid in hands-on learning. They can be physical objects or computer programs which learners can manipulate in order to grasp an idea, and gain understanding or mastery of given concepts.

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