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>>REVIEWER NI STEN MEOW < 3

MEDIA AND INFORMATION LITERATE INDIVIDUAL


Information Literacy
-- Refers to the abilities to recognize when information is needed and to locate, evaluate, effectively use, and
communicate information in its various formats

Political Participation

-- Derives from the freedom to speak out, assemble and associate, the ability to take part in the conduct of public affairs.

Unit Cohesion

-- Stems from a military concept to bond soldiers

Social Cohesion

-- The set of characteristics that keep a group able to function as a unit.

Who are media literate individual?

-- A media literate person can decode, evaluate, analyze, and produce print and electronic media. emphases in
media literacy training range widely, including informed citizenship, aesthetic appreciation and expression, social
advocacy, self-esteem, and consumer competence

Components of media and information literate to an individual are the following:

A. Improved quality of life

 Personal/Educational

 Doing research has become very convenient


 Communication has been made easier
 Information has become widely accessible

 GPS (global positioning system)

 A space-based satellite navigation system that provides location and time information in all weather conditions.

B. Greater Political Participation

 Media serve the people by informing the public about subjects they need or want
 Informing the people of the political affairs in the country
 Encourage the public to take a more active role in the government

C. Better economic opportunities

 the influx of media offerings has led to the creation of more jobs in the media.
 New jobs like social media managers or multimedia specialists have been created

D. Improvement learning environment

 Source of information
 Made learning a Choice
 Social learning environment

E. More cohesive social unit

 Social technologies are changing the way we collaborate and communicate with each other.
MOTION INFORMATION AND MEDIA

Flip Book  A small book consisting of a series of images in different positions that create of movement when thumb is
placed so pages flip quickly.

Motion  The action or process of moving or being moved.

Motion Information and Media  Refers to materials, programs, applications and the like that teachers and st use to
formulate new information to aid learning through the use, a evaluation and production of moving text and images.

Storyboard  Is a graphic representation of how your video will unfold, shot by shot.

Video  A recording of moving visual images made digitally or on videotape.

"Progress is a combination of forward motion and taking action." -Fabienne Fredrickson

I. Definition, Characteristics, Format and Types, Sources, Advantages and Limitations, and Value

Motion Media  is a form of media that consists of moving text and graphics on a display which are used to convey
information.

Motion Graphics  is a group of graphics that makes use of video and/or animation technology in a way that would
create an illusion of motion.

B. Characteristics

Two of the most common characteristics of Motion Media:

1. media is made up of images called frames

2. these frames are displayed rapidly which creates the illusion of movement

C. Format and Types

The majority of video files has at least two types of file formats. These are its container, and its codec which is used inside
the container. The container describes the whole structure of the file and specifies which codecs are being used

1. Flash Video Format (.flv):

 The Flash Movie Format was developed by Macromedia. This format includes text, graphics and animation.

2. AVI Format (.avi):

 The Audio Video Interleave Format was developed by Microsoft. It stores data that can be encoded in many different
codecs and can contain both audio and video data.

3.Quicktime Format (.mov):

 The QuickTime Format is a very common format that was developed by Apple.

4. MP4 Format (.mp4):

 The MP4 Format, also known as MPEG-4 Part 14 (MPEG Moving Picture Experts Group) or MPEG4 AVC (Advanced
Video Coding), is mostly used to store audio and visual streams online.

5. MPG Format (.mpg):

 MPG Format is the common format file that is standardized by the Moving Picture Experts Group (MPEG). This format
typically incorporates MPEG-I or MPEG-2 audio and video compression.
6. Media Video Format (.wmv):

 The Windows Media Video Format, or the WMV Format for short, is a motion media format that was developed by
Microsoft. At first, this design was conceptualized with the sole purpose of supporting Internet streaming applications, but
it has now evolved to do more than that.

7. 3GP File Extension (.3gp):

 The 3GP, or 3rd Generation Partnership, format is both an audio and video file format that was designed for the
purpose of transferring audio and video between 3G cellular phones and the internet.

8. Advanced Streaming Format (.asf):

 The Advanced Streaming Format or ASF is a subset of the WMV format t was developed by Microsoft for the main
purposes of streaming, to support playback from digital media and HTTP, or HyperText Transfer Protocol, servers, and to
support storage devices such as hard disk drives.

9. RealMedia Format (.rm):

 The RealMedia format was developed by RealNetworks. This format is also typically used for streaming media files
over the Internet.

10. Flash Movie Format (.swf):

 The Flash Movie Format was developed by Macromedia. This format includes text, graphics and animation.

Four types of Motion media:

1. Animation

 These are made by images that were made from scratch using a computer or by hand.

2. Motion Pictures Movies, Films, and Videos

 These files come with an optical soundtrack, thus, they come together with the file and are not separate. They are
made by photographing frames of live images or scenes.

3. Interactive Videos

 These files began with the creation of programs that were similar to those created using Flash, and unlike videos, the
scenes can be interacted with, by clicking or by pressing keys on the keyboard.

4. Streaming Media

 This is not an actual form of motion media, but is media that is streamed live or broadcast over the Internet. This
includes video chats and conferences.

D. Sources

 Motion media and design are created using images and video sequences, and because of this, a 3D computer graphics
software package is used.

1. Adobe® after effects®.

 A layer-based motion graphics software that has both video editing and Photoshop® capabilities, Adobe® After
Effects® has a massive plugin library available to any user, and it also has a lite version of Cinema 4D.

2. Nuke

 Nuke is an extremely powerful node-based digital compositing application that was developed by The Foundry and is
used all over the world for post-production in major motion pictures and television.
3. Fusion 8

 Fusion 8, also known as Blackmagic Design's Fusion or eyeon Fusion, is a great alternative to After Effects and Nuke.

4. Apple Motion

 Nuke is Motion is basically Apple's version of After Effects. Motion does not produce the type of quality motion that
After Effects, Nuke, or Fusion does, but it is still a great option for any Final Cut Pro X user.

5. Cinema 4D

 Maxon's Cinema 4D is one of the best software out there if you want to integrate -3D elements into your project.

6. Maya

 Maya is a 3D application used to develop 3D assets for film, television, and video games. It has been the most widely
used 3D motion graphics software for many years, but due to Cinema 4D, it now has some serious competition.

7. Blender

 Blender is a free open-source 3D software used by many artists in the video game industry. Just like Maya however,
Blender is also very difficult to learn, but if you can overcome this difficulty, then Blender's customizations can open a
world of possibilities .

E. Advantages and Limitations. Here are some advantages of Motion Media:

l. They are a great way to present a step-by-step process

2. They have a flexible pace in that they can be rewound, fast forwarded and paused at any time.

3. They are easily accessible anywhere by anyone, some examples where they can easily be accessed is through DVDs,
and online and live streams.

4. They are attractive.

5. They can be used to cater to a large audience. An example would be having an instructor video himself or herself while
teaching and letting the video play on a live stream.

6. They can have a large number of hosts. An example would be by using more speakers that would not otherwise be
available.

7. They can provide connections for people of different communities, backgrounds, and cultures.

E. Some limitations of Motion Media include:

1. They limit relationship-building if the media is supposed to represent any social interactions. Concerns and questions
cannot be entertained.

2. They can be really expensive if you consider the equipment and software involved in developing motion media.

3. They can pose problems that could not have been predicted, especially with audio and video qualities and other
difficulties.

4. They are not very flexible in terms of interactions; this is closely related to limited interactions.

5. They are time consuming to produce.

6. They limit interactions with those involved in the motion media if the media was meant to provide instructions.

F. Value

 It is easy to see the value that Motion Media has in our society. It has the ability to increase the interest of anyone using
it.

Selection Criteria

 In order to produce good quality Motion Media, some criteria have to be checked. The production must be effective,
and content must be Before producing Motion Media, factors must be determined in order to improve the quality and
effectiveness of the production.
III. Design principle and Elements

There are 12 Basic Design Principles involved in Motion Media or Animation, and these were first introduced in the book
"The Illusion of Life: Disney Animation," which was by two master animators from Disney, Ollie Johnston and Frank
Thomas. These 12 principles can be seen in almost any good motion media design, regardless of the medium used for
production.

1. Squash and Stretch

 Exaggerating the proportions of an object while it is in motion would give the object a greater sense of weight and
volume.

2. Staging

 Staging sets the mood, creates focus and clarifies what is happening in the scene.

3. Straight Ahead Action & Pose to Pose.

 Straight ahead action refers to the technique of drawing each pose, one right after another until the end of the scene is
reached, and this can yield a fluid animation style.

4. Slow in and Slow out

 This principle adds physics when accelerating or decelerating. Objects pick up speed before they reach their maximum
speed, and decrease in speed before it can come to a complete stop.

5. Arc

 This principle adds gravity to motion. When an object is launched into the air, then it will drop to the ground in an arc
between the start and end points.

6. Secondary actions

 Secondary actions on the other hand, are actions that help support the primary actions, such as when people swing
their arms when they walk or birds' feathers rippling in the wind as they fly.

7. Timing

 Timing is an essential aspect in the way the frames are drawn. Timing may help establish personalities of characters
and the emotions they express when utilized correctly.

8. Solid drawing

 Solid drawing enhances the realism of the drawing, adds form, and gives the media a three-dimensional feel.

9. Appeal

 A character or scene with appeal does not necessarily mean attractive. The Character or scene can be ugly or dark, but
with a certain level of charm that makes sense within the story of the motion media.

10. Anticipation

 Anticipation is used to prepare the audience for something or an action to happen. It is used to make the action appear
more realistic.

11. Exaggeration

 Exaggeration is a principle that keeps the media from being static and dull. The level of exaggeration is determined on
how much realism the producer wants in the motion media. Disney defines exaggeration as sticking true to reality, but
presenting it in a wilder, and more extreme form.

12. Follow through and Overlapping action


 The Follow through and overlapping action principle is a general name for two closely related techniques which helps
render movement more realistically by applying the laws of physics. Follow through is when all of the object's or
character's body should continue to move even after the character has stopped. Overlapping action is when the different
parts of the body move at different rate. Drag, this technique, a character moves and some parts of him or her take a few
frames to catch up with the body.

MANIPULATIVE/ INTERACTIVE MEDIA AND INFORMATION

Why manipulative/interactive media and information?

 It advocates “hands-on learning”

Manipulative Media

 In the context of education, manipulatives are physical tools of teaching, engaging students visually and physically
with objects such as coins, blocks, puzzles, markers, etc.

 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.

Two Types of Manipulative media

1. Traditional

2. Virtual and Digital

1. Traditional manipulative media

 is actually being used in certain schools, wherein they use different materials that the students can use to have a
hands-on experience regarding the lesson.

2. Virtual and Digital manipulative media

 With the dawn of the digital age, education should keep up with the interests of the 21st century learners. And in order
to do so, education have been merged with technology in such a way that students can learn more with the aid of these
devices.

Advantages and Disadvantages of traditional manipulative media

Advantages Disadvantages

Hands on learning Not available for everyone

Increase confidence & motivation Disinterest on discussion type learning


for learning
Opportunity for collaboration Expensive

Multisensory

Variation in learning

Manipulative information and media

 In the context of different dimensions, manipulative information  is used by a person or group of people to
influence the public to think in such a way that favors the proponent's own interests. Information manipulation
uses techniques that aim to modify, reduce or fully falsify existing information.
 Manipulative media  are the channels used to transmit manipulative information to the public. These channels
include newspapers, radio, television, and towards the 21st century and onwards, the Internet.

Process of information manipulation by the media (bilbie, 2005)

1.Deprogramming 2. Reprogramming 3. Fixing the information

Original information is obscured by New information is introduced to the Manipulated information is


diverting the attention of the target target audience which will align with established by making it look like it
audience or falsified by making its the goals of the subject (person or came from a reliable source and
source look less credible. group) who manipulates. possibly backing it up with "solid"
evidence to withstand any other
counter-manipulations.

Characteristics:

Information Manipulation Theory  suggests that deceptive messages function deceptively because they overtly violate
the principles that govern conversational exchanges (Steven McCornack, 1992). To be able to persuade the intended
audience, the proponent of manipulative information intentionally deviates from any of these four conversation maxims:

1. Quantity Information transmitted by the sender will be complete (as


per expected by the listener) and without any omission.
2. Quality Information transmitted by the sender will be true and
accurate.
3. Relation Information transmitted by the sender will be relevant to
the topic of the conversation.
4. Manner Information will be delivered in a way that enables the
listeners to comprehend the entire message and with
aligned non-verbal elements of communication.
Example:

A young lady is waiting over an hour for her boyfriend at a restaurant. They were supposed to have a date at 7:00pm that
night. When she was getting impatient and was already preparing to leave, her boyfriend suddenly showed up and
immediately tried to explain why he was late for their dinner date.

At 6:30 pm, the boss of the lady's boyfriend called for an impromptu meeting. The boyfriend got engrossed with the
meeting. Unfortunately, it was already 7:15 pm when he checked the time again but the meeting was not yet adjourned.
He was too shy ask his boss that he would like to go home ahead because he was still new in the office and he wanted to
maintain a good impression. It was already 7:45 pm when the meeting was adjourned and he was able to depart from the
office. There was no traffic but the travel time was twenty minutes from his office to the restaurant.

1. Quantity  He did not give all of the facts. He did not mention to his girlfriend that he did not ask permission from his
boss to leave early because he was too shy.

2. Quality  He told his girlfriend that the travel time was an hour because of traffic. The information he gave was
inaccurate because travel time was actually just twenty minutes.

3. Relation  While the boyfriend was explaining, he also inserted his negative comments on the ambiance and the food
being served in the restaurant. His negative comments are not actually relevant to why he arrived late for their dinner date.

4. Manner  The boyfriend keeps on stammering and avoiding the lady's eyes as he explains to her. He also backtracks
from his statements as if he is unsure on what happened the previous hour. This makes his girlfriend wonder what really
happened and if he is actually telling the truth.

Format and Types:

 According to Grolier's New Webster Dictionary, deceit  is the act of making someone believe on something that
is false.
 There are a lot of ways in which information can be manipulated so that it actually turns into a deceitful message.
 Whether information is transmitted via the newspaper, television or the Internet, it is significant to point out how
both text and images can be shaped to persuade the people or the audience to believe what the sender wants
them to believe.

How information can be shaped in its two aspects --- its text and its image.

1. Shaping of text

 The text being used is the key to manipulating the target audience for any written media may it be on printed paper or in
the Internet. Text can be manipulated through the following: text layout, font style, font colors, graphic design and choice
of words.

2. Shaping of Images

 Online memes are getting rampant. A meme is an image or video, optionally with a witty text, that is passed from one
Internet user to another. With the netizen's power of sharing, memes can get viral in a matter of minutes.

 A meme may have been created because of a recent political or showbiz news.

 Nowadays, software tools for photo editing such as Adobe Photoshop and Pixlr.com are easily accessible. Hence,
the possibilities are endless on how images can be shaped to fit the intentions of the proponent for manipulating
information.

Propagandizing

Propaganda  consists of the "planned use of any form of public or mass-produced communication designed to affect
the minds and emotions of a given group for a specific purpose, whether military, economic, or political" (Anthony, 1954).
Black propaganda  is an act of disseminating manipulated information and making the public believe that the source
comes from one side of a conflict when in fact the actual source is from the opposing side.

Political campaigning

 are activities to promote a politician running for a particular office or a political party in general. It also aims to
influence the decision-making process of the masses. Political campaigns are usually linked to elections.

 are often funded by the politicians themselves or with the help of their political party and sponsors. Propaganda
may also serve for political agenda but campaigns are inclined to promote people rather than a belief.

Advertising

 is the act of influencing an audience to patronize a product, a service or even an idea. Advertisements are transmitted
through different media such as TV and radio airing, publication of magazines and newspapers, or electronically through
text messaging, websites, blogs, forums and other social media such as Facebook and Twitter. Commercial advertising in
particular is a strategy of business organizations to invite potential customers to use their products or avail of their
services.

Activism

 is a movement started by an individual or a group of people. Its goal may either be to take into action, to prevent or to
guide social changes.

Hoaxing

 is a form of manipulation which aims to let the audience believe in a lie or a false object. Unlike other forms of media
manipulation, hoaxing is not necessarily aimed at promoting an idea. Rather, it is more of a form treachery to trick a target
audience. Some forms of hoaxing may even involve deliberately taking money from unsuspecting victims.

Advantages, value and limitations.

Manipulative information

 proves to be useful in the area of business. Through advertising, companies are given opportunities to promote as
well as convince customers to patronize their products and services.

 also helpful to the government.

 Two types of propaganda; black and white.

 Using white propaganda, local government units inform the public different issues such as health-related
matters. Everyone can read propaganda in public places informing them about the adverse effects of drug usage,
smoking, drunk driving, sexually-transmitted diseases.

Political campaigning

 is an opportunity for politicians running for public office to express their different platforms to convince the voters that
they are deserving to the position and worthy of one's vote. Activism is also beneficial in the sense that an activist or
activist movement is provided with an avenue to publicly express their stand on a variety of social issues like feminism,
global warming, open trade, death penalty.

Manipulative information and media

 also has its downside.

 Let us take hoax first, which has the intention to spread false information to mislead or confuse the public. This will lead
to creating chaos and division among people who know the truth and facts and people who fell prey to the hoax. When
used for the wrong and selfish intentions, manipulative information and media can cause negative, damaging or even
harmful effects

 One clear-cut example in our Philippine history is during the regime of President Ferdinand E. Marcos.  When he
declared Martial Law, the media was manipulated by the government. Freedom of information was suppressed
especially if it implied opposition to the government because it was considered subversion. This means that "anybody who
goes against the government or who tries to convince people to go against the government -- that is subversion."
according to Juan Ponce Enrile, who was then the Minister of Defense during the Martial Law, during a BBC interview in
1977. In effect, journalists and even the common people were forbidden from writing content that was against the
government or the Marcoses.
Selection Criteria

Manipulative media and information

 can influence us in so many different ways.

 In the e of business to consumer (B2C) relationship, there exists a fine line between manipulative media and marketing.

 In order for us not to fall for manipulative hoax contents, checking the credibility of the content (or even the site itself) is
one way.

 Having knowledge about the topic and how manipulative media works helps us in detecting deception and thus avoid it.

Design Elements

1. Relation

 The headline, title or material cover should act as a stimulus and cut through all the pertinent details. It must spark
curiosity among the audience and should set the tone of the material. Malicious materials or advertisements usually do
this by exaggerating designs or approaches. A bogus pop-up advertisement targeting gadget-oriented people

2. Interest

 Any material that intends to manipulate the audience should always be interesting. This means it should always strike
the soft side of the audience's mental and emotional state.

3. Credibility

 Effective advertisements or media usually stand ground in scientifically proven clams or public truth. Contrary to this,
manipulative advertisements, news or media allows credibility to flow in interval or pieces with the bigger unproven story
(lacks substance). In mixing false claims and truths, audience will be persuaded in thinking that the media is "good as
true" or believable.

3. Desire

 Manipulative materials do not only create false claims but also establish benefits and advantages if the target audience
believes in the material therefore forming a sense of action or response.

5. Action

 Manipulative or not, all media has one primary goal, that is, to motivate people to do something such as buy a product,
argue to other counter-parties, or boycott a certain event.

Design Principles

1. Make strong headlines

 Use simple layouts and make your headlines or cover statement on point and powerful.

2. Design in natural order

 Organize your information from most important to least important.

3. Photos over illustration

 People are more enthusiastic to see and absorb real world photos rather than cartoons or sketches.

4. Appeal to emotion over reason

 Suppressing one's capacity to think (because of what one feels) is a great strategy in delivering manipulative media.

5. Target-specific audience and deliver repetitively

 get-specific audience and deliver repetitively Analyze, select, target your audience including their socio-economic
profile, standpoint in varied issues and impulsiveness. Also, most manipulative media materials are effective due to the
fact that the materials are delivered repetitively (recall strategy).

6. Show what they want to hear, show what they want to see
 As discussions and arguments grow within the community (online or non-online), people tend to personally reflect their
standpoint based from their beliefs and knowledge.

 To reinforce the material, manipulative media reinforces the message by showing more or complementary materials
that are easy to penetrate. It is very important that as digital natives, we can identify manipulative and true media materials
through rigorous research and study. These elements and design principles are always true not only in manipulating the
target audience's behavior but also persuading consumers and sometimes the society in general.

Interactive media

 A method of communication in which the program's outputs depend on the user's inputs, and the user's inputs in turn
affect the program's outputs.

Types of Interactive media:

1. Websites

2. Video Games

Interactive media platform

1. Mobile apps

 A software application developed specifically for use on small, wireless computing devices such as smart phones and
tablets, rather than desktop or laptop computers.

2. 3D TV

 a television display technology that enables a three-dimensional effect, so that viewers perceive that an image has
depth as well as height and width, similar to objects in the real world

3. Video Games (Multiplayer)

 a game played by electronically manipulating images produced by a computer program on a television screen or other
display screen. Multiplayer games allow two or more players to play with one another or play together.

4. Role-Playing Games (RPG)

 a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out
these roles within a narrative, either through literal acting or through a process of structured decision-making or character
development.

5. Massively Multiplayer Online Role-Playing Game (MMORPG)

 any story-driven online video game in which a player, taking on the persona of a character in a virtual or fantasy world,
interacts with a large number of other players.

6. Virtual Reality and Immersive Environment

 The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a
seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or
gloves fitted with sensors.

7. social media

 Websites or online services where users (actual people) are the creators and consumers of the content, and where
social interactions (commenting, liking, posting, talking) are the main features of content. Examples are Facebook, Twitter,
Instagram, Snapchat, Vine, etc.

Interactive websites

 Pools, surveys, exam


Ways of Interacting with the Internet

1. Online shopping

 compare prices; compare features of similar items; add to cart; choose payment type; track delivery; get advice from
experts; search products; check local availability; get product recommendations.

2. Online Gaming

 choose a game; play with computer; play with others; choose a level, in-game, customization, etc.

3. Online Classes

 interact with content; interact with instructors; interact with classmates.

4. Chat

 group chat; search groups; search friends; translate language.

5. News and Information

 exchange information; give reaction; news on demand; monitor views.

6. Videos

 choose your own adventure; get multimedia content; experience game elements.

Interactivity

 The communication process that takes place between humans and computer software.

Types of Interactivities:

a. Click on Images

b. Hotspot

 A special region to act as a trigger to another web page. The hotspot could be a circle, triangle, rectangle, or polygon.

c. Rollover

 An image or portion of an image that changes in appearance when the mouse cursor moves over it.

d. Tabs

 Clicking on them displays a relevant content with an appropriate graphic.

e. Timeline

 A menu slide that branches to different events.

f. Numbers/Processes

 The number of clicks and the time spent in an interactive function provide data points.

g. Slideshow

 Non-linear interactive slideshow where the pathway through the show is determined by the user's interaction with it.

h. Frequently Asked Questions (FAQs)


i. Flips cards

 A card that when clicked flips to display a description and other information.

CURRENT AND FUTURE TRENDS IN MEDIA AND INFORMATION

MEDIA and INFORMATION LITERACY

 recognizes the primary role of information and media in our lives.


 It lies at the core of freedom of expression and information–since it empowers citizens to
understand the function of media and other information providers, to critically evaluate decisions as users and
producers of information and media content.

BLENDED LEARNING
-- A style of education in which student learn via electronic and online media as well as traditional face to face
learning.

Online Course
-- A course conduct over the internet.

Massive Open Online Course (MOOC)


-- Is an online course that open access via the internet for free or at low cost.

Trend
-- Something that is currently popular or fashionable

Ubiquitous Learning
-- Learning at any time and any place

MASSIVE OPEN ONLINE COURSE (MOOC)

 is defined by Educause as a model for delivering learning Content online to any person who wants totake course,
with no Limit on attendance.
 is an online course that has open access the interactive
participation by means of the web.

MOOC have technical specifications and four characteristics:

1. Using web formats


2. Collaboration learning.
3. Assessing knowledge
4. Time limits

BENEFITS FACTORS ISSUES

Most MOOCs are free, unless a form MOOC providers can currently offer
of accreditation is involved, and open courses for free, but not indefinitely
to anyone who is interested
Learning occurs in an informal students are not able to engage in
manner at the participants own pace real-world socializing or experiences

All that's required is computer and an Technical difficulties with a


internet connection STRUCTURE participant’s computer or internet
connection can impede learning
participants do not need to be students may be used to or prefer the
enrolled in the mooc's host institution, structure a traditional college courses
which may have a costly tuition offers

Work can be shared, viewed or Academic dishonesty may become an


critiqued by all participants issue due to lack of supervision
EXPERIENCE
outstanding professors and industry Students need to become responsible
leaders can reach more students all for their own learning
over the world

Wearable Technology

 is seen to be the up-and-coming technology of the future.


 Wearable technology today are smart watches.
 These watches are worn as a typical wristwatch but do more than just tell time. Modern smart watches perform
the same functions as smart phones.

Smart Watches
-- as a wearable are developed for convenience, but it’s inability to function as an independent gadget puts it at a
distinct disadvantage.

VIRTUAL REALITY (VR)

 wearable technology is gradually growing in popularity among enthusiasts.


 Oculus - a high-end VR headset intended for entertainment has been released to the public on march 28,2016.
 This wearable technology takes users to computer generated worlds and let them experience it as if they were
actually there.

The Concept of 3D Environment

3D Environment

 3d interactive environments are often referred to as virtual appearance.


 Much like our own world, this type of world allows interaction with other (networked) beings as well as
manipulation of objects (Loeffler and Adersen 1994).
 They are a kind of virtual habitat.

3D Printing

-- 3d printing or additive manufacturing is a process of making three-dimensional solid objects from a digital file

3D Films

-- a three-dimensional stereoscopic film (also known as S3D) is a motion picture that enhance the illusion of depth
perception, hence adding a third dimension

Paperless Society

 A paperless society can be defined as a society in which communication and record keeping (written documents,
letters, etc) with the use of paper is replaced by electronic communication and storage.
 This concept was originated by FREDRICK LACASTER in the year 1978

ADVANTAGES DISADVANTAGES
A paperless office uses less physical Up -to-date computers hardware and
space when bulky filing cabinets are software are essential for a paperless
eliminates or reduced. office, so you may have to upgrade
your systems initially and keep them
upgraded, which comes at a cost
Relocating to a smaller office or If you don't have an IT person in your
building may be possible, saving company, you may need to hire one
money on a lease to monitor your system, train new
users and perform regular backups of
your information
The chances of losing important Maintaining tight security for your
documents are lower when scanned documents and business information
and filed electronically, and the is vital, and the more people use a
documents are often to find in an system, the closer it must be
electronic system monitored for privacy issues & viruses

AUDIO INFORMATION AND MEDIA

Audio -- is an essential part of media.


 audio media is capable of setting the mood and improving the media
 the media these days depend on good audio in order to be interesting
 implement and create
 good audio media will not only add opportunities in life, it will also improve technical skills and management
skills.

I. Definition, Characteristics, Format and Types, Sources, Advantages and Limitations, and Value

Audio -- is sound that humans can hear. In computers, audio is the sound system of the computer.

 usually has a digital representation.


 has a duration
 has a property called number of channels

Duration -- which would inform the user how long the audio file would be played

number of channels -- this can either be represented using a number or "mono, stereo," or "surround."

Channel mapping -- would tell the audio file what sound would play on which audio output peripheral

Ex. have a certain sound play on the left speaker

Sampling frequency of a file -- refers to the number of samples per second.

Ex. a sampling frequency of 44100 Hertz, so for every second of played audio there would be 44100

samples.

Sample  is a sound recording that will be reused as an instrument or a sound recording in a different song or piece.

Bit depth  would tell the user how many bits are in each sample

Three main categories of Audio Formats.

1. Uncompressed Formats
2. Lossless Compressions Formats
3. Lossy Compression Formats.

1. Uncompressed Audio Format or PCM (Pulse-code modulation) format

 These formats use no compression.


-This means all of the data in the Audio file is available,
 These formats usually have large file sizes.
Ex. Files with the WAV audio file format is an

2. Lossless Compressed Audio Format:

 These audio files are compressed, but they still retain all of the file's data.
 This type of audio format reduces the space of silence in the audio file.
 Usually, silence and sound occupy the same number of bits given the same time, but with the Lossless
Compressed Audio Format, silence no longer takes up much space, but sound still occupies the same amount of
space as in the Uncompressed Audio Format.
 These files are compressed, but they still retain all of the quality from the Uncompressed Audio Format.
Ex. Files with the WMA and FLAC audio file formats make use of this format.

3. Lossy Compressed Audio Format:

 This format compresses audio files even further and it results to some loss of data as the compression algorithm
eliminates redundant or unnecessary information and simplifies the data.
 This format has lower quality than the other two, but there are several techniques that can be used in order to
maintain quality.
 This format has become quite popular online due its small size, which makes it easier to send over the Internet.
Ex. MP3 files make use of this format

Windows-compatible audio formats  includes;

1. MP3 (.mp3)
2. WMA (.wma)
3. Windows Media Audio (.wma)
4. WAV (.wav)
5. RealAudio (.ra)
6. MIDI or Musical Instrument Digital Interface (.mid),
7. Ogg (.ogg).

1. MP3 or MPEG-I or MPEG-2Audi0 Layer Ill

 uses lossy data compression.


 This format greatly reduces the size of the file, but still retains the quality of an uncompressed audio file by getting
rid of the unnecessary audio found in the audio file, especially audio that cannot be heard by humans.
 MP3 files use ".mp3" file extension.

2. WMA or Windows Media Audio  is a Microsoft file format for encoding digital audio files similar to MP3.

 WMA files also follow lossy compressed audio format


 it is one of the Competitors of the MP3 formats.
 WMA files use “.wma" file extension.

3. WAV, or Waveform Audio File Format  is a file format

 It was developed by Microsoft and IBM


 uses lossless data compression.
 WAV files came with Windows 95 making it the standard audio format for Windows at that time.
 WAV sound files use ".wav" or ".wave" extension
 they can be played with almost all Windows applications.

RealAudio  is a proprietary format, which means that its use is restricted.

 It is used for streaming audio that enables you to play a digital audio file in real time or while it is being download
 It also uses lossy data compression.
 Many radio stations make use of this file format.
 You need to have RealPlayer in order to play these files, which can be downloaded for free.
 RealAudio was developed by RealNetworks
 uses ".ra" or ".ram" file extension.

5. MIDI or Musical Instrument Digital Interface

 uses lossy data compression.


 MIDI is more similar to sheet music that plays notes, with pitch, length, and volume, instead of an audio file.
 MIDI is the standard used by the electronic
 music industry for devices that emit music. MIDI does not take up much computer space and it is compressed
even more than the MP3 file format.
 It usually uses ".mid" extension.

6. Ogg  is an audio compression format

 that makes use of lossy data compression.


 Ogg is free, open and unpatented, so that it can be used and edited by anyone.
 It uses Vorbis, which is a specific audio compression scheme that is designed to be contained in the Ogg file
format.
 This file format makes use of the ".ogg" or “.oga" extension (Beal, 2005).

All forms of electrical audio have something called

Audio frequency  which is an electrical alternating current within the range of 20 to 20,000 hertz

 that can be used to produce varying sounds.

Audio  can be produced and edited using many different softwares.

 Picking the right software package fit for you can be challenging. Pick appropriate software.

The list of some common audio editing packages and their features;

1. AUDACITY  A really popular open-source audio editor that can be used in various operating systems.

 Audacity has built-in support for many types of files, some of which are WAV, OGG, MP3, and FLAC.
 Audacity also comes with the option to install an FFMPEG-based library that can support about every audio
format out there, and even import soundtracks from videos.
 Audacity's basic operations are similar to other audio editor.
When you open a file, its waveform is displayed, and you can;
 select sections
 cut
 copy, or paste them, and even;
 export the selection as some other format.

What makes Audacity stands out is it’s;

 wide range of effects


 with its tools to reduce static hiss, or hum
 adjust volume
 change pitch without adjusting the tempo (or vice versa)
 remove vocals, and more as well as;
 plugins to increase the program's functionalities even further.

 Audacity is great for beginners and experts.

2. OCENAUDIO  This software package differs from the rest by having a nice interface with just a few essential buttons
and an area to drop audio files for editing.

 Not only is Ocena audio simple, but it is quite powerful as well. Ocena audio has a very good
 file management system, which allows it to open and edit most audio and video formats, and leave several files
open simultaneously.
 It can edit all of its open files with a wide range of effects.
 Its export options include the ability to save audio files locally, upload them to an FTP server for sharing, or even
create an iPhone ringtone with the edited/open audio.
 Ocena audio does not have as many effects as Audacity and may not have the high-end processing features such
as those of Audacity but Ocena audio is easier to use and is a better choice for beginner audio editors.
 Ocena audio can be used on various operating systems as well.

WAVOSAUR  This software package is extremely small with a total size of 289KB, and can easily be

downloaded with even the slowest internet speeds.

 This package does not even require installation, but it still has the capabilities of a regular audio editing software,
with its tools to edit, process, record, analyze, and even convert audio files.
 Because of its small size, Wavosaur can only support a limited number of file formats, namely, MP3, OGG and
WAV.

 However, in order to save MP3 files, you will have to install an MP3 encoder such as LAME, which stands for
"LAME Ain't an MP3 Encoder."
 Another downside is that this software has not been updated since 2013 and is assumed to be dead, so do not
expect any bugs you encounter to get fixed anytime soon.
 Even with this, Wavosaur is still quite easy to use and its basic operations work just like any other audio editor.
 Although it is small, Wavosaur still has Plenty of features that may intimidate beginners to the audio editing scene,
but if you need lots of audio processing power, then Wavosaur is still worth the download, especially since you
would not be losing much due its small size.

MP3DIRECTCUT  This software package is even smaller than Wavosaur with a size of 133KB.
 mp3DirectCut is a small MP3 editor and recorder for Windows, which allows you to cut, copy, paste,
or adjust the volume of an audio without re-encoding the audio at all, which means that there is no
loss in audio quality no matter how many edits you make to that particular file.
 This program is small for a reason, it only has the basic operations, but none of the extra high-end audio
processing features you can find in its competition software.
 It has no spectral view, list of filters and effects, video imports, or anything else other than an audio editing
software's basic operation.
 This makes mp3DirectCut much easier to use when compared to the other audio editing software, and its basic
operations are enough for most people to edit audio.

RINGTONE MAKER  Just as its name suggests, this software was designed to create ringtones.

 This audio editor can open and edit MP3, WAV, AAC (Advanced Audio Coding), MP4, 3GPP, and AMR
(Adaptive Multi-Rate) files.
 The software can extract the parts of the audio you want and save it as a ringtone, alarm, or notification, or
even assign the audio to a contact.
 Although this software's focus is so narrow, it still has all of the basic operations that the other audio editing
software all have.

You can;

 view the waveform of your audio at different zoom levels


 select sections, and then preview
 cut
 copy or paste the sections.
 You can also make the audio fade in or out, or
 adjust the volume to suit your needs.
 Many improvements can be made upon this software, but it has all the basics, and it can be all you need if you're
looking for something simple.

LEXIS AUDIO EDITOR  A professional mobile application that comes packed with a lot more audio processing features
compared to the other Android competitions.

 This can also be used in Windows 8.


 It also has the common waveform display with its basic operations where;
 you can select sections
 cut and;
 copy, or paste them.

 Just like most other audio editing software it can also;


 fade in or out
 change the pitch, tempo or speed
 reduce noise, and;
 normalize the audio

 It also comes built-in with a 10-band equalizer for more in-depth and advanced audio editing, and some tools that
can be used to mix files together.
 All of this on a cellphone application may seem too good to be true, and that may be so.
 Its free trial version won't let you save MP3, but you still will be able to save WAV, FLAC, or WMA files, and
with its processing power, this application is still extremely useful for mobile audio editing.

AUDIO EDITOR TOOL  This is an iOS application that is mostly used on iPhones.

 It is a straight to-the-point application with an interface that would be familiar for many people who have tried
editing audio files before.
 This application can open almost any type of audio format and displays the common waveform when you open
a file.
 This audio editing application has the basic operations of an audio editing software, where you can still;
 select sections and copy
 paste, and trim them,
 additional features such as, 'cut something here,' 'join something here. ' The completed file can be saved in
almost any file format as well, making it very valuable.
 On the other hand, there are no any complex filters or high-end audio processing and effects.
 There are no any basic filters or low-end effects to make up for them either.
 The free version also has plenty of ads, which can get in the way of audio editing.
 This application can do simple tasks very well and if you just want to do some simple splicing or trimming, then
this is a good application to start with.
HOKUSAI AUDIO EDITOR  Hokusai is another iOS application, which is also mostly used on iPhones and other
Apple handheld devices.

 This audio editing application has been around for quite some time, and because of this, it should not really be
surprising that its free edition still has plenty of features.
 You can import sound from a microphone and the usual audio imports.
 It has a smart interface where you can zoom in, scroll, and perform the basic audio editing operations, such as
selecting sections.
 Hokusai has awesome filters that allow you to fade tracks in or out, adjust gain, normalize, and generate white
noise with ease.
 You can also use this application to edit the left and right channels of an audio. This application can export
files to WAV and AAC.
 Upgrading to its paid version will give you access to even more filters and effects, but the free version has a
lot already for many purposes, and it has an excellent interface that can ensure productivity as soon as possible
(Williams, 2015).

Audio  is easy to use, reproduce, and is repeatable.

 One of the greatest advantages that come with audio is that it can provide a method for visually impaired learners
to connect to computers.
 It helps in convey meaning and provide extra information to the user and is quite useful in the presentation of
information, if for instance, a user has difficulty getting information from the visual information alone, the audio
may clarify it.
 Auditory learners benefit from audio by helping them learn better. When used correctly, audio can create a sense
of realism in different media as well as induce emotion.
 This form of media is ideal and is a staple when it comes to teaching or learning new languages.

Audio files

 can be very large if they are not compressed using the appropriate format.
 Audio can be easily overused, and when they are, there comes a time when the user will not even be listening
anymore.
 If the audio contains speech and demands attention, then it may increase the chances of cognitive overload,
which makes it difficult for the learner to process and produces anxiety and stress.
 Audio that is consistent with the visual information presented can help improve the quality of media, but if the
visual information and audio are inconsistent then the quality of media will suffer.
 For a lot of people, audio is not as memorable as visual information. Good quality audio can be difficult to produce
and may require expensive hardware and/or software (The Advisory Group on Computer Graphics).

F. VALUE.

 It's easy to see the value that audio has. Imagine a world where all forms of media lacked audio.
 Game developers have started seeing the value of good audio quality in increasing the quality of their games and
improving immersion.
 In security, audio is extremely important when it comes to understanding the whole story. Security systems
that lack the ability to produce and record audio can be dangerous.
 In the movie-making industry, the quality of the movie is only as good as the quality of its audio.
 Good audio quality increases the value of all forms of media.

Il. Hearing vs. Listening, Learning Out Loud

Hearing  is simply the ability to perceive or notice sound through the sense of hearing.

 Hearing is something that is always done and it happens unconsciously, it just happens naturally and it does not
require attention nor effort in order to accomplish.

Listening  is something that has to be consciously done. It is hearing with focus.

 Listening requires concentration so that the brain may process the auditory information in the environment and
produce meaning from them.
 Listening leads to learning.

 Listening has several characteristics namely:


 intermittent,
 a learned skill,
 active, and;
 implies using the message received.

 The process of listening starts with;


1. first receiving the auditory information,
2. decoding the received information,
3. remembering the information that you have just received,
4. evaluating it, and then making a response.

 There are several objects that can hinder listening, and some these are;
 the physical,
 physiological,
 psychological, factual, and;
 semantic distractions.

 In order to promote better listening:


 it is needed to have the desire to listen,
 focus on the message,
 listen and write for main ideas,
 understand the speaker's point of view,
 provide feedback, and;
 listen with the body.

Four types of listening based on delivery:

1. active

2. passive

3. positive

4. negative listening

Four kinds of listening based on the reason as to why you are listening (Kaurav, 2013):

1. content

2. critical

3. empathic

4. analytical listening

There is a new form of media that has been introduced recently, and it is called learning out loud

Learning out loud  is a form of media that uses audio in learning.

 While performing any tasks that don't involve learning, it is possible to use learning out loud in order to make use
of the time not used in learning.
 Benefitting from learning out loud, or educational or literary audio materials, requires a good listening skill.
 This is still a new form of learning that allows anyone to learn anywhere while doing anything using audio
(LearnOutLoud).

Ill. Selection Criteria

When it comes to selecting audio materials, there are several criteria that must be taken into account based on the type of
audio.

1. If one is going to be selecting audio for an event or another person, then it is important to consider who the
potential audience/s will be and their interests in audio material before making the selection.
2. Will the target audience like the type of audio?
3. Will the audio material be used by a few or many people? The life of the audio material must be considered and
we must ask questions such as how long the resource will last in terms of durability, technology, and interest.
4. If the material is expected to last longer, then the producer must spend more resources on increasing the life span
of the audio material.
5. It is important to consider the price of the audio material, and questions such as the following should be asked: Is
the audio resource worth the price? It is important to consider the price with respect to other audio resources.
6. Another important factor to consider is the quality of the audio: Is the quality of the audio material good enough to
use or keep

 Availability  is another factor to consider, questions such as is this audio material available from another
source? Can it be found online for free? The availability of the media should also affect its price.

 Content  should be considered to know if the audio material is accurate, current, appropriate, and objective for
the purpose of choosing that particular audio material

 When selecting audio material, we have to consider its market value: Has the material won awards or received
favorable reviews?
 The audio material should serve its purpose, so it is important to ask if the audio will help educate, entertain, or
do both for the target audience

 The length of the audio material is another consideration to take: Is the length of the audio material appropriate
for the target audience?

 Timeliness should be considered when selecting audio: Is the content of the audio material up-to-date? Or is the
topic timely?

 The audio must also have organization: Is the content well-organized, easily followed, and presented in an
effective manner?

 One must also check if the audio is properly edited: Is the content well-edited including pacing

and sequencing? Are the sounds smooth, with good rhythm and continuity?

 The sound elements have to be considered as well: Are the elements of sound used in the audio

material effective (i.e. sound, voice, music, and clarity)?

 Another factor to consider in selecting audio material is the storage case: Is the casing effective

in protecting the audio material?

Overall, the user must examine based on the current trends of audio production if the technicalities, the content, and the
use of sound elements are used and combined well in order to produce an effective audio production.When selecting an
audio book, it should be checked if it is capable of expanding the thinking of the reader, and if the narrator is effective in
delivering the material. Is the book effective when it is in audio? And does the voice bring the story alive? (Multimedia
Seeds)

Overall, if the audio you are listening to or producing consists of vocal audio, then it is important to check if the voices are
audible. Nothing is worse than having an audio file with barely audible or extremely loud voices. The background music,
must be in equilibrium with the scene or environment, and its volume shouldn't be too low or too loud. There must exist a
balance between the background music and the vocals in order to create a video that is pleasing to the ear. It is important
to note as well, that the quality of the audio when recording, the vocals must be clear, and the background music must be
pleasant and be in synchronization with the visuals, scenes, or feels.

When using broadcast media as a source, we must first consider the purpose of the broadcast program before we can
evaluate whether it can be used as a reliable source or not. We then need to ask ourselves several important questions in
order to know if it is a source we want to be using or not.

The following questions must be considered:

 What type of program was it? Was it a news report? A documentary? Or entertainment?
 What was the intention of the person who produced the show? Was it to inform? To entertain? Or to
sensationalize?
 Who was the intended audience? Was it the general public? Children? Or professionals?
 Who presented the information? Was it an actor? A paid spokesperson? Or an expert in the field?
 Where was the program aired? An example would be if the program was aired on public television; This would
slightly increase the credibility of the program.
 When was it produced? Was it produced a long time ago? Depending on your topic, the age of the production may
be important.
 After asking these questions, and if the broadcast manages to pass these questions, then we need to take a
closer look at the program in order to ensure that it can be used as a reliable source. Furthermore, some more
questions must be asked concerning this issue.
 Do you think there was bias in the presentation of the information? Was the producer trying to influence your
opinion? Or was their position neutral or were they representing a particular perspective on the topic?
 Was the presentation of information balanced? Did the presentation present multiple viewpoints of the topic or just
one?
 How thoroughly did it cover the subject? Did it give a general overview? Or was it an indepth look on a single
aspect of the subject?
 How was the information presented? Did the program include interviews with experts or witnesses? Or was the
program a re-enactment or actual footage of an event (Abston, 2015)?

Design Principles and Elements

Elements of Audio Media.

Audio files  can be embedded as links or streamed so that they may be listened to without waiting for it to fully load.
Audio can be used to narrate PowerPoint presentations.

Audio files  are extremely limited by the equipment and software used in producing them.

 Are the right codecs installed?


 Can the medium successfully play the given audio format?
 Is the available equipment good enough for producing good quality audio?

Principle 1. When using audio elements, always consider their needs and limitations, and their accessibility to end-users.

Be aware of the limitations of the software and equipment involved in audio production. When a special plug-in or
software is needed in order to access the audio elements; it is important to explain to the user what software and
hardware is required in order to access them and instructions on installing the software and hardware if they are not
present.

Audio elements designed using high-quality equipment and software perform very differently on the average
computer. Streaming and downloading audio files can take time when it is done over a computer with a weak internet
connection. If the plug-in or software is freeware, then one should provide a link to a download site.

Principle 2. When audio is used alongside visuals, then one must use the audio to reinforce the content, and not as the
sole carrier of the content.

The highest quality audio possible should be used alongside the visuals, and the audio must complement, and
not compete with, the information presented by the visuals.

Audio provides more information other than the display, so the user would be receiving both audio and visual
information at the same time. Studies show that the brain can process audio information faster than visual information. For
maximum impact, the audio must be of high quality.

Extensive studies have been conducted concerning televised news with conflicting audio and visual
information, and it was discovered that these news stories are more difficult to comprehend.

Principle 3. When audio is used for online courses, make sure that the Audio is used to assist learning and teaching and
that students with lower end computers can access the audio course.

Do not use non-streaming audio files that require to be loaded fully before they can be accessed on the web
site with the audio courses.

Audio files will take some time to download. Another reason to stream audio is because we have to consider
the fact that not everyone has a fast Internet speed.

Principle 4. When desktop audio conferencing is used as instructional media, make sure that the audio conferencing is
used to assist learning and not to distract from it.

Students must be able to access it from their home computers (Florida Gulf Coast University, 2006).

Visual And Information media

Visual media and information  refer to materials, programs, applications and the like that teachers and students use to
formulate new information to aid learning through the use, analysis, evaluation and production of visual images.

Analogous  Colours lie next to each other on the color wheel.

 They typically combine beautifully and create appealing for your designs

Triad  Triadic Colours are those that are evenly spaced out around the color wheel as though youre looking at an
equilateral triangle

.GIF or Graphic Interchange Format  Capable of Displaying Simple Animation

.JPG or Joint Photographic Experts Group.  JPEG Format is virtually Synonymous with Digital Photography

.PNG or Portable Network Graphics Pronounced as “ping”.

 Its development was basically for the purpose of transporting image on the internet at faster rates

Complementary  Colours are that lie opposite each other on the color wheel

Split-Complementary  A variation of the complementary colour scheme, the split-complementary technique takes a
base colour and then uses the two adjacent colours as its

Still Life Photography  is a genre of photography used for the depiction of inanimate subject matter, typically a small
group of objects. It is the application of photography to the still life artistic style.

Design Elements of Visual Media

Line  describes a shape or outline. It can create texture and can be thick or thin. Lines may be actual,
Shape  usually a geometric area that stands out from the space next to or around it,
Value  the degree of light and dark in a design.
Texture  the way a surface feels or is perceived to feel. Texture can be added to attract or repel interest to a visual
element.
Color  determined by its hue (name of color), intensity (purity of the hue)
Visual Design Principles

Consistency  Consistency of margins, typeface, type style, and colors is necessary, especially in slide presentations or
documents that are more than one page.
Center of Interest  an area that first attracts attention in a composition.
Balance  a feeling of visual equality in shape, form, value, color, etc.
Harmony  brings together a composition with similar units.
Contrast  offers some change in value creating a visual discord in Contrast a composition.
Directional Movement - a visual flow through the composition.
Rhythm  a movement in which some elements recur regularly.
Perspective  created through the arrangement of objects in two-dimensional space to look like they appear in real life.

Elements and Principles of Art

Line  is the path of a point moving through space

Pattern  refers to the repetition or re-occurrence of a design element, exact, or varied, which establishes a virtual beat.

Shape  implies a spatial form and usually perceived as two-dimensional

Form  has depth, length, and width and resides in space. It is perceived as three-dimensional

Color  Colors all come from the three primaries black and white. They have three properties hue, value, and intensity.

Value  refers to relative lightness and darkness and is perceived in terms of varying levels of contrast

Pattern  refers to the repetition or re-occurrence of design element, exact or varied, which establishes a virtual beat.

Rhythm or Movement  refers to the suggestion of motion through the use of various elements

Proportion  is the size of parts to a whole and to one another.

Scale  refers to relating size to a constant, such as a human body.

Balance  is the impression of equilibrium in a pictorial or sculptural composition. It is often referred to as symmetrical,
asymmetrical, or radical.

Common Media Type files

 JPEG

 PNG

 GIF

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