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UNDERSTANDING MEDIA by Mind Map: UNDERSTANDING MEDIA

1. Truck

2. More and more organizations are providing customer service tools to encourage consumers to have greater interaction with their brand. 

3. The evolution of designs is rapid and continual. It is always molding and changing. Design is never finished or final is can be applied in many examples of design and just everyday tasks in general, things likethe way we listen to music. We went from record players to mp4's and iPads. Also communication, foams of communication has changed over the last 10 years, so what's going to happen in another 10 years.

4. Pre- history is the period of human activity between the use of the first stone tools  ~3.3 million years ago and the invention of writing systems, the earliest of which appeared ~5300 years ago. Technology that predates  recorded history. History is the study of the past using written records; it is also the record itself. Anything prior to the first written accounts of history is  prehistoric (meaning "before history"), including earlier technologies. About 2.5 million years before writing was developed, technology began with the earliest  hominids who used  stone tools, which they may have used to start fires, hunt, cut food, and bury their dead.

5. Aesthetic of the Image, Text, and Audio

5.1. Text

5.1.1. Framing and Reading

5.1.1.1. Newspaper and Journalism

5.1.1.1.1. A newspaper that reports news and information in a variety of format relevant to a locality, community or specific local area in print or available online.

5.1.1.2. Books, Comics, Magazines, and the Publishing Industry

5.2. Audio

5.2.1. Radio and Evoking Imagination

5.2.2. Framing and Listening

5.3. Image

5.3.1. Photography and Timeless Image Concepts

6. Aesthetics of Film and TV

6.1. Film

6.1.1. Modes of Film Production

6.1.1.1. Preproduction Stage

6.1.1.2. Production Stage

6.1.1.3. Postproduction Stage

6.1.2. Film Formats

6.1.2.1. Narrative

6.1.2.2. Documentary

6.1.2.3. Animation

6.1.2.4. Experimental

6.1.3. Motion Framing Concepts

6.1.3.1. Zoom

6.1.3.2. Dolly

6.1.3.3. Tilt

6.1.3.4. Pan

6.1.3.5. Focus

6.1.3.6. Pedestal

6.2. Image Composition

6.2.1. Relationship of object and people

6.2.2. The play of light and dark

6.2.3. The colors and their pattern

6.2.4. The position of the camera and the angles used to frame the subjects

6.3. Digital describes electronic technology that generates, stores, and processes data in terms of two states: positive and non-positive. A modem is used to convert the digital information in your computer to analog signals for your phone line and to convert analog phone signals to digital information for your computer.

6.3.1. Graphic Design

6.3.1.1. 3D Images

6.3.1.1.1. 3D means three-dimensional, i.e. something that has  width, height and depth (length). Our physical environment is three-dimensional and we move around in 3D every day.

6.3.1.2. Animation

6.3.1.3. Advertisement

6.3.1.3.1. Advertising is the action of calling public attention to an idea, good, or service through paid announcements by an identified sponsor.

6.4. Crafting Media Messages

6.4.1. Crafting Meaning in Audio Production

6.4.2. Crafting Meaning in Image Production

6.4.3. Crafting Meaning in Audiovisual Production

7. Aesthetics of New Media

7.1. New Media

7.1.1. Multimedia

7.1.1.1. Mobile Smartphones

7.1.1.1.1. A smartphone is a mobile phone that includes advanced functionality beyond making phone calls and sending text messages.

7.1.2. Convergence and Characteristics

7.1.2.1. Digital

7.1.2.2. Digital Single Lens Reflex

7.1.2.3. Internet Radio

7.1.2.3.1. Internet radio (also web  radio, net radio, streaming  radio, e-radio, IP radio,  online radio) is a digital audio service transmitted via the Internet. Broadcasting on the Internet is usually referred to as webcasting since it is not transmitted broadly through wireless means.

7.1.3. Transitioning Users

7.1.3.1. Digital Native

7.1.3.2. Digital Immigrant

8. Aesthetic of Social Networking

8.1. Relevance of Social Media

8.1.1. Personal Communication

8.1.1.1. Personal Communications  include private letters, memos, emails, personal  interviews, telephone conversations, and similar resources. As the personal communication may not provide recoverable data, the personal communication  may be cited in text only.

8.1.2. Business and Customer Care Tools

8.1.3. Social Services and Governance

8.1.3.1. Government services provided for the benefit of the community, such as education, medical care, and housing.

8.1.4. Advocacy Campaigns for Social Changes

8.1.4.1. Advocacy is an activity by an individual or group that aims to influence decisions within political, economic, and social systems and institutions. Advocacy  can include many activities that a person or organization undertakes including media  campaigns, public speaking, commissioning and publishing research.

8.2. Educational Tools

8.2.1. Educational technology is the use of both physical hardware, software, and educational theoretic to facilitate learning  and improving performance by creating, using, and managing appropriate technological processes and resources

8.3. Broadly, any written or pictorial form of communication produced mechanically or electronically using printing, photocopying, or digital methods from which multiple copies can be made through automated processes.

8.4. Kinds of Media

8.4.1. Print- Based

8.4.2. Audio-based

8.4.3. Photo- based

8.4.4. Video- based

8.4.5. Social Networking Sites

9. DEEP UNDERSTANDING ABOUT MEDIA

9.1. Media

9.2. Information

9.2.1. Information is stimuli that has meaning in some context for its receiver. When information is entered into and stored in a computer, it is generally referred to as data. After processing (such as formatting and printing), output data can again be perceived as information. When information is packaged or used for understanding or doing something, it is known as knowledge. An example of information is what's given to someone who asks for background about something.

9.3. Literacy

9.3.1. Media are the communication outlets or tools used to store and deliver information or data. The term refers to components of the mass media communications industry, such as print media, publishing, the news media, photography, cinema, broadcasting (radio and television), and advertising. An example of media are CDs and DVDs. An example of media are newspapers, television, radio, printed matter, Internet information and advertising.

9.3.2. Traditionally, literacy is the ability to use written language actively and passively; one definition of literacy is the ability to "read, write, spell, listen, and speak". Literacy skills are all the skills needed for reading and writing. They include such things as awareness of the sounds of language, awareness of print, and the relationship between letters and sounds. Other literacy skills include vocabulary, spelling, and comprehension.

9.4. Information Literacy

9.5. Media Literacy

9.5.1. Media literacy is the ability to ACCESS, ANALYZE, EVALUATE, CREATE, and ACT using all forms of communication. In its simplest terms, media literacy builds upon the foundation of traditional literacy and offers new forms of reading and writing. Media literacy empowers people to be critical thinkers and makers, effective communicators and active citizens.

9.6. Technology Literacy

9.6.1. It is the ability of an individual, working independently and with others, to responsibly, appropriately and effectively use technology tools to access, manage, integrate, evaluate, create and communicate information.

9.6.1.1. • Understanding how to use web browsers, search engines, email, text, wiki, blogs, Photoshop, Powerpoint, video creation/editing software , etc. to showcase learning.

9.6.1.2. • Using online classes to enhance learning in the classroom.

9.6.1.3. • Choosing appropriate media to showcase learning - understand what platforms will best illustrate your message and learning to peers and educators.

9.6.1.4. • Students and teachers creating online content to be utilized both in and out of the classroom.

9.6.1.5. • Encouraging students to use technology to showcase their learning.

9.6.1.6. • Using the web ( web sites video, music) to enhance the learning of your students.

9.6.1.7. • Evaluating online resources for accuracy/trustworthiness of information.

9.7. Internet Literacy

9.7.1. The ability to seek out information when necessary with the utilization of the internet. It is a textbook that delivers a course of instruction about the Internet. The goal is to enable students to acquire the conceptual background and the online skills needed to become Internet literate. Many schools teach online courses that use the Internet Literacy textbook.

9.8. Digital Literacy

9.8.1. Digital literacy is the ability to use information and communication technologies to find, evaluate, create, and communicate information, requiring both cognitive and technical skills. It is the ability to use information and communication technologies to find, evaluate, create, and communicate information, requiring both cognitive and technical skills.

9.8.2. Cultural Literacy refers to the concept that citizens in a democracy should possess a common body of knowledge that allows them to communicate effectively, govern themselves, and share in their society's rewards. The culturally literate person is able to talk to and understand others of that culture with fluency, while the culturally illiterate person fails to understand culturally-conditioned allusions, references to past events, idiomatic expressions, jokes, names, places, etc.

9.9. Cultural Literacy

9.10. Media Information Literacy

9.10.1. Media and Information Literacy (MIL) is a “combination of knowledge, attitudes, skills, and practices required to access, analyse, evaluate, use, produce, and communicate information and knowledge in creative, legal and ethical ways that respect human rights. The purpose of being information and media literate is to engage in a digital society; one needs to be able to understand, inquire, create, communicate and think critically. It is important to effectively access, organize, analyze, evaluate, and create messages in a variety of forms.

10. WHAT IS MEDIA?

10.1. Gaming

10.1.1. Game Design

10.1.1.1. Game design is the art of applying design and aesthetics to create a  game for entertainment or for educational, exercise, or experimental  purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.

10.1.2. Ludology

10.1.2.1. It is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. 

10.1.3. Humans and technology form strong relations with one another. People are having feelings and emotions for objects.

10.1.4. Gaming Systems

10.1.4.1. Gaming the system (also  gaming or bending the rules, or rigging, abusing, cheating, milking, playing, cheating the system, working the system, or breaking the system) can  be defined as using the rules and procedures meant to protect a system  to, instead, manipulate the system for a desired outcome.

10.1.5. GPS

10.1.5.1. Stands for "Global Positioning System."  GPS is a satellite navigation system used to determine the ground position of an object.

10.2. Emotions

10.3. Technology

10.3.1. MP4 Players

10.3.1.1. MP4 is a digital multimedia container format most commonly used to store video and audio, but it can also be used to store other data such as subtitles and still images. Like most modern container formats, it allows streaming over the Internet.

10.3.2. Computers

10.3.2.1. These are one of the major parts of media and without them media would not exist.

10.3.3. Digital Communication

10.3.3.1. Cellphones and the internet are digital forms of communication. These are used frequently through averages people's day that makes us relevant to media.

10.4. Software

10.4.1. Applications

10.4.1.1. Every web-based-application  that supports information publishing and sharing (text, video, audio, photo), the building of personal profiles, connecting to a community and searching within the community is considered as a social media application.

10.4.2. Programming

10.4.2.1. Broadcast programming  is the practice of organizing and/or ordering (scheduling) of broadcast media shows, typically radio and television, in a daily, weekly, monthly, quarterly or season-long schedule.

10.4.3. Social Networks

10.4.3.1. Social Networks are a massive part of everyday life. It is debatable weather is it good or bad and is very opinionmated subject. Despite this, it is a good way of keeping in contact with distant relatives. Things like Skype and Facebook allow you to talk to people half way across the world.

10.5. Multimedia

10.5.1. Music

10.5.2. Film

10.5.2.1. Special effect, animations, things like Avatar.

10.5.2.2. Music is a form of art; an expression of emotions through harmonic frequencies. Music is also a form of  entertainment that puts  sounds together in a way that people like, find interesting or dance to. Most music includes people singing with their voices or playing  musical instruments, such as the piano, guitar,  drums or violin.

10.5.3. TV

10.5.3.1. TV plays a very important role  in the building of a society. TV is a source of information or communication and media plays a very significant role in everyone's life. In today's modern society, media has become a very big parts of our life. Its duty is to inform, educate and entertain.

10.5.4. Interactions

10.5.4.1. Animation

10.5.4.2. Media interaction, which implies that the audience member experiences. "interaction" with, and in many cases identifies with persons in the media content, was defined, operationalized and used in an empirical study.

10.5.5. Audio

10.5.5.1. sound, especially when recorded, transmitted, or reproduced or "audio equipment".

10.6. Future

10.6.1. Media is becoming a large part of society and continues to exponentially grow. This is why media design is important because in the future it will play a large roll.

10.7. Progression or Change

10.8. Broadcast media

10.8.1. TV

10.8.1.1. reality TV

10.8.1.2. "fly on the wall" documentary

10.8.2. radio

10.8.2.1. The definition of radio is relating to a device that uses electromagnetic waves for communication. An example of radio used as an adjective is in the phrase "radio station," which means a particular station that broadcasts news and or music.

10.8.3. Magazines

10.8.3.1. Frequency

10.8.3.1.1. weekly

10.8.3.1.2. quarterly

10.8.3.1.3. monthly

10.8.3.2. Audience

10.8.3.2.1. consumer

10.8.3.2.2. trade and professionals

10.8.3.2.3. business

10.9. Media classification

10.9.1. Mass media

10.9.1.1. Mass media refers to a diverse array of media technologies that reach a large audience via mass communication. The technologies through which this communication takes place include a variety of outlets. Broadcast media transmit information electronically via media such as films, radio, recorded music, or television. 

10.9.2. Niche media

10.9.2.1. Niche Media was an American magazine publisher. The company was founded in 1992 by Jason Binn.

10.9.3. Addresable media

10.9.3.1. Addressable media are basically any online platforms that can gather personal information of users. This can be from emails, social media accounts, or any user accounts that determine users’ search trends.

10.9.4. Interactive media

10.9.4.1. Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video, audio, and video games.

10.10. Out-of-Home

10.10.1. video

10.10.1.1. Moving pictures in various formats. The term may refer to analog VHS tapes and digital DVDs as well as to computer files containing video in any number of digital formats. Contrast with audio media.

10.10.2. cinema

10.10.2.1. Cinema, or motion picture, is the art of moving images; a visual medium that tells stories and exposes reality.

10.11. Internet

10.11.1. Web 2.0 the collaborative web

10.11.1.1. wikis

10.11.1.2. social networks e.g. facebook, myspace

10.12. Print media

10.12.1. Newspaper

10.12.1.1. Local papers

10.12.1.2. Broadsheets

10.12.1.2.1. A large piece of paper printed on one side only with information; a broadside.

10.12.1.3. Tabloids

10.12.1.3.1. A tabloid is a newspaper with a compact page size smaller than broadsheet. There is no standard size for this newspaper format.

10.12.1.4. National Papers e.g. New York Times, Washington Post, Guardian, Times (London)

10.12.1.4.1. A publication, usually issued daily or weekly, containing current news, editorials, feature articles, and usually advertising. 

10.12.2. Magazines

10.12.2.1. Frequency

10.12.2.1.1. weekly

10.12.2.1.2. monthly

10.12.2.1.3. quarterly

10.12.2.2. Audience

10.12.2.2.1. business

10.12.2.2.2. consumer

10.12.2.2.3. trade and professional

10.12.2.3. Society e.g. Hello Magazine

10.12.2.3.1. Hello! is a weekly magazine specializing in celebrity news and human-interest stories, published in the United Kingdom since 1988.

11. MEDIA THEN AND NOW

11.1. Pre- Industrial Age

11.1.1. The Industrial Age is a period of history that encompasses the changes in economic and social organization that began around 1760 in Great Britain and later in other countries, characterized chiefly by the replacement of hand tools with power-driven machines such as the power loom and the steam engine, and by the concentration of industry in large establishments.

11.2. Industrial Age

11.3. Electronic Age

11.3.1. The Electronic age is the invention of the transistor ushered in the electronic age. People harnessed the power of transistor that led to the transistor communication became more efficient.

11.4. Digital Age

11.4.1. Digital Age or Informational Age is a period in human history characterized by the shift from traditional industry that the Industrial Revolution brought through industrialization, to an economy based on information computerization. The internet paved the way advanced the used of microelectronics with the invention of personal computers, devices wearable technology. Moreover, voice, image, sounds, and data are digitalized.