AUDIO AND MOTION INFORMATION AND MEDIA (Lesson)

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AUDIO AND MOTION INFORMATION AND MEDIA

I. MOST ESSENTIAL LEARNING COMPETENCY


The most essential Learning Competencies are to:
• describe the dimensions of Audio Information and Media; (No identified
code)
• describe the dimensions of Motion Information and Media; (No identified
code)
• analyze how the different dimensions are formally and informally
produced, organized, and disseminated; and (No identified code)

LESSON 1: AUDIO INFORMATION AND MEDIA

Sound, as you have learned in your science class, is an energy form that is
propagated by vibrating objects. The energy travels through a medium such as air. When you
study the nature of sound or audio in terms of generation, transmission, and reception, you
are engaged in what is called ACOUSTICS.

Sound has both technical and aesthetic roles in media production. It has depth and
perspective, which is why it can be a mode of information exchange. As suggested by
Roberts-Breslin (2008), sound is “a powerful tool of expression, both alone and in
combination with images.”

Visual media and sound/audio media complement each other rather well. The aural sense
appeals to a certain part of human brain that the visual media may not be able to trigger. If
you consider visual information to greatly augment the informative capacity of the printed
text, audio performs the same exact role for visual information. Various aural media enrich
the visual experience in one way or another.

Types of Audio
1. Radio broadcast  It is live or recorded audio sent through radio waves to reach a wide
audience.
 It is any vocal and/or instrumental sounds combined in such a way
as to produce beauty of form, harmony, and expression of emotion.
2. Music It is composed and performed for many purposes, ranging from
aesthetic pleasure, religious or ceremonial purposes, or as an
entertainment product.

3. Sound Recording  A recording of an interview, meeting, or any sound from the


environment.
 It is any sound, other than music or speech, artificially reproduced
4. Sound to create an effect in a dramatic presentation, as the sound of a
clips/effects storm or a creaking door.
 It is a digital audio or video file or recording, usually part of a
5. Audio Podcast
themed series, that can be downloaded from a website to a media
player or computer.

Different ways of storing audio media


1. Tape  It is magnetic tape on which sound can be recorded.
 It is a plastic-fabricated, circular medium for recording, storing, and
2. CD
playing back audio, video, and computer data.
3. USB Drive/ Flash  It is an external flash drive, small enough to carry on a key ring, that
Drive can be used with any computer that has a USB port.
 aka flash memory card or storage card.
 It is a small storage medium used to store data such as text, pictures,
4. Memory Card audio, and video, for use on small, portable, or remote computing
devices
5. Computer hard  It is some secondary storage devices for storing audio files.
drive
 It is a websites or file repositories for retrieving audio files, and more
6. Internet/Cloud precisely the files are stored in some datacenter full of servers that
is connected to the Internet.

Different audio file formats:


1. MP3 (MPEG Audio  It is a common format for consumer audio, as well as a
Layer 3) standard of digital audio compression for the transfer and
playback of music on most digital audio players.
2. M4A/AAC (MPEG-4  It is an audio coding standard for lossy digital audio
Audio/Advanced compression. Designed to be the successor of the MP3 format,
Audio Coding) AAC generally achieves better sound quality than MP3 at
similar bit rates.
3. WAV  It is a Microsoft audio file format standard for storing an audio
bitstream on PCs. It has become a standard file format for
game sounds, among others.
4. WMA (Windows  It is an audio data compression technology developed by
Media Audio) Microsoft and used with Windows Media Player.

Hearing vs Listening
“Hearing is simply the act of perceiving sound by the ear. If you are not
hearingimpaired, hearing simply happens. Listening, however, is something you consciously
choose to do. Listening requires concentration so that your brain processes meaning from
words and sentences. Listening leads to learning.”
(http://www.d.umn.edu/kmc/student/loon/acad/strat/ss_hearing.html)

Units of sound
• Decibel or simply dB - noise of sound Measurement
• Hertz or simply Hz - unit of sound frequency
• Phon - unit of subjective loudness
Sound Characteristics and Purposes
Characteristics Definition
Volume  Intensity of a sound.
 It is a scientific measurement of the quantity or power of sound
Tone  The quality of a sound produced by a musical instrument or
singing voice.
 the audible characteristic of a sound.
Pitch  it is the quality that makes it possible to judge sound as “higher”
and “lower” in the sense associated with musical melodies.
Loudness  in acoustics, loudness is the subjective perception of sound
pressure.
 refers to the magnitude of the sound heard.

Purposes of Sound
o Give instruction or information
o Provide feedback
o To personalize or customize

Elements and principles of sound design.

Dialogue  it is a speech, conversation, voice-over.


Sound  it is any sound other than music or dialogue.
Effects
Music  it is any vocal or instrumental sounds (or both) combined in such a way
as to produce beauty of form, harmony, and expression of emotion.
Silence  it is the absence of audio or sound.

Principles of Sound Design – the techniques for combining the different elements or objects.
Mixing  it is the combination, balance and control of multiple sound elements.

Pace  Time control. Editing. Order of events: linear, non-linear, or


multilinear.
Transitions  How you get from one segment or element to another.

Types of transitions:
o Segue - one element stops, the next begins ("cut" in film).
o Cross-fade - one element fades out, the next fades in, and they
overlap on the way. o V-Fade - First element fades to inaudible
before the second element begins.
o Fade to Black - V-Fade with some silence between elements.
o Waterfall - As first element fades out, the second element begins at
full volume. Better for voice transitions, than for effects

Stereo  Using left and right channel for depth.


Imaging

LESSON 2: MOTION MEDIA AND INFORMATION

Film or cinema, electronic billboards, television shows, online videos, and phone gaming
are all examples of what we call motion media, or “motion based on moving images with
audio and interaction functions” (Lee, Park, Lee, ad Cameron, 2010) aimed at
communicating information in multiple ways (Roblyer, 2006). The use of technologies in
animation and or video footage to produce images that have an illusion of motion. Typically,
motion media is shown through electronic media technology; however, they can also be
created using manual technology (e.g stroboscope, flick book, zoetrope).

Motion media is a visual media that gives the appearance of a movement. It can be a
collection of graphics, footage, videos. It is combined with audio, text and/or interactive
content to create a multimedia

Forms of motion media


1. Informal – created by individuals often for personal use.
2. Formal – created by professional who follows industry standards in creating, editing
and producing motion in media. Formal production of animations involves the following
steps:
a) Writing a Story - writers and directors create the story board
b) Script is written and dialogue is recorded
c) Animators sketch major scenes; in betweeners fill in the gaps
d) Background music and background details are added
e) Drawings are rendered
Videos are produced in the same manner except that instead of drawing the scenes they are
acted out and shot. Once the scenes have been shot, all clips are edited and put together in a final
product.

Motion Media Formats


1. Animation 2. Video Format/Codecs
• Animated GIF (Graphic motion media use large resources. Codecs
Interchange Format) compresses and decompresses video files.
• Flash Examples are DivX, MPG, MP4, 3gp, AVI,
• Shockwave MKV
• Dynamic HTML

Purposes, Sources and Audience of Motion Media and Information


Purposes Sources Audiences
• Education • Personal  private or public
• Entertainment • Social Media  directed or general
• Advertising • Media Companies

In some of these, media convergence can be observed with one artefact falling into several
categories
How to determine a credible Motion Media?
• Validity of information - Is it peer reviewed and verifiable
• Source - Primary or secondary source? Does the video capture the actual event or does it
simply present information learned about an event?
• Relationship of the author to the event - Does he have firsthand knowledge •
Technical methods of detecting tampered/fake videos
• Smoothness of Often detected when movement are not smooth; when
video action positioned to jump from one position to another, as if
some action was missing.
• Lighting coverage One way to detect matches is to look at the shadows; the
matches source of light determines the size and direction of the
shadows.
• Scale and size Scales refers to how the size of objects in reference to one
consistent another are near the real thing. If the picture is reduced or
enlarge by a certain percent, then all of the objects should
be resized by that percent. Objects that are far away are
usually smaller than objects that are nearer.

Elements of Motion Media


1. Speed A fast movement gives vigor and vitality, intensifying emotions. A slow
movement connotes lethargy, solemnity or sadness.
2. Direction indicates a movement from one direction to another. It can also refer to the
growing or shrinking of an object.
3. Motion refers to the route that the object will take. It shows the change in direction of
Path a movement. It is important to note the triggers to the change in direction of
an object. These triggers are often key objects or events in a story.
4. Timing Timing can be objective or subjective. Objective timing can be measured in
minutes, seconds, days, etc. Subjective timing is psychological or felt.
Objective timing is used to produce subjective timing. Timing can be used to
clarify or intensify the message or the event. Using a pause can help time
the events.

Design principles in creating movement


Speed, direction and timing should depict natural laws of physics. This included trajectories,
impact on objects and reactions of the environment.
• Timing affects recall. Fast movement sends much information Slow movement provides
emphasis and lasting recall.
• Transitions are used to switch between scenes. Having a clear start and finish in your motion
path or scenes Using neutral colors at the start or end of a scene is a good method for
creating the right mindset. It is important to know which type of transition to use as this sets
the tone for the next event and should provide a smooth connection from one event to
another.
• Sound and color adds depth and meaning to movement.
• Cartooning your graphic and text provides dynamic movement. This can be done by using
the following movements: stretching, rotating, squashing
• Blurring can be used in different ways. In animation, blurring can provide the illusion of fast
movement. In videos, it is often used to censor information for security or decency.
Advantages of Motion Media and Information
• captures motion in a manner that it can be viewed repeatedly.
• it can show processes in detail and in sequence.
• simulations allow for safe observation
• can cut across different cultures and groups.
• allows scenes, history, events and phenomenon to be created.
• enables learning with emotions

Limitations of Motion Media and Information


• Compared to other forms of visual media the viewers cannot interrupt the presentation
• Often time more costly than other forms of visual media
Other data may be presented best using still images. (graph/diagram/maps) • It is subject to
misinterpretation

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