1.6 Key Chapter Terms

Chapter 1 Terms

Analog Media:
It means methods of mass communication that includes non- digital and analogic media such as broadcasting, radio and tv, records and tapes.
Buttons:
Clickable features on a GUI which will launch a program when clicked or touched usually for physical or online applications.
Co-creation:
The procedure by which several stakeholders join forces in order to produce content, merchandise, values, etc.
Co-destruction:
Happens when a combination of the user and platform interactions lead to the loss of value.
Decoding:
The act of making meaning or understanding out of a communication by the receiver.
Digital Footprint:
Internet activities which many people leave behind while interacting with the internet.
Digital Identity:
The virtual persona of a person together with his/her personal information existing on the cyberspace.
Digital Media:
Information that appears in webpages, social networking sites or applications that are accessed through the Internet.
Digital Platforms:
Web 2.0 applications or platforms for the distribution of content, including YouTube, Facebook or e-commerce applications.
Dormancy:
A situation whereby the various accounts, content or platforms one has online are suspended but not closed.
Dynamic Content:
Content which may be in the form of interactive content, product/service offerings or anything that adapts its content in relation to the user activity.
Electronic Data:
Any data collected and sent through electronic means, inclusive of writing, voice or pictures amongst others.
Hyperlinks:
Hypertext links that are embedded into the material read by a user as clickable spots linking to other documents, Web sites, or media.
Interactive:
Media or tools that enable users to interact and respond, for example, games or quiz.
Linear:
Content that is presented in a temporal way that will be expected from a conventional movie or a lecture.
MP3:
An MP3 format of transmitting and storing sound files popular due to its usage of lesser space in its compression.
Multimedia:
The integration of writing, speaking, showing and informing all combined in a single project or presentation.
Multiplatform Compatibility:
The facility by which content or applications are, capable of running on different smartphones or operating systems.
Negative Contribution:
Activities that negatively affect the quality or feel of a platform or community; sending unsolicited messages or posting fake information.
Non-linear:
Material which is composed loosely and does not have to be consumed in a linear way, such as an interactive story.
Social Media:
Media that allow the users to generate, access, modify and share information, content and audiences over the internet.
Technological Convergence:
This is where one technology integrates various types of technologies to form a single product for instance; smartphone comprises a camera, global positioning system and internet.
Virtual Reality (VR):
A newer form of project involving the creation of advanced computer generated environments that give the user the sense of experiencing real or fictional places or events.

Attribution & References

Except where otherwise noted, Terms and definitions are adapted from the pages and original sources cited within chapter 1, CC BY-NC 4.0.

License

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DRAFT - Multimedia Communications Copyright © by Marie Rutherford is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License, except where otherwise noted.

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