Professional Documents
Culture Documents
2. Media Languages - are codes, conventions, formats, symbols and narrative structures that
indicate the meaning of media messages to an audience
3. CODES
4. Codes - are systems of signs that when put together create meaning * Semiotics - study of
signs
6. SYMBOLIC CODES - show what is beneath the surface of what we see (objects, setting, body
language, clothing, color, etc. ) or iconic symbols that are easily understood
7. What does a Red Rose symbolizes? A red rose may convey Romance or Love.
8. What does a Clenched Fist symbolizes? A clenched fist may convey Anger.
9. What does the colors in a Traffic Light symbolize? Red – Stop Green - Go Yellow - Ready
10. ACTIVITY
12. What to do? On a 1 whole sheet of paper, Think of a company name and illustrate or draw
its OWN symbol/sign/icon, make sure that it is not copied nor plagiarized from the Internet or
other sources.
13. What to do? You must also include an explanation of the symbol / logo used as well at its
function, purpose or meaning.
16. WRITTEN CODES - use of language style and textual layout (headlines, captions, speech
bubbles, language style, etc. )
17. Headlines
18. Captions
23. EXTREME LONG SHOT - Also called extreme wide shots such as a large crowd scene or a
view of scenery as far as the horizon
27. MEDIUM LONG SHOT - shows a group of people in interaction with each other, example:
fight scene with part of their surroundings in the picture
29. FULL SHOT - a view of a figure’s entire body in order to show action and/or a constellation
group of characters
33. CLOSE UP SHOT - a full-screen shot of a subject’s face showing the finest nuances of
expression
35. EXTREME CLOSE UP SHOT - a shot of a hand, eye, mouth, or any object in detail
37. Camera Shots: Extreme Long Shot Long Shot Medium Long Shot Full Shot
Medium Close Shot Close-up Shot Extreme Close-up Shot
39. Establishing Shot - often used at the beginning of a scene to indicate the location or setting, it
is usually a long shot taken from a neutral position
43. Over-the-Shoulder Shot - Often used in dialogue scenes, a frontal view of a dialogue partner
from the perspective of someone standing behind and slightly to the side of the other partner,
so that parts of both can be seen
47. Insert Shot - A detail shot which quickly gives visual information necessary to understand
the meaning of a scene
51. Hand-held Camera Shot - The camera is not mounted on a tripod and instead is held by the
cameraperson, resulting in less stable shots
53. Point of View: Establishing Shot Point-of-View Shot / POV Shot Over-the-Shoulder
Shot Reaction Shot Insert Shot Reverse-Angle Shot Hand-Held Camera shot
55. Aerial Shot - Overhead Shot - Also called Bird’s Eye Shot - Long or extreme long shot of the
ground from the air
57. High-Angle Shot - Shows people or objects from above higher than eye level
59. Low-Angle Shot - Below Shot - Shows people or objects from below, lower than eye level
61. Eye-Level Shot - Straight-on Angle - Views a subject from the level of a person’s eye
62. Eye-Level Shot
63. Camera Angles Aerial Shot High-Angle Shot Low-Angle Shot Eye-Level Shot
65. Pan Shot - The camera pans (moves horizontally) from left to right or vice versa across the
picture
67. Tilt Shot - The camera tilts up (moves upwards) or tilts down (moves downwards) around a
vertical line
69. Tracking Shot - The camera follows along next to or behind a moving object or person
71. Zoom - The stationary camera approaches a subject by “zooming in” or moves farther away
by “zooming out”.
72. Zoom
73. Zoom
74. Camera Movements: Pan Shot Tilt Shot Tracking Shot Zoom
75. CONVENTIONS
76. CONVENTIONS - Refers to a standard or norm that acts as a rule governing behaviour - Are
generally established and accepted ways of doing something
78. AUDIENCE - the group of consumers for whom the media message was constructed as well
as anyone else who is exposed to the message
79. PRODUCERS - People engaged in the process of creating and putting together media
content to make a finished media product
80. STAKEHOLDERS - Libraries, archives, museums, internet and other relevant information
providers.
81. END
Media and Information Literacy (MIL) - Legal, Ethical and Societal Issues in Media and
Information
1. Legal, Ethical, & Societal Issues in Media & Information BY: MARK JHON C. OXILLO
3. Republic Act No. 10175 - Or the Cybercrime Prevention Act of 2012 - is a law in the
Philippines approved on September 12, 2012 which aims to address legal issues concerning
online interactions and the Internet
4. Republic Act No. 10175 Among the cybercrime offenses included in the bill are
cybersquatting,cybersex, child pornography, identity theft, illegal access to data and libel.
5. So what is Cyber?
6. CYBER means … • relating to, or involving computers or computer networks (such as the
Internet)
7. Cyberspace
8. Cyberspace - refers to the virtual computer world, and more specifically, is an electronic
medium used to form a global computer network to facilitate online communication
9. Cybercrime
10. Cybercrime - refers to the criminal activities carried out by means of computers or the
Internet
11. CYBERBULLYING
12. Cyberbullying - the use of electronic communication to bully a person, typically by sending
messages of an intimidating or threatening nature
13. Hacking
14. Hacking - refers to the practice of modifying or altering computer software and hardware to
accomplish a goal that is considered to be outside of the creator's original objective.
15. Hacking Those individuals who engage in computer hacking activities are typically referred
to as “hackers”.
16. Phishing
17. Phishing - is the attempt to obtain sensitive information such as usernames, passwords, and
credit card details (and, indirectly, money), often for malicious reasons, by disguising as a
trustworthy entity in an electronic communication.
18. Illegal Downloading
19. Illegal Downloading - refers to obtaining files that you do not have the right to use from the
Internet.
20. Illegal Downloading Sites Legal Downloading Sites The Pirate Bay iTunes Kickass.to Yahoo
Music TorrentDownloads.me Amazon YTS.ag Netflix RARBG.to Ruckus
22. Digital Piracy - the practice of illegally copying and selling digital music, video, computer
software, etc.
24. Identity Theft - is the deliberate use of someone else's identity, usually as a method to gain a
financial advantage or obtain credit and other benefits in the other person's name, and perhaps
to the other person's disadvantage or loss
26. Cyber Defamation - is an unprivileged false statement of fact which tends to harm the
reputation of a person or company
28. Cybersex
29. CYBERSEX • also called computer sex, Internet sex, netsex • is a virtual sex encounter in
which two or more people (connected remotely via internet) send each other sexually explicit
contents or sexually explicit acts
32. Cybersquatting
33. CYBERSQUATTING • is registering, trafficking in, or using an Internet domain name with
bad faith intent to profit from the goodwill of a trademark belonging to someone else.
34. CYBERSQUATTING • The cybersquatter then offers to sell the domain to the person or
company who owns a trademark contained within the name at an inflated price.
35. OPYRIGHT
36. COPYRIGHT • a legal device that gives the creator of a literary, artistic, musical, or other
creative work the sole right to publish and sell that work.
37. COPYRIGHT Copyright owners have the right to control the reproduction of their work,
including the right to receive payment for that reproduction.
39. PLAGIARISM
40. PLAGIARISM • an act or instance of using or closely imitating the language and thoughts of
another author without authorization; the representation of that author's work as one's own, as
by not crediting the original author
42. FAIR USE is a legal concept that allows the reproduction of copyrighted material for certain
purposes without obtaining permission and without paying a fee. Purposes permitting the
application of fair use generally include review, news reporting, teaching, or scholarly research.
44. Computer Addiction - the excessive use of computers to the extent that it interferes with
daily life. This excessive use may for example interfere with work or sleep, result in problems
with social interaction, or affect mood, relationships and thought processes.
46. Digital Divide - an economic inequality between groups in terms of access to, use of, or
knowledge of ICT. The divide within countries can refer to inequalities between individuals,
households, businesses, and geographic areas at different socioeconomic (and other
demographic) levels
48. Virtual Self - The persona you create about yourself virtually
49. NETIQUETTE
51. END