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MULTIMEDIA FINAL EXAM – 49/50

1. Contains common tools used for editing clips in the timeline.

- Premiere Tools or toolbox

2. Holds all the Collection such as clip and sequence you import and create in your timeline editor

- File panel

3. It allows you to manipulate the audio settings and properties such as echo and volume for the
selected clip.

- Audio Mixer

4. - It allows you to minimize, maximize and close the program

- Control buttons

5. It displays the name of the application

- Title bar

6. It display the total output of your project timeline and clips.

- Program monitor

7. It provides a more detailed view of your project and allows you to make fine edit in your clips

- Timeline editor

8. It shows the menu tab application window.

- Menu bar

9. It shows the rhythmical pattern of beats per measure in audio

- Audio Meter

10. It stores combination of effects like audio & video effects or Audio & Video transition

- Effects Rack

11. a video consists of sequence of

- frames

12. Adobe Premiere Pro saves style library files with the extension

- .prsl
13. editing is almost an art form because

- You are blending together images and sound to make a connected piece

14. Software used for video editing is

- All of the answer is correct

15. Video editing is the process of

- All answer is correct

16. What is the frame size for NTSC video?

- 720x486 pixels

17. What is the place called where we drag all the footage?

- Timeline

18. What should be used to split multiple tracks at the same point in the timeline?

- razor tool

19. Which of the following is not a transparency key type?

- CMYK

20. Which of the following Roll/Crawl Timing options, specifies the number of frames through which the
title rolls at a slowly increasing speed until the title reaches the playback speed?

- Ease in

21. a _______ can be added to your presentation and then used to go to a variety of locations for
example, a web address, an e-mail address, a custom show or document, just to name a few.

- Hyperlink

22. classic example of hypermedia, whereas a non-interactive cinema presentation is an example of


standard multimedia due to the absence of hyperlinks.

- World wide web

23. a collection of websites or web pages stored in web servers and connected to local
computers through the internet

- World wide web


24. aimed at the perception of a human, and is accessible for computer processing.

- Document

25. consists of a set of structural information that can be in different forms of media, and during
presentation they can be generated or recorded.

- Document

26. HTML is stand for ____

- Hypertext markup language

27. includes the non-linear information links of hypertext systems and the continuous and media of
multimedia systems.

- Hypermedia system

28. one method of transmitting information.

- Document

29. system contains information which is coded at least in a continuous and discrete medium.

- Multimedia System

30. The data of different nodes can be represented with one or several media types. In a pure text
system, only text parts are connected.

- Hypertext system

31. a growing library of free and commercial Assets created both by Unity Technologies and also
members of the community.

- Asset store

32. a way of packing images together as one image, which is then used to create animations and sprite
graphics as it will use low memory and increase the performance of games

- Sprite sheet

33. allows you to navigate and edit your scene visually

- Scene view
34. an integrated platform that is used as a gaming engine and framework

- Unity

35. defines how large it is when compared to its original or native size.

- Scale

36. displays the files being used for the game.

- Project window

37. It is where all the objects in your recently open scene are listed, along with their parent-child
hierarchy.

- Hierarchy window

38. property defines the amount of rotation (measured in degree) an object is rotated about that axis
with respect to the game world or the parent object.

- Rotation

39. shows the errors, warnings, and other messages generated by Unity.

- console window

40. transform in X, Y, and Z coordinates.

- Position

41. A class script is inherited from

- MonoBehaviour

42. dragging an object from scene to assets makes it

- prefab

43. The debug.log in Unity3d logs message to

- Console

44. The properties of a GameObject can be set through

- Inspector
45. The transform component determines

- both position, rotation and scale

46. When a Script in Loaded, which function is called first

- Awake

47 Which function allows a game object to pass through other ?

- OnTriggerEnter

48. Which Function can be called more than once per frame?

- FixedUpdate()

49. Which one is correct to disappear a game object?

- gameObject.transform.setActive(false);

50. Which one is used for visual appearance of a game Object?

- Materials

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