Professional Documents
Culture Documents
Communication
2 TYPES:
VERBAL NON-VERBAL
TRANSMISSION MODEL
PUBLICITY MODEL
RECEPTION MODEL
Encoding/decoding
- model of communication by Stuart Hall (1993)
Messages are open for various interpretations.
Literacy- identify, understand, interpret, create, communicate and compute using pointed and
written materials
Media Literacy- ability to analyse, evaluate and produce communication in a variety of media
forms.
INFORMATION LITERACY- identifies what the information is for, where to find it, and how to
evaluate it.
Media and information Literacy is a competencies (knowledge, skills, and attitudes) that
allows citizens to engage with media and other information providers effectively, and develop
critical thinking and life-long learning skills for socializing and become active citizens.
MASS COMMUNICATION
- Communication systems used to create media texts to mass audiences.
- There is no immediate feedback between the source and the receiver
- Traditional forms of mass communication- television, radio, newspaper
PERIODS OF MEDIA
PRE-HISTORIC ERA (200,000 BCE- 4,000 BCE) - Mostly rely on natures. Usage of horn, fire,
rocks
ANCIENT ERA (3000 BCE – 100 CE) – periods where first system of communication was
introduced.
1. FORMS OF WRITING:
Cuneiform script
- Earliest scheme of writing
- Identified by its wedged-shaped marks on clay tablets
Egyptian hieroglyphs
- Orderly writing system used by the ancient Egyptians that combined anagrammed
and alphabetic elements.
- They used cursive hieroglyphs for religious articles on papyrus and wood
2. ALPHABETS WAS INTRODUCED
Phoenician alphabet
- The oldest confirmed alphabets, contains 22 letters of all which are consonants.
- Acquired by Egyptian hieroglyphs and become extensively used writing system.
Greek alphabet
- Derived from the Phoenician alphabet
Drama
- Considered media
- Clear cut mode of narrative, commonly fictional, served in performance.
INFORMATION DISORDER- Refers to the many ways our information environment is polluted-
content are fake, used out of context, or to attack certain individuals.
1. Misinformation- refers to information that is false but the person sharing it unknowingly
perceives it as something true. Lack of intent and lack of credibility.
False connection - headlines or visuals do not support the content
Misleading content - by cropping photos or choosing quotes or statistics
selectively
2. Disinformation- refers to the content that contains false information with the deliberate
intention to mislead or deceive the audience.
False context- genuine content is re-circulated out of its original context.
Imposter content- plagiarism using something you did not create.
Fabricated content- fabricated “news sites”
3. Mal-information- refers to information that is based on reality but is used to inflict harm.
Leaks private information for personal or corporate interest (e.g. revenge porn)
Using a picture (e.g. picture of a dead child with no context or false context) in
effort to ignite hatred of a particular ethnic group (stereotype).
7 MIL SKILLS:
1. The ability of willingness to make an effort to understand content, to pay attention, and to
filter out noise.
2. Understanding of and respect for the power of media messages.
3. The ability to distinguish emotional from reasoned reactions when responding to content
and to act accordingly.
4. Development of heightened expectations of media content.
1. PRINT MEDIA
- oldest type of media
- from the name itself, printed
Ex. Books, Newspapers & Magazines
2. BROADCAST MEDIA
- radio (audio) and television (moving pictures)
- modern print media
- started in 20th century
- most efficient way to transmit message / information
3. NEW/ONLINE MEDIA
- digital / internet
1. Interpersonal Communication Media – online media that are used to create and
maintain personal relationship. (e.g. social media)
2. Interactive Play Media – refers to digital games
3. Information Search Media – refers to online media that are used to store and
retrieve information. Search engines.
4. Collective Participatory Media – online media that focuses on creating, sharing,
and exchanging information, ideas and content in online network and communities.
MEDIA CONVERGENCE
- The process where several media channels come together to exist and operate in
synergy.
- Combination of traditional and online media
MEDIA EFFECTS – The intended or unintended consequences of what the mass media does
MASS MEDIA – channels of communication that involves transmitting information in some way
to a large numbers of people.
Agenda Setting
CULTIVATION THEORY– states that media exposure, especially to television, shapes our
social reality by giving us a distorted view on the amount of violence and risk in the world.
AGENDA SETTING THEORY - process whereby the mass media determine what we think and
worry about. Public reacts not to actual events but to the pictures in our head, created by media.
THIRD- PARTY THEORY – people think that they are more immune to media influence than
others
RECIPROCAL EFFECT – whom a person or event gets media attention, it influence the way
the person acts or the way the event functions.
BOOMERANG EFFECT – refers to media- induced change that is counter to the desired
change.
- Model to understand how the population is manipulated, and how the social
economic, political attitudes are fashioned in the minds of people through
propaganda.
Propaganda – ideas or statements that are often false or exaggerated and that are spread in
order to help a cause, a political leader, a government, etc.
Indigenous Knowledge
Characteristics:
Indigenous communication
CHARACTERISTCS OF INFORMATION
Reliability of information
Accuracy of Information
Value of information
- Much of the information we gather daily do not come from primary source but are
passed in through secondary sources such as writers, reporters, and the like.
Timeliness
- Reliability, accuracy and value information may vary based on the time it was
produced or acquired.
- Information found on the internet – information found in the internet may be quite
varied in form and content.
Alternative media
- Academic libraries
- Public libraries
- School libraries
- Special libraries
Media Codes
1. Symbolic Code
- social in nature
- they live outside the media product themselves but would be understood in similar
ways in the real life of the audience.
Setting – time and place of the narrative.
Mise-en-scene – description of all the objects within a frame of the media product
and how they have been arranged.
Set Design
Make-ups
Costumes
Accessories
Props
Acting – actors portray characters in media products and contribute to character
development, creating tension or advancing the narrative.
Appearance
Movements
Gestures
Facial Expressions
Vocal Delivery
Color – every color elicits a different and unique emotional response in the
viewer,
thus when you produce media, you have to be clever with your color
choices.
Red – passion, strength, power, danger
Green – safety, healing, money
Blue – stability, trust, health
Yellow – happiness, intellect
Orange – joy, enthusiasm, encouragement
Brown – confidence, casualness
Gold – wealth, prestige, wisdom
Purple – power, luxury, wisdom
Pink – feminism, romance
Black – power, elegance, mystery, death
White – purity, perfection, safety
2. Technical Code
- ways in which equipment is used to tell the story.
Camerawork – how camera is operated, positioned and moved for specific
effects.
Camera Shots
Camera Angles
Audio / Sound – use sound and music to convey meaning and often to work on
the
emotional impact of the scene
– radio production’s one of the most important elements because it
visualizes scenes that are only heard
3. Written Code
- formal written language used in a media product.
- it includes font style, font size, captions, choice of words and emphasis of words.
- must be appropriate to the genre or message you want to convey.
Defamation
Privacy
Pornography - refer to any material that uses elements of nudity to cause arousal among
audience a pornographic material is considered obscene when it crosses a line to a point that it
is offensive.
Intellectual Property
- refers to creations of the mind, such as inventions; literary and artistic works;
designs; and symbols, names and images used in commerce.
1. Copyright
- a legal term used to describe the rights that creators have over their literary and
artistic works.
- books, music, paintings, sculpture and films, to computer programs, databases,
advertisements, maps and technical drawings.
- C (John Legend wrote and performed “All of Me” therefore, he owns the copyright
musical work and “Singer-Songwriter”).
- P (The record was released by GOOD Music, which owns the copyright in the sound
recording).
Trademark – 10 years and may be renewed for a period of 10 years.
Invention Patent – 20 years from filing date application.
Broadcast Recording – 20 years from broadcast.
Art – 25 years from date of creation.
Photographic Work – 50 years from publication.
Audio-Visual Work – 50 years from publication
Sound Recording – 50 years from recording.
Literary Work – Lifetime of the author plus 50 years after death.
- Basically, a copyright entitles you as the author of the work to do the following
or let others do the following:
Make copies of your work
Distribute copies of your work
Perform your work publicly
Display your work publicly
Make derivative works
Fair Use
- Fair use means you can use copyrighted material without a license only for certain
purposes. These include:
Commentary
Criticism
Reporting
Research
Teaching
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.
Unintentional Plagiarism
Paraphrasing poorly - changing a few words without changing the sentence structure
of the original, or changing the sentence structure but not the words.
Quoting poorly - putting quotation marks around part of a quotation but not around all
of it, or putting quotation marks around a passage that is partly paraphrased and
partly quoted.
Citing poorly - omitting an occasional citation or citing inaccurately.
Intentional Plagiarism
Passing off as one’s own pre-written papers from the Internet or other sources.
Copying an essay or article from the Internet, on-line source, or electronic database
without quoting or giving credit.
Cutting and pasting from more than one source to create a paper without quoting or
giving credit.
Borrowing words or ideas from other students or sources without giving credit.
Types of Plagiarism
1. Plagiarism of Words
- the use of another’s exact words without citing the author.
2. Plagiarism of Structure
- paraphrasing another’s words by changing sentence construction or word choice
with citation.
- paraphrasing while maintaining original sentence construction with
acknowledging the source.
3. Plagiarism of Ideas
- presenting another’s ideas as your own without giving the person credit.
- submitting a paper without citing or incorrectly citing another’s ideas.
4. Plagiarism of Authorship
- turning in a replication of another’s work
- submitting a paper that you got off the internet or from a friend and presenting it
as your own.
5. Plagiarism of Self
- the use of previous work for a separate assignment.
- although these were you original words and thoughts, receiving credit for a
previous assignment is considered cheating.
Develop a topic based on previously written material but write something new and
original.
Rely on opinions of experts on a topic but improve upon those opinions.
Give credit to researchers while making your own contribution.
Follow a standard documentation method such as MLA or APA format.
Cyber-Bullying
- Cyber-Bullying (CB) is using computers, cell phones, and other electronic devices to
harass or intimidate someone.
- While bullying usually happens at school, cyber-bullying usually takes place in a
person’s home.
- The effects are often carried over onto the school grounds.
- The victim typically feels that no place is safe from harassment.
Examples of Cyber-Bullying are:
• Posting negative comments or spreading rumors about someone on-line.
• Posting embarrassing photos on Web Sites, or sending them by e-mail or cell phone.
• Sending threatening or abusive messages.
Anonymity
Rapid deployment and dissemination
Immediate
Rich medium
Natural
Exclusion
Outing
Polling
Stalking
Libel
Blackmail
Flaming
E-mail
Websites
Piling” via IM
Impersonation
Government’s Response
Punishable Acts
Online Libel
The Supreme Court held that only the author of the offending online article is
liable.
Internet service providers and content providers like Globe, Smart, Sun Cellular,
Google, Facebook, Twitter and Internet Café are not liable.
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.
Digital Divide
- an economic inequality between groups in terms of access to, use of, or knowledge of
ICT. The divide within countries (such as the digital divide in the United States) can refer
to inequalities between individuals, households, businesses, and geographic areas at
different socioeconomic (and other demographic) levels. The Global digital divide
designates countries as the units of analysis, and examines the divide between
developing and developed countries on an international scale.
- the "Digital Divide" describes the gap between individuals and communities with greater
and lesser access to technology resources and training.
- refers to the gap between those able to benefit from digital technology and those who
are not.
- Larry Irving, Tech Advisor to President Clinton popularized the term in the 1990s.
- goes beyond access and encompasses who is actually helped by technology.
- related to social inclusion and opportunities.