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Solution Manual for Shelly Cashman Series Collection, Microsoft Office 365 & Office 2019 1st

Solution Manual for Shelly Cashman Series


Collection, Microsoft Office 365 & Office 2019 1st
Edition Sandra Cable

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Discovering Computers Enhanced Instructor’s Manual Page 1 of 10

Technology FOR SUCCESS: COMPUTER CONCEPTS


Module 7: Digital Media
A Guide to this Instructor’s Manual:
We have designed this Instructor’s Manual to supplement and enhance your teaching experience through classroom
activities and a cohesive module summary.

This document is organized chronologically, using the same lesson in red that you see in the textbook. Under each
lesson you will find (in order): Lecture Notes that summarize the section, Figures and Boxes found in the section, if any,
Teacher Tips, Classroom Activities, and Lab Activities. Pay special attention to teaching tips, and activities geared
toward quizzing your students, enhancing their critical thinking skills, and encouraging experimentation within the
software.

In addition to this Instructor’s Manual, our Instructor’s Resources also contain PowerPoint Presentations, Test Banks,
and other supplements to aid in your teaching experience.

Table of Contents
Module Objectives
Lesson 1
Lesson 2
Lesson 3
Glossary of Terms

Module Objectives
Students will have mastered the material in Module 1 when they can:
• Explain how computers use digital media and graphics to represent the real world
• Demonstrate the ability to use varied sources of digital media
• Record and edit digital media

Lesson 1: Explain How Computers Use Digital Media and Graphics to Represent the Real
World
LECTURE NOTES
• Define Digital Media Concepts
o Computers generate, display, distribute, and play digital media (Figure 7-1: Types of
digital media)
▪ Graphics
▪ Animation
▪ Video
▪ Audio
▪ Virtual reality
• Define Digital Graphics

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Discovering Computers Enhanced Instructor’s Manual Page 2 of 10

oDigital graphic: an image you can see, store, and manipulate on a computer or digital
device (Figure 7-2: Digital graphics)
▪ It can include still graphics, animation, or digital video (Figure 7-3: Comparing
digital video and animation)
• Digital video usually includes digital audio, sound that is recorded and
stored as computer data. Music, speech, and sound effects are types of
digital audio.
▪ Bitmap graphics: assign colors to pixels (the smallest picture elements)
▪ Vector graphics: shapes, curves, lines, and text created by mathematical
formulas
▪ Figure 7-6 shows the difference between bitmap and vector graphics
o Properties that affect quality
▪ Resolution: the clarity or sharpness of an image; the higher the resolution, the
sharper the image and the larger the file size
• Bitmap graphics are resolution dependent: the image quality deteriorates
and their dimensions increase
• On a digital camera, resolution is measured in megapixels; the higher the
number of megapixels, the higher the resolution of the photos and the
larger the picture files
▪ Compression: makes digital media files smaller by reducing the amount of data
in the files
• Lossy compression: discards some of the original file data during
compression. Usually this “lost” data is not noticeable. JPEG files, for
example
• Lossless compression: when the files are uncompressed, they contain all
of their original data (TIF, PNG, GIF)
• Describe How Computers Represent Images and Sounds
o Analog devices: read or produce physical signals in their original form
o Digital devices: read and produce numeric data as combination of 1s and 0s
▪ Binary number system
▪ Bit/Byte
▪ A digital recorder turns the sound it captures into numbers representing tones,
and then generates an electronic signal based on those numbers (Figure 7-4:
Converting analog data into digital data)
o Digitizing: converting analog to digital data
o Sampling: converts analog sound waves to digital sound (Figure 7-5: Sampling sound)
▪ Bit rate determines audio quality, measured as kilobits per second (kbps). The
higher the bit rate, the higher the sound quality and the larger the file.
• Identify Digital Media File Formats
o File format: the organization and layout of data in the file; the file name extension
usually reflects the file format
o Graphic file formats (Table 7-1)
o Audio file formats (Table 7-2)
▪ Audio files lose data when compressed with lossy compression (MP3 and M4P)
▪ WMA files use lossless compression
o Video file formats: have two parts, a code and a container

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Discovering Computers Enhanced Instructor’s Manual Page 3 of 10


A codec (short for compressor/decompressor) is software that encodes and
usually compresses data for storage and then decompresses the data for playback;
Table 7-3 describes common video codecs.
• Video files usually use lossy compression
▪ Common video containers are located in Table 7-4.
o Video File Resolutions
▪ Standard Definition (SD): 640 × 360 and 720 × 480
▪ High Definition (HD): 1280 × 720 (720p) and 1920 × 1080 (1080p or Full HD)
▪ Ultra High Definition (UHD): 3840 × 2160 (2160p), 4K standard; 7840 × 4320
(4320p), 8K standard
▪ In most cases, Full HD balance high-quality playback with smaller file sizes that
download quickly
• Compare 2-D and 3-D Animation
o 2-D animation displays 2-D images in rapid sequence to create the illusion of lifelike
motion (Figure 7-7: 2-D and 3-D animation)
▪ In-betweening: draw one image in a frame, followed by another in a slightly
different pose, and so on until the motion is complete
▪ Requires 24 frames per second (fps)
o 3-D animation displays 3-D objects or models in rapid sequence to create the illusion of
natural motion
▪ Have volume and can rotate 360 degrees
▪ Displays 24-60 fps
▪ Rendering: apply highlights and shadows to a wireframe drawing (a 3-D object
composed of individual lines), Figure 7-8
▪ Keyframe: a location on the animation timeline that marks the beginning of the
movement. Then move the object to a later position on the timeline, which
becomes the next keyframe. Animation software generates images of the
changes in the object as it transitions from one keyframe to another, creating
the illusion of movement.
▪ Stop motion animation: animators move real-life objects through a sequence of
poses and capture the movements one frame at a time. When you place the
frames in sequence, the objects seem to move.

FIGURES and TABLES:

Figure 7-1: Types of digital media


Figure 7-2: Digital graphics
Figure 7-3: Comparing digital video and animation
Figure 7-4: Converting analog data into digital data
Figure 7-5: Sampling sound
Figure 7-6: Comparing bitmap and vector graphics
Table 7-1: Common graphics file formats
Table 7-2: Common audio file formats
Table 7-3: Common video codecs
Table 7-4: Common video containers

© 2020 Cengage Learning®. May not be scanned, copied or duplicated, or posted to a publicly accessible website, in whole or in part.
Discovering Computers Enhanced Instructor’s Manual Page 4 of 10

Figure 7-7: 2-D and 3-D animation


Figure 7-8: 3-D rendering

TEACHER TIP
Have students identify examples of 2-D and 3-D animation.

CLASSROOM ACTIVITIES

1. Classroom activity 1: Analog v. digital media. Discuss the pros and cons of using analog or digital
media. Which do you prefer and why? Discuss convenience, quality, ease of distribution (illegal and
legal), cost, etc.

2. Classroom activity 2: Animation software. Have the class research different types of animation
software. Present the comparison of the pros and cons of each type. Factors to consider: does it use 2-D
or 3-D animation, ease of use, cost, availability, and features.

3. Quick Quiz:

_______ graphics assign colors to the smallest picture elements, called ___________.

Answer: Bitmap; pixels

4. Critical Thinking: When looking at media resolution and file size, what factors should be taken into
consideration? Break down your answer according to still photos, video, and audio files.

Lesson 2: Demonstrate the Ability to Use Varied Sources of Digital Media

LECTURE NOTES

• Using Gaming Systems


o Set Up a Gaming System (Figure 7-10: Gaming system)
▪ Most games are played on game consoles: These systems use handheld
controllers as input devices, speakers and a television screen or computer
monitor as output devices, a hard drive, and memory cards or optical discs for
storage.
▪ VR gaming system: run on desktops and include a headset (Figure 7-11: VR
gaming system), controllers, and sensors to track movements
• Mixed reality: lets you see the real world while interacting with realistic
virtual objects
• HoloLens headsets use holograms, projected images that appear three-
dimensional, to allow you to superimpose virtual objects and characters

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Discovering Computers Enhanced Instructor’s Manual Page 5 of 10

onto scanned images of real objects in the room, and then interact with
the virtual and real objects.
• Simulates a real or imagined environment that appears as 3-D space, also
called a virtual world (Figure 7-15)
▪ Motion-sensing game consoles (Figure 7-12: Using a motion-sensing gaming
console): allow you to interact with the system through body movements
o Mobile gaming (Figure 7-13: Portable gaming console)
▪ Self-contained portable devices that fit in one hand
▪ The first to popularize augmented reality (AR) gaming: integrates visual and
audio game content with your environment (Figure 7-14)
• Use Animations Across Digital Media Platforms
o Simulations: sophisticated computer animations that are useful for training and teaching
(Figure 7-16)
o PowerPoint transitions: a simple use for animation
o Animations on the Web
▪ Animated GIF: a series of slightly different GIF images displayed in sequence to
achieve animation effects
▪ HTML 5: the latest version of the Hypertext Markup Language that is built into
browsers, does not require plug-in software (Flash), the standard for web
animation development
o Animations in Entertainment
▪ Real-time animation: 3-D animation is produced as you’re playing because you
are in control the characters’ movements (Figure 7-17); 60 fps, consumes an
incredible amount of computer resources
• Use Graphics Across Digital Media Platforms (Figure 7-18)
o Use graphics to add dramatic or informative photos
o Logos on business documents and websites increase brand awareness
o Online stock photo galleries provide graphics that can be downloaded, using for a fee
o Search engines provide a license filter to find images that can be used legally
• Use Computer-Aided Technology Across Digital Media Platforms (Figure 7-19)
o Uses computers to help design, analyze and manufacture products
o Computer-aided design (CAD) software creates highly detailed and technically accurate
drawings
▪ 3-D CAD software creates wireframe drawings
▪ Uses artificial intelligence (AI) to help automate design tasks, such as creating
precise shapes
• Machine learning: a branch of AI that trains machines to learn from
data, identify patterns, and make decisions to progressively improve
performance
• Stream Digital Media
o Receiving audio or video content on your computer from a server
▪ On-demand content: the original media file is stored on the media distributor’s
server; if you subscribe to the streaming service, it sends media for viewing; can
be viewed multiple times
▪ Live video streaming: content is sent out live and is available only once
o Smart TVs and streaming devices

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Discovering Computers Enhanced Instructor’s Manual Page 6 of 10

▪ Smart TVs: connect to a wi-fi network to view Internet content


▪ TV stick/set-top box: allows the streaming of TV shows and movies from
subscription services (Figure 7-20)
o Stream digital audio: audio books, podcasts, music can all be streamed. Some services are
free and others are paid; not stored on your computer
▪ Live audio feeds: play audio from the Internet for live events

FIGURES and TABLES:


Figure 7-9: Uses for digital media
Figure 7-10: Gaming system
Figure 7-11: VR gaming system
Figure 7-12: Using a motion-sensing gaming console
Figure 7-13: Portable gaming console
Figure 7-14: AR game Pokemon Go on a smartphone
Figure 7-15: Robo Recall virtual reality game
Figure 7-16: Using animation in training
Figure 7-17: Real-time 3-D animation
Figure 7-18: Uses for digital graphics
Figure 7-19: CAD software
Figure 7-20: Streaming video devices

TEACHER TIP
Discuss some of the class’s favorite types of video games and what types of devices they are played on.

CLASSROOM ACTIVITIES

1. Classroom activity 1: Research CAD Software. Have the class research different types of CAD
software. Present the comparison of the pros and cons of each type. Factors to consider: professional
uses, ease of use, cost, availability, and features.

2. Classroom activity 2: “Cutting the Cord.” Discuss the pros and cons of cable tv service v. streaming
services. Who in the class uses streaming services instead of cable? What are some of the most popular
streaming services, and what sort of hardware is required to access these services? Research a cost
comparison. Does anyone in the class use a paid audio streaming service? What are the pros and cons of
this?

3. Quick Quiz: PowerPoint ________ are a very simple form of animation.

Answer: transitions

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Discovering Computers Enhanced Instructor’s Manual Page 7 of 10

4. Critical Thinking: What are the requirements to be a video game designer? Discuss interests, skills,
and courses that would be needed to compete in the field, as well as the typical career path.

Lesson 3: Record and Edit Digital Media

LECTURE NOTES

• Create Graphics and Animation


o Hardware devices (Figure 7-22)
▪ Digital camera creates a digital image of an object, person, or scene
▪ Smartphone cameras provide geotagging (identifying a picture’s geographic
location)
▪ Use a graphics tablet to create drawings with a pressure-sensitive pen
▪ Scanner converts a printed document into a bitmap file by diving the image into
a grid of tiny cells and assigned colors to each cell
o Graphics Software
▪ Image-editing software: modify existing images
▪ Drawing programs create simple vector images
▪ Photo-editing software: enhance and retouch photographs
▪ Animation software
• Add animation to digital graphics and videos
• Create animated content from scratch for cartoons, movies, games
• Create and display animations for webpages
• Record and Play Sounds and Music
o To record voice-overs and save recordings for playback on a computer the following is
required:
▪ An audio input device, such as a microphone or headset, which combines
speakers and a microphone into one device
▪ Sound recorder software to capture the sound from the input device
▪ Software that can digitize the captured sound, or convert it to a format your
computer can read
• Many smartphones have built-in recording tools (Figure 7-25)
o To play music files, the following is required:
▪ A sound card, a circuit board computers use to process sound
▪ Speakers – built-in or peripheral hardware
▪ Micro speakers come in a range of sizes and connect via Bluetooth
▪ Audio software: included on portable media players
• Some audio software has skins, visuals to go along with the sounds
▪ Some files, such as MP3 files, require a stand-alone player
• Windows: Windows Media Player, Groove Music, Google Play Music
o Use Synthesized Music
▪ Created as a digital file from the start using electronic instruments

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Discovering Computers Enhanced Instructor’s Manual Page 8 of 10


Musicians play synthesizers to mimic sounds from acoustic or electric
instruments or to produce unusual sounds that other instruments cannot
generate (Figure 7-26)
▪ MIDI (Musical Instrument Digital Interface) converts electric current to digital
form
• MIDI files can also be created using other instruments connected to a
computer, such as guitars, violins, and drums
• MIDI files do not contain sound; rather, they contain instructions for
generating the components of sounds, including pitch, volume, and note
duration
• MIDI technology also lets synthesizers and other electronic musical
instruments communicate with each other
o Speech and Voice Recognition Software
• Speech recognition lets a device or software identify the words one
speaks and converts them to a format the device can read
• Digital assistants combine AI with speech recognition technology
(Figure 7-27)
• Voice recognition determines who is speaker rather than what is being
said; used as a security measure
▪ Use Synthesized Speech
• Text-to-speech software (read aloud technology) accepts text as input
and generates speech as output
• Creates synthesized speech: breaks words into individual sound units
(phonemes) and strings them together to created words and phrases
• Develop Original Videos
o Capture Video
▪ One can use a digital video camera, camcorder, or smartphone to capture full-motion
images and store them in a file on the camera or phone
▪ Webcams capture video and send it directly to a computer
▪ Digital video files are large (1 to 30 GB for each hour of video)
o Play Video
▪ A screen, speakers, and a video card (a circuit board that lets your device process video)
is required to watch video
▪ Media player software is required
▪ Digital video files are large (1 to 30 GB for each hour of video)
o Access Video on the Web
▪ Fast Internet connections have made watching videos on computers and mobile devices
almost as popular as watching television
▪ People use websites to share personal videos
▪ Video conferencing is increasingly being used in business settings, as well as by friends
and families
• Edit Digital Media Files
o Video editing software allows one to enhance and customize video (Figure 7-30)
▪ Lightworks, iMovie, Final Cut Pro, Camtasia
▪ Smartphone apps: Premier Clip, GoPro, Revu, Magisto

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Discovering Computers Enhanced Instructor’s Manual Page 9 of 10

▪ Most software shows the video as a timeline with sperate tracks for video and
sound
o Audio capture and editing software allows one to edit, copy, and share digital audio files
▪ Audacity, Audition, Acoustica
▪ Remove background and
o Music production software lets one record, compose, mix, and edit music and sounds
▪ GarageBand, Logic Pro X (Figure 7-31)

FIGURES and TABLES:


Figure 7-21: Editing digital media
Figure 7-22: Hardware for creating graphics
Figure 7-23: Text animation
Figure 7-24: Blender animation software
Figure 7-25: Recording sound
Figure 7-26: Musician playing a synthesizer
Figure 7-27: Speech recognition in digital assistants
Figure 7-28: Text-to-speech software
Figure 7-29: Uses for digital video
Figure 7-30: Editing video
Figure 7-31: Editing audio and music

TEACHER TIP
Discuss some of the uses for synthesized speech as a learning technology

CLASSROOM ACTIVITIES

1. Classroom activity 1: Research Graphics Software. Divide the classroom into groups and have each
group research a different type of graphics software – image-editing, drawing, photo-editing, and
animation. What are some of the common brands of software within each category, what are their
capabilities and price point, and ease of use?

2. Classroom activity 2: Animation and movies. Discuss the evolution of animation in the movies over
the last century. What are some of the common types of animation used in movies? Use examples and
view clips to compare differences between 2-D and 3-D, stop-motion, and other animation techniques.

3. Quick Quiz: If you post a video that is shared millions of times over social media in a short period, it
is said to have gone “________.”

Answer: viral

© 2020 Cengage Learning®. May not be scanned, copied or duplicated, or posted to a publicly accessible website, in whole or in part.
Solution Manual for Shelly Cashman Series Collection, Microsoft Office 365 & Office 2019 1st

Discovering Computers Enhanced Instructor’s Manual Page 10 of 10

4. Critical Thinking: What role does synthesized music play in the creation and production of music
today?

End of Module Material

▪ Module Summary materials reinforce module content.

▪ Key Terms present the terms from the text to help students prepare for tests and quizzes. Students
should know each Primary Term (shown in bold-black characters in the module) and be familiar
with each Secondary Term (shown in italic characters in the module).

▪ Review Questions provide multiple-choice, true/false, matching, and consider these exercises to
reinforce understanding of the topics presented in the module.

▪ Discussion Questions call on students to relate concepts to their own lives, both personally and
professionally, as well as provide collaboration opportunity.

▪ Critical Thinking Activities provide opportunities for creative solutions to the thought-provoking
activities presented in each module. They are constructed for class discussion, presentation, and
independent research and designed for a team environment.

Glossary of KEY Terms


• Key Terms included here.
Top of Document

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