DDT - Term 4

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81 Terms

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Keyframe:

marks a specific point in time where a change occurs in an animation or effect.

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Composition:

a canvas where you create and arrange layers of visual elements such as images, videos, and graphics

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Layer:

a fundamental building block that contains visual or audio elements

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Assets:

visual and audio elements or accessories used in designs.

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Effects:

refers to various visual enhancements or modifications applied to layers.

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Render:

process through which you save your work to be used or shared elsewhere. the process of creating the final version of a movie.

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Heuristics

Simple guidelines used to solve problems or make decisions more efficiently.

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Sprite

A 2D image or animation that represents objects in a game, such as characters, enemies, or items.

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Object

An entity in the game world that can be controlled, interact with other objects, or perform actions. Objects can have behaviours attached to them

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Event

A specific trigger in the game, like a key press or collision, that causes an action to happen within the game

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Action

The response of an object to an event, such as moving, playing an animation, or changing direction.

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Room

A level or area in the game where the gameplay happens. It contains objects, backgrounds, and settings.

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Code/Script

A set of instructions written by the developer that tells the game what to do. GameMaker uses a coding language called GML (GameMaker Language).

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Collision

When two objects in the game come into contact, triggering an event (e.g., a player hitting an enemy).

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Setting

The environment or world where the game takes place.

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Mechanics

The rules and actions (buttons) players can use to interact with the game

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Objective

The goal or task the player needs to accomplish in the game.

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Algorithm:

An algorithm is a step-by-step set of instructions designed to solve a specific problem or accomplish a particular task.

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Flowchart:

A diagrammatic (visual diagram) representation of an algorithm.

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Pseudocode:

An informal way of programming description that does not require any strict programming language syntax or underlying technology considerations

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Data Types:

Classifications used to specify the kind of data that a variable or object can hold in a program or system.

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Variables:

A piece of memory that stores data that can be reused or changed.

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Boolean Operators:

Operators are used to compare two  values

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Sequence:

Sequence is the order in which instructions. occur and are processed.

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Selection:

Selection is a decision or question

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Iteration:

Iteration refers to the process of repeating a set of instructions or steps multiple times, often with slight variations, to achieve a desired outcome.

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Decomposition

The process of breaking down complex problems into smaller, manageable parts

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Abstraction

The concept of taking irrelevant detail out of a problem to make it smaller and easier to solve

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Ethics

Principles defining right and wrong. They vary among individuals and societies . Computer ethics is the moral use of computers.

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Code of conduct

Outlines expected behaviour within an organisation. It protects the organisation and the members. rules on bullying, respect and lawful computer use.

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Ownership

Refers to rights over created works known as Intellectual property. Includes software, art and music.

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Privacy act

Rules for how organizations collect, use, store and distribute information

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Copyright act

Law that grants creators exclusive rights over their original works. Gives creators control over how their work is copied and distributed.

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Software licensing?

A software licence is a legal instrument governing the use or redistribution of software.

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Commercial software

Paid software with restricted copying and distribution

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Freeware

Free software that cannot be modified

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Shareware

Free for a limited time, then requires a license

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Open source

Software that anyone can modify and distribute

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Ethical consideration of AI

AI should enhance learning, not replace it. Help generate ideas. Engage with AI to fully understand the material

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Using AI responsibly

Use AI as a guide, not a substitute. Integrate AI-generated content into your understanding. Credit AI sources to avoid plagiarism.

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Colour wheel

Colour wheel based on red, yellow and blue. Sir Isaac Newton developed in 1666.

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Primary colours

Red, Yellow, Blue

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Secondary colour

Green, Orange, Purple

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Tertiary Colours

Yellow-orange, red-orange, red-purple, blue-purple

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Colour Harmony

Creates a sense of order and balance that engages viewers.

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Formula for colour harmony

  • Colours based on analogous (next to each other) colours

  • Colours based on complementary (opposite each other) colours

  • Colours based off natuer

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Typography

Style and appearance of text, the art of working with text.

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3 areas of ethics in the computer world

Privacy, Copyright and public welfare

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Why do we name layers?

To stay organised and easily find the correct layer

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What does spacebar do?

Plays the animation to show what it looks like

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What can you animate in AE?

Text, images, shapes, rotation, position

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Pattern recognition

Recognising if there is a pattern and determining the sequence

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HCI

Human computer interaction is the study of how users interact with computers, aiming to create user freindly interfaces.

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Heuristics?

A guideline or rule of thumb used in problem-solving and can help us determine if an application is good

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Visibility of system status

The system should always keep users informed about what is going on,

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Match Between System & Real World

Speak the users’ language rather than system-oriented terms. Follow real-world conventions.

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User Control and Freedom

Users make mistakes and need a clearly marked “emergency exit”.

Support undo and redo.

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Consistency & Standards

Users should not have to wonder whether different words, situations, or

actions mean the same thing.

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Error Prevention

Design which prevents a problem from occurring in the first place.

Provide an “Are you sure” option.

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Recognition Rather than Recall

Minimize user’s memory load by making options visible. The user should

not have to remember information from one part to another.

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Flexibility and Efficiency of Use

Accelerators (shortcuts) often speed up interaction for the expert user.

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Aesthetic and Minimalist Design

Remove information which is irrelevant or rarely needed. Every extra

unit of information competes with the relevant units of information

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Error Recovery

Error messages should be expressed in plain language (no codes),

precisely indicate the problem, and constructively suggest a solution.

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Help and Documentation

It is better if the system can be used without documentation, but when

needed help should be easy to search, focused on the user’s task, list

concrete steps to be carried out, and not be too large.

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Why is deciding the setting of game important?

Creaters the overall mood and tone of the game. It influences story and characters

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what to click for new composition?

Project panel

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Where do you drag files to use them?

project panel then the layers (timeline)

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One way to use timeline?

shorten the video/audio by dragging the ends closer together

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What do we use to make something move in AE?

the keyframe

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Where do you see animation playing?

Preview window

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What does position property change?

where something is on the screen

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name of area where you add and  organise layers?

timeline

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One thing you learned?

How to rotate an image

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How to make text appear slowly on screen?

change the opacity, make a keyframe with 0% and then 100% spaced futher out

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Text appears too fast, what to do?

Drag keyframe further along

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Why are heuristics important when designing user interface

They make the interface faster and easier to use, improving users experience. They fix problems early so money is saved.

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Heuristic for makin g system look familiar to user?

Match between real world and systems

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Explain error prevention

Making a design that prevents problems from happening in the first place eg. confirmation before an item is deleted.

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How would visibility of system status apply to designing a game menu?

It keeps users informed about what is happening, eg. when you press “start game” a loading bar appears

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In designing a login screen, which heuristics would you prioritise?

Minimalist and Aesthetic so it looks good and is easy to understand

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What is meant by the objective of the game?

The goal of the game is an objective, eg. in most mario games the objective is to save Princess Peach