Digital Media and Online Communication Concepts

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A collection of flashcards covering key terminology and concepts related to digital media, online communication, and computer science.

Last updated 9:15 PM on 12/28/25
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64 Terms

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Digital media

Shows how images and sounds are stored as 0s and 1s in computers.

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Knowledge society

How new information systems can change human society.

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Automated teller machines (ATMs)

Let you check your bank balance and get cash anywhere in the world.

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Digital rights management (DRM)

Methods that stop copying and show users why the original is better.

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Moderators

People or systems in a forum that keep order.

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Plagiarism

Using someone else’s work as your own.

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Virus

A program made to damage software on your computer.

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Worm

Software that works in the background and harms your programs.

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Trojan

Looks like real software but secretly damages your computer.

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Ransomware

Stops a user from using their computer by locking it until a ransom is paid.

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Spam

Unwanted emails or messages sent to many people.

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Hoaxes

Messages meant to trick or mislead.

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Phishing

A type of hoax trying to get users' private info like credit cards or PINs.

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The golden rule

Treat others as you want to be treated.

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Strings

Sequences of characters.

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Prototype

A small, simple version of a bigger program.

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Comments

Notes in code to explain to humans.

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Maintenance

Keeping programs correct and useful over time.

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Algorithm

Step-by-step instructions to solve a problem.

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Ubiquitous

Everywhere around us.

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Precedence

The order in which operations in a calculation happen.

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Lists

Data storage that can hold many items at once.

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Self-Documenting Code

Code that explains itself using meaningful variable names.

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Data

Numbers or strings stored in a variable.

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Meeting 3 Selection

Program action depends on conditions.

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Boolean blocks

Give either true or false.

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Selection (Branching)

Program can do an instruction or skip it depending on a condition.

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Unary operator

Operator acting on one value.

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Netiquette

Online behavior rules (etiquette).

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FAQs

Frequently Asked Questions.

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Firewall

Program that blocks unauthorized access but allows your own online use.

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Spammer

Person who sends spam.

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Index variable

A variable used to access one item in a collection.

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Data transmission

The process of sending data from one point to another.

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Attenuation

Loss of signal strength as it moves away from its source.

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Wavelength

Length of one wave cycle.

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Electromagnetic radiation

A wave whose peaks and troughs decrease over distance as energy dissipates.

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Routing (Switching)

Mechanisms to find a path to the destination and connect links so data can be delivered.

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Forwarding

Directing data from an incoming link to an outgoing one.

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Packet-switched network

No continuous path is established between end systems.

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Segmentation

Small broken pieces of data.

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Packets

Segments carried inside data envelopes.

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IP address

Address stored in the packet header.

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Switches

Devices that control packets using Ethernet (MAC) addresses.

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Routers

Devices that perform packet switching using IP addresses.

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Gateway

Ensures data is compatible between a local network and the wider internet.

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Protocol

Rules and formats for data exchange between computers.

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Virtual circuit

A logical connection between end devices that makes them appear directly connected.

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LAN

Local Area Network.

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WLAN

Wireless Local Area Network.

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Smart technology

Everyday objects equipped with IoT features.

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Encryption

Transforming plaintext into ciphertext.

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Decryption

Reversing encryption to recover plaintext.

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Confidentiality

Keeping messages secret through encryption.

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Brute-force attack

Trying every possible key until the correct one is found.

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Man-in-the-middle attack

An attacker intercepts or alters information between sender and receiver.

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Integrity

Preventing messages from being changed without the receiver knowing.

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Authentication

Proving the identities of sender and receiver.

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Biometric data

Derived from unique physical features.

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Positive identification

Checking if someone is in a specific group.

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Negative identification

Checking if someone is not in a specific group.

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False match (False accept)

Biometric data from different people judged as the same.

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False non-match (False reject)

Biometric data from the same person judged as different.

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Usability principles

Principles guiding the design of systems to improve user experience.