Media and Information Languages Flashcards

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Flashcards covering media and information languages, including technical and symbolic codes, camera techniques, and audience types for Senior High School MIL Quarter 1, Week 3-4.

Last updated 8:09 AM on 7/8/26
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45 Terms

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Language

The technical and symbolic ingredients or codes and conventions that media and information professionals may select and use to communicate ideas, information and knowledge.

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Codes

Systems of signs which create meaning when put together.

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Conventions

Accepted ways of using media codes or standards that act as a rule governing behavior.

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Camera Shots

A continuous view filmed by one camera without interruption.

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Camera Angles

The specific location at which the movie camera or video camera is placed to take a shot.

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Genre

A French word that means type or class, recognized by its common set of distinguishing features which include codes and conventions.

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Producers

The providers of media content who are engaged in the process of creating and putting together media content to make a finished media product.

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Stakeholders

A person, group or organization with a vested interest, or stake, in the decision-making and activities of a business, organization or project.

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Media Languages

Codes, conventions, formats, symbols and narrative structures that indicate the meaning of media messages to an audience.

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Technical Codes

Ways in which equipment is used to tell a story, including camerawork, editing, audio, and lighting.

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Camerawork

Refers to how the camera is operated, positioned, and moved for specific effects.

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Extreme Wide Shots (EWS)

Also known as extreme long shots, these are used to establish the area.

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Wide Shots (WS)

Also known as long shot, this shows the entire person or area and is great for establishing the scene.

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Medium Shots (MS)

Frames the subject from the waist up, allowing for hand gestures and motion.

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Medium Close Ups (MCU)

Shots that show the subject in more detail, often framed from just below the shoulders to the top of the head.

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Close Ups (CU)

Shots that show a particular part of the subject, usually framing just the head for people.

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Extreme Close Ups (ECU)

Tighter close-up shots that show detail greater than the human eye might normally perceive.

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Two Shot

A shot of two people or other individuals together.

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Cut Away (CA)

Footage used in the editing process to fill in content that is different from the main action.

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Over the Shoulder Shots (OSS)

Shots taken from behind one person towards their subject.

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Point of View (POV)

A shot taken from near the eye-level of the actor showing what he or she might see.

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Selective Focus

A technique that leaves one part of the frame in focus while blurring others, such as the foreground or background.

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Rack Focus

A shot where the focus shifts from the foreground to the background.

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Bird’s Eye View

An overhead shot from way up high, looking down on a subject and the surrounding scenery.

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High Angle

An angle where the camera looks down, making the subject appear small and creating a feeling of inferiority.

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Eye Level

A straight-on angle that views a subject from the level of a person's eye, providing a neutral perspective.

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Low Angle

An angle where the camera looks up, making the subject look large and creating an impression of power.

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Worm’s Eye View

A shot taken as if from a worm looking up, making all subjects look very large.

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Canted/Slanted Angle

Also known as a Dutch angle, where the camera is slanted to one side to create a sense of disorientation.

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Pan Shot

A camera movement where the camera moves horizontally from left to right or vice versa across the picture.

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Tilt Shot

A camera movement where the camera moves upwards or downwards around a vertical line.

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Tracking Shot

A shot where the camera follows along next to or behind a moving object or person.

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Zoom

A stationary camera technique where the lens approaches a subject by "zooming in" or moves farther away by "zooming out".

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Editing

The process of choosing, manipulating and arranging images and sound for graphic, rhythmic, spacial, or temporal reasons.

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Audio

The expressive or naturalistic use of sound, which can be diegetic or non-diegetic, consisting of dialogue, sound effects, and music.

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Lighting

The manipulation of natural or artificial light to highlight specific elements, involving quality, direction, source, and color.

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Symbolic Codes

Codes that show what is beneath the surface of what is seen, including objects, setting, color, costume, and body language.

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Written Codes

Formal written language and textual layout, such as headlines, captions, and speech bubbles, used in media products.

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Story Conventions

Common narrative structures and understandings used in storytelling media products, such as cause and effect or the structuring of time.

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Genre Conventions

Common use of tropes, characters, settings, or themes associated with a particular type of medium.

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Form Conventions

Specific ways that media codes are expected to be arranged, such as page layout or titles and credits sequences.

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Message

The information sent to a receiver from a source.

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Audience

The group of consumers for whom the media message was constructed as well as anyone else exposed to it.

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Target Audience

The specific group of people to whom a media text is addressed based on shared characteristics like age, gender, or profession.

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Active Audience

The theory that people interpret media messages based on their own history and experience, meaning different groups may interpret the same message differently.