Digital Media Midterm 1 review

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64 Terms

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Sampling Rate

The number of times per second that a sound is measured in digital audio, typically in kHz.

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Nyquist Frequency

The highest frequency that can be accurately represented, equal to half the sampling rate.

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Aliasing

Distortion that occurs when high frequencies are sampled at too low a rate, producing incorrect frequencies.

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Bit Depth

The number of bits used per sample in digital audio, affecting dynamic range and sound quality.

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Dynamic Range

The difference between the quietest and loudest sounds that can be recorded or played back.

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Pulse Code Modulation (PCM)

A digital representation of analog signals using sampling and quantization.

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Dithering

The process of adding low-level noise to reduce quantization errors in digital audio.

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Clipping

A distortion caused by exceeding the maximum amplitude a system can handle, resulting in cutoff peaks.

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Condenser Microphone

A microphone that uses capacitance to convert sound vibrations into electrical signals, requiring phantom power.

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Dynamic Microphone

A microphone that uses a diaphragm and coil in a magnetic field to generate an electrical signal.

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Phantom Power

A +48V DC supply sent through microphone cables to power condenser microphones.

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Omnidirectional Microphone

A microphone that captures sound equally from all directions.

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Cardioid Microphone

A microphone with a heart-shaped pickup pattern that captures sound mainly from the front.

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Hypercardioid Microphone

A microphone that captures sound from the front but with a small pickup area at the back.

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Frequency Response

The range of frequencies a microphone or speaker can accurately reproduce.

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Mixing Console (Mixer)

A device used to combine, adjust, and modify multiple audio signals before outputting them.

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Panning

The process of adjusting the balance of an audio signal between the left and right channels.

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Compression (Audio)

The process of reducing the dynamic range of an audio signal to balance loud and quiet parts.

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Limiter

A type of compressor that prevents audio levels from exceeding a specified threshold.

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Noise Gate

A device or software that removes unwanted background noise by cutting off sound below a certain level.

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Reverb

An effect that simulates the reflections of sound in a physical space, adding depth to recordings.

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Echo

A delayed repetition of a sound, used as an audio effect.

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Foley

The process of creating and recording sound effects for films and video games.

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Modified Discrete Cosine Transform (MDCT)

A mathematical technique used in lossy audio compression, such as MP3 encoding.

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Fourier Transform

A mathematical method that converts time-domain signals into frequency-domain representations.

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Raster Image

An image composed of pixels arranged in a grid, such as those from a camera or scanner.

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Vector Image

An image composed of geometrical shapes and paths, independent of resolution.

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DPI (Dots Per Inch)

The measure of spatial resolution in printed images, affecting print quality.

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PPI (Pixels Per Inch)

The measure of pixel density on a digital display.

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RGB (Red, Green, Blue)

An additive color model used in digital displays, where colors are created by mixing light.

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CMYK (Cyan, Magenta, Yellow, Black)

A subtractive color model used in printing, where colors are created by absorbing light.

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HDR (High Dynamic Range)

A technique that increases the range of brightness and color depth in images.

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JPEG (Joint Photographic Experts Group)

A lossy compression format for raster images, commonly used for photos.

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PNG (Portable Network Graphics)

A lossless raster format supporting transparency and a wider color range than GIF.

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SVG (Scalable Vector Graphics)

A vector image format based on XML, used for web graphics.

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PostScript

A page description language used for vector-based printing.

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Bezier Curve

A mathematical curve used in vector graphics to create smooth shapes.

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Compositing

The process of layering multiple images to create a final composition.

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Alpha Channel

A component of an image that defines the transparency of each pixel.

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Rasterization

The process of converting vector graphics into raster images for display or printing.

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Vectorization

The process of converting raster images into vector graphics by detecting shapes and lines.

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Pixelation

A distortion that occurs when an image is displayed at too low a resolution, revealing individual pixels.

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Gaussian Blur

A type of image blur that reduces noise and detail by averaging surrounding pixels.

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Edge Detection

A technique used to identify boundaries in an image by detecting sharp contrasts.

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Hue

The basic color attribute that distinguishes different colors on the color wheel.

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Saturation

The intensity or purity of a color, with higher saturation being more vivid.

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Brightness (Value)

The overall lightness or darkness of a color.

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Color Gamut

The range of colors that can be displayed or printed within a given color space.

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CIE XYZ

A color model developed by the International Commission on Illumination to define all perceivable colors.

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HSV (Hue, Saturation, Value)

A cylindrical color space that separates color attributes for more intuitive selection.

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ICC (International Color Consortium)

An organization that develops color management standards for consistent color reproduction across devices.

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Color Profile

A set of data that defines how colors should be interpreted on different devices.

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PCS (Profile Connection Space)

A standard reference color space used to ensure consistency across different color profiles.

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Pre-Production

The initial planning phase of media production, including budgeting, scriptwriting, and scheduling.

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Production

The phase where the actual media content is created, filmed, or recorded.

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Post-Production

The final phase of media production, involving editing, sound mixing, and distribution preparation.

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Storyboard

A series of sketches representing key scenes in a video or animation, used for planning.

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Scriptwriting

The process of writing dialogue, action, and scenes for a film, video, or game.

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Director

The individual responsible for the artistic vision and execution of a media production.

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Producer

The person responsible for managing budgets, schedules, and overall project execution.

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Above-the-Line Costs

Expenses related to creative personnel, such as actors, writers, and directors.

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Below-the-Line Costs

Technical expenses such as equipment, crew salaries, and post-production costs.

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Linear Media

A type of media where content is consumed in a fixed, sequential order, such as films and TV.

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Nonlinear Media

Interactive media that allows users to navigate content in multiple ways, such as video games.