Comprehensive Study Guide on Multimedia Information and Media

Objectives of Manipulative Information and Media Study

  • Key learning objectives for understanding manipulative information and media:
    • Describe the different dimensions of manipulative information and media.
    • Comprehend how manipulative information and media is/are formally and informally produced, organized, and disseminated.
    • Evaluate the reliability and validity of manipulative information and media and its/their sources using selection criteria.

Global Social Media Platforms and Active User Analytics

Facebook Logo

Global Social Platforms Active User Accounts Bar Chart January 2019

  • Data updated to January 25, 2019, based on monthly active users (MAU), user accounts, or unique visitors in millions:
    • Facebook: 2,271 million active user accounts (Social Network)
    • YouTube: 1,900 million active user accounts (Social Network)
    • WhatsApp: 1,500 million active user accounts (Messenger / VOIP)
    • FB Messenger: 1,300 million active user accounts (Messenger / VOIP)
    • Weixin / WeChat: 1,083 million active user accounts (Messenger / VOIP)
    • Instagram: 1,000 million active user accounts (Social Network)
    • QQ: 803 million active user accounts (Messenger / VOIP)
    • QZone: 531 million active user accounts (Social Network)
    • Douyin / TikTok: 500 million active user accounts (Social Network)
    • Sina Weibo: 446 million active user accounts (Social Network)
    • Reddit: 330 million active user accounts (Social Network)
    • Twitter: 326 million active user accounts (Social Network)
    • Douban: 320 million active user accounts (Social Network)
    • LinkedIn: 303 million active website visitors (Social Network)
    • Baidu Tieba: 300 million active user accounts (Social Network)
    • Skype: 300 million active user accounts (Messenger / VOIP)
    • Snapchat: 287 million active user accounts (Messenger / VOIP)
    • Viber: 260 million active user accounts (Messenger / VOIP)
    • Pinterest: 250 million active user accounts (Social Network)
    • Line: 194 million active user accounts (Messenger / VOIP)
  • Data sourcing and methodology notes:
    • Analytical sources include Kepios analysis, latest company earnings releases, press releases or media statements, and reports in reputable media published up to January 2019.
    • Platforms identified with an asterisk (*) (Baidu Tieba, Skype, Viber) have not published updated user figures in the past 12 months, rendering figures less reliable.
    • Platforms identified with double asterisks (**) do not publish monthly active user (MAU) data directly:
    • LinkedIn figure is based on monthly unique website visitors in December 2018 via SimilarWeb.
    • Snapchat figure is extrapolated from data reported in TechCrunch (June 2017).

Top Monthly Actions Executed on Facebook

Top 10 Most Popular Actions on Facebook Bar Chart

Social Media Post Meme by Mansour

  • Percentage breakdown of active Facebook users engaging in top 10 monthly actions:
    • Clicked the "like" button: 64%
    • Watched a video: 50%
    • Messaged a friend on a 1-to-1 basis: 48%
    • Commented on a friend's photo or video: 47%
    • Read an article: 46%
    • Read a news story: 46%
    • Commented on a friend's profile status: 43%
    • Logged in to see what is happening without posting/commenting on anything: 42%
    • Uploaded and shared photos: 37%
    • Updated profile status / posted a comment about personal activities: 33%
  • Example of user-generated social media content format:
    • Tweet post example by user Mansour (@mansourific16): Expresses craving for fried chicken, burger, fries, sundae, and donuts, contrasted against a wallet visual reaction image (FTTM / VH1 branding).

Questions and Discussion

  • User Engagement Prompt:
    • Do you agree that the "like" button on Facebook should be disabled or removed? Explain your answer.

Etymology, Definition, and Core Characteristics of Multimedia

Multimedia Word Breakdown into Multi and Media

  • Etymological Breakdown:
    • Multi: Refers to "many or more than one".
    • Media: Refers to a "medium of communication".
  • Definition of Multimedia:
    • Multimedia is the combination of many channels of communication which may consist of, but is not limited to, text, visual, audio, and video.
  • Five Core Characteristics of Multimedia:
    • Computer-based: Created, processed, or presented using digital processing units.
    • Rhetorical artifact: Designed with deliberate communicative, aesthetic, or persuasive intent.
    • Multiple media: Incorporates two or more communication formats simultaneously.
    • Integrated: Blends various media forms into a unified technical structure.
    • Interactive: Provides mechanisms for real-time user input and interaction.

Categories of Multimedia: Linear vs. Non-Linear

Linear Multimedia Definition and Examples Slide

Non-Linear Multimedia Definition and Examples Slide

Dora the Explorer Cartoon Banner

Mobile Legends Bang Bang Game Banner

Mobile Legends Interface Showing Lunox Character Profile

  • Linear Multimedia (Passive):
    • Criteria for identification:
    • It is not interactive.
    • Users have no control over the content being showed to them.
    • Examples of Linear Multimedia:
    • A movie (e.g., animated entertainment media like Dora the Explorer).
    • A non-interactive lecture / demo show.
  • Non-Linear Multimedia (Active):
    • Criteria for identification:
    • It is interactive.
    • Users have control over the content that is being showed to them.
    • Users are given navigational control.
    • Examples of Non-Linear Multimedia:
    • Games (e.g., multiplayer online battle arena games like Mobile Legends: Bang Bang, containing complex character interfaces like Lunox - Bloody Mary skin with Mage role, Damage/Poke specialty, and interactive skills/equipment menus).
    • Courseware.
    • Interactive CD.

Applications and Importance of Multimedia

Importance of Multimedia in Education Slide

Importance of Multimedia in Entertainment Slide

Importance of Multimedia in Business Slide

  • Key Applications across Domains:
    • Education:
    • Courseware / Simulations.
    • E-Learning / Distance Learning.
    • Information Searching.
    • Entertainment:
    • Games (Leisure / Educational).
    • Movies (e.g., major feature films like King Kong).
    • Video on Demand - Online.
    • Business:
    • Sales / Marketing Presentation.
    • Trade show production.
    • Staff Training Application.
    • Company Kiosk.
    • Additional Applications:
    • Advertising.
    • E-Publishing.
    • Virtual Reality.
    • Public Information.

Virtual Reality and Immersive Technologies

Google Street View Screenshot of Times Square New York

  • Definition of Virtual Reality (VR):
    • Virtual Reality is a computer-generated and realistic simulation of an image or environment that presents a user with multi-sensory information and three-dimensional effects.
  • Key VR Applications and Tools:
    • Virtual Reality Glasses.
    • Google Street View / Google Maps (e.g., interactive street navigation showing specific location overlays such as 1514 Broadway, Times Square, New York, NY 10036).

Lifecycle and Production Process of Multimedia Information

  • Sequential Steps in Producing Multimedia Information:
    1. Forming the editorial board: Establishing leadership, organizational roles, and editorial standards.
    2. Brainstorming: Developing concepts, defining project goals, audience targeting, and content structure.
    3. Production: Executing asset creation, recording media, gathering visual/audio components, and technical assembly.
    4. Post-production: Editing, refining media quality, system testing, user feedback integration, and final layout polishing.
    5. Marketing: Promoting, publishing, distributing, and disseminating the multimedia project to intended users.