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Text. text and symbols for communication. Since the explosion of the Internet and the World Wide Web, text has become more important than ever Web offers an explorer’s paradise of billions of HTML documents more than television. About Fonts and Faces.

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  1. Text

  2. text and symbols for communication

  3. Since the explosion of the Internet and the World Wide Web, text has become more important than ever • Web offers an explorer’s paradise of billions of HTML documents more than television

  4. About Fonts and Faces • A typeface is a family of graphic characters that usually includes many type sizes and styles. • A font is a collection of characters of a single size and style belonging to a particular typeface family. • Typical font styles are boldface and italic. Other style attributes, such as underlining and outlining of characters.

  5. Type sizes are usually expressed in points; one point is 0.0138 inch, or about 1/72 of an inch. • The font’s size is the distance from the top of the capital letters to the bottom of the descendersin letters such as g and y. • Helvetica, Times, and Courier are typefaces; Times 12-point italic is a font.

  6. Character metrics are the general measurements applied to individual characters • kerning is the spacing between character pairs • the metrics of a font can be altered to create interesting effects.

  7. Cases • Today, a capital letter is called uppercase, and a small letter is called lowercase. • Placing an uppercase letter in the middle of a word, called an intercap, is a trend that emerged from the computer programming community • WordPerfect, OmniPage, PhotoDisc, FileMaker, and WebStar

  8. Serif vs. Sans Serif • one approach for categorizing typefaces is universally understood, and it has less to do with the reader’s response to the type than it does with the type’s mechanical and historical properties. This approach uses the terms serif and sans serif. • The type either has a serif or it doesn’t (sans is French for “without”).

  9. Times, New Century Schoolbook, Bookman, and Palatino are examples of serif fonts. Helvetica, Verdana, Arial, Optima, and AvantGarde are sans serif.

  10. Using Text in Multimedia • Use text for titles and headlines (what it’s all about), for menus (where to go), for navigation (how to get there), and for content (what you see when you get there). • In designing your navigation system, bring the user to a particular destination with as few actions and as short a wait as possible. If the user never needs the Help button to get there or never has to click the Back button when at a dead end, you’re doing everything right!

  11. Designing with Text • From a design perspective, your choice of font size and the number of headlines you place on a particular screen must be related both to the complexity of your message and to its venue.

  12. Seekers want dense material, and while they travel along your navigational pathways, they will scroll through relevant text and study the details. • Strike a balance - Too little text on a screen requires annoying page turns and unnecessary mouse clicks and waits; too much text can make the screen seem overcrowded and unpleasant.

  13. On the other hand… Presentation slides for publicspeaking support: • text will be keyed to a live presentation where the text accents the main message. • use bulleted points in large fonts and few words with lots of white space • Let the audience focus on the speaker at the podium

  14. Choosing Text Fonts Suggestions: • For small type, use the most legible font available • Use as few different faces as possible in the same work, but vary the weight and size of your typeface using italic and bold styles where they look good. • In text blocks, adjust the leading for the most pleasing line spacing. • Vary the size of a font in proportion to the importance of the message you are delivering. • In large-size headlines, adjust the spacing between letters (kerning) so that the spacing feels right.

  15. To make your type stand out or be more legible, explore the effects of different colors and of placing the text on various backgrounds. • Use anti-aliased text where you want a gentle and blended look for titles and headlines.

  16. If you are using centered type in a text block, keep the number of lines and their width to a minimum. • For attention-grabbing results with single words or short phrases, try graphically altering and distorting your text and delivering the result as an image. • Experiment with drop shadows. • Pick the fonts that seem right to you for getting your message across, then double-check your choice against other opinions.

  17. Use meaningful words or phrases for links and menu items. • Use link colors consistently throughout a site • Bold or emphasize text to highlight ideas or concepts, but do not make text look like a link or a button when it is not. • On a web page, put vital text elements and menus in the top 320 pixels

  18. Symbols and Icons • Symbols are concentrated text in the form of stand-alone graphic constructs • You should treat them as text—or visual words—because they carry meaning. • Icons: these are symbolic representations of objects and processes common to the graphical user interfaces of many computer operating systems. • With multimedia, you have the power to blend both text and icons (as well as colors, sounds, images, and motion video) to enhance the overall impact and value of your message.

  19. WARNING Do not be seduced into creating your own language of symbols and icons.

  20. Combine symbols with text cues  ensures the graphic impact of the symbols but allows prompting the user on their meaning • A few symbols have emerged in the interactive multimedia world as an accepted lexicon of navigation cues that do not need text

  21. Hypermedia and Hypertext • Interactive multimedia becomes hypermedia when its designer provides a structure of linked elements through which a user can navigate and interact. • When words are keyed or indexed to other words, you have a hypertext system • The text can then be called hypertext; because the words, sections, and thoughts are linked, the user can navigate through text in a nonlinear way, quickly and intuitively.

  22. Images • Bitmaps (or paint graphics) and as vector-drawn (or just plain “drawn”) • Bitmaps are used for photo-realistic images and for complex drawings requiring fine detail. • Vector-drawn objects are used for lines, boxes, circles, polygons, and other graphic shapes that can be mathematically expressed in angles, coordinates, and distances.

  23. Representing Images: • Dibagimenjadi ‘pixels’ • Value dari Pixel: • Grayscale • Color images (hue, saturation, grayscale)

  24. Standard file format: • GIF • TIFF • JPEG

  25. Sound • Encoding process: • Sampling • Quantization • Coding

  26. Editing Digital Recordings • Audacity is a free open-source sound editing application for Windows, Macintosh, and Linux (http://audacity.sourceforge.net). • Trimming • Removing “dead air” or blank space from the front of a recording and any unnecessary extra time off the end is your first sound editing task. • Splicing and Assembly • Using the same tools mentioned for trimming, you will probably want to remove the extraneous noises that inevitably creep into a recording.

  27. Volume • Adjustments If you are trying to assemble ten different recordings into a single sound track, there is little chance that all the segments will have the same volume. • Format Conversion • Fade-ins and Fade-outs • Most programs offer enveloping capability, useful for long sections that you wish to fade in or fade out gradually.

  28. Equalization • modify a recording’s frequency content so that it sounds brighter (more high frequencies) or darker (low, ominous rumbles). • Time Stretching • Advanced programs let you alter the length (in time) of a sound file without changing its pitch.

  29. Adding Sound to Your Multimedia Project 1. Determine the file formats that are compatible with your multimedia authoring software and the delivery medium(s) you will be using (for file storage and bandwidth capacity). 2. Determine the sound playback capabilities (codecs and plug-ins) that the end user’s system offers. 3. Decide what kind of sound is needed (such as background music, special sound effects, and spoken dialog). Decide where these audio events will occur in the flow of your project. Fit the sound cues into your storyboard 4. Decide where and when you want to use either digital audio or MIDI data. 5. Acquire source material by creating it from scratch or purchasing it.

  30. 6. Edit the sounds to fit your project. 7. Test the sounds to be sure they are timed properly with the project’s images. This may involve repeating steps 1 through 4 until everything is in sync.

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