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ANTI-UTOPIAN
Technological anti-utopianism
is a form of cultural criticism which portrays the negative aspects
of new technologies. The potential of new technologies is presented
as relentlessly harsh. Anti-utopians see technology as having
a destructive influence on society. Their perspective on the
subject and point of view is usually extreme. |
ARTIFICIAL
INTELLIGENCE (AI)
Applications that exhibit
human intelligence and behavior. AI also implies the ability
to learn or adapt through experience. |
AUTHORING
TOOLS
Authoring tools are the
software that provides the important utilities needed for organizing
and editing the elements of a multimedia project. Authoring tools
are used for designing interactivity and the user interface.
Some popular authoring tools include HyperCard, HyperStack, Toolbox,
Authorware, and Director. Such software packages contain program
components to manage the instructional or training process. |
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BRANCHING
To move from one location
of a program to another. It is the decision point in hypertext
programs and systems that allows the a specific route to be selected
through the training based on an interaction with the user. For
example, if a button initiates a video sequence, it is said to
branch to video. |
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CHUNKING
Chunking is the process
of dividing information into separate topics of information.
Chunking information makes it stand out, affords more white space,
and makes it easier to remember. Incorporating lists, charts,
and other grouping mechanisms is a way to present the information
into manageable "chunks" and pieces information. |
COMPUTER-ASSISTED
LEARNING (CAL)
Computer-assisted learning
is a self-paced and oftentimes an interactive learning module
used in educational facilities. The content can be a sequential
procedure or method explaining a complex mathematical operation,
an interactive chart containing the periodic table of elements,
an animated sequence displaying a dissecting procedure, or a
CD-ROM containing the poetry of John Keats. |
COMPUTER-BASED
TRAINING (CBT)
Computer-based training
is self-paced and oftentimes interactive training for users who
are learning a new process, product, application, or how to perform
a specific task. CBT is used in business and industry. |
CD-ROM
(COMPACT DISC-READ ONLY MEMORY)
An optical storage device
that is nonerasable, nonrewritable disc that stores approximately
650 megabytes of digital data. |
CYBERSPACE
Term originated by author
William Gibson in his novel Neuromancer the word Cyberspace
is currently used to describe the whole range of information
resources available through computer networks. |
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DIGITAL
VIDEO
A video that is stored
in bits and bytes on a computer. It can be manipulated and displayed
on a computer screen. |
DISTANCE
LEARNING
Distance learning allows
you to take a course anytime and anywhere. It provides students
the flexibility of enrolling in a course that they do not have
to attend in person. |
DVD
(DIGITAL VERSATILE DISC)
A second generation CD-ROM
format that will provide up to two layers of digital information
on a single-sided compact disc. Storage capacity is 4.7 gigabyte
for one layer and 8.5 gigabyte for two layers. |
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EXPERT
USERS
Expert users understand
how to operate the product. They know how it is organized and
how it works. They do not want to waste time and prefer any option
that lets them work faster. They demand short cuts and a fast
response time, and resent prompts and menus as useless obstacles
in the way of their goal of doing things faster. |
EXPERT
SYSTEM
An application of artificial
intelligence that uses a knowledge base of human expertise to
solve problems. |
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FULL
MOTION VIDEO
Video frames displayed
at 30-frames per second. Full motion video can be stored on DVD
and displayed on a computer. |
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GESTALT
A theory used in design
that is the foundation for visual rhetoric. Gestalt designers
believe the the whole is greater than the sum of its parts. When
designers are creating a visual document, they use a set of design
principles: grouping, proximity, similarity, continuity, closure,
and figure and ground. Adhering to these principles, help the
designer in creating a visually aesthetic online or traditional
document. When grouping users actively organize information to
impose structure and meaning. Proximity represents the nearness
of the objects to one another. Similarity groups objects in similar
groups according to size, color, shape, and placement. Continuity
is elements that suggest grouping objects without interruption
to form a cohesive image. In closure users participate in the
design to complete what is suggested. Figure is the focus and
ground is the rest of the field using negative and positive space. |
GRAPHICAL
USER INTERFACE (GUI)
A system of operating
a computer by manipulating windows, menus, and icons with a mouse
providing the user a much easier method to us a computer than
the traditional system requiring precise text input. The first
GUI was introduced in 1984 when computer manufacturer introduced
the Macintosh personal computer. The Macintosh revolutionized
the way people interacted with their computers. |
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HOT
SPOT
A hot spot is text or
graphical elements that is linked to another piece of information.
The hot spot can be clicked on using a mouse to access the linked
information. |
HTML (HyperText Markup Language)
The coding language used to create Hypertext documents
for use on the World Wide Web. HTML looks a lot like old-fashioned
typesetting code, where you surround a block of text with codes
that indicate how it should appear, additionally, in HTML you
can specify that a block of text, or a word, is linked to another
file on the Internet. HTML files are meant to be viewed using
a World Wide Web Client Program, such as Netscape
or Mosaic. |
HTTP (HyperText Transfer Protocol)
The protocol for moving hypertext files across the
Internet. Requires a HTTP client program on one
end, and an HTTP server program on the other end. HTTP
is the most important protocol used in the World Wide Web
(WWW) |
HYPERMEDIA
A structure of linked
elements, containing both text and symbolic links, through which
the user can navigate. |
HYPERMEDIA
PROGRAM
A program that delivers
information through multiple connected pathways. Hypermedia allows
users to branch seemlessly among text, graphics, audio, and video. |
HYPERTEXT
Generally, any text that
contains connections to other documents is considered to be hypertext.
In a hypertext document words or phrases in the document are
usually highlighted so they stand out from the rest of the text.
Readers have to option to select the hypertext, which will cause
another document to be retrieved and displayed. |
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ICON
An icon is a symbolic
representation of objects or processes common to the graphical
user interfaces of many computer operating systems. Icons conveys
meaningful messages to the user. For example, the trashcan on
the Macintosh computer tells users where the throw away old files.
Windows hourglass cursor tells users to wait while the computer
is processing. |
INDEX(ED)
The text or symbolic
contents of a project is indexed when its elements are linked
together to afford rapid electronic retrieval of the associated
information. |
INTELLIGENT
TUTORING SYSTEMS (ITS)
An advanced form of computer-based
training that uses artificial intelligence to custom fit the
instruction or training to the individual. |
INTERFACE
Interface can be a link
between two components , such as a CD-ROM drive and a computer.
However, interface can also refer to the interaction between
the computer and the user. |
INTERACTIVE
MULTIMEDIA
A multimedia program
or project that gives the user control over how to access the
information. It allows the user to interact with the computer
program or multimedia title. |
INTERNET
A group of networks connecting
governmental institutions, military branches, educational institutions,
and commercial companies. |
INTRANET
A group networks connecting
the workstations within a particular organization. |
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KIOSK
A kiosk is a stand-alone
terminal that provide information and help to users. A kiosk
reduces the demands made on traditional information booths and
personnel, adds value to facility where it is installed, and
they can provide help around the clock, when personnel is off-duty.
Places that one might use a kiosk are airports, train stations,
hotels, libraries, museums, and malls. |
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LEARNER
INTERACTION
The ability of a learner
to provide input into an instructional program. Many programs
are designed to interpret the input and modify the instruction
based on it. |
LINEAR
PRESENTATION
A presentation, such
as a traditional slide show or video, that proceeds from beginning
to end without changing direction. |
LINKS
Links are the word or
graphic that is connected allowing the user to jump to the linked
information. The links are the navigational tools and menus that
provide the connection between conceptional elements. |
LOTUS
NOTES
Lotus Notes is a software
program that provides an information manager for workgroups.
Using Lotus Notes, a group of people can share information across
a computer network even if those people are in different parts
of the world. |
LUDDITE
A Luddite is anyone who
practices resistance to technological changes and the influence
such changes have on society. The term Luddite comes from a previous
era that describe one who distrusts or fears the inevitable changes
brought about by new technology. The original Luddite revolt
occurred in 1811, an action against the English Textile factories
that displaced craftsmen in favor of machines. Today's Luddite
continues to raise moral and ethical arguments against the excesses
of modern technology to the extent that it threatens our essential
humanity. |
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MEDIA
Media refers to the various
elements that can be incorporated into a multimedia project:
sound, text, visuals, animation, video or any other element to
enhance the learning experience. |
MEDIUM
The medium refers to
the various delivery methods available: CD-ROM, Web, computer
monitor, or any other method that can display the multimedia
project. |
MEMEX
Memex was a theoretical
machine envisioned by Vanneaur Bush in 1945. The machine would
link information by association rather than the numeric system
on which machines operated in 1945. Bush's theory was the forerunner
of hypertext theory. Memex, as Bush envisioned it, was in the
form of a desk and would instantly bring files and materials
on any subject to the operator's fingertips. |
MOUSE
A mouse is a small device
with a ball on the bottom developed by Douglas Engelbart in 1965.
Its development changed the way in which users interact with
computers. Using a mouse replaces the need for users to type
in a long string of commands to activate information. As you
move the mouse across a surface, the ball turns, turning components
inside the mouse. These components send signals to the computer
which cause a pointer or cursor on screen to move in a way which
corresponds to the direction and speed the mouse was moved. |
MULTIMEDIA
Multimedia is blending
combinations of text, graphic art, sound, animation, and video
elements. Providing a method for users to control when the elements
appear on the screen and in what order, it is called Interactive
Multimedia. |
MULTIMEDIA
TITLE
A multimedia title is
the finished product that is shipped or sold to consumers, educational
facilities, or end-user. The title is typically packaged in a
box, sleeve, or inside book cover, and shipped with or with out
instructions. |
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NAVIGATIONAL
CUES
The tools used in a multimedia
project in Web sites that help users access the information and
organize the way in which they move through the screens. The
tools are usually in the form of buttons, menus, headings, site
map, and/or arrows. Some of the tools use text, such as next,
back, home, or email, to prompt a response from users. Other
tools use more visual cues, such as directional arrows or iconic
representations of a house for home or a mailbox for email. Navigational
cues serve much the same purpose as an index, table of contents,
or headings do in traditional paper documents. They both help
users or readers to know where they are within the document and
to find their way around. |
NODES
Nodes contain the text,
graphics, sounds, or related information in the knowledge base
of the system. The nodes contain the links that connect the information. |
NOVICE
USER
The novice user knows
little about the product, process, or about computer use. The
novice is curious, but afraid to making mistakes. Novices have
a problem focusing because they are unable to determine what
information is trivial and what information is essential. They
are reluctant to ask questions because they lack the vocabulary
of concepts and terms. |
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OCCASIONAL
USER
The occasional user may
have mastered the system or information at one time, but because
of infrequent use may have forgotten essential items. Occasional
users do not remember details of commands or procedures. |
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PRESENTATION
ENVIRONMENT
The presentation environment
is the medium in which the information is displayed. |
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ROTE
USERS
Rote users use a product
without knowing or understanding much about it. They perform
simple repetitive tasks as instructed by a supervisor. Rote users
usually become stumped by unusual circumstances or expectations
that require them to depart from their securely memorized procedures. |
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STORYBOARD
A storyboard is a detailed
projection of the steps required to achieve the desired results
in a project. It begin with an outline and develop into a process
of mapping out actual screens. Storyboards are and excellent
organizing tool. A good storyboard might contain images of the
main screen of a project or program combined with text explanations
of the elements and how they will work together.
Storyboarding is a process
of representing everything that will be present in the project:
images, audio, links, text, animation, and other functions of
the product. the storyboard is also a useful way to present a
program to a client |
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TRANSFER
USER
Transfer users are those
who already know one product, process, procedure, or task and
are trying to learn a similar one. They want to transfer their
knowledge to a new environment. Transfer users just want to know
how the new product differs from the old. |
TYPOGRAPHY
Typography refers to
the style and arrangement of type on a page. It can consist of
the typeface and font chosen for your document along with the
color, size, and style of the typeface. Selecting appropriate
typographical elements is important and the main factors that
should be considered are readability and clarity. |
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USER
INTERACTION
The ability of a user
to provide input into an instructional program. Many programs
are designed to interpret the input and modify the training based
on it. |
UTOPIAN
Technological utopians
possess a buoyant optimism which portray the positive aspects
of new technologies. The potential of new technologies is presented
as a particularly romantic view of what technology can do for
society. Utopians see technology as having an extremely positive
influence. Their perspective on the subject and point of view
is usually extreme. |
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VIRTUAL
CLASSROOM
It is an environment
unlike the traditional classroom. Essentially, the virtual classroom
is wherever you and your computer happen to be. People enrolled
in a Web based distance learning course attend a virtual classroom.
It can be within a close proximity to the institution offering
to the course or half way around the world from it. |
VIRTUAL
REALITY (VR)
An approximation of reality.
Advanced three-dimensional simulations are often used to create
virtual reality environments. |
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WHITE
SPACE
The area on a computer
screen or page in a document where neither text nor graphics
appears. It is the blank space. |
WINDOW
An area on a computer
screen that displays text, graphics, messages, or documents. |
WORLD
WIDE WEB (WWW)
Hypermedia-based Internet
information system. Graphical user interfaces allow users to
click a mouse on desired menu items, resulting in text, sound,
pictures, or even motion video from all over the world. |
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XANADU
A theoretical machine
envisioned by Ted Nelson in the 1970s. Xanadu is a theoretical
computer system for interactive electronic publishing. It is
a global multimedia system, with an extensive hypertextual organization
for electronic publishing of literary and artistic works. The
technology at the time was unable to support Nelson's theory.
In 1981 Nelson developed a universal network server that would
support a centralized hypertext database. Nelson's ideas were
realized in the 1990s with the development of the World Wide
Web. |
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