Glossary

 

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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.

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.

 

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.

 

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.

 

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.

 

FULL MOTION VIDEO

Video frames displayed at 30-frames per second. Full motion video can be stored on DVD and displayed on a computer.

 

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.

 

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.

 

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.

 
 

 

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.

 

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.

 

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.

 

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.

 

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.

 

PRESENTATION ENVIRONMENT

The presentation environment is the medium in which the information is displayed.

 

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.

 

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

 

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.

 

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.

 

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.

 

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.

 

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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