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DFP 4113 MULTIMEDIA TECHNOLOGY
CHAPTER 2: WORKING WITH TYPOGRAPHY AND IMAGES NURUL IHSANIAH OMAR MASTER OF INSTRUCTIONAL MULTIMEDIA(USM), BACHELOR OF INFORMATION TECHCNOLOGY(HONS) (UUM) JABATAN TEKNOLOGI MAKLUMAT & KOMUNIKASI
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COURSE LEARNING OUTCOME
Upon completion of this course, students should be able to: 1. apply effectively multimedia technology development knowledge based on Multimedia Development Model. (C3, PLO1) 2. produce a complete interactive multimedia application by integrating all multimedia elements such as text, graphics, audio, video and animation using multimedia authoring tools. (P4, PLO2) 3. demonstrate the ability to lead a multimedia development team to complete assigned multimedia project within a stipulated time. (A3, PLO6, PLO9)
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LESSON LEARNING OUTCOME (LLO)
2.0 WORKING WITH TYPOGRAPHY & IMAGES 2.1 Developing text based objects/ artifacts. 2.2 Works with images and graphics. 2.3 Apply image processing
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TYPOGRAPHY 2.1 Developing text based objects/ artifacts.
is the art and technique of arranging type to make written language legible, readable, and appealing when displayed. The arrangement of type involves selecting typefaces, point size, line length, line- spacing (leading), letter-spacing (tracking), and adjusting the space within letters pairs (kerning). The term typography is also applied to the style, arrangement, and appearance of the letters, numbers, and symbols created by the process.
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Important of text in a multimedia presentation
Words and symbols in any form, spoken or written are the most common means of communication. Text is a vital elements of multimedia menus, navigation system and content.
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The content of text consists of the characters that make up the words, punctuation, symbols and so on which convey the meaning or message. The appearance of text comprises its visual attributes, such as the shape and size of characters, and their layout on the page.
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LIST ATTRIBUTES OF A BLOCK OF TEXT.
Typical font styles are bold, italic and underlined. Type sizes are usually expressed in points (about 72 per inch). Leading is the space between lines. Kerning is the space between individual characters. Alignment can be left, right, centered or justify.
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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. Three common styles are bold, italic and underline but there are several others; some such as superscript, emboss or strikethrough have specialized uses. Type sizes are usually expressed in points; one point is inch or about 1/72 of an inch.
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typeface Is a family of graphic characters that usually includes many type sizes and styles. There are many categories of typeface available and being used but two of the basic categories are Serif and San Serif. Serif are typeface that have curly strokes at the end of each letter. The most notable Serif typeface is Times New Roman. San Serif are typeface without the curly stroke at the end of the letter. Example: Arial.
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ANTI-ALIASING Anti-aliasing is often applied to type to make it appear smoother. Jaggies are avoided by anti-aliasing the edges of the text characters, making them seem smoother to the eye.
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text in multimedia The text elements used in multimedia are:
Menu for navigation Interactive buttons Fields for reading HTML documents Symbols and icons
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Choosing text font Consider legibility and readability
Avoid too many faces Use color purposefully Use anti-aliased text Use drop caps and initial caps for accent Minimize centered text Use white space Use animated text to grab attention
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SYMBOLS AND ICON Symbols are concentrated text in the form of stand-alone graphic construct. Symbols convey meaningful messages. Windows hourglass cursor tells you to wait while computer is processing.
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SYMBOLS AND ICON Icon are symbolic representations of objects and process. Common to the graphical user interfaces of many computer operating system.
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Menu for navigation A user navigates through content using a menu.
A simple menu consists of a text list of topics.
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Interactive button A button is a clickable object that executes a command when activated. Users can create their own buttons from bitmaps and graphics. The design and labeling of the buttons should be treated as an industrial art project.
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