14 | Illinois Arts Learning Standards Media Arts Approved by the Illinois State Board of Education
Media Arts Glossary
Attention: Principle of directing perception through sensory
and conceptual impact.
Balance: Principle of the equitable and/or dynamic
distribution of items in a media arts composition or
structure for aesthetic meaning, as in a visual frame, or
within game architecture.
Components: The discrete portions and aspects of media
artworks, including elements, principles, processes, parts, and
assemblies (for example, light, sound, space, time, shot, clip,
scene, sequence, movie, narrative, lighting, cinematography,
interactivity).
Composition: Principle of arrangement and balancing of
components of a work for meaning and message.
Constraints: Limitations on what is possible, both real
and perceived.
Context: The situation surrounding the creation or experience
of media artworks that influences the work, artist, or audience.
This can include how, where, and when media experiences
take place, as well as additional internal and external factors
(for example, personal, societal, cultural, historical, physical,
virtual, economic, systemic).
Continuity: The maintenance of uninterrupted flow, continuous
action, or self-consistent detail across the various scenes
or components of a media artwork (for example, game
components, branding, movie timeline, series).
Contrast: Principle of using the difference between items,
such as elements, qualities, and components, to mutually
complement them.
Convention: An established, common, or predictable rule,
method, or practice within media arts production, such as the
notion of a “hero” in storytelling.
Copyright: The exclusive right to make copies, license, and
otherwise exploit a produced work.
Design thinking: A cognitive methodology that promotes
innovative problem solving through the prototyping and
testing process commonly used in design.
Digital identity: How one is presented, perceived, and recorded
online, including personal and collective information and
sites, e-communications, and commercial tracking.
Divergent thinking: Unique, original, uncommon, idiosyncratic
ideas; thinking “outside of the box.”
Emphasis: Principle of giving greater compositional strength
to a particular element or component in a media artwork.
Ethics: Moral guidelines and philosophical principles
for determining appropriate behavior within media arts
environments.
Exaggeration: Principle of pushing a media arts element
or component into an extreme for provocation, attention, or
contrast, as seen in character, voice, mood, or message.
Experiential Design: Area of media arts wherein interactive,
immersive spaces and activities are created for the user;
associated with entertainment design.
Fairness: Complying with appropriate, ethical, and equitable
rules and guidelines.
Fair use: Permits limited use of copyrighted material without
acquiring permission from the rights holders, including
commentary, search engines, and criticism.
Force: Principle of energy or amplitude within an element,
such as the speed and impact of a character’s motion.
Generative methods: Various inventive techniques for
creating new ideas and models, such as brainstorming, play,
open exploration, experimentation, inverting assumptions, or
rule bending.
Hybridization: Principle of combining two existing media
forms to create new and original forms, such as merging
theatre and multimedia.
Interactivity: A diverse range of articulating capabilities
between media arts components, such as user, audience,
and sensory elements, that allow for inputs and outputs
of responsive connectivity using sensors, triggers, and
interfaces, and may be used to obtain data, commands, or
information and may relay immediate feedback, or other
communications; contains unique sets of aesthetic principles.
Juxtaposition: Placing greatly contrasting items together
for effect.
Legal: The legislated parameters and protocols of media arts
systems, including user agreements, publicity releases,
and copyright.
Manage audience experience: The act of designing
and forming user sensory episodes through multisensory
captivation, such as using sequences of moving image
and sound to maintain and carry the viewer’s attention or
constructing thematic spaces in virtual or experiential design.
Markets: The various commercial and informational channels
and forums for media artworks, such as television, radio,
Internet, fine arts, nonprofit, or communications.
Meaning: The formulation of significance and purposefulness
in media artworks.
Media arts contexts: The diverse locations and circumstances
of media arts, including its markets, networks, technologies,
and vocations.
Media environments: Spaces, contexts, and situations where
media artworks are produced and experienced, such as in
theaters, production studios, and online.
Media literacy: A series of communication competencies,
including the ability to access, analyze, evaluate, and
communicate information in a variety of forms, including print
and nonprint messages.
Media messages: The various artistic, emotional, expressive,
prosaic, commercial, utilitarian, and informational
communications of media artworks.
Modeling or concept modeling: Creating a digital or physical
representation or sketch of an idea, usually for testing;
prototyping.
Movement: Principle of motion of diverse items within
media artworks.
Multimedia theatre: The combination of live theatre elements
and digital media (for example, sound, projections, video) into
a unified production for a live audience.
Multimodal perception: The coordinated and synchronized
integration of multiple sensory systems (for example, vision,
touch, auditory) in media artworks.
Narrative structure: The framework for a story, usually
consisting of an arc of beginning, conflict, and resolution.
Personal aesthetic: An individually formed, idiosyncratic style
or manner of expressing oneself; an artist’s “voice.”
Perspective: Principle pertaining to the method of
three-dimensional rendering, point-of-view, and angle of
composition.
Point of view: The position from which something or someone
is observed; the position of the narrator in relation to the story,
as indicated by the narrator’s outlook from which the events
are depicted and by the attitude toward the characters.
Positioning: The principle of placement or arrangement.
Production processes: The diverse processes, procedures,
or steps used to carry out the construction of a media
artwork, such as prototyping, playtesting, and architecture
construction in game design.
Prototyping: Creating a testable version, sketch, or model
of a media artwork, such as a game, character, website, or
application.
Resisting closure: Delaying completion of an idea, process, or
production or persistently extending the process of refinement,
toward greater creative solutions or technical perfection.
Responsive use of failure: Incorporating errors toward
persistent improvement of an idea, technique, process, or
product.
Rules: The laws or guidelines for appropriate
behavior; protocols.