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Communications 1300 Final Exam Questions And Answers

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COMMUNICATIONS 1300 FINAL EXAM QUESTIONS AND ANSWERS

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COMMUNICATIONS 1300 FINAL EXAM
QUESTIONS AND ANSWERS
Bulletin Board Systems - ANSWER-Computer or application dedicated to the sharing or
exchange of messages or other files on a network
-Email, post opinions, upload/download

Internet of Things - ANSWER-Ubiquitous computing will enable diverse wireless
applications, including monitoring of pets and houseplants, operation of appliances,
keeping track of books and bicycles and more
-Everyday objects connected to one another and being able to communicate with one
another

Video games + Personal Computers - ANSWER-Turning point for both technologies
-Commodore 64- Brought gaming into homes
- Computer games; main reasons why home PC sales increased
-1980s, ARPANET- forerunner of the Internet
-Start of online role playing games

Virtual Reality - ANSWER-Immerse the users in a virtual world
-Head-mounted displays (motion sickness issues)
-Oculus Rift

Augmented Reality - ANSWER-Superimpose game objects on real-world environment
-Second life meets first life
ex. Pokemon GO

Artificial Intelligence - ANSWER-Game continues to change according to opponent's
moves
-Gets progressively difficult
-Virtual characters in the game act as if they are human

Entertainment Software Review Board - ANSWER-"Voluntary" ratings in the industry
-Self-censorship to avoid outside regualtion
-AO; Adults only-sexual content only though not for graphic violence

Mods - ANSWER-Modifications to game play or game environments
-Introduce new characters
-Add new weapons
-Create new settings

Serious Games - ANSWER-Games with positive effects
-Educational games (prosocial rewards)
-Playing games helps requite complex skills

, -Improve "Visual Attention"
-Immersive learning environments and personalized simulations of real-wrold settings

Types of Cognition & Learning in Serious Games - ANSWER-Most marketed to
enhance learning skills are non-violent
-Increased Visual Attention; searching & identifying visual stimuli
-Increase spacial abilities: Ability to mentally rotate or arrange objects

Casual Games - ANSWER-A game targeted at or used by a mass audience of casual
gamers
-typically distinguished by their simple and lack of commitment required in contrast to
more complex hardcore games
-Increase in "Casual games"
ex. Candy Crush

Gruing's Model - ANSWER-Four models of Public Relations

Press Agentry or Publicity - ANSWER-One-way Communication
To manipulate public opinion and behavior

Public Information or Journalism - ANSWER-One-way Communication
To disseminate information to the public

Two-way asymmetric - ANSWER-Two-way Communication
To persuade and find out how the public reacted

Two-way Symmetric - ANSWER-Two-way Communication
To gain mutual understanding and find a win-win common ground

Propaganda - ANSWER-Information, especially of a biased or misleading nature, used
to promote or publicize a particular political cause or point of view

Functions of PR Practitioners - ANSWER---> Publicity or Media Relations
-gaining press coverage
-News releases, press conferences
-->Promotion or Selling
-Print and audio-visual materials on a product
-Exhibits, promotion giveaways
--> Government Relations
-Assisting or influencing local and state governments
-Problems pertaining to legislation,regulation, etc.
--> Public Information
-Use of print and audio-visual materials to inform, educate and assist the public
--> Special Events
-Plan and manage internal & external events
-Ribbon-cutting, groundbreaking ceremonies

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