Hypermedia

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Across
  1. 2. ____ ____ are stories that can be read from a computer screen, on mobile devices, or as print books with interactive buttons, also called electronic storybooks.
  2. 5. Allows these movies to be edited and combined with especial effects.
  3. 6. Coherence, signaling, redundancy spatial continuity, and temporal continuity are principles to reduce ____ ____.
  4. 9. Devises for full immersion system include sound and tactile or ____ ____.
  5. 11. Interactive media.
  6. 14. Segmenting, pretraining, and modality are designed principles to manage ____ ____.
  7. 16. Voice Extensible Markup Language
  8. 18. Multimedia and personalization are designed principles to foster ____ ____.
  9. 20. Video sharing in site such as YouTube.
  10. 21. Young people who are living visually and virtually from handheld screens, smart phones, etc.
  11. 23. QuickTime movie format
  12. 25. The user places a headset over the eyes.
  13. 28. To maximize the productive process we need avoid ____ ____
  14. 29. Extensible Markup Language
Down
  1. 1. is easy to access using the standard QuickTime player available free for apple.
  2. 3. Audio Video Interleave format
  3. 4. Virtual reality
  4. 7. a panel or series of panels on which a set of sketches is arranged depicting consecutively the important changes of scene and action for a movie, television show, etc
  5. 8. Replicas of real manipulatives that are accessed via the internet.
  6. 10. are used to represent themselves in virtual environments.
  7. 12. Multiple media.
  8. 13. Aptitude treatment interaction
  9. 15. Sequences of frames with clip art and text.
  10. 17. Is a video camera that s connected to a computer in order to gather video for view at other locations.
  11. 19. A term that combines iPod and boardcast.
  12. 22. Virtual reality modeling language
  13. 24. Describe a proposed database system based on Bush’s idea.
  14. 26. Moving Picture Experts Group format
  15. 27. Abbreviation for Head mounted display this headset in the channel through which the wearer sees the computer-generated environment.