Across
- 3. A simulated experience that can be similar to or completely different from the real world, typically experienced through a headset.
- 4. Content that combines different forms of media, such as text, audio, images, and video, often interactive.
- 6. A technology that overlays digital information or virtual objects onto the real world, typically viewed through a smartphone or tablet.
- 9. Online platforms and websites that facilitate the sharing of content, communication, and networking among users.
- 10. A digital book that can be read on electronic devices such as e-readers, tablets, or smartphones.
- 11. Capturing and storing photographs in digital format using electronic image sensors, often done with digital cameras or smartphones.
- 12. The overall experience of a person using a product or service, including ease of use, accessibility, and satisfaction.
- 13. Technologies and techniques used to control access to digital content and prevent unauthorized copying or distribution.
Down
- 1. Transmitting audio or video data over the internet in a continuous flow, allowing for real-time playback without downloading.
- 2. Promoting products or services using digital channels such as websites, social media, email, and search engines.
- 5. The graphical layout of an application or website, including buttons, menus, and other interactive elements, designed to facilitate user interaction.
- 7. A file format for animated images, commonly used for short loops or clips on the internet.
- 8. Content (such as text, images, audio, or video) that is stored and transmitted in digital form.
