Audiovisual in the context of Computer game


Audiovisual in the context of Computer game

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⭐ Core Definition: Audiovisual

Audiovisual (AV) is electronic media possessing both a sound and a visual component, such as slide-tape presentations, films, television programs, corporate conferencing, church services, and live theater productions.

Audiovisual service providers frequently offer web streaming, video conferencing, and live broadcast services. The professional audio visual industry has companies that provide hardware, software and services. These organizations are commonly referred to as systems integrators and perform both the installation and integration of different types of AV equipment from multiple manufacturers into spaces to create the AV experience for the user or audience.

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Audiovisual in the context of Diary

A diary is a written or audiovisual memorable record, with discrete entries arranged by date reporting on what has happened over the course of a day or other period. Diaries have traditionally been handwritten but are now also often digital. A personal diary may include a person's experiences, thoughts, and/or feelings, excluding comments on current events outside the writer's direct experience. Someone who keeps a diary is known as a diarist. Diaries undertaken for institutional purposes play a role in many aspects of human civilization, including government records (e.g. Hansard), business ledgers, and military records. In British English, the word may also denote a preprinted journal format.

Today the term is generally employed for personal diaries, normally intended to remain private or to have a limited circulation amongst friends or relatives. The word "journal" may be sometimes used for "diary," but generally a diary has (or intends to have) daily entries (from the Latin word for 'day'), whereas journal-writing can be less frequent.

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Audiovisual in the context of Video game

A video game, computer game, or simply game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience.

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Audiovisual in the context of Broadcasting

Broadcasting is the distribution of audio and audiovisual content to dispersed audiences via an electronic mass communications medium, typically using the electromagnetic spectrum (radio waves), in a one-to-many model. Broadcasting began with AM radio, which became popular around 1920 with the spread of vacuum tube radio transmitters and receivers. Before this, most implementations of electronic communication (early radio, telephone, and telegraph) were one-to-one, with the message intended for a single recipient. The term broadcasting evolved from its use as the agricultural method of sowing seeds in a field by casting them broadly about. It was later adopted for describing the widespread distribution of information by printed materials or by telegraph. Examples applying it to "one-to-many" radio transmissions of an individual station to multiple listeners appeared as early as 1898.

Over-the-air broadcasting is usually associated with radio and television, though more recently, both radio and television transmissions have begun to be distributed by cable (cable television). The receiving parties may include the general public or a relatively small subset; the point is that anyone with the appropriate receiving technology and equipment (e.g., a radio or television set) can receive the signal. The field of broadcasting includes both government-managed services such as public radio, community radio and public television, and private commercial radio and commercial television. The U.S. Code of Federal Regulations, title 47, part 97 defines broadcasting as "transmissions intended for reception by the general public, either direct or relayed". Private or two-way telecommunications transmissions do not qualify under this definition. For example, amateur ("ham") and citizens band (CB) radio operators are not allowed to broadcast. As defined, transmitting and broadcasting are not the same.

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Audiovisual in the context of Monograph

A monograph is generally a long-form work on one (usually scholarly) subject, or one aspect of a subject, typically created by a single author or artist (or, sometimes, by two or more authors). Traditionally it is in written form and published as a book, but it may be an artwork, audiovisual work, or exhibition made up of visual artworks. In library cataloguing, the word has a specific and broader meaning, while in the United States, the Food and Drug Administration uses the term to mean a set of published standards as well as various guidelines.

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Audiovisual in the context of Legal deposit

Legal deposit is a legal requirement that mandates individuals or organizations to submit copies of their publications to a designated repository, typically a national library. The number of copies required varies by country. In some jurisdictions, governments are also subject to legal deposit obligations and must provide copies of official documents to publicly accessible libraries. These requirements exist to preserve a nation's published heritage and ensure long-term access to information.

The legislation governing legal deposit requirements varies by country; in some cases, it is enshrined in copyright law, while in others, it is established through separate legal deposit or library-specific statutes. Until the late 20th century, legal deposit covered only printed and audiovisual materials. However, in the 21st century, most countries have extended their legislation to include digital documents. In 2000, UNESCO published a new and enlarged edition of Jean Lunn's 1981 Guidelines for Legal Deposit Legislation, which addresses the issue of electronic formats in its recommendations for the construction of legal deposit legislation.

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Audiovisual in the context of Internet Archive

The Internet Archive is an American non-profit library founded in 1996 by Brewster Kahle that runs a digital library website, archive.org. It provides free access to collections of digitized media including websites, software applications, music, audiovisual, and print materials. The Archive also advocates a free and open Internet. Its mission is committing to provide "universal access to all knowledge".

The Internet Archive allows the public to upload and download digital material to its data cluster, but the bulk of its data is collected automatically by its web crawlers, which work to preserve as much of the public web as possible. Its web archive, the Wayback Machine contains more than 1 trillion web captures. The Archive also oversees numerous book digitization projects, collectively one of the world's largest book digitization efforts.

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Audiovisual in the context of Subtitle

Subtitles are texts representing the contents of the audio in a film, television show, opera or other audiovisual media. Subtitles might provide a transcription or translation of spoken dialogue. Although naming conventions can vary, captions are subtitles that include written descriptions of other elements of the audio, like music or sound effects. Captions are thus especially helpful to deaf or hard-of-hearing people. Subtitles may also add information that is not present in the audio. Localizing subtitles provide cultural context to viewers. For example, a subtitle could be used to explain to an audience unfamiliar with sake that it is a type of Japanese wine. Lastly, subtitles are sometimes used for humor, as in Annie Hall, where subtitles show the characters' inner thoughts, which contradict what they were saying in the audio.

Creating, delivering, and displaying subtitles is a complicated and multi-step endeavor. First, the text of the subtitles needs to be written. When there is plenty of time to prepare, this process can be done by hand. However, for media produced in real-time, like live television, it may be done by stenographers or using automated speech recognition. Subtitles written by fans, rather than more official sources, are referred to as fansubs. Regardless of who does the writing, they must include information on when each line of text should be displayed.

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Audiovisual in the context of Slide-tape

A slide-tape work (often slide-tape presentation) is an audiovisual work consisting of a slide show using a filmstrip machine with synchronised accompanying audio, traditionally audio tape. These have frequently been used for education and for tourism, but also include artistic uses.

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Audiovisual in the context of Demoscene

The demoscene (/ˈdɛmˌsn/) is an international computer art subculture focused on producing demos: self-contained, sometimes extremely small, computer programs that produce audiovisual presentations. The purpose of a demo is to show off programming, visual art, and musical skills. Demos and other demoscene productions (graphics, music, videos, games) are shared, voted on and released online at festivals known as demoparties.

The scene started with the home computer revolution of the early 1980s, and the subsequent advent of software cracking. Crackers altered the code of computer games to remove copy protection, claiming credit by adding introduction screens of their own ("cracktros"). They soon started competing for the best visual presentation of these additions. Through the making of intros and stand-alone demos, a new community eventually evolved, independent of the gaming and software sharing scenes.

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Audiovisual in the context of State Library of South Australia

The State Library of South Australia, or SLSA, formerly known as the Public Library of South Australia, located on North Terrace, Adelaide, is the official library of the Australian state of South Australia. It is the largest public research library in the state, with a collection focus on South Australian information, being the repository of all printed and audiovisual material published in the state, as required by legal deposit legislation. SLSA's holdings include rare books, maps, manuscripts, and ephemera. It holds the "South Australiana" collection, which documents South Australia from pre-European settlement to the present day, as well as general reference material in a wide range of formats, including digital, film, sound and video recordings, photographs, and microfiche.

As of October 2025, the director of the library is Megan Berghuis, who was appointed in 2024, after the retirement of Geoff Strempel.

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Audiovisual in the context of Cinema of Africa

Cinema of Africa covers both the history and present of the making or screening of films on the African continent, and also refers to the persons involved in this form of audiovisual culture. It dates back to the early 20th century, when film reels were the primary cinematic technology in use. As there are more than 50 countries with audiovisual traditions, there is no one single 'African cinema'. Both historically and culturally, there are major regional differences between North African and sub-Saharan cinemas, and between the cinemas of different countries.

The cinema of Egypt and the cinema of Tunisia are also among the oldest in the world. Cinema of Egypt in particular is the most established and flourishing industry in Africa. Pioneers Auguste and Louis Lumière screened their films in Alexandria, Cairo, Tunis, Susa, Libya and Hammam-Lif, Tunisia in 1896. Albert Samama Chikly is often cited as the first producer of indigenous African cinema, screening his own short documentaries in the casino of Tunis as early as December 1905. The first film to be produced was the 1923's Barsoum Looking for a Job in Egypt. Alongside his daughter Haydée Tamzali, Chikly would go on to produce important early milestones such as 1924's The Girl from Carthage. In 1927, Egypt produced Laila, the first feature-length film produced by Aziza Amir and directed by Stephan Rosti and Wedad Orfi. In 1935, the Studio Misr in Cairo began producing mostly formulaic comedies and musicals, but also films like Kamal Selim's The Will (1939). Egyptian cinema flourished in the 1940s, 1950s, and 1960s, considered its Golden Age. Youssef Chahine's seminal Cairo Station (1958) laid the foundation for Arab film.

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Audiovisual in the context of The A.V. Club

The A.V. Club is an online newspaper and entertainment website featuring reviews, interviews, and other articles that examine films, music, television, books, games, and other elements of pop-culture media. The A.V. Club was created in 1993 as a supplement to its satirical parent publication, The Onion. While it was a part of The Onion's 1996 website launch, The A.V. Club had minimal presence on the website at that point.

A 2005 website redesign placed The A.V. Club in a more prominent position, allowing its online identity to grow. Unlike The Onion, The A.V. Club is not satirical. The publication's name is a reference to audiovisual (AV) clubs typical of American high schools.

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Audiovisual in the context of Lip sync

Lip sync or lip synch (pronounced /sɪŋk/, like the word sink, despite the spelling of the participial forms synced and syncing), short for lip synchronization, is a technical term for matching a speaking or singing person's lip movements with sung or spoken vocals.

Audio for lip syncing is generated through the sound reinforcement system in a live performance or via television, computer, cinema speakers, or other forms of audio output. The term can refer to any of a number of different techniques and processes, in the context of live performances and audiovisual recordings.

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