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Graphics A Level Mock

amaryl2009 9 questions

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  1. 1Companies target children as new consumers, they do this through the following methods:
    - Blockbuster movies released with a [blank_start]wide range of associated merchandise[blank_end]
    - They can be targeted through TV adverts [blank_start]but the internet and email[blank_end]
    - [blank_start]Children are growing older younger[blank_end]
    - 'Gotta catch 'em all' [blank_start]children's urge to collect[blank_end]
    - 'Culture of cool' [blank_start]play on child's need to be accepted[blank_end]
    1. Awide range of associated merchandise
    2. Bbut the internet and email
    3. CChildren are growing older younger
    4. Dchildren's urge to collect
    5. Eplay on child's need to be accepted
  2. 2Effects of Mass Production on Employment:
    - Crafts person replaced by [blank_start]low-skilled workers[blank_end] in highly mechanised factories
    - Highly automated production and assembly lines has [blank_start]reduced the workforce[blank_end]
    - [blank_start]High skilled technical roles[blank_end] and [blank_start]low-skilled manual roles[blank_end]
    - Low-skilled and often low-paid workers utalised- [blank_start]Low satisfaction and morale[blank_end]
    1. Alow-skilled workers
    2. Breduced the workforce
    3. CHigh skilled technical roles
    4. Dlow-skilled manual roles
    5. ELow satisfaction and morale
  3. 3Source of Anthropometric Data and Designing
    - When applying anthropometric data to a design problem, the designer's aim is to [blank_start]provide an acceptable match[blank_end] for [blank_start]the greatest possible number of users[blank_end]
    - Data charts like those issued by the BSI are simplifies in the '[blank_start]Compendium of essential design and[blank_end] [blank_start]technology standards[blank_end] [blank_start]for schools and colleges[blank_end]'
    - According to the principles of anthropometrics, the designer would [blank_start]ignore the smallest 5% and tallest 5%[blank_end] users and design something to [blank_start]fit the remaining 90%[blank_end]
    - Anthropometric data will vary for [blank_start]different countries in the world[blank_end]
    1. Aprovide an acceptable match
    2. Bthe greatest possible number of users
    3. CCompendium of essential design and
    4. Dtechnology standards
    5. Efor schools and colleges
    6. Fignore the smallest 5% and tallest 5%
    7. Gfit the remaining 90%
    8. Hdifferent countries in the world
  4. 4How is anthropometric data used to cover the population?
    - The height at which [blank_start]5%[blank_end] of the population is shorter which is known as the [blank_start]5th percentile[blank_end]
    - The height at which only [blank_start]5%[blank_end] of people are [blank_start]taller[blank_end] is known as the 95th percentile
    - The anthropometric data that covers [blank_start]90%[blank_end] of the British population covers those who fall [blank_start]between the 5th and the 95th percentile[blank_end]
    - A furniture designer uses heights [blank_start]1.5-1.9 metres[blank_end]
    1. A5%
    2. B5th percentile
    3. C5%
    4. Dtaller
    5. E90%
    6. Fbetween the 5th and the 95th percentile
    7. G1.5-1.9 metres
  5. 5Ergonomics
    - The science of [blank_start]designing products[blank_end], [blank_start]systems[blank_end] and [blank_start]environments[blank_end] for human use and [blank_start]applying the characteristics[blank_end] of [blank_start]human uses[blank_end] to the design of a [blank_start]product[blank_end]
    - Main objective of ergonomics to the designer is to [blank_start]improve people's lives[blank_end] by [blank_start]increasing their comfort[blank_end] and [blank_start]satisfaction[blank_end] when interacting with [blank_start]products[blank_end], [blank_start]systems[blank_end] and [blank_start]environments[blank_end]
    1. Adesigning products
    2. Bsystems
    3. Cenvironments
    4. Dapplying the characteristics
    5. Ehuman uses
    6. Fproduct
    7. Gimprove people's lives
    8. Hincreasing their comfort
    9. Isatisfaction
    10. Jproducts
    11. Ksystems
    12. Lenvironments
  6. 6Key Ergonomic Factors for the Designer
    - Quantitative approach [blank_start]predicts the physical fit[blank_end] of the [blank_start]product[blank_end] to the [blank_start]human body shape[blank_end]
    - Qualitative approach [blank_start]predicts user comfort[blank_end]
    Making Products Suitable
    - A [blank_start]single design valid to everybody[blank_end]
    - A [blank_start]range of objects for all possibilities[blank_end]
    - A product is [blank_start]adaptable to different dimensions[blank_end]
    - An accessory that can [blank_start]adapt the original design[blank_end]
    Ergonomics = [blank_start]Anatomy[blank_end], [blank_start]physiology[blank_end], [blank_start]bio-mechanics[blank_end], [blank_start]psychology[blank_end], [blank_start]design[blank_end] and [blank_start]ICT[blank_end]
    1. Apredicts the physical fit
    2. Bproduct
    3. Chuman body shape
    4. Dpredicts user comfort
    5. Esingle design valid to everybody
    6. Frange of objects for all possibilities
    7. Gadaptable to different dimensions
    8. Hadapt the original design
    9. IAnatomy
    10. Jphysiology
    11. Kbio-mechanics
    12. Lpsychology
    13. Mdesign
    14. NICT
  7. 7Benefits of Blue and Green Screen
    - Enables actors or scale models to be [blank_start]imposed on a separate background[blank_end], [blank_start]filmed[blank_end] or [blank_start]computer generated[blank_end]
    - Create scenes that are [blank_start]too dangerous to film[blank_end]
    - Impose actors in a [blank_start]futuristic computer-generated[blank_end] scene
    - [blank_start]Save money[blank_end] on sets
    - [blank_start]Consistency with sets[blank_end] as no need to adjust and cope with [blank_start]changing light[blank_end]
    1. Aimposed on a separate background
    2. Bfilmed
    3. Ccomputer generated
    4. Dtoo dangerous to film
    5. Efuturistic computer-generated
    6. FSave money
    7. GConsistency with sets
    8. Hchanging light
  8. 8Different Colours of Screens
    - Over the last decade, the use of green screen has [blank_start]become dominant in film special effects[blank_end]
    - Main reason for 'green' screen [blank_start]emits more light than blue[blank_end] making it [blank_start]easier to work with[blank_end]
    - Red is usually avoided because it [blank_start]features in human skin tones[blank_end], but [blank_start]can be used for objects[blank_end] and [blank_start]scenes that do not involve people[blank_end]
    1. Abecome dominant in film special effects
    2. Bemits more light than blue
    3. Ceasier to work with
    4. Dfeatures in human skin tones
    5. Ecan be used for objects
    6. Fscenes that do not involve people
  9. 9E-Mail as a Means of Communication
    - E-mail is the [blank_start]simplest[blank_end] form of [blank_start]electronic communication[blank_end]
    - Comparatively [blank_start]low level[blank_end] of reach and range when it is used for [blank_start]messaging or transferring documents[blank_end]
    - Proved [blank_start]invaluable in rapid communications[blank_end] between [blank_start]designers[blank_end], [blank_start]manufacturers[blank_end] [blank_start]retailers[blank_end] and [blank_start]consumers[blank_end] due to its [blank_start]ease of use[blank_end] and [blank_start]widespread access[blank_end] through internet connections
    - There are issues of [blank_start]security and privacy[blank_end] when using e-mail and [blank_start]limitations of the size of attatchments[blank_end]
    1. Asimplest
    2. Belectronic communication
    3. Clow level
    4. Dmessaging or transferring documents
    5. Einvaluable in rapid communications
    6. Fdesigners
    7. Gmanufacturers
    8. Hretailers
    9. Iconsumers
    10. Jease of use
    11. Kwidespread access
    12. Lsecurity and privacy
    13. Mlimitations of the size of attatchments

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A level mock exam graphics.
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