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Lesson 1

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Lesson 1: Introduction to Multimedia
Introduction
Multimedia has become an inevitable part of any presentation. It has found a
variety of applications right from entertainment to education. The evolution of internet has
also increased the demand for multimedia content.
Multimedia
 is the media that uses multiple forms of information content and information
processing (e.g. text, audio, graphics, animation, video, interactivity) to inform or
entertain the user.
 also refers to the use of electronic media to store and experience multimedia
content.
 it provides an interaction between users and digital information.
What is Multimedia?
Derived from the word “Multi” and “Media”
– Multi
 Many, Multiple,
– Media
 Distribution tool & information presentation – text, graphic, voice, images, music
and etc.
Elements of Multimedia System
Multimedia means that computer information can be represented through audio,
graphics, image, video and animation in addition to traditional media (text and graphics).
Hypermedia can be considered as one type of particular multimedia application
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TEXT
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A broad term for something that contains words to express something.
Text is the most basic element of multimedia.
A good choice of words could help convey the intended message to the users
(keywords).
Used in contents, menus, navigational buttons
GRAPHIC
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Two-dimensional figure or illustration
Could be produced manually (by drawing, painting, carving, etc.) or by computer
graphics technology.
Used in multimedia to show more clearly what a particular information is all about
(diagrams, picture).
A Picture means a thousand words
AUDIO
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Produced by vibration, as perceived by the sense of hearing.
In multimedia, audio could come in the form of speech, sound effects and also
music score.
ANIMATION

The illusion of motion created by the consecutive display of images of static
elements.
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In multimedia, animation is used to further enhance / enriched the experience of
the user to further understand the information conveyed to them.
 Animation is a process of making a static image look like it is moving.
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Animation is very popular in multimedia application
VIDEO
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Is the technology of capturing, recording, processing, transmitting, and
reconstructing moving pictures.
Video is more towards photo realistic image sequence / live recording as in
comparison to animation.
Video also takes a lot of storage space. So plan carefully before you are going to
use it.
 Video have highest performance demand on the computer memory and on the
bandwidth if placed on the internet.
 Digital video files can be stored like any other files in the computer and the quality
of the video can still be maintained.
Interactive Multimedia
When the user is given the option of controlling the elements.
Hyper Media
 A combination of hypertext, graphics, audio, video, (linked elements) and
interactivity culminating in a complete, non-linear computer-based experience.
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Hyper Text and Hyper Media
1
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3
Main
Video
Image
Audio
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•
Categories of Multimedia
Multimedia may be broadly divided into linear and non-linear categories.
Multimedia presentations can be live or recorded. A recorded presentation may allow
interactivity via a navigation system. A live multimedia presentation may allow interactivity
via interaction with the presenter or performer.
LINEAR
 A Multimedia Project is identified as Linear when:
 It is not interactive
 User have no control over the content that is being showed to them.
 Active content progresses without any navigation control for the viewer such as a
cinema presentation.
 content is also known as hypermedia content
Example:
 A movie
 A non-interactive lecture / demo show
NON-LINEAR
 A Multimedia Project is identified as Non-Linear when:
 It is interactive
 Users have control over the content that is being showed to them.
 Users are given navigational control
 content offers user interactivity to control progress as used with a computer game
or used in self-paced computer based training.
Example:
 Games
 Courseware
 Interactive CD
Authoring Tools
 Use to merge multimedia elements (text, audio, graphic, animation, video) into a
project.
 Designed to manage individual multimedia elements and provide user interaction
(if required).
 Authoring software provides an integrated environment for combining the content
and functions of a project
Examples:
 Macromedia
 Author ware
 Macromedia Director
 Macromedia Flash
 Microsoft Power Point
Importance of Multimedia
There are a number of fields where multimedia could be of use. Examples are:
Multimedia in Business- Multimedia can be used in many applications in a business.
The multimedia technology along with communication technology has opened the door
for information of global wok groups. Today the team members may be working anywhere
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and can work for various companies. Thus the work place will become global. The
multimedia network should support the following facilities:
o Voice Mail
o Electronic Mail
o Multimedia based FAX
o Office Needs
o Employee Training
o Sales and Other types of Group Presentation
o Records Management

Multimedia in Marketing and Advertising- By using multimedia marketing of new
products can be greatly enhanced. Multimedia boost communication on an affordable
cost opened the way for the marketing and advertising personnel. Presentation that have
flying banners, video transitions, animations, and sound effects are some of the elements
used in composing a multimedia based advertisement to appeal to the consumer in a
way never used before and promote the sale of the products.
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Multimedia in Entertainment- By using multimedia marketing of new products can be
greatly enhanced. Multimedia boost communication on an affordable cost opened the
way for the marketing and advertising personnel. Presentation that have flying banners,
video transitions, animations, and sound effects are some of the elements used in
composing a multimedia based advertisement to appeal to the consumer in a way never
used before and promote the sale of the products.

Multimedia in Education- Many computer games with focus on education are now
available. Consider an example of an educational game which plays various rhymes for
kids. The child can paint the pictures, increase reduce size of various objects etc apart
from just playing the rhymes. Several other multimedia packages are available in the
market which provide a lot of detailed information and playing capabilities to kids.
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Multimedia in Bank- Bank is another public place where multimedia is finding more and
more application in recent times. People go to bank to open saving/current accounts,
deposit funds, withdraw money, know various financial schemes of the bank, obtain loans
etc. Every bank has a lot of information which it wants to impart to in customers. For this
purpose, it can use multimedia in many ways. Bank also displays information about its
various schemes on a PC monitor placed in the rest area for customers. Today on-line
and internet banking have become very popular. These use multimedia extensively.
Multimedia is thus helping banks give service to their customers and also in educating
them about banks attractive finance schemes.
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Multimedia in Hospital- Multimedia best use in hospitals is for real time monitoring of
conditions of patients in critical illness or accident. The conditions are displayed
continuously on a computer screen and can alert the doctor/nurse on duty if any changes
are observed on the screen. Multimedia makes it possible to consult a surgeon or an
expert who can watch an ongoing surgery line on his PC monitor and give online advice
at any crucial juncture.
In hospitals multimedia can also be used to diagnose an illness with CD-ROMs/
Cassettes/ DVDs full of multimedia based information about various diseases and their
treatment. Some hospitals extensively use multimedia presentations in training their
junior staff of doctors and nurses. Multimedia displays are now extensively used during
critical surgeries.
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Multimedia Pedagogues- Pedagogues are useful teaching aids only if they stimulate
and motivate the students. The audio-visual support to a pedagogue can actually help in
doing so. A multimedia tutor can provide multiple numbers of challenges to the student
to stimulate his interest in a topic. The instruction provided by pedagogue have moved
beyond providing only button level control to intelligent simulations, dynamic creation of
links, composition and collaboration and system testing of the user interactions.
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Communication Technology and Multimedia Services- The advancement of high
computing abilities, communication ways and relevant standards has started the
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beginning of an era where you will be provided with multimedia facilities at home. These
services may include:
o Basic Television Services
o Interactive entertainment
o Digital Audio
o Video on demand
o Home shopping
o Financial Transactions
o Interactive multiplayer or single player games
o Digital multimedia libraries
o E-Newspapers, e-magazines
Multimedia Products
 Briefing Products
 Reference Products
 Database Products
 Education and Training Products
 Kiosk
 Entertainment and Games
 Multimedia Products
Briefing Products
Small, straightforward, linear products used to present information quickly and
concisely.
Characteristic of briefing product:
 Short Development Cycle
 Limited Number of Presentations
 Usage of text to present information with limited use of graphic, audio and video.
 Have few navigational controls. (mouse click and button press to move from one
page to another)
 Content and the format are suitable for the audience and fulfill the purpose of the
presentation.
 Good briefing presentation depends on:
 The understanding of the presented subject.
 Seamless integration of content.
 Consistent layout
Example:
 Corporate Presentation
 Sales Presentation
 Educational Lectures
Reference Products
Often used for answering specific questions or for general browsing of
information. (stored on CD/ DVD ROM)
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Characteristic of reference product:
 Used by wide range of user (small – adult)
 Have navigational menu, book marking, searching, printing utility
 2 Basic classes of reference product:

Generalized Content (dictionary/encyclopedia)
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Broad treatment of content at a limited depth
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Good usability and success depends on:
The developers understanding the body of information and how the end user will
want to access it.
Help function should always available to explain how to access and use the
information
Examples are electronic forms of:
 Encyclopedia
 Dictionaries
 Cookbooks, Historical, Informative
 Scientific surveys.
Database Products
 Similar to reference product in a sense that large amount of information are
made available to the end user.
 Focus on storing and accessing the actual data (multimedia data such as text,
graphic, audio, animation and video)
Characteristics of Database Products are:
 Manages multimedia data (large data)
 Descriptive finding methods
 Content based search
 Simultaneous access
 Online database
 Relational consistency in data management.
Examples:

Google Search
 Google Earth
Education and Training Products
 Similar to textbook or training manuals but have added media such as audio,
animation and video.
 Make up a significant share of the multimedia market ranging from
prekindergarten to postgraduate offerings from technical to corporate training
products.
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Instructor Support Products
Standalone or Self-Paced Products
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Features of Multimedia
Multimedia presentations may be viewed in person on stage, projected,
transmitted, or played locally with a media player. A broadcast may be a live or recorded
multimedia presentation. Broadcasts and recordings can be either analog or digital
electronic media technology. Digital online multimedia may be downloaded or streamed.
Streaming multimedia may be live or on-demand.
Multimedia games and simulations may be used in a physical environment with
special effects, with multiple users in an online network, or locally with an offline computer,
game system, or simulator.
Enhanced levels of interactivity are made possible by combining multiple forms of media
content. But depending on what multimedia content you have it may vary Online
multimedia is increasingly becoming object-oriented and data-driven, enabling
applications with collaborative end-user innovation and personalization on multiple forms
of content over time. Examples of these range from multiple forms of content on web sites
like photo galleries with both images (pictures) and title (text) user-updated, to simulations
whose co-efficient, events, illustrations, animations or videos are modifiable, allowing the
multimedia "experience" to be altered without reprogramming.
Convergence of Multimedia (Virtual Reality)
At the convergence of technology and creative invention in multimedia is virtual
reality, or VR. Goggles, helmets, special gloves, and bizarre human interfaces attempt to
place you “inside” a lifelike experience. Take a step forward, and the view gets closer,
turn your head, and the view rotates. Reach out and grab an object; your hand moves in
front of you. Maybe the object explodes in a 90-decibel crescendo as you wrap your
fingers around it. Or it slips out from your grip, falls to the floor, and hurriedly escapes
through a mouse hole at the bottom of the wall.
VR requires terrific computing horsepower to be realistic. In VR, your cyberspace
is made up of many thousands of geometric objects plotted in three-dimensional space:
the more objects and the more points that describe the objects, the higher resolution and
the more realistic your view. As the user moves about, each motion or action requires the
computer to recalculate the position, angle size, and shape of all the objects that make
up your view, and many thousands of computations must occur as fast as 30 times per
second to seem smooth.
Stages of Multimedia Application Development
A Multimedia application is developed in stages as all other software are being
developed. In multimedia application development a few stages have to complete before
other stages being, and some stages may be skipped or combined with other stages.
Following are the four basic stages of multimedia project development:
1. Planning and Costing: This stage of multimedia application is the first stage which
begins with an idea or need. This idea can be further refined by outlining its messages
and objectives. Before starting to develop the multimedia project, it is necessary to
plan what writing skills, graphic art, music, video and other multimedia expertise will be
required.
It is also necessary to estimate the time needed to prepare all elements of
multimedia and prepare a budget accordingly. After preparing a budget, a prototype or
proof of concept can be developed.
2. Designing and Producing: The next stage is to execute each of the planned tasks
and create a finished product.
3. Testing: Testing a project ensure the product to be free from bugs. Apart from bug
elimination another aspect of testing is to ensure that the multimedia application meets
the objectives of the project. It is also necessary to test whether the multimedia project
works properly on the intended deliver platforms and they meet the needs of the clients.
4. Delivering: The final stage of the multimedia application development is to pack the
project and deliver the completed project to the end user. This stage has several steps
such as implementation, maintenance, shipping and marketing the product.
References:
 https://www.tutorialspoint.com/multimedia/multimedia_introduction.htm
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”Multimedia Computing, Communication and application” By Steinmetz and
Klara Nahrstedt.
“Multimedia Systems, Standards, and Networks” By Atul Puri, Tsuhan
Chen
“Multimedia Storage and Retrieval: An Algorithmic Approach” By Jan
Korst, Verus Pronk
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