MANAGING MULTIMEDIA PROJECTS FOR TRAINING S. K. POON, MANAGER INDUSTRIAL CENTRE, HONG KONG POLYTECHNIC HONG KONG Abstract Multimedia suggests a new perception of changes in the use of integrated information technology that can increase our ability to process information for training applications. These changes enabled by multimedia are reflected in the combined use of different types of information exchange. The multimedia learning environment should not represent a passive object that only contains information but should become an effective instructional tool for training personnel or courseware designers and, on the other side, a useful learning resource for trainees who can access information, manipulate it and build new knowledge. To get the full benefit out of the multimedia technology, the setting must include suitable tools for handling and integrating the learning materials in a sensible and pedagogic way. The paper addresses to the needs of a training manager who wants to commit himself to develop a multimedia package for training application. Based on the experience of the Industrial Centre at the Hong Kong Polytechnic, this paper identifies a variety of those needs and suggests a realistic approach to the management of a multimedia project, including hardware and software tools, guidelines and the major activities that should be managed. INTRODUCTION Training often involves working with an expert in order to acquire the skills and knowledge necessary to gain proficiency within a particular subject area. To achieve the required standard, it is necessary for a student or trainee to practice using his/her incipient skills for various purposes, such as planning, decision making, problem solving, or acquiring a new skill. The training process itself is not necessarily a linear one but can involve a range of non-linear activities in order to achieve the expected learning outcome. In general, it involves the transition from ‘novice’ to ‘expert’ behaviour within a chosen skill domain (Baker, 1994). However the transition process would not be the same for everybody with different background and capability. Not all the transitions in the course of training will automatically lead to the achievement of an expected standard in a particular domain. Sometimes learning and training activities may fail. In view of this, the creation of appropriate interactive training environments with integrated self-paced learning activities would be useful. Multimedia provides an effective way for interactive learning. Research into the development and use of computer-based interactive technologies for instruction and learning has revealed increasing evidence of their effectiveness (Bosco, 1986; Dalton, 1986; Fletcher, 1990; and 1 Maher, 1988). By interactive learning the users are in control of their own learning progress, working at their own pace, allowing interaction and providing feedback. Briggs (1970) recommends that using the events for a given instruction as a guide for selecting media often results in more than one medium being used due to the different functions and stimuli required for each event. The study of Baker (1994) indicates that interactive learning is a necessary and fundamental mechanism for knowledge acquisition and the development of both cognitive and physical skills. Interactive multimedia suggests a new perception of changes in the use of integrated information technology that can increase our ability to process information for training applications. Employing interactive multimedia systems in the enhancement of the learning process will have a definite advantage. It enables standard instructions to be delivered in a more interesting way with more flexibility in choice of time and place of instruction. These changes enabled by multimedia are reflected in the combined use of different types of information exchange. The multimedia learning environment should not represent a passive object that only contains information but should become an effective instructional tool for training managers or courseware designers and, on the other side, a useful learning resource for trainees who can access information, manipulate it and build new knowledge. To realise this potentially powerful multimedia tool, the art and science of the technology is placed in the hands of a training manager, who in turn must orchestrate the interactive experience for the final user. This paper discusses the fundamentals the subject and focuses on the activities that would be involved in managing a multimedia project for training. The major ones include: Understanding multimedia applications Determining hardware and software requirements Building the project team Analysing the application needs Producing the media Authoring Validating the application 1. UNDERSTANDING MULTIMEDIA APPLICATIONS Before designing a computer-based training programme it is important to understand the nature of the multimedia environment and how interactivity works. The term multimedia has been loosely defined but, literally, it refers to anything that uses more than one way to present information. In the computer world, multimedia refers to software programmes that use more than one method of communicating information to the user - such as text, graphics, sound and video. Multimedia on computers is not new. The integration to text with graphics has been an important part of many software applications for years. Any software that uses graphic images (such as charts and drawings) to illustrate the text information displayed on a computer screen is an example of multimedia application although not in the exact way we interpret the term today. 2 Until more recently multimedia has come to mean more than the integration of text and simple graphics. It now includes sound, video and animation. Using this technology on an ordinary personal computer (PC), we can simultaneously communicate with text, still graphic images, and animated images, while listening to an explanation of what is shown on the screen. It involves multi-sensory learning and helps promote active involvement of students. Components of Multimedia Multimedia usually involves text, graphics, animation, and sound. Above all, it requires interactive links to make it possible for programme integration. Text - Similar to printed publications and other media, text is the basic element of communication and it is essential for any multimedia programme. In fact, multimedia packages often involve the conversion of a book to computerised form, allowing the user to look up information quickly with built-in interactive links. Graphic Images - By graphic images, we generally mean a "still" image such as a photograph or line drawing. As humans, we find visual objects more interesting and easier to be perceived than text. However, graphic files are larger than text files and consequently require more computer storage space. This is one of the reasons that multimedia applications require a large hard disk drive or equivalent storage capabilities such as a CD-ROM. Animation - Animation refers to moving graphic images or "videos" - for example, the movement of a mechanism. Just as a photograph is a powerful communicating tool, a small movie/video "clip" is even more powerful and is especially useful for illustrating concepts that involve moving objects. As animation files require much more storage space than ordinary graphic files involving a single image, this often necessitates the use of a CD-ROM drive or a large hard disk drive. Sound - It can substantially reinforce our understanding of information presented together with text and graphic images. The incorporation of sound in a multimedia programme can provide the user with information not possible using other methods. As with graphic images and animation, sound files are very large and require lots of disk space. Interactive Links - An important function of multimedia is its interactive nature. This means that the user can manipulate screen "objects" such as clicking a button or highlighted text with a “mouse” and cause the programme to respond in a certain predetermined way. A "button" is a screen object with a label that indicates what action it activates. For example, the user may click on a "Pause" or "Replay" button to control the animation display. Or there may be a screen button indicating "Sound" that when clicked on causes the programme to play a recording of instructions or a musical tune. It is this interactive nature of multimedia that makes it extremely useful in providing information to the user. Unlike a book, which is designed to be read from page to page (sometimes called "linear" information), multimedia allows users to access information any way they choose (sometimes called "non-linear" information access). Because of this, multimedia is a more flexible and effective way to learn. 3 2. DETERMINING HARDWARE AND SOFTWARE REQUIREMENTS Hardware Considerations Hardware considerations can be complex, and even frustrating as new technologies are constantly introduced. The confusion, however, can be minimised by concentrating on the media components needed to support the applications. What level of quality do your graphics have to be? Do you need high-fidelity audio? Do you need motion pictures? What kind of user interface device is appropriate? As you consider these questions, you can match your needs against your available funding, and select the system components that will serve your purpose within your budget. As time goes on, the technology will provide greater quality at less cost, and you will be ready to take advantage of it as it comes along. Technology Trends Before a discussion of the hardware and software needed to develop multimedia programmes, it is important to have some understanding of the latest development of the technology which supports multimedia work. Compression technology for graphics and video images Compression is an important part of integrating multimedia into one’s work, because files containing graphics (especially high quality colour graphics) can be as large as several megabytes. A video can contain thousands of individual images; each made up of many thousands of bytes. Compression can dramatically reduce the file size of an image or movie. The development of low cost storage media and standards, such as the still image compression technique JPEG (Joint Photographic Expert Group) and MPEG (Motion Picture Experts Group - a real-time video compression technique), have made it possible to store, retrieve and manipulate video and audio data streams in a much economical way. Sound cards Typical features of sound cards on the market are: waveform audio record/playback, sound synthesis, MIDI interface and CDI interface. Waveform audio in 8, 10, 12-bit sample formats is now available. The basic trend is toward 16-bit stereo, with CD-quality sampling at 44 KHz and a MIDI. Another trend is toward the use of more sophisticated synthesis and sampled sound to replace or complement FM synthesis in reproducing sound. Windows sound system The recently announced Microsoft Windows Sound System, a hardware software combination, exploits the audio capabilities inherent in Windows 3.1. It will enable the use of audio in activities such as adding voice annotations to documents, and incorporating sound into presentations. The Windows Sound System comes with several utilities that enable the user do things like play an audio CD and mix sound from different sources, such as the microphone and a cassette tape. Digital video cards The technology in this respect is relatively new. The market growth of digital video cards depends very much on application software. Such software is scarce in the market right now. There are very few software houses developing this type of software as there is a lack of hardware platforms and a universal standard. Moreover, the bottleneck of transmission bandwidth and size limitation of available rewritable storage media also restricts 4 the use of these products. Recent surveys indicates that digital video capability will be one of the slower aspects of multimedia to catch because it remains relatively expensive and difficult to use. In short, without a breakthrough in compression technique, speed and storage size of rewritable storage media at affordable prices, the market for digital video card will still be limited. CD-ROMs CD-ROM stands for Compact Disk - Read Only Memory. CD-ROM is not rewritable. Unlike like floppies and hard disks which are magnetic, a CD-ROM is an ‘optical’ storage device. Very large multimedia programmes with information up to 600 MB can be made available on a CDROM. When selecting a CD-ROM drive, close attention should be paid to the access (seek) time and transfer rate. The MPC standard (see following details) required a transfer rate of at least 150 KB per second, but higher transfer rate such as double-speed will improve the performance. Computer platforms and upgrades Upgrades in kit form or individual subsystems such as boards/cards or disk drives will prove to be the most viable solution of multimedia installation in the near term. It can be expected that PC and workstation manufacturers will begin turning to embedding multimedia sub-systems over the next two to three years. Hardware MPC Standard CPU 386SX running at 16 MHz Memory 2 MB RAM Storage 3.5 inch high-density floppy drive (1.44 MB) 30 MB hard disk drive CD-ROM drive with data transfer rate of 150 KB/sec Graphics Standard VGA (640x480 with 16 colors) Sound 8-bit 11 KHz ADC (analog-digital converter) 8-bit 11 KHz and 22 KHz DAC (digital-analog converter) Mouse 2-button mouse Other Joystick & joystick port Parallel port & serial port 101-key enhanced keyboard Table 1 Minimum hardware requirements to meet the MPC standard for running multimedia under Windows The Multimedia PC (MPC) standard Since multimedia is an emerging computer technology, it could be confusing for inexperienced multimedia users to determine not only what hardware they need but also its compatibility. To help solve this problem, some standards have been set up so that the user can easily purchase a multimedia computer having all of the components to run full multimedia programmes. One very popular standard that has been developed to ensure that a computer system has all the necessary capabilities to run multimedia software is called “MPC” standard, which stand for Multimedia PC (Tway, 1992). Only new computers that meet or exceed this standard may carry the MPC trademark. This standard, developed by Microsoft Corporation in cooperation with various hardware manufacturers, refers specifically to PCs running Multimedia under Windows. This standard also ensures that any separately sold hardware or software carrying the 5 MPC logo will be compatible with each other and with the MPC computer system. Table 1 lists the minimum hardware requirements to meet the MPC standard of running multimedia under Windows. Hardware requirements To equip multimedia for use by a large group of trainees could be expensive, especially when ‘stand-alone’ type of facility is employed. Before investing on multimedia, you should carefully consider the needs of your application. It is not necessary to have all the components of an MPC computer to enjoy multimedia. For instance, if animation or video is not a part of the multimedia you want to run, you would not have to worry too much about storage and video setup. Whatever you decide to purchase, it is always a good idea to understand the various components that are included in the MPC standard because some of them may apply to you. Fig. 1 illustrates the various components useful in running multimedia and additional components that can help you develop multimedia. VCR Camera Video Monltor joystick Video capture board Stero Speakers Computer Monitor Sound Board Headphones External Modem System Unit Mouse Printer Keyboard CD-ROM Drive Microphone Scanner Figure 1 Multimedia Hardware Components Software considerations Different hardware components create different levels of complexity; adding multiple software facilities increases the magnitude of that complexity. As a project manager involving the development of multimedia, you must evaluate software options and allocate resources in this complex environment. These options include - What resolution and colour setting is needed by your graphics? Do you need sound and animation? What functions do you need to handle the presentation logic and hardware features? How powerful does the presentation system need to be? 6 Hardware alone cannot do the job. Compatible software is needed if you plan to build your own multimedia programmes. The general functions of the software are to create and combine the media, build sequences of events, present the application to the user, and interpret any interactions. To accomplish these multiple goals requires multiple software components. They fall into several categories as follows: Operating System The computer’s operating system is the basic software that controls how the computer works. Like other software, multimedia is developed for specific platform, and must be run on that platform in order to be compatible. There are several platforms that support multimedia programmes. One of the earliest was the Macintosh, which has built-in multimedia capabilities. PC-compatible computers commonly run multimedia programmes under either DOS or Windows. In spite of the limitations of DOS, it does offer some advantages if you do not want to spend a lot of money on your computer system. However, DOS-based multimedia programmes do not provide the highly effective graphical interface provided by Window-based multimedia. In adopting MPC Standard, you will need a fast machine (at least a 386), and (in addition to DOS) a version of Windows that has multimedia capabilities. Authoring Software Authoring is a significant part of multimedia design and production. The function of authoring software is to incorporate the various components of multimedia. It provides tools, templates, and techniques to construct the application with interactive links. Most authoring software use a high-level facility which allows authoring without the need for programming skills. But, as with any other type of software, the various multimedia software packages have their weak points. Some software may only do an adequate job for certain tasks. Because of this, most people who develop multimedia rely on additional software packages to create or modify specific types of files before incorporating them in the multimedia programme. This supporting software may be a charting tool, a graphic or animation software. There are several authoring packages for the PC applications under DOS, Windows and Macintosh. The cost of these multimedia development tools range from about US$300 to $8,000 or more. Authoring tools costing around US$500 or less include Multimedia Toolbook, Microsoft Multimedia Development Kit, HyperWriter, HyperCASE, LinkWay, HSC Interactive, AskMe 2000 and AuthorWare Star. Higher-end software includes IconAuthor (about US$5,000) and AuthorWare Professional (about US$8,000). The more expensive authoring tools generally provide a richer programming environment and support better animation and sound effects. Software changes so rapidly that any detailed information of specific packages can easily become obsolete. Recent computer magazines and periodicals are good sources for up-to-date software comparisons and reviews. Another critical consideration is the license arrangement that will be needed to allow the application to be delivered. This is especially true in higher level software in which the authoring package creates presentations that are run on delivery systems with a smaller programme called ‘Runtime’. The runtime programme determines how the media is packaged and delivered to the training sites. Graphics Packages Paint or drawing software allows you to create, save, display, modify, and animate multicoloured images for multimedia applications. It is also very useful in 7 modifying and enhancing graphics images produced using a scanner of screen capture software. Windows has a built-in painting package called “Paintbrush” that may be adequate for most needs. However, more powerful painting software is available, such as CorelDraw, Micrographix Designer, AutoDesk 3-D Studio, PhotoMagic, Picture Publisher, PhotoStyler, and Harvard Draw. General Purpose Languages These provide support for unique operation or combinations that high level authoring software cannot handle, for instance, access to special routines, access to databases, or record keeping tasks using database or spreadsheet software. Presentation/Runtime Systems These are used on the systems at the delivery sites to present the multimedia images, recognise user interactions, and respond intelligently according to the author’s coded sequences. Some runtime programmes are governed by a licensing agreement, restricting their commercial use. Thus, apart from in-house applications, the right for any commercial use of the runtime programmes should be carefully check. 3. BUILDING THE PROJECT TEAM Team building is essential for most large projects in any discipline. For multimedia projects a development team, comprising of several specialists, is required. These specialists may include the ones who perform the instructional design, development, production and authoring work. In more specific terms you, as a project manager, may need the following personnel to help: Graphic Designer: Script Writer: Audio/Video Production Personnel: Author: Subject Experts: content, Programmer: Design and develop computer graphics. Create and document the scripts, storyboards, and explanatory notes. Create and merge the audio, sound effects, and video graphics. Integrate the text, graphics, and video presentation into organised sequences with the aid of a computer-based authoring tool. Provide specialist inputs for the development of the and monitor the production of the content to meet the objectives. Design special routines in a general-purpose language to support or extend the application. Securing personnel with the right skills and building them into a team can be just as challenging as creating the application itself. In building the team, maintain a ‘skills’ perspective. You probably will not need a person for every speciality since some individuals may have multiple skills. However, it is unrealistic to expect any one member to possess all the sophisticated skills required for the development of an multimedia application. Hence, before the project starts, you must secure approval of the management to commit the required resources including hardware, software, people and space. 8 4. ANALYSING THE NEEDS The development of multimedia training packages usually involves a number of quite clearly defined steps. The conventional development cycle usually involves the following basic steps: needs analysis; requirement specification; learning/ instructional design; implementation; and evaluation and testing. Identify the needs This is essential for any type of training programme design and development. Before going into the production stage, the programme developer must consider the entry competency of the trainee, and determine what the application is designed to do. The analysis will help later on in determine if the medium will support the objectives. State Objectives The preliminary output of the need analysis is a statement of the overall aim and a set of specific objectives, which provide the frame work of instructional design. In identifying the objectives, there are some factors to be considered. The following are some of the important questions that have to be answered: Is multimedia a better approach than the existing one in meeting the course objectives? Will the programme involve active interaction between the users and the media? Will the users be involved in the evaluation process which provides the necessary feedback? Is training available for instructors/tutors on the use of the multimedia techniques and the theories behind? 5. PRODUCING THE MEDIA Select media and determine the type of presentation Once the purpose of the application has been determined, the next step is to decide on the type of presentation it should have and how the application will be delivered so that a working design can be created up front. The consideration should include: What multimedia components will be included? Will it includes graphic images, animation, narration or sound? What quality of media is expected? Colour and resolution of display? Quality of music and sound effects? Will sufficient technical resources and support available for the development of the programme? What kind of computers is available for running the application? (Size and color capability of monitors, available RAM and hard disk space.) Are there any other hardware requirements, including sound cards, CD-ROM drives, or video players? Regarding the delivery requirements, it is important to design for the least capable system that the application will run on. For example, if the delivery system is equipped with 16-colour 9 monitors and no sound cards, it would be a mistake to create applications that use 256-colour graphics and sound replay. Gather training material This stage connects the user’s entry level skills and knowledge with the expected outcome. Gathering and organising available materials, or designing new materials are the options within this step. The task also involves deciding where the resources will come from. If the required material (such as photographs or music) is not available, it will have to be created or acquired elsewhere. Some public-domain material may be downloaded from the library or published resources, but be sure the necessary permission is obtained. 6. AUTHORING Design and integrate the media using ‘Authoring Tools’ The task is to incorporate the various components of multimedia in a logical sequence of learning events using suitable authoring software. This is a big task requiring considerable creative input and technical knowhow in the use of the software. Most authoring software tools provide a way to create the various types of components for a multimedia programme, such as text or graphics. But as pointed out earlier, the software may only do an adequate job for certain tasks. Because of this, most people who develop multimedia rely on a number of additional software packages to help them create or modify specific types of files before incorporating them in the multimedia programme. Design interactive links Next, design interactions with the authoring tool to provide interactive learning paths and the required feedback. The design considerations should include: What information is on screen? How can the user respond? (eg. by clicking the mouse on a button or pressing a particular key on the keyboard, or by typing a correct entry or dragging a movable object on screen) When the user gives the right answer, what kind of feedback will appear on screen? What path will the application follow next? Figure 2 Editing interactive links with an authoring tool Evaluate the deliverables The final authoring phase provides the first opportunity to review the application before it will be delivered. Using the runtime programme, each section can be evaluated by the designers, peers, and selected members of the target audience. There is still time to act on their suggestions and smooth out the last wrinkles before the application is subject to final validation. 10 Screen Button Figure 3 Screen display from the multimedia programme Authorware illustrating the operation principle of an combustion engine (NB: Screen button is provided for activating an animation of the piston movement) 7. VALIDATING THE APPLICATION Implement and evaluate trainee’s performance This is where analysis of user performance and the provision for feedback is integrated. At this implementation stage, trainees are given the opportunities to practice what they are expected to learn and receive feedback and reinforcement. There must be events in the multimedia instruction which will allow students to respond and receive immediate feedback on the appropriateness of their performance and response. A full and adequate validation should include a pro-test that tests the trainee’s achievement of the objectives, but is completely different from the tests included in the application itself. The final analysis should include: Are the objectives effectively met? Is the multimedia approach cost effective? Are the author-defined user interface (eg. menu design, control icons) appropriate for the application, the user, and the environment? If not, how can the ‘media of instruction’ be improved as an on-going educational development process? 11 CONCLUSION Due to the complex nature of multimedia programmes, the design considerations cannot be fully discussed. Instead, the paper focuses on the needs of a training manager who wants to commit himself to the development of a multimedia for training. These needs include an understanding of how multimedia works, what resource is needed, and how the project is managed to achieve an effective outcome. The selection of hardware and software, in particular the authoring tools, is a critical decision in a multimedia project. It will have a profound effect on the first project to be implemented, and will likely affect all other projects to follow. Considerations can be complex, and even frustrating as new computing technologies are constantly introduced. The confusion, however, can be minimised by concentrating on the media components needed to support the applications, and by matching the needs against the available funding. As time goes on, the advancement of technology will provide better quality at lower cost, and we shall be ready to take advantage of it as it comes along. 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Tway, L.E., (1992), Welcome to Multimedia, MIS Press, New York. 12