FORM 5 LEARNING AREA 4 TOPIC 4.1 MULTIMEDIA CONCEPTS 4.1.1 Definition of Multimedia 4.1.1.1 Define Multimedia • PRESENTATION OF INFORMATION BY USING A COMBINATION OF TEXT , AUDIO , GRAPHIC , VIDEO AND ANIMATION • PERSEMBAHAN MAKLUMAT DENGAN MENGGUNAKAN KOMBINASI TEKS, AUDIO, GRFIK, VIDEO DAN ANIMASI. 4.1.2 Multimedia in Various Fields 4.1.2.1 Identify the use of multimedia in various fields. • • • • • • • • BUSINESS (ADVERTISING AND ETC) PERNIAGAAN ARTS (DRAWING / ANIMATION) SENI ENGINEERING (CAD) KEJURUTERAAN MEDICINE (MEDICINE/RESEARCH) PERUBATAN ENTERTAINMENT INDUSTRY (GAMES) INDUSTRI HIBURAN SCIENTIFIC RESEARCH PENYELIDIKAN SAINS EDUCATION AND TRAINING PELAJARAN DAN LATIHAN COMMON SOURCE OF REFERENCE (INTERNET) PENCARIAN MAKLUMAT DAN DAPATAN 4.1.3 Interactivity in Multimedia 4.1.3.1 Differentiate between the characteristics of linear and non-linear multimedia. • LINEAR INTERACTIVITY - NOT ALLOW USER TO CONTROL SEQUENCE AND PROGRESS MULTIMEDIA CONTENT • INTERAKTIF SEHALA – TIDAK MEMBENARKAN PENGGUNA MENGAWAL PERJALANAN ISI KANDUNGAN MULTIMEDIA • NON LINEAR INTERACTIVITY - LET USER TO CONTROL SEQUENCE AND PROGRESS MULTIMEDIA CONTENT • INTERKTIF TIDAK SEHALA - MEMBENARKAN PENGGUNA MENGAWAL PERJALANAN ISI KANDUNGAN MULTIMEDIA 4.1.4 Medium of Delivery 4.1.4.Compare and contrast the mediums of delivery for multimedia applications : Web-based CD-based LIMITED IN SIZE AND LOW RESOLUTION RESOLUSI RENDAH DAN SAIZ YANG TERHAD CAN STORE HIGH END MULTIMEDIA ELEMENT SUCH VIDEO BOLEH MENYIMPAN BAHAN MULTIMEDIA TAHAP TINGGI SEPERTI VIDEO CAN BE CHANGED, DELETE AND DAMAGED BY IRRESPONSIBLE INDIVIDUALS BOLEH DIUBAH , DIPADAM DAN DIROSAKKAN OLEH ORANG TIDAK BERTANGGUNGJAWAB CAN BE PERMANENTLY STORE AND ARE NOT CHANGEABLE DISIMPAN SECARA KEKAL DAN BAHANNYA TIDAK BOLEH DIUBAH INFORMATION FOR MULTIMEDIA CAN BE UPADATE EASILY AND ITS CHEAPER INFORMASI MULTIMEDIA BOLEH DIKEMASKINI DENGAN MUDAH DAN LEBIH MURAH INFORMATION ON MULTIMEDIA CAN BE OUTDATED INFORMASI MULTIMEDIA BOLEH KETINGGALAN ZAMAN 4.1.5 Multimedia Elements 4.1.5.1 Identify the multimedia elements: TEXT STATIC ELEMENTS / ELEMENT STATIK GRAPHICS STATIC ELEMENTS / ELEMENT STATIK AUDIO DYNAMIC ELEMENTS / ELEMEN DINAMIK VIDEO DYNAMIC ELEMENTS / ELEMEN DINAMIK ANIMATION DYNAMIC ELEMENTS / ELEMEN DINAMIK • 4.1.5 Multimedia Elements 4.1.5.1 Identify the multimedia elements: TEXT • MANY SIZES,TYPES, COLOURS, BACKGROUND AND CAN BE LINK(HYPERLINK) • BANYAK SAIZ, JENIS,WARNA, LATARBELAKANG DAN BOLEH GUNA HYPERLINK GRAPHICS • 2 TYPES: BITMAP (PAINT GRAPHICS) / VECTOR (DRAW GRAPHICS) • 2 JENIS : BITMAP (GRAFIK WARNA) / VEKTOR (GRAFIK LUKIS) AUDIO • SPEECH , MUSIIC , SOUND EFFECTSUCAPAN , MUZIK , KESAN BUNYI VIDEO • CAN BE EDITED / STORE / TRANFER BOLEH UBAHSUAI / SIMPAN / ALIH ANIMATION • PROCESS STATIC IMAGE LOOK LIKES MOVING • 2 BROAD AREA : 3D (CREATING MOVEMENTS TO 3 DIMENSIONAL DIGITAL OBJECT) 2D (CREATING MOVEMENTS IN BASIC OBJECTS • MEMPROSES IMEJ STATIK MENJADI KELIHATAN BERGERAK • 2 BAHAGIAN UTAMA : 3D ( MEMBINA PERGERAK DIGITAL 3 DIMENSI) 2D ( MEMBINA PERGERAKAN DALAM OBJEK ASAS) 4.1.5 Multimedia Elements 4.1.5.1 Identify the multimedia elements: FILE FORMAT (ALLLOW TO MAKE DECISION OF TYPES MULTIMEDIA ELEMENT) FORMAT FAIL (MEMBENARKAN ELEMENT MULTIMEDIA MEMBUAT KEPUTUSAN/JENIS) TEXT • .doc (MICROSOFT WORD DOCUMENT) • .txt (ASCII) • .rtf (RICH TEXT FORMAT) GRAPHICS • .jpg (JOINT PHOTOGRAPHIC EXPERT GROUP) • .bmp (BITMAP) • .gif (GRAPHICAL INTERCHANGE FORMAT) • .png (PORTABLE NETWORK GRAPHICS) • .psd (PHOTOSHOP DOCUMENT) • .tiff (TAGGED IMAGE FILE FORMAT) 4.1.5 Multimedia Elements 4.1.5.1 Identify the multimedia elements: FILE FORMAT (ALLLOW TO MAKE DECISION OF TYPES MULTIMEDIA ELEMENT) FORMAT FAIL (MEMBENARKAN ELEMENT MULTIMEDIA MEMBUAT KEPUTUSAN/JENIS) AUDIO • .wav (WAVEFORM) • .midi (MUSICAL INSTRUMENT DIGITAL INTERFACE) • .wma (WINDOW MEDIA AUDIO) • .aif (AUDIO INTERCHANGE FILE FORMAT) • .au (AUDIO) VIDEO • .avi (AUDIO VIDEO INTERLEAVE) • .mov (QUICK TIME) • .wmw (WINDOW MEDIA VIDEO) • .mpeg (MOTION PICTURE EXPERT GROUP) 4.1.5 Multimedia Elements 4.1.5.1 Identify the multimedia elements: FILE FORMAT (ALLLOW TO MAKE DECISION OF TYPES MULTIMEDIA ELEMENT) FORMAT FAIL (MEMBENARKAN ELEMENT MULTIMEDIA MEMBUAT KEPUTUSAN/JENIS) ANIMATION • .swf (FLASH AND SHOCKWAVE) • .swi (ANIMATION SWISH FORMAT) • .gif (GRAPHICAL INTERCHANGE FORMAT) Topic 4.2 Hardware and Software 4.2.1 Hardware 4.2.1.1 Identify Hardware that can be use to produce multimedia products SCANNER CONVERT IMAGE/TEXT/PHOTO INTO DIGITAL FORM TYPES : FLATBED / HANDHELD / SHEET FED MENUKAR IMEJ/TEKS/FOTO KEPADA BORANG DIGITAL JENIS : FLATBED / HANDHELD / SHEET FED VIDEO CAMERA ANALOG VIDEO CAMERA – USE MAGNETIC TAPE DIGITAL VIDEO CAMERA – USE MEMORY CARD/HARDISK/CD/DVD KAMERA VIDEO ANALOG – GUNA TAPE MAGNETIK KAMERA VIDEO DIGITAL – GUNA MEMORI KAD/CAKERA KERAS/DVD CAMERA OLD CAMERA –CAPTURE BY FILM DIGITAL CAMERA – CAPTURE AND STORE BY MEDIA CARD/MMC/SD KAMERA LAMA MENGGUNAKAN FILEM KAMERA DIGITAL – GUNA DAN SIMPAN DENGAN KAD MEMORI USB AUDIO DEVICE NEED TO RECORD ANALOG SOUND AND CHANGE TO DIGITAL SOUND. EXAMPLE: MICROPHONE/SOUND CARD PERLU REKOD BUNYI ANALOG DAN TUKAR KE BUNYI DIGITAL. CONTOH : MIKROFON / KAD BUNYI VIDEO CAPTURE HELP TO CONVERT ANALOG DEVICES TO DIGITAL VIDEO DEVICES TRANSFER VIDEO BY FIREWIRE OR USB MEMBANTU MENUKAR PERANTI ANALOD KE VIDEO DIGITAL MENGHANTAR MENGGUNAKAN WAYAR FIREWIRE ATAU USB 4.2.2 Editing Software 4.2.2.1 Identify editing software that can be used to produce multimedia elements TEXT EDITOR - GRAPHICS AND IMAGE EDITOR - AUDIO EDITOR - VIDEO AND ANIMATION EDITOR - NOTEPAD / MS WORD / OPEN OFFICE MICROSOFT PAINT / ADOBE PHOTOSHOP / PIXILLION IMAGE CONVERTER / COREL DRAW SOUND RECORDER / SONY SOUND FORGE / ADOBE AUDITION ADOBE PRIMIER / PINNACLE STUDIO / ULEAD MEDIA STUDIO 11.0 4.2.3 Authoring Tools 4.2.3.1 Define the various concepts in authoring tools Time frame concept • HELP USER CORDINATE WHEN EACH MULTIMEDIA ELEMENT PLAYS • CONSISTS OF LAYERS , EACH LAYER HAD A FRAME • EXAMPELS: FLASH AND DIRECTOR • MEMBANTU PENGGUNA MENGKOORDINASI SETIAP ELEMENT MULTIMEDIA YANG DIMAINKAN • MENGANDUNGI LAYER DIMANA SETIAP LAYER ADA BINGKAI • CONTOH : FLASH DAN DIRECTOR Untuk lebih maklumat ..layari..klikk sbelah 4.2.3 Authoring Tools 4.2.3.1 Define the various concepts in authoring tools Icon concept • PROVIDES A VISUAL PROGRAMMING APPROACH • ELEMENT AND EVENTS ARE ORGANIZED IN STRUCTURAL FRAMEWORKS • USER CAN PRESENT VISUALLY A LOGICAL FLOW BY DRAGGING ICON • USE DRAG AND DROP • EXAMPLES : AUTHORWARE AND ICON AUTHOR • PENDEKATAN PROGRAM VISUAL • ELEMEN DAN PERSEMBAHAN DIURUSKAN OLEH RANGKAI KERJA STRUKTUR • PENGGUNA MERUJUK KEPADA IKON GERAKAN • MENGGUNA TARIK DAN LETAK • CONTOH : AUTHORWARE DAN ICON AUTHOR 4.2.3 Authoring Tools 4.2.3.1 Define the various concepts in authoring tools Card concept • CONTAINING MULTIMEDIA ELEMENTS • ELEMENT AND EVENTS ARE ORGANIZED AS PAGES IN BOOK OR A STACK OF CARDS • INSERTING OBJECT INTO SEVERAL PAGES, A MULTIMEDIA BOOK • CAN CREATED TRANSITION BETWEEN PAGES • EXAMPLES : TOOLBOOK / SUPER CARD / HYPER CARD • MENGANDUNGI ELEMEN MULTIMEDIA • ELEMEN DAN PERSEMBAHAN DIURUSKAN SEBAGAI MUKASURAT DALAM BOOK ATAU KAD • MELETAK OBJEK DALAM BEBERAPA MUKASURA IAITU SEBAGAI BUKU MULTIMEDIA • ANTARA MULASURAT BOLEH DIBUAT TRANSISI • CONTOH: TOOLBOOK / SUPER CARD / HYPER CARD 4.2.4 Web Editor 4.2.4.1 Describe and give examples of web editors Text-based -BASIC EDITOR WHERE WORK WITH HTML (HYPERTEXT MARKUP LANGUAGE) TAGS TO CREATE A WEB PAGES -CAN BE USED TO CHANGE HTML SOURCE CODE -EXAMPLE : NOTEPAD / PSPAD -MENGEDIT SECARA ASAS DIMANA TAG HTML MENREKACIPTA HALAMAN WEB -BOLEH DIGUNAKAN UNTUK MENGUBAHUSAI KOD HTML -CONTOH: NOTEPAD / PSPAD WYSIWYG -PROVIDE AN EDITING INTERFACE THAT SHOWS HOW THE PAGE WILL BE DISPLAYED IN WEB BROWSER -EXAMPLE: MICROSOFT FRONTPAGE / JOOMLA / WHIZZ / MACROMEDIA DREAMWEAVER -MENGANDUNGI ANTARAMUKA UNTUK MENGUBAHSUAI BAGAIMANA IA MAHU KELIHATAN KETIKA CARIAN WEB MENCAPAINYA. -CONTOH : MICROSOFT FRONTPAGE / JOOMLA / WHIZZ / MACROMEDIA DREAMWEAVER 4.3 MULTIMEDIA DEVELOPMENT 4.3.1 User Interface principles 4.3.1.1 State user interface principles USER INTERFACE • – WAY OF COMPUTER PROGRAM COMMUNICATES WITH THE PERSON WHO USING IT • - CARA BAGAIMANA PROGRAM KOMPUTER BERKOMUNIKASI DENGAN INDIVIDU YANG MENGGUNAKANNYA 4.3.1 User Interface principles 4.3.1.1 Apply suitable user interface principle in a projects 1. CONSISTENCY – USER INTERFACE MUST HARMONY AND APPLY TO ALL SCREEN KONSISTEN – ANTARAMUKA PENGGUNA MESTI HARMONY DAN DIGUNAKAN PADA SEMUA HALAMAN 2. CLARITY – LEARNERS OF LABELS ON ALL ICON TO MAKE THE SYSTEM EASY TO UNDERSTAND KEKEMASAN – SEMUA LABEL ATAU IKON MESTI MUDAH DIGUNAKAN DIFAHAMI 3. CONTENT - EVERY CONTENT MUST RELEVANT TO THE PARTICULAR TITLE ISI KANDUNGAN - SEMUA ISI KANDUNGAN MESTI RELEVAN DENGAN TAJUK. 4. NAVIGATION - USER CAN USE NAVIGATION EASILY TO ALL AROUND SYSTEM NAVIGASI - NAVIGASI YANG DIBINA MUDAH DIGUNA DAN DIFAHAMI . 4.3.1 User Interface principles 4.3.1.1 Apply suitable user interface principle in a projects 5. SEARCH - THE SYSTEM ENABLES USER TO SEARCH KEYWORD OR GLOSSARY. CARIAN - SISTEM MEMPUNYAI ENJIN CARIAN ATAU KATAKUNCI CARIAN. 6. LEARNABILITY – PROVIDES SUPPORT INFORMATION PEMBELAJARAN - MEMBEKALKAN KHIDMAT BANTUAN. 7. PERSONALISATION – USER CAN MAKE THEIR OWN PERSONAL OR INDIVIDUAL LEARNING. PERSONALISASI – PENGGUNA BOLEH MEMBINA PEMBELAJARAN KENDIRI. 8. FLEXIBILTY - A USER HAS THE AUTHORITY TO NAVIGATE THROUGH ALL THE SECTIONS WITHOUT ANY LIMITATION. FLEKSIBEL - PENGGUNA ADA KEMUDAHAN MENEROKA SISTEM TANPA BATASAN. 4.3.2 Development Team 4.3.2.1 State the role of each member in a development team 1. PROJECT MANAGER (PENGURUS PROJEK) • DEFINE THE SCOPE OF PROJECT MEMASTIKAN SKOP PROJEK • DISCUSS WITH CLIENT BERBINCANG DENGAN PELANGGAN (KEPERLUAN) • SEARCH FOR FINANCIAL RESOURCE,FACILITIES AND EQUIPMENTMENCARI SUMBER KEWANGAN, KEMUDAHAN DAN PERALATAN • COORDINATE THE PRODUCTION TEAM MENGURUSKAN KUMPULAN PRODUKSI 2. SUBJECT MATTER EXPERT (PAKAR SUBJEK) • DO A RESEARCH ON THE CONTENT OF A MULTIMEDIA PROGRAM MELAKUKAN PENYELIDIKAN TENTANG KANDUNGAN PROGRAM MULTIMEDIA • PROVIDE CONTENT FOR A MULTIMEDIA CONTENT MENGADAKAN ISI KANDUNGAN BAGI ISI KANDUNGAN MULTIMEDIA 4.3.2 Development Team 4.3.2.1 State the role of each member in a development team 3. INSTRUCTIONAL DESIGNER (PAKAR REKABENTUK PROGRAM) • DECIDE ON THE BEST EDUCATIONAL STRATEGIES AND PRACTIES TO PRESENT THE INFORMATION MEMUTUSKAN STRATEGI TERBAIK DALAM MEMPERSEMBAHKAN MAKLUMAT YANG TERDAPAT DALAM PROGRAM 4. GRAPHICS ARTIST (PEREKA GRAFIK) • DEVELOP THE GRAPHIC ELEMENT SUCH AS: MEREKA ELEMEN-ELEMEN GRAFIK TERMASUKLAH: • BACKGROUND / BUTTON / PHOTO COLLAGES LATAR BELAKANG / BUTANG / GAMBAR • 3D OBJECTS / LOGO / ANIMATION OBJEK-OBJEK 3D / LOGO / ANIMASI 4.3.2 Development Team 4.3.2.1 State the role of each member in a development team 5. AUDIO-VIDEO TECHNICIAN (JURUTEKNIK AUDIO-VIDEO) • RESPONSIBLE FOR: BERTANGGUNGJAWAB UNTUK • RECORDING THE VOICE / EDIT SOUND EFFECTS . MEREKOD SUARA / MENGEDIT KESAN BUNYI • EDIT AND RECORD MUSIC MENGEDIT DAN MEREKOD MUZIK • CAPTURING , EDITING AND DIGITIZING VIDEO MENANGKAP , MENGEDIT DAN MENDIGITALKAN VIDEO 6. PROGRAMMER (PEMBUAT PROGRAM) • WRITE THE PROGRAM CODE LINES OR SCRIPTS USING THE AUTHORING TOOLSMENULIS KOD PROGRAM ATAU SKRIP MENGGUNAKAN PERISIAN PERSEMBAHAN YANG DIPILIH • COMBINES THE MULTIMEDIA ELEMENT INTO A MULTIMEDIA PROGRAM MENGGABUNGKAN ELEMEN-ELEMEN MULTIMEDIA KE DALAM PROGRAM MULTIMEDIA 4.3.3 Multimedia Production 4.3.3.1 Describe the phases in multimedia production: 6 PHASES 1. ANALYSIS (ANALISIS) PRE PRODUCTION 2. DESIGN (REKABENTUK) PRE PRODUCTION 3. IMPLEMENTASI (PEMBUATAN) PRODUCTION 4. TESTING (CUBAAN PROGRAM) POST PRODUCTION 5. EVALUATION (PENILAIAN) POST PRODUCTION 6. PUBLISHING (PENGELUARAN) POST PRODUCTION 1. ANALYSIS (ANALISIS) MULTIMEDIA DEVELOPER SET THE FOCUS OF THE PROJECT IDENTIFYING PROJECT (TITLE / PROBLEM / OBJECTIVE / POSIBLE SOLUTION / TARGET USER ) INTERVIEW CLIENT NEEDS WRITE PROPOSAL AFTER IDENTIFYING THE PROJECT PEMBINA MULTIMEDIA MNETAPKAN FOKUS PROJEK MENGENALPASTI PROJEK (TAJUK / MASALAH / OBJEKTIF / PENYELESAIAN MASALAH YANG MUNGKIN / KEPERLUAN PELANGGAN) MENGENALPASTI KEMAHUAN PELANGGAN MENULIS PROPSOSAL SELEPAS MENGENALPASTI PROJEK 4.3.3 Multimedia Production 4.3.3.1 Describe the phases in multimedia production: 2. DESIGN (REKABENTUK) MULTIMEDIA DEVELOPER WILL PLANNING DESIGN DRAW FLOW CHART, DESIGN STORYBOARD(CONTENT,NAVIGATION SISTEM) USING CASPER PRICIPLES TO MAKE SURE MULTIMEDIA PROGRAM ARE USER FRIENDLY C – CONTENT A – ALIGNMENT S – SIMPLICITY P – PROXIMITY E – EMPHASIS R – REPITITION PEREKA MULTIMEDIA AKAN MEREKABENTUK PELAN MELUKIS CARTA ALIR, MEREKABENTUK PAPAN CERITA (ISI KANDUNGAN, SISTEM NAVIGASI) MENGGUNAKAN PRINSIP CASPER BAGI MEMASTIKAN PROGRAM YANG DIBINA MESRA PENGGUNA C – CONTENT A – ALIGNMENT S – SIMPLICITY P – PROXIMITY E – EMPHASIS R – REPITITION 4.3.3 Multimedia Production 4.3.3.1 Describe the phases in multimedia production: 3. IMPLEMENTATION (PEMBUATAN) START WHEN THE MULTIMEDIA DEVELOPER CONFIRM THE STORYBOARD. PROCESS OF CONVERTING THE DESIGN PLAN INTO MULTIMEDIA PROGRAM SUCH AS CREATING TEXT AND INSERTING (GRAPHIC/ANIMATION/AUDIO/VIDEO/HYPERLINK) DIMULAKAN SETELAH PAPAN CERITA DIPERSETUJUI MERUPAKAN PROSES MEMINDAHKAN PELAN KEPADA MULTIMEDUA SEPERTI MEREKACIPTA TEKS, DAN MELETAKKAN (GRAFIK/ANIMASI/AUDIA/VIDEO/HIPER RANGKAI) 4.3.3 Multimedia Production 4.3.3.1 Describe the phases in multimedia production: 4. TESTING (MENCUBA PROGRAM) ENSURE THE MULTIMEDIA PROGRAM RUN SMOOTHLY AND CORRECTLY FIX THE PROGRAM IF GET ANY ERROR BASED FROM CHECKLIST WHICH TEST BEFORE CHECKLIST CONTENT ARE (HAD TEXT,GRAPHIC,ANIMATION,AUDIO,VIDEO, LANGUAGE, NAVIGATION AID, CONSISTENCY AND USE CASPER) MEMASTIKAN PROGRAM MULTIMEDIA YANG DIBINA BERJALAN DENGAN LANCAR DAN BETUL MEMBETULKAN PROGRAM JIKA ADA RALAT BERDASARKAN SENARAI SEMAK YANG TELAH DIBUAT. SENARAI SEMAK MENGANDUNGI (TEKS,GRAFIK, ANIMASI,AUDIO,VIDEO,BAHASA, SISTEM NAVIGASI DAN JUGA MENGGUNAKAN CASPER) 4.3.3 Multimedia Production 4.3.3.1 Describe the phases in multimedia production: 5. EVALUATION (PENILAIAN) EVALUATE CONTENT (INTRODUCTION, REASON, EFFECTS, PRESENTATION AND CONCLUSION) USER INTERFACE CONSISTENCY,CLARIFY,CONTENT,NAVIGATION AND FLEXIBILITY) SELECTED USER USE EVALUATION FORM TO TRY THE PROGRAM AND GIVE FEEDBACK. MENILAI ISIS KANDUNGAN (PERMULAAN, KESAN, SEBAB, PERSEMBAHAN DAN KESIMPULAN) ANTARA MUKA PENGGUNA(KONSISTEN, KEKEMASAN, ISI KANDUNGAN, NAVIGASI DAN FLEKSIBILITI) MENGAMBIL SECARA RAWAK PENGGUNA MENGGUNAKANNYA DAN MEMBERIKAN TINDAKBALAS 4.3.3 Multimedia Production 4.3.3.1 Describe the phases in multimedia production: 6. PUBLISHING (PENGELUARAN) WHEN MULTIMEDIA PROGRAM COMPLETELY, IT WILL PUBLISH INTO 2 COMMON MEDIUM (WEB-BASED AND CD-BASED) APABILA PROGRAM MULTIMEDIA TELAH SIAP SEPENUHNYA, IA AKAN DIKELUARKAN DALAM 2 BENTUK YANG BIASA IAITU (WEBBASED DAN CD-BASED) 4.3.3 Multimedia Production 4.3.3.2 Apply all the phases of multimedia production to produce an interactive educational multimedia project. (Assessment project – TOOLBOOK S08.1) 4.4 Current and Future Developments 4.4.1 Immersive Multimedia 4.4.1.1Give an example of immersive multimedia in education business entertainment. (Assessment project – immersive multimedia S09.1)