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TOPIC 1

INTRODUCTION TO MULTIMEDIA
TOPIC 1: INTRODUCTION TO
MULTIMEDIA

Lesson outcome

After this chapter, student should be able to:

n Define common multimedia terms such as multimedia,


integration, interactive, HTML, authoring, and nonlinear vs
linear content.

n Describe several different environments in which


multimedia might be used.

n Describe the primary multimedia delivery methods- the


Internet, wireless, CD-ROM, DVD.
Overview

n Introduction to multimedia.

n Applications of multimedia.

n Virtual reality (VR).


Introduction to Multimedia

n Multimedia is a combination of text, art, sound, animation,

and video.

n It is delivered to the user by electronic or digitally

manipulated means.

n A multimedia project development requires creative,

technical (high technology), organizational, and

business skills.
Introduction to Multimedia

n Multimedia becomes interactive multimedia when a user

is given the option of controlling the elements.

n Interactive multimedia is called hypermedia when a user

is provided a structure of linked elements for navigation.

n Multimedia developers develop multimedia projects.


Introduction to Multimedia

n The software vehicle, the messages, and the content

together constitute a multimedia project.

n A multimedia project shipped to end-users with or without

instructions is called a multimedia title.


Introduction to Multimedia

n A project can also be launched on the Web.

n Weave the elements of multimedia into documents with

Hypertext Markup Language (HTML), Dynamic

HTML(DHTML), a collection of software technologies including

HTML, JavaScript and CSS), or Extensible Markup

Language (XML).
Introduction to Multimedia

n Rich media files createtd in such programs as Adobe’s Flash

or Apple’s QuictTime by installing plug-ins into a browser

application such as Microsoft Internet Explorer, Apple Safari,

Google Chrome or maxilla Firefox.


Introduction to Multimedia

n Multimedia projects can be linear or nonlinear.

n Projects that are not interactive are called linear.

n Projects where users are given navigational control are

called non-linear and user-interactive.

n Determining how a user will interact with and navigate

through the content requires great attention to the

message, the scripting/ storyboarding, the artwork

and programming.
Introduction to Multimedia

n Authoring tools are used to merge multimedia elements

into a project.

n These software tools are designed to manage individual

multimedia elements and provide user interaction.


Introduction to Multimedia

n Integrated multimedia is the final presentation in which

the source documents such as montages, graphics, video

cuts, and sounds are weaved together.

n Most authoring tools offer facilities :

n Creating and editing text and images

n Controls for playing audio and video files


Introduction to Multimedia

n The sum of what gets played back and how it is presented to

the viewer on a monitor is the graphical user interface

(GUI).
Introduction to Multimedia

n The hardware and software that govern the limits of what

can happen here are the multimedia platform or

environment.

n Platform – hardware and operating system used to

prepare or deliver multimedia.


Applications of Multimedia

n Multimedia is appropriate whenever a human user is

connected to electronic information of any kind, at the

“human interface”.

n Multimedia improves information retention, gaining and

holding attention and interest.


Applications of Multimedia

n Business - Business applications for multimedia include

n presentations training

n Marketing

n Advertising

n product demos

n Databases

n Catalogues

n instant messaging

n networked communication
Applications of Multimedia

n Voice mail and video conferencing are provided on many

local and wide area networks (LANs and WANs) using

distributed networks and Internet protocols.


Applications of Multimedia

n Training programs

n Flight attendants learn to manage international terrorism and security

through simulation.

n Drug enforcement agencies are trained using interactive videos and

photographs to recognize likely hiding places on airplanes and ships.

n Medical doctors and veterinarians can practice surgery methods via

simulation prior to actual surgery.

n Mechanics learn to repair engines.

n Sales people learn about product lines and leave behind software to

train their customers.


Applications of Multimedia

n Schools

n The most need of multimedia.

n Teaching medium in medicine and other disciplines

n Educational software can be developed to enrich the learning process.


Eg:
3D interactive training courseware applications in minutes.
Online Chemistry courseware
I-Learn , Interactive TV (ITV)
Instructional videos used for training emergency medicine specialists
E-learning to learn clinical techniques outside of the hospital setting
Applications of Multimedia

n Home

n Most multimedia projects reach the homes via television sets or

monitors with built-in user inputs.

n Gardening, cooking, home design, remodeling and repai to genealogy

software.

n Live Internet pay-for-play gaming with multiple players, live video


Applications of Multimedia

n Public places - Multimedia will become available at stand-

alone terminals or kiosks to provide information and help.


Applications of Multimedia

n Public places

n Multimedia available in :

n hotels, airport terminals, train stations, shopping malls,

museums, libraries, and grocery stores

n Reduce demand on traditional information booths and

personnel, add value, and are available around the clock

n The way we live is changing as multimedia penetrates our

day-to-day experience and our culture.


Virtual Reality (VR)

n Virtual reality is an extension of multimedia.

n It uses the basic multimedia elements of imagery, sound, and

animation.

n It requires terrific computing horsepower to be realistic.

Shrek 4D Adventure Transformers – The Ultimate 3D battle


Virtual Reality (VR)

n In VR, cyberspace is made up of thousands of geometric objects

plotted in three-dimensional space.

n Goggles, helmets, special gloves, and bizarre human interfaces

attempt to place you “inside” a lifelike experience.


Virtual Reality (VR)

n The standards for transmitting VR in Virtual Reality Modeling

Language (VRML) documents have been developed on the World

Wide Web.

n VRML documents have the file extension .wrl.

n Using high-speed dedicated computers: flight simulators for pilots,

simulator for marine officer training schools


Delivering Multimedia

n Multimedia requires large amounts of digital memory when

stored in an end user’s library, or large amounts of

bandwidth when distributed over wires, glass fiber, or

airwaves on a network.

n The greater the bandwidth, the bigger the pipeline, so more

content can be delivered to end users quickly.


Delivering Multimedia

The primary media for delivering multimedia projects are:

n Compact disc read-only (CD-ROM)

n Digital Versatile Disc (DVD)

n Blue-Ray Disc

n Flash Drives

n World Wide Web


Compact Disc Read-Only
(CD-ROM)

n CD-ROM is the most cost-effective distribution medium for

multimedia projects.

n It can contain up to 80 minutes of full-screen video or

sound.

n CD burners are used for reading discs and converting the

discs to audio, video, and data formats.


Digital Versatile Disc (DVD)

n Multilayered DVD technology increases the capacity of

current optical technology to 18 GB.

n Improved Blu-ray storage to 500GB using 20 layers.

n DVD authoring and integration software is used to create

interactive front-end menus for films and games.

n DVD burners are used for reading discs and converting the

disc to audio, video, and data formats.


Flash Drives

n CD-ROM and DVD discs technologies will be replaced by

new devices such as Flash Drives and thumb drives that do

not require moving parts.


World Wide Web

n These days telecommunications networks are global.

n Information and multimedia elements will ultimately link up

online as distributed resources on data highway.

n Copper wire, glass fiber, and radio/cellular technologies

also serve a means for delivering multimedia files across a

network, served from the cloud across the broadband

Internet or from dedicated computer farms and storage

facilities.
Summary

n Multimedia is a combination of text, graphic art, sound,

animation, and video.

n Multimedia projects can be linear or nonlinear.

n Multimedia projects are often stored on CD-ROM or DVDs.

They can also be hosted on the Web.


Summary

n Multimedia is widely used in business, schools, public

places, and at home.

n Virtual reality is an extension of multimedia.


QUESTIONS

q Briefly discuss the history and future of multimedia. How


might multimedia be used to improve the lives of its users?
How might it influence users in negative ways?

q Outline detailing the capacities, benefits and drawback of


delivering multimedia using
CD
DVD
Blue-ray
Flash drives
Internet (World Wide Web)
App Store.
QUESTIONS

n Discuss three (3) areas where multimedia is used.


n Briefly explain how virtual reality can be applied in the real
world.

n Define the following terms:


n Multimedia
n Interactive multimedia
n Hypermedia
n HTML
n Authoring
n Nonlinear vs linear content

n Describe the primary multimedia delivery methods- the


Internet, CD-ROM, and DVD.
QUESTIONS

n Discuss four (4) requirements of virtual reality that may be


used for the game development.

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