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Chapter 1 Introduction To Multimedia

Multimedia combines various digital media types such as text, graphics, audio, videos, and animations and allows for interactive user engagement. It has applications in various fields including business, education, entertainment and public spaces. Authoring tools are used to develop multimedia content which can take different forms such as briefing products, reference materials, databases, education/training materials, kiosks, and entertainment games.

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0% found this document useful (0 votes)
29 views40 pages

Chapter 1 Introduction To Multimedia

Multimedia combines various digital media types such as text, graphics, audio, videos, and animations and allows for interactive user engagement. It has applications in various fields including business, education, entertainment and public spaces. Authoring tools are used to develop multimedia content which can take different forms such as briefing products, reference materials, databases, education/training materials, kiosks, and entertainment games.

Uploaded by

Yonathan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Introduction to Multimedia

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What is Multimedia?

 Derived from the word “Multi” and “Media”


 Multi
 Many, Multiple,
 Media
 Tools that is used to represent or do a certain
things, delivery medium, a form of mass
communication – newspaper, magazine / tv.
 Distribution tool & information presentation – text,
graphic, voice, images, music and etc.

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Definition of Multimedia

 Multimedia is a combination of text,


graphic, sound, animation, and video
that is delivered interactively to the user
by electronic or digitally manipulated
means.

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Elements of Multimedia
GRAPHIC /
TEXT Still Images

TEXT
VIDEO
AUDIO
ANIMATION

 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

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Elements of Multimedia
GRAPHIC /
TEXT Still Images

GRAPHIC
VIDEO
AUDIO
ANIMATION

 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).

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Elements of Multimedia
GRAPHIC /
TEXT Still Images

AUDIO
VIDEO
AUDIO
ANIMATION

 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.

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Elements of Multimedia
GRAPHIC /
TEXT Still Images

ANIMATION
VIDEO
AUDIO
ANIMATION

 The illusion of motion created by the consecutive


display of images of static elements.
 In multimedia, animation is used to further enhance /
enriched the experience of the user to further
understand the information conveyed to them.

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Elements of Multimedia
GRAPHIC /
TEXT Still Images

VIDEO
VIDEO
AUDIO
ANIMATION

 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.
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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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Example
 Interactive Multimedia

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Example
 Hyper Media
Main Page
1. Video link
2. Image link
3. Audio Link

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Linear VS Non-Linear

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.
 Example:
 A movie
 A non-interactive lecture / demo show

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Linear VS Non-Linear

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
 Example:
 Games
 Courseware
 Interactive CD

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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).

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Authoring Tools

 Example:
 Macromedia
Authorware
 Macromedia
Director
 Macromedia
Flash
 Microsoft
Power Point

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Applications of Multimedia

 There are a number of fields where


multimedia could be of use. Examples
are:-
 Business
 Education
 Entertainment
 Home
 Public Places

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Applications of Multimedia

 Business
 Use and Applications

 Sales / Marketing Presentation

 Trade show production

 Staff Training Application

 Company Kiosk

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Applications of Multimedia

 Education
 Use and Applications

 Courseware / Simulations

 E-Learning / Distance Learning

 Information Searching

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Applications of Multimedia

 Entertainment
 Use and Applications

 Games (Leisure / Educational)

 Movies

 Video on Demand

 Online

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Applications of Multimedia

 Home
 Use and Applications

 Television

 Satellite TV

 SMS services (chats, voting, reality TV)

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Applications of Multimedia

 Public Places
 Use and Applications

 Information Kiosk

 Smart Cards, Security

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Multimedia Products

1. Briefing Products
2. Reference Products
3. Database Products
4. Education and Training Products
5. Kiosk
6. Entertainment and Games

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Multimedia Products
Briefing Products
• Small, straightforward, linear products used to present
information quickly and concisely.

• Example:
 Corporate Presentation
 Sales Presentation
 Educational Lectures

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Multimedia Products
Reference Products
• Often used for answering specific questions or for general browsing of
information. (stored on CD/ DVD ROM)
• 2 Basic classes of reference product:
 Generalized Content (dictionary/encyclopedia)
 Broad treatment of content at a limited depth
 Detailed Content
 Focus on specific area and provide extensive information.

• Examples are electronic forms of:


 Encyclopedia, Dictionaries, Cookbooks, Historical,
Informative, Scientific surveys.

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Multimedia Products
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)

• Examples are:
 Google Search
 Google Earth

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Multimedia Products
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 pre-
kindergarten to postgraduate offerings from technical to corporate
training products.

• Shares the same characteristics as


Reference Product

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Multimedia Products
Education and Training Products
• Example

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Multimedia Products
Kiosk Products
• A product which is usually stationed at public places and allow the user
to find information interactively and also other types of transaction.

• Characteristics of Kiosk Products:-


 Limited target users and usage.
 User friendly and easily used by user.
 Fast response.

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Multimedia Products
Entertainment & Games
• Most popular
• Shipped in the form of Interactive CD / DVD ROM.
• Characteristics of E & G Products:-
 Immersive.
 Requires constant feedback and interaction with the user.
 Challenging and sometimes intriguing for user
 Enabled online play for more than one user experience.

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End

Thanks!

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