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Lecture 1 Interactive Multimedia Introduction

The document introduces interactive multimedia, defining it as a communication form that combines various content types and engages users through interactivity. It contrasts linear and nonlinear multimedia, highlights the importance of user participation, and discusses related concepts such as digital experience and augmented reality. The benefits of interactive multimedia in education and user engagement are emphasized, along with examples of applications in various fields.

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0% found this document useful (0 votes)
9 views19 pages

Lecture 1 Interactive Multimedia Introduction

The document introduces interactive multimedia, defining it as a communication form that combines various content types and engages users through interactivity. It contrasts linear and nonlinear multimedia, highlights the importance of user participation, and discusses related concepts such as digital experience and augmented reality. The benefits of interactive multimedia in education and user engagement are emphasized, along with examples of applications in various fields.

Uploaded by

hhsoud.hh
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 PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 19

Interactive

Multimedia
Introduction
Lecture 1
Outline

Definitions

History

Advantages
Example
Applications
2
What is
multimedia?
• Is a form of communication that relies
on the use of combined content forms
such as text, audio, images,
animations, video and interactive
content.
• Unlike “traditional” mass media
(printed media, recorded audio/video)
it includes rich contents to different
context and output and channels.
• It is typically delivered to the audience
by electronic or digitally manipulated
means (real/on-demand steaming,
podcast, animation, showreel, etc.).

3
What is Interactive
Multimedia?
• Instead of one way communication,
interactive multimedia takes input from
users and delivers an appropriate output.
Hence creating more engagement with the
media and affinity to the topic.
• Interactive media works with the user's
participation. The media still has the same
purpose but the user's input adds
interaction and brings interesting features
to the system for better experience, of
course subject to how much do we know
about our users and the way they think
and behave..

4
Linear Vs Non Linear
Multimedia
• Projects that are not interactive are called
linear.
• E.g. A book might be defined as a multimedia
format in that it can include pictures, maps,
graphs, charts, or timelines, but while it uses
other media, it is not interactive.
• A reader can use the index at the back of a book,
or flip through pages, but the text itself has only
one hierarchy of topics and is intended to be read
from beginning to end.

• Projects where users are given navigational


control are called nonlinear and user-
interactive.
• E.g. blockbuster video games can be described as
much more highly interactive multimedia

5
Related Concepts
• Digital Experience
 Is the interaction between a user (Customer,
partner or employee) and an organization that is
made possible through digital technologies.

• Emerging/New Media
 Refers to multimedia contents available online
live/on-demand but using new channels/formats
for its delivery newspapers, video games, wiki,
interactive objects, etc…

Think of interact
ive cubes!
6
Related
Concepts
• Human Computer Interaction
 A domain that is concerned with the
design and use of computer technology,
focused on the interaction tools, methods,
and paradigms between people (users)
and and machines (computers).

• Augmented Reality
 Is a live direct or indirect view of a
physical, real-world environment whose
elements are augmented (or
supplemented) by computer-generated
sensory input such as sound, video,
graphics, internal orientation (gyroscopic),
or external orientation (GPS) data as a
way of controlling or triggering
input/output integrated between the world
viewed on screen and overlayed on the
real scene.

7
Why Interactive
Multimedia?
• Effects on Learning
 Using interactive machines/systems with the
educational domain to facilitate learning helps
students develop better communication and
articulation skills producing a positive attitudes and
further engagement in the process particularly if
multisensory is deployed.

• Retention of Information
Media Retentio
Type n Rate

Audio 20%

Audio 30%
Visual

Interactive 60%
Multimedi
a
8
Why Interactive Multimedia

• Intuitive Understanding
 Interactive products such as smartphones, and websites
are all easy to use. This is a deliberate outcome that
aims to encourage the use of these products allowing
consumers to experiment with their products rather than
reading instruction manuals.

 Think of new gadgets, phone, tablets, digital pens, smart


devices, etc.

However, a lot of research and thinking goes behind the


scene
to allow users to perceive this easy concept. From social,
cognitive, psychological, technological, and behavioural
aspects.

9
Digital
Interactivity
Then and Now
• Elements that encouraged the
development of Interactive
Multimedia
 Laser Disc Technologies
 The graphical user interface GUI
 Sharp fall in hardware costs and
increased computer speed and
capacity
 Integrated Circuits developed as
processors, audio, video and storage
components (SSD desk?)

Take a look at Computing system Time-


Line

10
• The Introduction of the WWW
 With the commercialization of the
internet, digital content began moving
from individual computers to being
shared worldwide.
 The Web is based on hypertext, a system
of embedding links in text to connect to
other, related, text.
 The language for the development of
hypertext is called the hypertext mark-up
language, or HTML.

 Back to 1990s?

Digital Interactivity Then


and Now

11
Keeping Up with • Newer systems engage the user with all the
senses

the Interactive  Touch screens with gesture recognition


 Voice activation

Media  Immersive 3D animated graphics


 Motion capturing
Consumer  Not too far beyond– digital scent???

12
Screen Gestures

13
Examples
• Information outlets (YouTube)
 Public places - Multimedia is available at stand-alone
terminals or kiosks to provide information and help.

14
Examples
• Shopping Apps
• Airlines Self Check In

16
Interactive • https://thecoolclub.co/
Websites

17
Education
• Schools - Educational software can be developed to
enrich the learning process.
• Interactive TV is widely used among campuses to
join students from different locations into one class
with one teacher

18
Video Games
• Is an electronic game that involves interaction with
a user interface to generate visual feedback on a
video device such as a TV screen or computer
monitor.

19
Virtual Reality
– Virtual reality is an extension of multimedia.
– It uses the basic multimedia elements of imagery,
sound, and animation.
– It requires terrific computing horsepower
to be realistic.

Extended Reality ?

20

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