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MULTIMEDIA
TECHNOLOGY
Rationale:
• There continues to be a rapid growth in
the development and exploitation of
multimedia technology. Applications exist
in many diverse areas such as:
– commerce
– communications
– education
– entertainment
– art
– scientific research, etc.
Course Description:
• This course covers advanced concepts of the interactive
multimedia technology through working with state-of-the
art authoring software.
• The authoring program used in the course may vary from
one semester or another so as to adapt the most current
multimedia tools used in the industry.
• The emphasis of the course is not only on the understanding
of the authoring program, but more importantly, on how
various media can be used and on being able to create an
educational application using the program.
Course Objectives:
• Understand the different capabilities and limitations of
various audio/visual communication media and be able to
select media appropriate for a specific application.
• Appreciate the basic physical, physiological and
psychological issues associated with human perception of
such media.
• Understand how the individual hardware and software
elements used for the acquisition, synthesis,
communication, storage and delivery of such media
operate, including the underlying data models and
processing that are involved.
• Understand how these various individual elements are
combined and coordinated for multiple media.
• Understand the design issues associated with
user-interfaces for multimedia software and
the use of multimedia in user-interfaces.
• Understand a major software library that
supports multimedia.
• Be able to apply knowledge of all the above to
the design and implementation of software
involving multimedia.
• Be aware of state-of-the-art technology and
research in this rapidly evolving field.
• Design and develop an educational application
using current multimedia hardware and software
platforms.
Course Outline:
• Module 1
– Introduction to Multimedia
• Module 2
– Multimedia Hardware and Software
• Module 3
– Multimedia Design and Development
Module 1
Introduction to Multimedia
Technology
Learning Objectives:
• State and explain what multimedia is
• Identify key concepts and terms related to
multimedia
• Explain the evolution of multimedia technology
• Identify the assets, constraints, and
advantages of multimedia
• Explain the role and significance of multimedia
to business, government, industry, and education
In this lecture you will
learn the following:
• What multimedia is?
• Multimedia Technology offers great assets,
constraints and benefits, but can be unreliable
• How to identify and protect against some of the
risks involved in using Multimedia Technology
• Significant Role of Multimedia to business,
government, industry and education.
Introduction
• The advances in computer technology paved the
way to the infrastructure for multimedia
applications. With these developments the
multimedia concepts have emerged.
• The word multimedia is made up of the two Latin
words "multi" which means many and "media"
which is the substance through which something
is transmitted.
• In this case, multi is the multiple data types such
as
• Text
• Graphics
• Animation
• Sound
• Video
and media is the computer environment
used to transmit the information made up
of the above multiple data types.
What is Multimedia?
• Multimedia involves the combination of two
or more media types to effectively create
a sequence of events that will communicate
an idea usually with both sound and visual
support.
• Typically, multimedia productions are
developed and controlled by computer.
• Multimedia means that there are more
than one media type involved in the
communication, e.g. text and graphics,
voice, animations, video and audio.
• Multimedia denotes the property of
handling a variety of representation media
in an integrated manner. This means that
the various sources of media types are
integrated into a single system framework.
• Multimedia is defined as an
interactive computer-mediated
presentation that includes at least
two of the following elements: text,
sound, still graphic images, motion
graphics, and animation.
(Tannenbaum)
• Hypermedia is another term used related
to multimedia.
• Hypermedia requires that the user is able
to interact with the presentation. The
simplest form of hypermedia is hypertext
where the user is able to follow textual
links.
• The most common provider of hypermedia
content is the World Wide Web.
• A multimedia product is a
presentation, a tool or an interactive
program which is distributed in some
kind of a storage medium to be
viewed in a suitable computer
environment. To prepare such a
product special tools are also needed.
These are referred to as authoring
tools.
Evolution of Multimedia
• Multimedia is not new; the term pre-
dates the PC. The term has been
used for decades to describe slide
presentation accompanied by audio
tape. The combination of slide and
narration has been both a popular and
successful form of business
presentation.
• In the 1970s the slide show format was
introduced to the computer, this
technology allowed the computer to
control numerous projectors, coordinating
them in a manner that produced fast-
paced dissolves and effects. Taped
soundtracks would contain cues that
triggered the slide projectors to do what
it was programmed to do.
• In the 1980s PCs were designed to
"cut" a graphic element and "paste" it
into another document. Since then
software and hardware developers
have been scrambling to integrate
various forms of media into the
personal computer.
• Multi-sensory communication
between humans is not a new
concept, but is as old as mankind.
What is new is the “electronic
incarnation” of multi-sensory
communication that we call
multimedia.
• The seeds of image projection were
sewn as early as 1654 with the
“magic lantern”, but further
progress in imaging did not occur
until 177 years later with the
advent of a more ‘advanced”
projector called the
Phenakistoscope in 1831.
• The next significant development
was the cinematograph (movie
camera) developed 64 years later in
1895.
• In the 55 years between 1895 and
1950, radio, stereo sound and LP
records were developed.
• During the 29 years between 1950
and 1979 computer graphics,
animations and digital sound were
introduced as was ARPANET which
was the predecessor of today’s
internet.
• During the 10 years between 1979 and
1989 with the advent of the personal
computer and the world wide web,
enhancements in multimedia hardware
and software were dramatic and the
stage was set for even more rapid
changes in computer hardware, software
and connectivity.
• Between 1989 and 1998 the pace of
change has accelerated to the point
that hardware and software need to
be upgraded every two years just to
stay current.
• Looking at the preceding observations there are
177 years between the first two evolutionary
periods, 64 years between the second and third,
55 years between the third and fourth, 29
years between the fourth and fifth, 10 years
between the fifth and sixth, and two years
beyond the sixth. As you can see the pace of
advancement in technologies that support
multimedia is has accelerated to a “breakneck
speed” that is likely to continue for the
foreseeable future. This means that what we
learn today will soon be history, and that the
key to effective long-term multimedia authoring
is continuous learning.
Digital convergence
• The most important trend in PCs before
multimedia was multi-tasking, the ability to
run more than one program at a time and
you can see why PCs and multimedia are
made for each other. The enabling force
behind multimedia is digital technology.
• Multimedia today represents the
convergence of digital control and digital
media - the PC as the digital control
system and the digital media being today's
most advanced forms of audio and video
storage and transmission.
• We are in fact experiencing a mass
migration from an analog world to a digital
world.
• In an analog world communications are
accomplished via continuous signals such as
those used by telephones for sound and
those recorded by VCRs for video.
• In a digital world text, images, sound, and
video communications are accomplished by
sending a stream of digital bits
represented by various combinations of
zeroes and ones, which (not coincidentally)
is the very same technique used to store
and manipulate data inside computers.
• The illustration below shows a
schematic representation of the
difference between analog and digital
signals and identifies an everyday
device that uses these signals.
Analog Device
• Multimedia involves the application of
various communication channels to a
communication exercise. When the various
communication channels are used in
association with a computer: we call the
result computer multimedia.
• The essence of the process of creating
multimedia is that a number of types of
information (including text, graphics,
animation, sound and video) are able to be
combined through the use of a computer.
• Desktop multimedia occupies a role between
traditional alternatives of cheap but ineffective
single-medium technologies, and the expensive
but impressive technologies relying on
mainframes, digital editing, and customized
software.
• The written word is still the medium used for
most of our information requirements, but it
offers a limited information bandwidth.
• Decorated with graphics, a document's
information content and flow can be markedly
improved.
• Animation is an even more
powerful device.
• Video images and synchronized
sound allow the depiction of
reality and the expression of
complex ideas.
• Considerable synergy is obtained
by combining these technologies.
• The advantage of multimedia communications is
that
– they have the capacity when properly
executed,
– to convey more information more quickly, and
more effectively than traditional
communications.
– the effectiveness of communication is an
important issue that is at the heart of most
human endeavors and is particularly important
in the information age where there is
frequently an overabundance of information
and little time available to sort it all out.
– If a picture is worth a thousand words, a
moving picture is worth two thousand
words, and moving pictures combined with
text, sound, and direct user involvement via
hypertext is worth ten thousand words.
– Multimedia can by definition carry more
information, can deliver it more quickly and
can deliver it in a form that builds on what
the user already knows and therefore
requires less user interpretation and less
user time to understand more of the
message being sent.
• In its simplest terms every
communication requires a sender, a
message to be sent, and a receiver.
• The addition of a digital component such
as sound, clipart, photographs, animated
characters, video clips or interactive
navigational mechanisms results in a
multimedia communication. In this day
and age senders and receivers use
machines to communicate.
• Machines used in electronic communications
include telephones, modems, computers, data
collection devices such as electronic cash
registers, electronic time clocks, grocery
store optical scanners, televisions, VCRs,
camcorders, digital cameras, stereo receivers
and video-teleconferencing equipment.
• Regardless of the nature of the
communicators, the effectiveness of the
communication remains a function of the
quantity of information communicated, speed
of the communication, and the degree of
comprehension of the communication’s
meaning.
• Multimedia communications include television
advertisements, computer based business and
classroom presentations using programs such
as
– Microsoft PowerPoint,
– World Wide Web (WWW)
– home pages, and
– a wide range of products including electronic
games, edutainment (programs that are both
entertaining and educational such as learn to read
and learn to count),
– corporate training programs,
– flight simulators and
– sales presentations that are distributed via media
such as
• diskettes and
• CD ROMs.
Multimedia Assets
• Effective multimedia applications
depend on the most effective use of
various materials – referred to as
assets or resources.
Hypertext and
Hypermedia
• HYPERTEXT is usually defined as NON-
LINEAR ACCESS TO TEXT using links
embedded in the text This way going
through material which is not of interest
is avoided.
• HYPERMEDIA is the extension of this
non-linearity to other media types.
Text
• Text constitutes the main part of a
multimedia package. It is used to
provide most of the information
intended to be conveyed and it is
even stated that other multimedia
data types are used to enhance text
• There are 3 major advantages generally
associated with screen-based text compared with
paper-based text:
– the ability to spontaneously update the screen,
– the reactive capability, and
– the ability to incorporate special effects.
• However, there are also disadvantages:
– text is much harder to read from a screen than it is
from paper.
– people tend to print copies of information they are
accessing from the computer. This may be due to habits
or the effect the current displays have on the eyes.
• Using media other than text may require extra
resources compared to text but definitely makes
it much easier to follow the material covered.
Audio
• Sound is another data type used in multimedia
applications. It can add a particular dimension of
reality to multimedia systems. Sound requires
more space than text but is better when
compared to video clips.
• People use it to express an idea in words over the
computer or it can also be used to introduce
effects into a presentation. Either way it
ENHANCES THE QUALITY of presentation and
INCREASES THE EFFICIENCY of information
transfer.
Images
• Images improve the overall look of a
presentation, and they are useful to
express information text alone cannot
convey. Using IMAGES and GRAPHICS can
be very useful but it has to be noted that
they also introduce extra load to the
system both as storage and also as
network traffic.
• There are six different image formats:
– GIF files
– JPEG files
– Animated GIF files
– MPEG files
– Shockwave files
– NxView files
• Images come in different forms and
resolutions i.e. the number of picture
elements used to represent them
(pixels) and they are usually
compressed using different
techniques such as JPEG.
• JPEG is a standardized image
compression mechanism.
• It stands for Joint Photographic
Experts Group, the original name of
the committee that wrote the
standard.
• When you are sending digital photographs as email
attachments or trying to pack as many images on a floppy
disk as possible, the size of each image is important. What
you want to do is reduce the file size to as few bytes as
possible without hurting the image quality.
• Most web sites use the JPEG format for shrinking images.
JPEG is a popular format for two reasons:
– It can make image files smaller. (It lets you adjust the amount
of compression.)
– It stores 24-bit-per-pixel color data instead of 8-bit-per-pixel
data. (It has good compression characteristics on photographic
data.)
• There are various image formats.
However, the most widely used
formats are gif, and jpg. Both of
these formats has static (as opposed
to animated) bitmap images.
• In a bitmap image, the image file has to
define the exact color of every pixel in
the image. For example, imagine a typical
bitmap on the web that is 400 by 400
pixels. To define this image, you would
need 24 bits per pixel for 160,000 pixels,
or 480,000 bytes. That would be a huge
image file, so both the GIF and JPG
formats compress the image in different
ways.
• In a GIF image, the number of colors is
reduced to 256 and then "runs" of same-
color pixels are encoded in a color+number
of Pixels format.
• For example, if there are 100 pixels on a
line with the color 41, the image file stores
the color (41) and the length of the run
(100). This makes a GIF file great for
storing drawings that have lots of same-
color pixels.
Video images
• A video clip or an animation sequence
can express an idea in a much better
way than text or images. Video clips
used in multimedia systems are more
flexible in the sense that they are
EASIER TO EDIT and also EASIER
TO ACCESS.
• DIGITAL VIDEO can be created from VCRs, using
cameras or directly recorded from broadcasts. Either
way they are captured, stored and edited before they
are used in multimedia presentations.
• Portable video recorders have made it relatively easy
to capture real-time video images.
• Video can be incorporated into multimedia
applications using two different processes.
– The first involves using a video source connected to the
computer via a controller card. This technology has been
referred to as interactive video.
– A more integrated process converts video from analogue into
digital format that can be manipulated by the desktop
computer. This approach (called digital video) allows all video
operations — including editing and special effects — to be
carried out on the computer.
• Video is usually played at 25 or 30
frames per second and will have to be
COMPRESSED in order to reduce it
to acceptable sizes. Different
compression techniques are used and
MPEG is one of these methods.
• ANIMATION is similar to video, in that it
uses the display of moving pictures to
convey information. The pictures are
constructed artificially, however, and they
can be very useful to explain abstract
concepts.
• They also require huge storage space and
packages used to produce them are usually
difficult to learn.
• Video files are perhaps the most exciting and
attractive features of multimedia systems.
The potential to include complex graphics and
video images in multimedia programs is a
great strength of multimedia technology.
• Words are almost useless for conveying
information from those who understand to
those who don't, although words are an
excellent means of exchange between people
who understand equally well.
• A word has a unique meaning; pictures,
however, transcend language codes and people
extract their own meanings from pictures.
• Multimedia software allows developers to
organize and direct the combination of text,
graphics, animation, audio and video images to
produce multimedia programs.
• The ability to apply the best communication
tools for each component of a communications
problem, and to do so in a cohesive way, is
really the essential strength of any
multimedia presentation.
• Here are some examples of various types of
video files. In order to view these you may
need some PLUG-IN's.
• avi file example
mpg file example
Multimedia Applications
• Multimedia can be used
– to inform,
– to sell,
– to teach,
– to persuade and/or
– to entertain.
• Beyond these general purposes, digital
multimedia enables the application of
technology to a wide range of specific things
for business and pleasure. These include
– electronic brochures,
– marketable games,
– orientation and training programs,
– distance learning,
– information kiosks,
– electronic resumes,
– membership recruiting,
– electronic business presentations,
– web site creation, and
– “small-screen” productions including
advertisements and movies.
Electronic brochures
• can be used for advertising and selling
products, ideas and events; for presenting
policies, procedures and techniques; for
teaching everything from automotive
repair to computer software and music.
These brochures can be distributed over
the web and/or can be burned (copied)
onto a compact disk and distributed
personally as in an automobile showroom or
in the mail.
Marketable games
• created with multimedia can provide everything from
entertainment to edutainment and can be created for the
young, the not so young, and everyone in between. Games
can be created to pit a single or multiple players against
each other, a computer, or some combination of these.
• Games can be classified into six primary categories which
include
– 3D simulations,
– card games,
– board games,
– survival games,
– mind games, and
– educational games.
Distance learning
• is another frontier that lends itself to the application of
digital multimedia. The idea of a classroom without walls
where course content is broadcast over the Web along with
home works and readings opens opportunities both for
learners and for educational institutions and businesses.
• Distance learning can support continuity of learning even
when the learner and teacher are physically removed from
each other.
• Multimedia can be used to create, package and distribute
course content. In this environment the design and
execution of multimedia elements has direct impact on the
quality of programs delivered.
• The goal of the educator is to facilitate learning -
to help the student gain a body of knowledge,
acquire specific skills and function successfully in
society.
• But one of the greatest challenges to educators is
the diversity of students, especially in the
different ways they learn. Some students learn
better through association, others by
experimentation, some are more visually oriented,
others are more auditory.
• Multimedia has the ability to
accommodate different learning
styles and can present material in a
non linear manner. It is motivating, it
can be highly interactive, it can
provide feedback and evaluate skills.
And it can make learning fun.
Investigating Lake Iluka
• is based around a simulated lake environment designed to
support secondary studies in ecology, biology and geography
by developing the students’ investigation and problem
solving skills.
• Students investigate the various ecosystems of the lake,
make physical, chemical and biological measurements, collect
information about individual animal and plant species and
receive media reports.
• Investigating Lake Iluka and Exploring the Nardoo are
excellent Australian examples of interactive multimedia
learning products.
Orientation & Training
• titles can be used for everything from introducing workers
to their new employer’s facilities and people, to training
highly experienced jet engine mechanics on how to fix a
newly designed engine component.
• The combination of video, sound, animation, and hypertext
can expedite the learning process and leverage the time of
instructors.
• “Virtual” or cyberspace learning can also have significant
cost and safety advantages. Jet pilots, for example, can
“practice” flying in a multimedia training simulation without
risking the loss of a multimillion dollar aircraft and many
human lives.
Information Kiosks
• are becoming a mainstream vehicle for providing directions
and general information services that have traditionally
been provided by signs or by people.
• Multimedia Kiosks can be found
– in the entryways of shopping malls,
– in interstate highway rest areas,
– in museums,
– in airports,
– in hotels,
– in amusement parks,
– in casinos and
– virtually everywhere that large numbers of people seek
directions or information.
• Interactive multimedia kiosks can be used
to give highway directions, to explain how
something is done such as how wine is
made, to show the location of particular
geographical points of interest, or to
provide status updates on dynamic things
such as stock market activities, late
breaking news, road conditions, and the
weather.
• For better or for worse, multimedia kiosks
are becoming effective substitutes for
human guides. They don’t take breaks and
they can work 24 hours per day. In many
cases where the information being
provided is particularly well suited to
communication via multimedia, the
communication is faster and more
effective, not to mention considerably less
expensive.
Electronic resumes
• are a relatively new phenomena that enable both employers
and prospective workers using the Web to quickly search
wider geographical areas for the perfect match.
• For the student or individual seeking a position, an
electronic resume uses multimedia to showcase speaking,
writing, technical and specialized skills and interests.
• It can provide extensive distribution to potential employers
that far exceeds the number of resumes that would
normally be photocopied and mailed by an individual or by a
placement agency.
Membership recruiting
• using digital multimedia and distributed via CD
ROM or the Web is used by governmental,
religious, political, environmental, business and
private organizations to garner members, votes
and ideas. Multimedia can be used to describe
their specific programs and objectives and to
provide membership documents. A classic
example is that of public broadcasting stations’
solicitation of donations.
Electronic business
presentations
• are used for communicating, selling, analyzing, and
educating. They have evolved from traditional speech
delivery to speeches supported by overhead projectors and
are now speeches supported by notebook computers and
portable color projectors.
• The advent of powerful multimedia-capable notebook
computers loaded with presentation graphics software
enables presenters to become self-contained production
studios.
• Their presentations are custom tailored to the particular
needs of their audiences and are presented quickly,
efficiently and effectively.
• The following software programs progress
from basic presentation to complete
authoring capabilities:
– Microsoft PowerPoint
– Aldus Persuasion
– Adobe Premiere
– Macromedia Director
– Macromedia Authorware
– Asymmetrix ToolBook II Assistant
Web site creation
• has become a prime activity for the application of
multimedia. This is due in large part to the nature of Web
broadcasting or Webcasting which relies on hypertext to
enable users to navigate.
• Home pages can be customized to reflect the message and
personality of an individual or organization.
• Software to create Web-pages has evolved from hard to
use plain text editors based on HyperText Markup Language
(HTML) codes to graphical based editors that can use
objects and formatted text. HoTMetal Pro, Microsoft
Front Page and Netscape Composer are examples of Web-
Page Editors.
“Desktop” productions
• are emerging applications for multimedia distributed via the
Web and CD ROM. These are advertisements, movies and
electronic short stories that directly combine computer,
entertainment and communications resources to replicate
entertainment and edutainment facilities that were
historically the exclusive domain of movie and television
studios.
• This application of multimedia is in its infancy, yet it has
the potential to “democratize” an industry that is very
capital intensive and therefore to open creative and
financial opportunities to anyone with a creative bent who
has access to a computer, multimedia software and the
Web.
• Drawing the line between education and
entertainment in multimedia can be almost
impossible, hence the term 'edutainment'.
Multimedia can make learning entertaining.
• But multimedia also has a purely
entertainment side. Anything that's
possible in sound and images is possible on
a multimedia CD.
• AIATSIS is an encyclopedia of the
Australian Aborigine containing over 2,000
entries - 1,000 photos, 230 sound clips and
50 videos. It covers subjects ranging from
art to health, from technology to law.
• World Architecture is a collection of 5 CD
disks containing thousands of images of
architecture throughout the world.
• Encyclopedias, census data, yellow pages,
atlases and street directories are
examples of CD reference titles. In many
cases they are electronic versions of
reference books.
• The challenge for the developer is to make
it easy for the user to find the desired
information and to effectively use other
multimedia elements such as sound, video
and animation.
Virtual Reality
simulations
• and the application of this technology to
education, training and entertainment are an
evolving specialty area within multimedia.
• Virtual Reality has been defined as consensual
hallucination and can be viewed as three
dimensional multimedia that can be delivered via
special devices such as electronically equipped
chairs, helmets, glasses, and gloves.
• Virtual reality stimulates human perceptions of
touch, motion and depth.
Ten Reasons to Use
Multimedia
PC World magazine (October 1993) outlined "Ten
Reasons to Use Multimedia in Education." While in
many cases unproven and overstated, they also
underscore the potential of multimedia in education.
• fast -- learning speed accelerates.
• cheap -- the program never asks for a raise; the more you
use it, the less it costs per use.
• consistent -- no mood swings, yawns, or lapses.
• private -- ask what you want; no one will laugh, no one will
scold.
• safe -- experience nuclear meltdowns without fallout;
experience drunk driving accidents or electrocution
without blackouts or death.
• personal -- it never tires of praising and motivating
through positive feedback, any time, day or night.
• a strong foundation -- on which to build mastery.
• a tool to make remembering longer, easier -- many parts
of the brain are stimulated.
• more information faster -- on things a school couldn't
afford to teach: like space-shuttle repair, brain surgery,
black hole sailing.
• fun -- like a game: yes, like Nintendo, which, with a
joystick and a screen, has already captured the brains and
fingers of an entire generation.
Advantages of
multimedia:
Multimedia Technology offers great
benefits, but can be unreliable
• You need to take on board a mindset
of uncertainty and fear. You need to
accept a degree of chaos in still-
evolving technology. You need to
make the most of what does work and
get past what doesn’t.
• A multimedia application,
– can be used for many purposes: training,
marketing, games, information transmission
– is self paced. A user can go through it his/her own
pace.
– is available when required. Not like a TV program
or a lecture for example which is set at a specific
time(on demand).
– is portable. Can be transferred to another
location.
– is interruptible. Can be stopped or resumed at the
user's will.
– is flexible. You may learn what you want to learn.
– requires less time to learn the same material. A
research showed that learning the same material
using multimedia required 40% less time than
traditional methods.
Delivering Multimedia
CD ROM
• The growth of multimedia, as mentioned, is often
expressed in terms of the growth of compact disk
titles. CDs are a popular medium because they can
hold substantial amounts of data, including sound
and video. They are relatively inexpensive; easy to
mass produce, distribute, and transport; and they
take up little retail shelf space. In addition, it is
now common for computers to be sold with CD
ROM drives, sound cards and speakers.
KIOSK
• A kiosk is a stand-alone or networked computer
system that allows the user to access information,
perform transactions, and even play games.
Examples include
– University information kiosks that students use to learn
about academic programs, print out schedules and
transcripts and access campus maps;
– Retail store kiosks that allow customers to locate
merchandise, print out coupons and purchase products;
– Gallery kiosks that allow the user to locate specific
works of art, view parts of a collection not on display
and obtain detailed information about artists.
• Kiosks are useful in disseminating
information especially in high traffic
areas, providing value added services
to customers (convenience), and
reducing personal costs. Kiosks can
be expensive because of the
investment in hardware and the need
to continually update their contents.
ONLINE
• Obviously the fastest growing area for multimedia delivery
is online - which includes telecommunications and the
Internet.
• Telecommunications involving phone lines, satellite and cable
transmission is used by educational institutions to deliver
multimedia courseware and by companies for
teleconferencing and training.
• The use of the Internet is expanding in all areas. Companies
are now commonly using the WWW to allow customers to
purchase products, access product information and
subscribe to real time multimedia events such as rock
concerts.
Multimedia Constraints
• Multimedia constraints are situations that
bound what can physically be done with the
creation and distribution of multimedia.
These include the following:
1. Effective multimedia is not as easy to create as
some would have us believe. Effective multimedia
accomplishes its stated purpose and is delivered
succinctly. Creating such multimedia takes
considerable time and skills and is seldom the
result of a “shot in the dark” approach;
2. Multimedia requires high powered software and
hardware engines and at the same time have kept
costs down to very reasonable levels.
3. The very large physical size of digital multimedia
elements and titles causes significant data
capture, storage, and playback problems. The
capture and storage in digital form of a single 10
second video clip may require up to 100
Megabytes of storage space on your computer.
By extension one minute may require 600
Megabytes. Such requirements become massive
when considering a multimedia title such as a full
length movie.
4. Multimedia distribution channels and standards
are in a state of instability. Traditionally movies
were delivered in theaters. More recently they
have been released in VHS tape format for home
use on VCRs. Now, Digital Video Disks that can
store a whole movie with superior visual and sound
quality.
How to identify and
protect against some
of the risks involved
in using Multimedia
Technology
• You need to practice basic safety techniques -
back up frequently to incrementally named files,
isolate faulty components, don’t perform lengthy
tasks until simple diagnostic checks are
exhausted.
• You need to guard against wasting your time in
many other ways.
• You need to keep all media components as small as
they can be possible, and to identify tasks which
would stretch a system to failure or partial
malfunction.
Technical Demands
1. A multimedia system can store audio and video information
and use it later as in the case of training or transmit it
2. Live in real time. Transmitting live multimedia information
imposes many constraints on the multimedia systems.
3. The NETWORKS SHOULD BE HIGH SPEED to cope with the
large amounts of data to be transmitted synchronously over
them.
4. The PROCESSORS must be powerful enough to execute the
software fast enough.
5. The BUS must have enough bandwidth. Communication
techniques and requirements are also different to those
commonly employed today.
6. Operating system issues have to be handled.
7. Data types are diverse and different techniques for handling
these are required eg. video compression.
8. Special tools for producing multimedia applications are
required.
9. There must be sufficient and fast storage capacity.
Information retrieval techniques suitable for the new types
of data need to be developed.
Inappropriate use of
multimedia
• As mentioned earlier, despite its
obvious advantages, it is not always
appropriate to use multimedia.
Text intensive content
• Reading large amounts of text on a computer screen is
tedious and tiring, both physically and mentally. Placing a
book on a CD and expecting the user to read it from cover
to cover is not realistic.
• Developing interactive books, on the other hand, in which
the user becomes an active participant and can make
choices can be effective.
• Similarly, multimedia reference titles can contain a great
deal of text, but by allowing the user to control the content
delivery and by adding other elements such as sound,
animation and video the drawbacks of being text intensive
can be overcome.
Linear content
• Soon entire full length movies will be
distributed on CD. But watching a
movie or any digitized video from
beginning to end is not multimedia.
Cost effective alternatives
• Although the allure of multimedia is
substantial, the developer must weigh
the development time and the costs
of alternatives. Can the
communication objectives be
accomplished more effectively
and/or inexpensively using another
process?
Considering the future
• Multimedia is still a new, rapidly advancing, field of
technology and communications. It will generate many
opportunities both for taking existing on-line services
forward and creating new ones.
• At present some of the 'nice to have' features of the
interface can be more hindrance than help. An obvious
example is video: its quality, the size of the window and
machine speed are all current issues.
• Given the current state of technology, web sites and
multimedia applications will need regular updates.
• You want to use multimedia technology?
• You want to play with the latest and greatest toys, and you
want to change the world while you're at it. You can do it.
It's all there for you.
• No-one else has more opportunity than you to do something
that hasn't been done before.
• Within a few weeks you will be at the "bleeding edge". You
will need to understand the basic technology, know about
the standards that affect the hardware, and avoid getting
sucked into being a computer technician.
• Today's lecture is both an introduction to the module itself
and to the theory behind it.
ASSIGNMENTS!
• Evaluation
1. Why is it that multimedia is not really new, but it is in
some ways as old as mankind?
2. Multimedia applications depend on the effective use of
multimedia assets. Define the term multimedia asset and
briefly describe at least three different assets.
3. How does the digital world differ from the analog world?
4. Give at least three specific advantages that multimedia
communications have over more than traditional methods.
• Assignment:
1. Is there any evidence that multimedia technology is more
effective for delivering instruction than traditional
methods?
2. Is there an evidence to show that the educational results
justify the cost and effort of incorporating multimedia
technology into the classroom? Submit researches or
articles devoted to assessing the effectiveness of
multimedia in education.

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multimedia_technology.ppt

  • 2. Rationale: • There continues to be a rapid growth in the development and exploitation of multimedia technology. Applications exist in many diverse areas such as: – commerce – communications – education – entertainment – art – scientific research, etc.
  • 3. Course Description: • This course covers advanced concepts of the interactive multimedia technology through working with state-of-the art authoring software. • The authoring program used in the course may vary from one semester or another so as to adapt the most current multimedia tools used in the industry. • The emphasis of the course is not only on the understanding of the authoring program, but more importantly, on how various media can be used and on being able to create an educational application using the program.
  • 4. Course Objectives: • Understand the different capabilities and limitations of various audio/visual communication media and be able to select media appropriate for a specific application. • Appreciate the basic physical, physiological and psychological issues associated with human perception of such media. • Understand how the individual hardware and software elements used for the acquisition, synthesis, communication, storage and delivery of such media operate, including the underlying data models and processing that are involved. • Understand how these various individual elements are combined and coordinated for multiple media.
  • 5. • Understand the design issues associated with user-interfaces for multimedia software and the use of multimedia in user-interfaces. • Understand a major software library that supports multimedia. • Be able to apply knowledge of all the above to the design and implementation of software involving multimedia. • Be aware of state-of-the-art technology and research in this rapidly evolving field. • Design and develop an educational application using current multimedia hardware and software platforms.
  • 6. Course Outline: • Module 1 – Introduction to Multimedia • Module 2 – Multimedia Hardware and Software • Module 3 – Multimedia Design and Development
  • 7. Module 1 Introduction to Multimedia Technology
  • 8. Learning Objectives: • State and explain what multimedia is • Identify key concepts and terms related to multimedia • Explain the evolution of multimedia technology • Identify the assets, constraints, and advantages of multimedia • Explain the role and significance of multimedia to business, government, industry, and education
  • 9. In this lecture you will learn the following: • What multimedia is? • Multimedia Technology offers great assets, constraints and benefits, but can be unreliable • How to identify and protect against some of the risks involved in using Multimedia Technology • Significant Role of Multimedia to business, government, industry and education.
  • 10. Introduction • The advances in computer technology paved the way to the infrastructure for multimedia applications. With these developments the multimedia concepts have emerged. • The word multimedia is made up of the two Latin words "multi" which means many and "media" which is the substance through which something is transmitted. • In this case, multi is the multiple data types such as
  • 11. • Text • Graphics • Animation • Sound • Video and media is the computer environment used to transmit the information made up of the above multiple data types.
  • 12. What is Multimedia? • Multimedia involves the combination of two or more media types to effectively create a sequence of events that will communicate an idea usually with both sound and visual support. • Typically, multimedia productions are developed and controlled by computer.
  • 13. • Multimedia means that there are more than one media type involved in the communication, e.g. text and graphics, voice, animations, video and audio. • Multimedia denotes the property of handling a variety of representation media in an integrated manner. This means that the various sources of media types are integrated into a single system framework.
  • 14. • Multimedia is defined as an interactive computer-mediated presentation that includes at least two of the following elements: text, sound, still graphic images, motion graphics, and animation. (Tannenbaum)
  • 15. • Hypermedia is another term used related to multimedia. • Hypermedia requires that the user is able to interact with the presentation. The simplest form of hypermedia is hypertext where the user is able to follow textual links. • The most common provider of hypermedia content is the World Wide Web.
  • 16. • A multimedia product is a presentation, a tool or an interactive program which is distributed in some kind of a storage medium to be viewed in a suitable computer environment. To prepare such a product special tools are also needed. These are referred to as authoring tools.
  • 17. Evolution of Multimedia • Multimedia is not new; the term pre- dates the PC. The term has been used for decades to describe slide presentation accompanied by audio tape. The combination of slide and narration has been both a popular and successful form of business presentation.
  • 18. • In the 1970s the slide show format was introduced to the computer, this technology allowed the computer to control numerous projectors, coordinating them in a manner that produced fast- paced dissolves and effects. Taped soundtracks would contain cues that triggered the slide projectors to do what it was programmed to do.
  • 19. • In the 1980s PCs were designed to "cut" a graphic element and "paste" it into another document. Since then software and hardware developers have been scrambling to integrate various forms of media into the personal computer.
  • 20. • Multi-sensory communication between humans is not a new concept, but is as old as mankind. What is new is the “electronic incarnation” of multi-sensory communication that we call multimedia.
  • 21. • The seeds of image projection were sewn as early as 1654 with the “magic lantern”, but further progress in imaging did not occur until 177 years later with the advent of a more ‘advanced” projector called the Phenakistoscope in 1831.
  • 22. • The next significant development was the cinematograph (movie camera) developed 64 years later in 1895.
  • 23. • In the 55 years between 1895 and 1950, radio, stereo sound and LP records were developed.
  • 24. • During the 29 years between 1950 and 1979 computer graphics, animations and digital sound were introduced as was ARPANET which was the predecessor of today’s internet.
  • 25. • During the 10 years between 1979 and 1989 with the advent of the personal computer and the world wide web, enhancements in multimedia hardware and software were dramatic and the stage was set for even more rapid changes in computer hardware, software and connectivity.
  • 26. • Between 1989 and 1998 the pace of change has accelerated to the point that hardware and software need to be upgraded every two years just to stay current.
  • 27. • Looking at the preceding observations there are 177 years between the first two evolutionary periods, 64 years between the second and third, 55 years between the third and fourth, 29 years between the fourth and fifth, 10 years between the fifth and sixth, and two years beyond the sixth. As you can see the pace of advancement in technologies that support multimedia is has accelerated to a “breakneck speed” that is likely to continue for the foreseeable future. This means that what we learn today will soon be history, and that the key to effective long-term multimedia authoring is continuous learning.
  • 29. • The most important trend in PCs before multimedia was multi-tasking, the ability to run more than one program at a time and you can see why PCs and multimedia are made for each other. The enabling force behind multimedia is digital technology. • Multimedia today represents the convergence of digital control and digital media - the PC as the digital control system and the digital media being today's most advanced forms of audio and video storage and transmission.
  • 30. • We are in fact experiencing a mass migration from an analog world to a digital world. • In an analog world communications are accomplished via continuous signals such as those used by telephones for sound and those recorded by VCRs for video. • In a digital world text, images, sound, and video communications are accomplished by sending a stream of digital bits represented by various combinations of zeroes and ones, which (not coincidentally) is the very same technique used to store and manipulate data inside computers.
  • 31. • The illustration below shows a schematic representation of the difference between analog and digital signals and identifies an everyday device that uses these signals. Analog Device
  • 32. • Multimedia involves the application of various communication channels to a communication exercise. When the various communication channels are used in association with a computer: we call the result computer multimedia. • The essence of the process of creating multimedia is that a number of types of information (including text, graphics, animation, sound and video) are able to be combined through the use of a computer.
  • 33.
  • 34. • Desktop multimedia occupies a role between traditional alternatives of cheap but ineffective single-medium technologies, and the expensive but impressive technologies relying on mainframes, digital editing, and customized software. • The written word is still the medium used for most of our information requirements, but it offers a limited information bandwidth. • Decorated with graphics, a document's information content and flow can be markedly improved.
  • 35. • Animation is an even more powerful device. • Video images and synchronized sound allow the depiction of reality and the expression of complex ideas. • Considerable synergy is obtained by combining these technologies.
  • 36. • The advantage of multimedia communications is that – they have the capacity when properly executed, – to convey more information more quickly, and more effectively than traditional communications. – the effectiveness of communication is an important issue that is at the heart of most human endeavors and is particularly important in the information age where there is frequently an overabundance of information and little time available to sort it all out.
  • 37. – If a picture is worth a thousand words, a moving picture is worth two thousand words, and moving pictures combined with text, sound, and direct user involvement via hypertext is worth ten thousand words. – Multimedia can by definition carry more information, can deliver it more quickly and can deliver it in a form that builds on what the user already knows and therefore requires less user interpretation and less user time to understand more of the message being sent.
  • 38. • In its simplest terms every communication requires a sender, a message to be sent, and a receiver. • The addition of a digital component such as sound, clipart, photographs, animated characters, video clips or interactive navigational mechanisms results in a multimedia communication. In this day and age senders and receivers use machines to communicate.
  • 39. • Machines used in electronic communications include telephones, modems, computers, data collection devices such as electronic cash registers, electronic time clocks, grocery store optical scanners, televisions, VCRs, camcorders, digital cameras, stereo receivers and video-teleconferencing equipment. • Regardless of the nature of the communicators, the effectiveness of the communication remains a function of the quantity of information communicated, speed of the communication, and the degree of comprehension of the communication’s meaning.
  • 40. • Multimedia communications include television advertisements, computer based business and classroom presentations using programs such as – Microsoft PowerPoint, – World Wide Web (WWW) – home pages, and – a wide range of products including electronic games, edutainment (programs that are both entertaining and educational such as learn to read and learn to count), – corporate training programs, – flight simulators and – sales presentations that are distributed via media such as • diskettes and • CD ROMs.
  • 41. Multimedia Assets • Effective multimedia applications depend on the most effective use of various materials – referred to as assets or resources.
  • 42. Hypertext and Hypermedia • HYPERTEXT is usually defined as NON- LINEAR ACCESS TO TEXT using links embedded in the text This way going through material which is not of interest is avoided. • HYPERMEDIA is the extension of this non-linearity to other media types.
  • 43. Text • Text constitutes the main part of a multimedia package. It is used to provide most of the information intended to be conveyed and it is even stated that other multimedia data types are used to enhance text
  • 44. • There are 3 major advantages generally associated with screen-based text compared with paper-based text: – the ability to spontaneously update the screen, – the reactive capability, and – the ability to incorporate special effects. • However, there are also disadvantages: – text is much harder to read from a screen than it is from paper. – people tend to print copies of information they are accessing from the computer. This may be due to habits or the effect the current displays have on the eyes. • Using media other than text may require extra resources compared to text but definitely makes it much easier to follow the material covered.
  • 45. Audio • Sound is another data type used in multimedia applications. It can add a particular dimension of reality to multimedia systems. Sound requires more space than text but is better when compared to video clips. • People use it to express an idea in words over the computer or it can also be used to introduce effects into a presentation. Either way it ENHANCES THE QUALITY of presentation and INCREASES THE EFFICIENCY of information transfer.
  • 46. Images • Images improve the overall look of a presentation, and they are useful to express information text alone cannot convey. Using IMAGES and GRAPHICS can be very useful but it has to be noted that they also introduce extra load to the system both as storage and also as network traffic.
  • 47. • There are six different image formats: – GIF files – JPEG files – Animated GIF files – MPEG files – Shockwave files – NxView files
  • 48. • Images come in different forms and resolutions i.e. the number of picture elements used to represent them (pixels) and they are usually compressed using different techniques such as JPEG.
  • 49. • JPEG is a standardized image compression mechanism. • It stands for Joint Photographic Experts Group, the original name of the committee that wrote the standard.
  • 50. • When you are sending digital photographs as email attachments or trying to pack as many images on a floppy disk as possible, the size of each image is important. What you want to do is reduce the file size to as few bytes as possible without hurting the image quality. • Most web sites use the JPEG format for shrinking images. JPEG is a popular format for two reasons: – It can make image files smaller. (It lets you adjust the amount of compression.) – It stores 24-bit-per-pixel color data instead of 8-bit-per-pixel data. (It has good compression characteristics on photographic data.)
  • 51. • There are various image formats. However, the most widely used formats are gif, and jpg. Both of these formats has static (as opposed to animated) bitmap images.
  • 52. • In a bitmap image, the image file has to define the exact color of every pixel in the image. For example, imagine a typical bitmap on the web that is 400 by 400 pixels. To define this image, you would need 24 bits per pixel for 160,000 pixels, or 480,000 bytes. That would be a huge image file, so both the GIF and JPG formats compress the image in different ways.
  • 53. • In a GIF image, the number of colors is reduced to 256 and then "runs" of same- color pixels are encoded in a color+number of Pixels format. • For example, if there are 100 pixels on a line with the color 41, the image file stores the color (41) and the length of the run (100). This makes a GIF file great for storing drawings that have lots of same- color pixels.
  • 54. Video images • A video clip or an animation sequence can express an idea in a much better way than text or images. Video clips used in multimedia systems are more flexible in the sense that they are EASIER TO EDIT and also EASIER TO ACCESS.
  • 55. • DIGITAL VIDEO can be created from VCRs, using cameras or directly recorded from broadcasts. Either way they are captured, stored and edited before they are used in multimedia presentations. • Portable video recorders have made it relatively easy to capture real-time video images. • Video can be incorporated into multimedia applications using two different processes. – The first involves using a video source connected to the computer via a controller card. This technology has been referred to as interactive video. – A more integrated process converts video from analogue into digital format that can be manipulated by the desktop computer. This approach (called digital video) allows all video operations — including editing and special effects — to be carried out on the computer.
  • 56. • Video is usually played at 25 or 30 frames per second and will have to be COMPRESSED in order to reduce it to acceptable sizes. Different compression techniques are used and MPEG is one of these methods.
  • 57. • ANIMATION is similar to video, in that it uses the display of moving pictures to convey information. The pictures are constructed artificially, however, and they can be very useful to explain abstract concepts. • They also require huge storage space and packages used to produce them are usually difficult to learn.
  • 58. • Video files are perhaps the most exciting and attractive features of multimedia systems. The potential to include complex graphics and video images in multimedia programs is a great strength of multimedia technology. • Words are almost useless for conveying information from those who understand to those who don't, although words are an excellent means of exchange between people who understand equally well. • A word has a unique meaning; pictures, however, transcend language codes and people extract their own meanings from pictures.
  • 59. • Multimedia software allows developers to organize and direct the combination of text, graphics, animation, audio and video images to produce multimedia programs. • The ability to apply the best communication tools for each component of a communications problem, and to do so in a cohesive way, is really the essential strength of any multimedia presentation. • Here are some examples of various types of video files. In order to view these you may need some PLUG-IN's. • avi file example mpg file example
  • 60. Multimedia Applications • Multimedia can be used – to inform, – to sell, – to teach, – to persuade and/or – to entertain.
  • 61. • Beyond these general purposes, digital multimedia enables the application of technology to a wide range of specific things for business and pleasure. These include – electronic brochures, – marketable games, – orientation and training programs, – distance learning, – information kiosks, – electronic resumes, – membership recruiting, – electronic business presentations, – web site creation, and – “small-screen” productions including advertisements and movies.
  • 62. Electronic brochures • can be used for advertising and selling products, ideas and events; for presenting policies, procedures and techniques; for teaching everything from automotive repair to computer software and music. These brochures can be distributed over the web and/or can be burned (copied) onto a compact disk and distributed personally as in an automobile showroom or in the mail.
  • 63. Marketable games • created with multimedia can provide everything from entertainment to edutainment and can be created for the young, the not so young, and everyone in between. Games can be created to pit a single or multiple players against each other, a computer, or some combination of these. • Games can be classified into six primary categories which include – 3D simulations, – card games, – board games, – survival games, – mind games, and – educational games.
  • 64. Distance learning • is another frontier that lends itself to the application of digital multimedia. The idea of a classroom without walls where course content is broadcast over the Web along with home works and readings opens opportunities both for learners and for educational institutions and businesses. • Distance learning can support continuity of learning even when the learner and teacher are physically removed from each other. • Multimedia can be used to create, package and distribute course content. In this environment the design and execution of multimedia elements has direct impact on the quality of programs delivered.
  • 65. • The goal of the educator is to facilitate learning - to help the student gain a body of knowledge, acquire specific skills and function successfully in society. • But one of the greatest challenges to educators is the diversity of students, especially in the different ways they learn. Some students learn better through association, others by experimentation, some are more visually oriented, others are more auditory.
  • 66. • Multimedia has the ability to accommodate different learning styles and can present material in a non linear manner. It is motivating, it can be highly interactive, it can provide feedback and evaluate skills. And it can make learning fun.
  • 67. Investigating Lake Iluka • is based around a simulated lake environment designed to support secondary studies in ecology, biology and geography by developing the students’ investigation and problem solving skills. • Students investigate the various ecosystems of the lake, make physical, chemical and biological measurements, collect information about individual animal and plant species and receive media reports. • Investigating Lake Iluka and Exploring the Nardoo are excellent Australian examples of interactive multimedia learning products.
  • 68. Orientation & Training • titles can be used for everything from introducing workers to their new employer’s facilities and people, to training highly experienced jet engine mechanics on how to fix a newly designed engine component. • The combination of video, sound, animation, and hypertext can expedite the learning process and leverage the time of instructors. • “Virtual” or cyberspace learning can also have significant cost and safety advantages. Jet pilots, for example, can “practice” flying in a multimedia training simulation without risking the loss of a multimillion dollar aircraft and many human lives.
  • 69. Information Kiosks • are becoming a mainstream vehicle for providing directions and general information services that have traditionally been provided by signs or by people. • Multimedia Kiosks can be found – in the entryways of shopping malls, – in interstate highway rest areas, – in museums, – in airports, – in hotels, – in amusement parks, – in casinos and – virtually everywhere that large numbers of people seek directions or information.
  • 70. • Interactive multimedia kiosks can be used to give highway directions, to explain how something is done such as how wine is made, to show the location of particular geographical points of interest, or to provide status updates on dynamic things such as stock market activities, late breaking news, road conditions, and the weather.
  • 71. • For better or for worse, multimedia kiosks are becoming effective substitutes for human guides. They don’t take breaks and they can work 24 hours per day. In many cases where the information being provided is particularly well suited to communication via multimedia, the communication is faster and more effective, not to mention considerably less expensive.
  • 72. Electronic resumes • are a relatively new phenomena that enable both employers and prospective workers using the Web to quickly search wider geographical areas for the perfect match. • For the student or individual seeking a position, an electronic resume uses multimedia to showcase speaking, writing, technical and specialized skills and interests. • It can provide extensive distribution to potential employers that far exceeds the number of resumes that would normally be photocopied and mailed by an individual or by a placement agency.
  • 73. Membership recruiting • using digital multimedia and distributed via CD ROM or the Web is used by governmental, religious, political, environmental, business and private organizations to garner members, votes and ideas. Multimedia can be used to describe their specific programs and objectives and to provide membership documents. A classic example is that of public broadcasting stations’ solicitation of donations.
  • 74. Electronic business presentations • are used for communicating, selling, analyzing, and educating. They have evolved from traditional speech delivery to speeches supported by overhead projectors and are now speeches supported by notebook computers and portable color projectors. • The advent of powerful multimedia-capable notebook computers loaded with presentation graphics software enables presenters to become self-contained production studios. • Their presentations are custom tailored to the particular needs of their audiences and are presented quickly, efficiently and effectively.
  • 75. • The following software programs progress from basic presentation to complete authoring capabilities: – Microsoft PowerPoint – Aldus Persuasion – Adobe Premiere – Macromedia Director – Macromedia Authorware – Asymmetrix ToolBook II Assistant
  • 76. Web site creation • has become a prime activity for the application of multimedia. This is due in large part to the nature of Web broadcasting or Webcasting which relies on hypertext to enable users to navigate. • Home pages can be customized to reflect the message and personality of an individual or organization. • Software to create Web-pages has evolved from hard to use plain text editors based on HyperText Markup Language (HTML) codes to graphical based editors that can use objects and formatted text. HoTMetal Pro, Microsoft Front Page and Netscape Composer are examples of Web- Page Editors.
  • 77. “Desktop” productions • are emerging applications for multimedia distributed via the Web and CD ROM. These are advertisements, movies and electronic short stories that directly combine computer, entertainment and communications resources to replicate entertainment and edutainment facilities that were historically the exclusive domain of movie and television studios. • This application of multimedia is in its infancy, yet it has the potential to “democratize” an industry that is very capital intensive and therefore to open creative and financial opportunities to anyone with a creative bent who has access to a computer, multimedia software and the Web.
  • 78. • Drawing the line between education and entertainment in multimedia can be almost impossible, hence the term 'edutainment'. Multimedia can make learning entertaining. • But multimedia also has a purely entertainment side. Anything that's possible in sound and images is possible on a multimedia CD.
  • 79. • AIATSIS is an encyclopedia of the Australian Aborigine containing over 2,000 entries - 1,000 photos, 230 sound clips and 50 videos. It covers subjects ranging from art to health, from technology to law. • World Architecture is a collection of 5 CD disks containing thousands of images of architecture throughout the world.
  • 80. • Encyclopedias, census data, yellow pages, atlases and street directories are examples of CD reference titles. In many cases they are electronic versions of reference books. • The challenge for the developer is to make it easy for the user to find the desired information and to effectively use other multimedia elements such as sound, video and animation.
  • 81. Virtual Reality simulations • and the application of this technology to education, training and entertainment are an evolving specialty area within multimedia. • Virtual Reality has been defined as consensual hallucination and can be viewed as three dimensional multimedia that can be delivered via special devices such as electronically equipped chairs, helmets, glasses, and gloves. • Virtual reality stimulates human perceptions of touch, motion and depth.
  • 82. Ten Reasons to Use Multimedia PC World magazine (October 1993) outlined "Ten Reasons to Use Multimedia in Education." While in many cases unproven and overstated, they also underscore the potential of multimedia in education.
  • 83. • fast -- learning speed accelerates. • cheap -- the program never asks for a raise; the more you use it, the less it costs per use. • consistent -- no mood swings, yawns, or lapses. • private -- ask what you want; no one will laugh, no one will scold. • safe -- experience nuclear meltdowns without fallout; experience drunk driving accidents or electrocution without blackouts or death. • personal -- it never tires of praising and motivating through positive feedback, any time, day or night. • a strong foundation -- on which to build mastery. • a tool to make remembering longer, easier -- many parts of the brain are stimulated. • more information faster -- on things a school couldn't afford to teach: like space-shuttle repair, brain surgery, black hole sailing. • fun -- like a game: yes, like Nintendo, which, with a joystick and a screen, has already captured the brains and fingers of an entire generation.
  • 85. Multimedia Technology offers great benefits, but can be unreliable • You need to take on board a mindset of uncertainty and fear. You need to accept a degree of chaos in still- evolving technology. You need to make the most of what does work and get past what doesn’t.
  • 86. • A multimedia application, – can be used for many purposes: training, marketing, games, information transmission – is self paced. A user can go through it his/her own pace. – is available when required. Not like a TV program or a lecture for example which is set at a specific time(on demand). – is portable. Can be transferred to another location. – is interruptible. Can be stopped or resumed at the user's will. – is flexible. You may learn what you want to learn. – requires less time to learn the same material. A research showed that learning the same material using multimedia required 40% less time than traditional methods.
  • 88. CD ROM • The growth of multimedia, as mentioned, is often expressed in terms of the growth of compact disk titles. CDs are a popular medium because they can hold substantial amounts of data, including sound and video. They are relatively inexpensive; easy to mass produce, distribute, and transport; and they take up little retail shelf space. In addition, it is now common for computers to be sold with CD ROM drives, sound cards and speakers.
  • 89. KIOSK • A kiosk is a stand-alone or networked computer system that allows the user to access information, perform transactions, and even play games. Examples include – University information kiosks that students use to learn about academic programs, print out schedules and transcripts and access campus maps; – Retail store kiosks that allow customers to locate merchandise, print out coupons and purchase products; – Gallery kiosks that allow the user to locate specific works of art, view parts of a collection not on display and obtain detailed information about artists.
  • 90. • Kiosks are useful in disseminating information especially in high traffic areas, providing value added services to customers (convenience), and reducing personal costs. Kiosks can be expensive because of the investment in hardware and the need to continually update their contents.
  • 91. ONLINE • Obviously the fastest growing area for multimedia delivery is online - which includes telecommunications and the Internet. • Telecommunications involving phone lines, satellite and cable transmission is used by educational institutions to deliver multimedia courseware and by companies for teleconferencing and training. • The use of the Internet is expanding in all areas. Companies are now commonly using the WWW to allow customers to purchase products, access product information and subscribe to real time multimedia events such as rock concerts.
  • 93. • Multimedia constraints are situations that bound what can physically be done with the creation and distribution of multimedia. These include the following: 1. Effective multimedia is not as easy to create as some would have us believe. Effective multimedia accomplishes its stated purpose and is delivered succinctly. Creating such multimedia takes considerable time and skills and is seldom the result of a “shot in the dark” approach; 2. Multimedia requires high powered software and hardware engines and at the same time have kept costs down to very reasonable levels.
  • 94. 3. The very large physical size of digital multimedia elements and titles causes significant data capture, storage, and playback problems. The capture and storage in digital form of a single 10 second video clip may require up to 100 Megabytes of storage space on your computer. By extension one minute may require 600 Megabytes. Such requirements become massive when considering a multimedia title such as a full length movie. 4. Multimedia distribution channels and standards are in a state of instability. Traditionally movies were delivered in theaters. More recently they have been released in VHS tape format for home use on VCRs. Now, Digital Video Disks that can store a whole movie with superior visual and sound quality.
  • 95. How to identify and protect against some of the risks involved in using Multimedia
  • 96. Technology • You need to practice basic safety techniques - back up frequently to incrementally named files, isolate faulty components, don’t perform lengthy tasks until simple diagnostic checks are exhausted. • You need to guard against wasting your time in many other ways. • You need to keep all media components as small as they can be possible, and to identify tasks which would stretch a system to failure or partial malfunction.
  • 97. Technical Demands 1. A multimedia system can store audio and video information and use it later as in the case of training or transmit it 2. Live in real time. Transmitting live multimedia information imposes many constraints on the multimedia systems. 3. The NETWORKS SHOULD BE HIGH SPEED to cope with the large amounts of data to be transmitted synchronously over them. 4. The PROCESSORS must be powerful enough to execute the software fast enough. 5. The BUS must have enough bandwidth. Communication techniques and requirements are also different to those commonly employed today. 6. Operating system issues have to be handled. 7. Data types are diverse and different techniques for handling these are required eg. video compression. 8. Special tools for producing multimedia applications are required. 9. There must be sufficient and fast storage capacity. Information retrieval techniques suitable for the new types of data need to be developed.
  • 98. Inappropriate use of multimedia • As mentioned earlier, despite its obvious advantages, it is not always appropriate to use multimedia.
  • 99. Text intensive content • Reading large amounts of text on a computer screen is tedious and tiring, both physically and mentally. Placing a book on a CD and expecting the user to read it from cover to cover is not realistic. • Developing interactive books, on the other hand, in which the user becomes an active participant and can make choices can be effective. • Similarly, multimedia reference titles can contain a great deal of text, but by allowing the user to control the content delivery and by adding other elements such as sound, animation and video the drawbacks of being text intensive can be overcome.
  • 100. Linear content • Soon entire full length movies will be distributed on CD. But watching a movie or any digitized video from beginning to end is not multimedia.
  • 101. Cost effective alternatives • Although the allure of multimedia is substantial, the developer must weigh the development time and the costs of alternatives. Can the communication objectives be accomplished more effectively and/or inexpensively using another process?
  • 102. Considering the future • Multimedia is still a new, rapidly advancing, field of technology and communications. It will generate many opportunities both for taking existing on-line services forward and creating new ones. • At present some of the 'nice to have' features of the interface can be more hindrance than help. An obvious example is video: its quality, the size of the window and machine speed are all current issues. • Given the current state of technology, web sites and multimedia applications will need regular updates.
  • 103. • You want to use multimedia technology? • You want to play with the latest and greatest toys, and you want to change the world while you're at it. You can do it. It's all there for you. • No-one else has more opportunity than you to do something that hasn't been done before. • Within a few weeks you will be at the "bleeding edge". You will need to understand the basic technology, know about the standards that affect the hardware, and avoid getting sucked into being a computer technician. • Today's lecture is both an introduction to the module itself and to the theory behind it.
  • 105. • Evaluation 1. Why is it that multimedia is not really new, but it is in some ways as old as mankind? 2. Multimedia applications depend on the effective use of multimedia assets. Define the term multimedia asset and briefly describe at least three different assets. 3. How does the digital world differ from the analog world? 4. Give at least three specific advantages that multimedia communications have over more than traditional methods. • Assignment: 1. Is there any evidence that multimedia technology is more effective for delivering instruction than traditional methods? 2. Is there an evidence to show that the educational results justify the cost and effort of incorporating multimedia technology into the classroom? Submit researches or articles devoted to assessing the effectiveness of multimedia in education.