Lesson 1: INTRODUCTION TO MULTIMEDIA
Introduction
Multimedia has become an inevitable part of any presentation. It has found a
variety of applications right from entertainment to education. The evolution of internet
has also increased the demand for multimedia content.
Definition
Multimedia is the media that uses multiple forms of information content and
information processing (e.g. text, audio, graphics, animation, video, interactivity) to
inform or entertain the user. Multimedia also refers to the use of electronic media to store
and experience multimedia content. Multimedia is similar to traditional mixed media in
fine art, but with a broader scope. The term “rich media” is synonymous for interactive
multimedia.
Elements of Multimedia System
Multimedia means that computer information can be represented through audio,
graphics, image, video and animation in addition to traditional media(text and graphics).
Hypermedia can be considered as one type of particular multimedia application.
Categories of Multimedia
Multimedia may be broadly divided into linear and non-linear categories. Linear
active content progresses without any navigation control for the viewer such as a cinema
presentation. Non-linear content offers user interactivity to control progress as used with
a computer game or used in self-paced computer based training. Non-linear content is
also known as hypermedia content.
Multimedia presentations can be live or recorded. A recorded presentation may
allow interactivity via a navigation system. A live multimedia presentation may allow
interactivity via interaction with the presenter or performer.
Features of Multimedia
Multimedia presentations may be viewed in person on stage, projected,
transmitted, or played locally with a media player. A broadcast may be a live or recorded
multimedia presentation. Broadcasts and recordings can be either analog or digital
electronic media technology. Digital online multimedia may be downloaded or streamed.
Streaming multimedia may be live or on-demand.
Multimedia games and simulations may be used in a physical environment with
special effects, with multiple users in an online network, or locally with an offline
computer, game system, or simulator.
Enhanced levels of interactivity are made possible by combining multiple forms
of media content But depending on what multimedia content you have it may vary
Online multimedia is increasingly becoming object-oriented and data-driven, enabling
applications with collaborative end-user innovation and personalization on multiple
forms of content over time. Examples of these range from multiple forms of content on
web sites like photo galleries with both images (pictures) and title (text) user-updated, to
simulations whose co-efficient, events, illustrations, animations or videos are modifiable,
allowing the multimedia “experience” to be altered without reprogramming.
Applications of Multimedia
Multimedia finds its application in various areas including, but not limited to,
advertisements, art, education, entertainment, engineering, medicine, mathematics,
business, scientific research and spatial, temporal applications.
A few application areas of multimedia are listed below:
Creative industries
Creative industries use multimedia for a variety of purposes ranging from
fine arts, to entertainment, to commercial art, to journalism, to media and software
services provided for any of the industries listed below. An individual multimedia
designer may cover the spectrum throughout their career. Request for their skills
range from technical, to analytical and to creative.
Commercial
Much of the electronic old and new media utilized by commercial artists is
multimedia. Exciting presentations are used to grab and keep attention in
advertising. Industrial, business to business, and interoffice communications are
often developed by creative services firms for advanced multimedia presentations
beyond simple slide shows to sell ideas or liven-up training. Commercial
multimedia developers may be hired to design for governmental services and
nonprofit services applications as well.
Entertainment and Fine Arts
In addition, multimedia is heavily used in the entertainment industry,
especially to develop special effects in movies and animations. Multimedia games
are a popular pastime and are software programs available either as CD-ROMs or
online. Some video games also use multimedia features.
Multimedia applications that allow users to actively participate instead of just
sitting by as passive recipients of information are called Interactive Multimedia.
Education
In Education, multimedia is used to produce computer-based training
courses (popularly called CBTs) and reference books like encyclopaedia and
almanacs. A CBT lets the user go through a series of presentations, text about a
particular topic, and associated illustrations in various information formats.
Edutainment is an informal term used to describe combining education with
entertainment, especially multimedia entertainment.
Engineering
Software engineers may use multimedia in Computer Simulations for
anything from entertainment to training such as military or industrial training.
Multimedia for software interfaces are often done as collaboration between
creative professionals and software engineers.
Industry
In the Industrial sector, multimedia is used as a way to help present
information to shareholders, superiors and coworkers. Multimedia is also helpful
for providing employee training, advertising and selling products all over the
world via virtually unlimited web-based technologies.
Mathematical and Scientific Research
In Mathematical and Scientific Research, multimedia is mainly used for
modeling and simulation. For example, a scientist can look at a molecular model
of a particular substance and manipulate it to arrive at a new substance.
Representative research can be found in journals such as the Journal of
Multimedia.
Medicine
In Medicine, doctors can get trained by looking at a virtual surgery or they
can simulate how the human body is affected by diseases spread by viruses and
bacteria and then develop techniques to prevent it.
Multimedia in Public Places
In hotels, railway stations, shopping malls, museums, and grocery stores,
multimedia will become available at stand-alone terminals or kiosks to provide
information and help. Such installation reduce demand on traditional information
booths and personnel, add value, and they can work around the clock, even in the
middle of the night, when live help is off duty.
A menu screen from a supermarket kiosk that provide services ranging
from meal planning to coupons. Hotel kiosk list nearby restaurant, maps of the
city, airline schedules, and provide guest services such as automated checkout.
Printers are often attached so users can walk away with a printed copy of the
information. Museum kiosk are not only used to guide patrons through the
exhibits, but when installed at each exhibit, provide great added depth, allowing
visitors to browser though richly detailed information specific to that display.
Check Your Progress 1
List five applications of multimedia
Notes: a) Write your answers in the space given below.
- b) Check your answers with the one given at the end of this lesson.
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Convergence of Multimedia (Virtual Reality)
At the convergence of technology and creative invention in multimedia is virtual
reality, or VR. Goggles, helmets, special gloves, and bizarre human interfaces attempt to
place you “inside” a lifelike experience. Take a step forward, and the view gets closer,
turn your head, and the view rotates. Reach out and grab an object; your hand moves in
front of you. Maybe the object explodes in a 90-decibel crescendo as you wrap your
fingers around it. Or it slips out from your grip, falls to the floor, and hurriedly escapes
through a mouse hole at the bottom of the wall.
VR requires terrific computing horsepower to be realistic. In VR, your cyberspace
is made up of many thousands of geometric objects plotted in three-dimensional space:
the more objects and the more points that describe the objects, the higher resolution and
the more realistic your view. As the user moves about, each motion or action requires the
computer to recalculate the position, angle size, and shape of all the objects that make up
your view, and many thousands of computations must occur as fast as 30 times per
second to seem smooth.
On the World Wide Web, standards for transmitting virtual reality worlds or
“scenes” in VRML (Virtual Reality Modeling Language) documents (with the file name
extension .wrl) have been developed.
Using high-speed dedicated computers, multi-million-dollar flight simulators built
by singer, RediFusion, and others have led the way in commercial application of
VR.Pilots of F-16s, Boeing 777s, and Rockwell space shuttles have made many dry runs
before doing the real thing. At the California Maritime academy and other merchant
marine officer training schools, computer-controlled simulators teach the intricate loading
and unloading of oil tankers and container ships.
Specialized public game arcades have been built recently to offer VR combat and
flying experiences for a price. From virtual World Entertainment in walnut Greek,
California, and Chicago, for example, BattleTech is a ten-minute interactive video
encounter with hostile robots. You compete against others, perhaps your friends, who
share coaches in the same containment Bay. The computer keeps score in a fast and
sweaty firefight. Similar “attractions” will bring VR to the public, particularly a youthful
public, with increasing presence during the 1990s.
The technology and methods for working with three-dimensional images and
for animating them are discussed. VR is an extension of multimedia-it uses the basic
multimedia elements of imagery, sound, and animation. Because it requires instrumented
feedback from a wired-up person, VR is perhaps interactive multimedia at its fullest
extension.
Stages of Multimedia Application Development
A Multimedia application is developed in stages as all other software are being
developed. In multimedia application development a few stages have to complete before
other stages being, and some stages may be skipped or combined with other stages.
Following are the four basic stages of multimedia project development :
- Planning and Costing : This stage of multimedia application is the first stage
which begins with an idea or need. This idea can be further refined by outlining
its messages and objectives. Before starting to develop the multimedia project, it
is necessary to plan what writing skills, graphic art, music, video and other
multimedia expertise will be required.
It is also necessary to estimate the time needed to prepare all elements of
multimedia and prepare a budget accordingly. After preparing a budget, a
prototype or proof of concept can be developed.
- Designing and Producing : The next stage is to execute each of the planned
tasks and create a finished product.
- Testing : Testing a project ensure the product to be free from bugs. Apart from
bug elimination another aspect of testing is to ensure that the multimedia
application meets the objectives of the project. It is also necessary to test whether
the multimedia project works properly on the intended deliver platforms and they
meet the needs of the clients.
- Delivering : The final stage of the multimedia application development is to pack
the project and deliver the completed project to the end user. This stage has
several steps such as implementation, maintenance, shipping and marketing the
product.
Let us sum up
In this lesson we have discussed the following points
- i) Multimedia is a woven combination of text, audio, video, images and
animation.
- ii) Multimedia systems finds a wide variety of applications in different areas
such as education, entertainment etc.
iii) The categories of multimedia are linear and non-linear.
- iv) The stages for multimedia application development are Planning and
costing, designing and producing, testing and delivery.
Lesson-end Activities
- i) Create the credits for an imaginary multimedia production. Include several
outside organizations such as audio mixing, video production, text based
dialogues.
- ii) Review two educational CD-ROMs and enumerate their features.
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Model answers to “Check your progress”
- Your answers may include the following
- i) Education
- ii) Entertainment
iii) Medicine
- iv) Engineering
- v) Industry
- vi) Creative Industry
vii) Mathematical and scientific Industry
viii) Engineering
- ix) Commercial
References
- “Multimedia Making it work” By Tay Vaughan
- “Multimedia in Practice – Technology and applications” By Jeffcoat