1. Introduction to Multimedia
Presented By
• Abhishek Kumar(Roll no :01)
• Afhan AP (Roll no:02)
• Altamas Ahamad(Roll no :03)
• Amit Kumar Roy(Roll no:04)
• Avinash Singh(Roll no:05)
4. What is Multimedia
• Derived from the word “Multi” and “Media”
▫ Multi
Many, Multiple,
▫ Media
Tools that is used to represent or do a certain things,
delivery medium, a form of mass communication –
newspaper, magazine / tv.
Distribution tool & information presentation – text,
graphic, voice, images, music and etc.
5. The Term “Media”
• Can be categorized based on a few criteria:
▫
▫
▫
▫
▫
Perception media
Representation media
Presentation media
Storage media
Transmission media
6. Perception Media
• “How do humans perceive information”
• We perceive information from what we see and
what we hear
• Visual media:
▫ Text, graphics, images, video
• Auditory media:
▫ Music, sound and voice
7. Representation Media
• “How in information encoded in the computer”
• Referring to how the information is represented
internally to the computer.
• The encoding used is of essential importance.
• Several options:
▫ Text is encoded in ASCII
▫ An audio data stream in PCM (Pulse Coded
Modulation)
▫ Image in JPEG format
▫ Video in MPEG format
8. Storage Media
• “Where is information stored”
• Refer to various physical means for storing
computer data, such as magnetic tapes,
magnetic disks, or digital optical disks (CDROM, CD, DVD)
9. Transmission Media
• “Which medium is used to transmit data”
• Refers to the physical means – cable of various
type (coaxial cable, twisted pair, fiber optics),
radio tower, satellite – that allow the
transmission of telecommunication signals.
• The difference between transmission media and
storage media is the capability of transferring
data continuously over networked computers.
10. The History of Multimedia
• 1972 – A Game of Pong (first commercial
multimedia product)
• 1973 – ATARI (laser disc, used in game cartridges)
• 1973 – IBM Discovision (first multimedia interactive
kiosk products)
• 1978 – Apple II (with floppy drive)
• 1981 – Microsoft and IBM (IBM PC)
• Christmas 1981 – Nintendo hit the market (30
million machines)
• 1982 – Apple II had voice synthesis capability
11. The History of Multimedia
• 1980s – mouse was invented by Xerox Corp.
• 1984 – Macintosh using mouse
• 1984 – Virtual Reality was invented by NASA, input
devices using HMD (Head-Mounted Display) and
Dataglove
• 1985 – Macromind (Macromedia) produced
VideoWorks, later changed to Director (the most widely
used cross-platform multimedia authoring tool)
• 1986 – first electronic encyclopedia, first international
conference on multimedia, first CD-ROM
• 1987 – Mac II (first color GUI)
• 1988 – CD-R (CD-Record)
• 1989 – Creative Labs (Sound Blaster sound card)
12. The History of Multimedia
• 1990s – Adobe released Photoshop.
• 1990s – Windows 3.0 multimedia enabled by
Microsoft
• 1992 – first children „s interactive book title “Just
Grandma and Me”
• 1993 – double speed CD-ROM drives as a
multimedia standard
• 1993 – Web Browser Mosaic
• 1994 – Web Browser Netscape
• 1995 – Multimedia PC, 32 bit, Windows 95. Later
followed by Windows 98, Windows 2000
13. Input Devices
1.
2.
3.
4.
Keyboard, mouse (track balls, joysticks, etc)
graphics tablets - drawing
Scanner – capture image from printed material
Digital camera - capture and transform image into
digital form
5. Touch screen for kiosk application
6. Analogue audio input from microphone and audio
player
7. Networking support for fail distribution
8. modem
14. Output Devices
• High resolution screen, 256 colors (at least) –
output video
• Speakers, amplifier or tape devices - Output
audio
• Network with capacity at 10 millions bit/second
• Analog modem at 28 800 bit/second speed.
ISDN digital modem at speed 128 000
bit/second.
• Printer
15. Storage Requirements
• At least 32MB RAM to produce good quality of
graphics, audio, video, etc
• VRAM (Video Random Access Memory) to
support high color definition
• Hard disk at high volume capacity with good
drive system speed to support graphics, video,
audio, and animation processing.
• Secondary storage CD-ROM, Magnetic Tape, etc
17. Definition of Multimedia
• Multimedia is a combination of text, graphic,
sound, animation, and video that is delivered
interactively to the user by electronic or digitally
manipulated means.
GRAPHIC
TEXT
VIDEO
AUDIO
ANIMATION
18. Characteristics
1.
They must be computer-controlled.
User is able to view, hear, and see using a Multimedia
PC System.
2.
They are integrated.
At least one discrete and one continuous media
combined for information presentation and sharing.
The information they handle must be represented
digitally.
Consists of various form of media i.e. text, graphics,
audio, video, and animations; created, stored, processed,
and transmitted DIGITALLY.
3.
4.
The interface to the final user may permit interactivity.
User is able to navigate, interact, create, and
communicate.
19. Elements of Multimedia
GRAPHIC
TEXT
TEXT
VIDEO
AUDIO
ANIMATION
A broad term for something that contains words to express
something.
Text is the most basic element of multimedia.
A good choice of words could help convey the intended message
to the users (keywords).
Used in contents, menus, navigational buttons
25. Elements of Multimedia
GRAPHIC
ANIMATION
TEXT
VIDEO
AUDIO
ANIMATION
The illusion of motion created by the consecutive
display of images of static elements.
In multimedia, animation is used to further enhance /
enriched the experience of the user to further
understand the information conveyed to them.
27. Elements of Multimedia
GRAPHIC
TEXT
VIDEO
VIDEO
AUDIO
ANIMATION
Is the technology of capturing, recording, processing,
transmitting, and reconstructing moving pictures.
Video is more towards photo realistic image sequence /
live recording as in comparison to animation.
Video also takes a lot of storage space. So plan carefully
before you are going to use it.
28. Benefits
• Ease of use
- User friendly, increase user‟s effectiveness
• Intuitive Interface
- Allows user to determine functions of an application by their
own intuition
• Immersive Experience
- Software application takes over the entire computer screen,
allows user to focus on application
29. Benefits
• Self-paced interaction & better retention
- allows information processing at one‟s own
pace
• Better understanding
- simultaneous presentation of different media
provides richer & broader range of information.
• Cost effectiveness
- less training, less technical support
30. Problems
• Investment costs
- multimedia involves high volume of content
- expensive copyright and royalty
• Technical barriers (accessibility issues)
- upgrade IT & PC infrastructure
• Sociopsychological barriers
- Generation gap
- Learning rates
- Learning in group/individual
- Importance of teacher
• Legal problems
- Copyright
32. Interactive Multimedia
• When the user is given the option of
controlling the elements.
Hyper Media
A combination of hypertext, graphics,
audio, video, (linked elements) and
interactivity culminating in a complete,
non-linear computer-based experience.
33. Hypermedia
▫ Hypermedia is a way of organizing multimedia
information by linking media elements.
▫ Hypermedia has grown out of a fusion between
hypertext and multimedia.
▫ Hypertext was developed to provide a different
structure for basic text in computer systems :
text is essentially sequential in nature, even though its
structure is hierarchical (chapters, sections, subsections,
paragraphs)
hypertext was developed to permit more random access
between components of text documents, or between
documents, to allow a greater degree of flexibility and crossreferencing than a purely linear or sequential model would
allow.
34. Hypermedia
–
–
The structure of a hypermedia organizations is called a
hypermedia web, which consists of a number of
multimedia elements or nodes with links between them.
Links represent semantic relationships, thus when a link
exists between two nodes they must be related in some
fashion :
a digital image linked to a textual description of it
a slide-show linked to an audio commentary
–
Most widely used hypermedia tools are hypermedia
browsers, which let users view nodes and traverse links
between them, and markup languages, such as HTML,
which allow users to create hypermedia webs as structured
documents.
37. Linear VS Non-Linear
LINEAR
• A Multimedia Project is identified as Linear when:
– It is not interactive
– User have no control over the content that is being showed to
them.
• Example:
– A movie
– A non-interactive lecture / demo show
38. Linear VS Non-Linear
NON-LINEAR
•
•
A Multimedia Project is identified as Non-Linear when:
– It is interactive
– Users have control over the content that is being showed to them.
– Users are given navigational control
Example:
– Games
– Courseware
– Interactive CD
40. Importance of Multimedia
• There are a number of fields where multimedia
could be of use. Examples are:▫
▫
▫
▫
▫
Business
Education
Entertainment
Home
Public Places
41. Importance of Multimedia
• Business
▫ Use and Applications
Sales / Marketing Presentation
Trade show production
Staff Training Application
Company Kiosk
42. Importance of Multimedia
• Education
▫ Use and Applications
Courseware / Simulations
E-Learning / Distance Learning
Information Searching
Research
43. Importance of Multimedia
• Entertainment
▫ Use and Applications
Games (Leisure / Educational)
Movies
Video on Demand
Online
44. Importance of Multimedia
• Home
▫ Use and Applications
Television
Satellite TV
SMS services (chats, voting, reality TV)
45. Importance of Multimedia
• Public Places
▫ Use and Applications
Information Kiosk
Smart Cards, Security
48. Multimedia Products
Briefing Products
•
Small, straightforward, linear products used to present
information quickly and concisely.
•
Characteristic of briefing product:
Short Development Cycle
Limited Number of Presentations
Usage of text to present information with limited use of
graphic, audio and video.
Have few navigational controls. (mouse click and button
press to move from one page to another)
Content and the format are suitable for the audience and
fulfill the purpose of the presentation.
49. Multimedia Products
Briefing Products
•
Good briefing presentation depends on:
Seamless integration of content.
•
The understanding of the presented subject.
Consistent layout
Example:
Corporate Presentation
Sales Presentation
Educational Lectures
50. Multimedia Products
Reference Products
•
Often used for answering specific questions or for general browsing of
information. (stored on CD/ DVD ROM)
•
Characteristic of reference product:
•
Used by wide range of user (small – adult)
Have navigational menu, book marking, searching, printing utility
2 Basic classes of reference product:
Generalized Content (dictionary/encyclopedia)
Broad treatment of content at a limited depth
Detailed Content
Focus on specific area and provide extensive information.
51. Multimedia Products
Reference Products
•
Good usability and success depends on:
•
The developers understanding the body of information and
how the end user will want to access it.
Help function should always available to explain how to
access and use the information
Examples are electronic forms of:
Encyclopedia
Dictionaries
Cookbooks, Historical, Informative
Scientific surveys.
53. Multimedia Products
Database Products
•
Similar to reference product in a sense that large amount of information
are made available to the end user.
•
Focus on storing and accessing the actual data (multimedia data such
as text, graphic, audio, animation and video)
•
Characteristics of Database Products are:
Manages multimedia data (large data)
Descriptive finding methods
Simultaneous access
Content based search
Online database
Relational consistency in data management.
55. Multimedia Products
Education and Training Products
•
Similar to textbook or training manuals but have added media such as
audio, animation and video.
•
Make up a significant share of the multimedia market ranging from prekindergarten to postgraduate offerings from technical to corporate
training products.
•
2 categories of reference product:
Standalone or Self-Paced Products
•
Instructor Support Products
Combination Products
Shares the same characteristics as Reference Product
57. Multimedia Products
Kiosk Products
•
A product which is usually stationed at public places and allow the user
to find information interactively and also other types of transaction.
•
Characteristics of Kiosk Products:
Limited target users and usage.
User friendly and easily used by user.
Fast response.
58. Multimedia Products
Kiosk Products
•
Categories of Kiosk
Point Of Information
Point Of Sales System
•
Provide certain information (example map, timetable etc)
Allow users to purchase or make orders
Example of Kiosk Products:
Instant Photo Booth
Banking Kiosk (money deposit, cheque)
University Information Kiosk
59. Multimedia Products
Entertainment & Games
•
Most popular
•
Shipped in the form of Interactive CD / DVD ROM.
•
Characteristics of E & G Products:
Immersive.
Requires constant feedback and interaction with the user.
Challenging and sometimes intriguing for user
Enabled online play for more than one user experience.
60. Conclusion
• Multimedia is a combination of text, graphic,
sound, animation, and video that is delivered
interactively to the user by electronic or digitally
manipulated means.