How is multimedia used in business?
3 Ways Businesses Use Multimedia: Powerpoint Presentations Powerpoint has become de riguer in the work place due to its ease of use and simple system for creating the actual slides. With Powerpoint, images taken from the Web or from personal cameras can be merged with text and some graphic design essentials to create striking presentation that can be used in-house, with clients, or as presentations that are downloadable from the Internet. Due to its remarkably simple interface system, almost anyone can make a professional looking Powerpoint presentation that can convey information easily, and the inclusion of charts and graphs as well as multiple fonts and sizes to choose from for text makes it possible to make very original presentations. Multimedia skills necessary for Powerpoint presentations include graphic design, color coordination, photography, content generation and more. Good Powerpoint presentations can also be uploaded to company websites for view by site visitors.
1. Chanderprabhu Jain College of Higher Studies & School of Law
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Semester: SIXTH Semester
SUBJECT CODE : BCA-308
Name of the Subject:
MULTIMEDIA & Its
Applications
2. How is multimedia used in business?
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3 Ways Businesses Use Multimedia:
Powerpoint Presentations
Powerpoint has become de riguer in the work place due to its ease of use
and simple system for creating the actual slides. With Powerpoint, images
taken from the Web or from personal cameras can be merged with textand
some graphic design essentials to create striking presentation that can be
used in-house, with clients, or as presentations that are downloadable from
the Internet. Due to its remarkably simple interface system, almost anyone
can make a professional looking Powerpoint presentation that can convey
information easily, and the inclusion of charts and graphs as well as
multiple fonts and sizes to choose from for text makes it possible to make
very original presentations. Multimedia skills necessary for Powerpoint
presentations include graphic design, color coordination, photography,
content generation and more. Good Powerpoint presentations can also be
uploaded to company websites for view by site visitors.
3. Website Design
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Speaking of websites, the largest growth in multimedia use over the past
decade or so has been within website development. Internet marketing,
website hosting and the coding of websites are all big business these
days and they grew out of the proliferation of websites for business and
for pleasure. Website design – seamlessly meshing content, images,
logos, audio and video files with site navigation, is also big business,
especially since businesses want the best-looking sites that reflect their
essential core and character. Managing the website design project,
creating appropriate art, selecting colors for the website, working with the
coding developers, laying out the site, incorporating responsive design
elements and more are all skills necessary for successful website design
and as long as there are businesses new to the market place, there will
always be the need for website design expertise.
4. On-Demand Video
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Only those who have led the most sheltered of lives are unaware of the huge and
growing media empire that is YouTube, now owned by Google. This video sharing
platform offers everything from band videos and avant-garde art film clips to
cartoons, commercials, documentaries and TV programs from other eras. Using
YouTube for business purposes is part of Internet marketing – creating a
company channel and posting videos of company products, services, news
events. These videos both on YouTube and located on the business website
increase the time viewers stay on the website and act as additional information
resources on YouTube for searchers there. Skills needed for producing videos
include camera work, editing, sound editing and computer digital graphics. All
these skills can be developed in multimedia degree programs for students who
are eager to learn such skills for work in various industries or for advertising and
marketing firms.
5. Multimedia in Schools
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Schools are perhaps the destination most in need of multimedia.Many
schools in the United State today are chronically under funded and
occasionally slow to adopt new technologies and it is here that the power
of multimedia can be maximized for the greatest long term benefit to all.
In the 1990s,the U.S. government challenged the
telecommunications industry to connect every classroom,library,clinic and
hospital in america to the information superhighway.Funded by telephone
surcharge (e Rate),most schools and libraries in America are now
connected.Steps have also been taken to provide governmental support
for state of the art technology in low-income rural and urban school
districts,The National Grid for Learning (NGfL) has established similar
aims for schools in the United Kingdom.
6. Multimedia Home Platform
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Multimedia Home Platform (DVB-MHP) is an open middleware
system standard designed by the DVB project for interactive
digital television. The MHP enables the reception and
execution of interactive, Java-based applications on a TV-set.
Interactive TV applications can be delivered over the
broadcast channel, together with audio and video streams.
These applications can be for example information services,
games, interactive voting, e-mail, SMS or shopping. MHP
applications can use an additional return channel that has to
support IP.
7. Multimedia in Public Places
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Multimedia is appropriate whenever a human interface
connects a human user to electronic information of any
kind.Multimedia enhances minimalist,text only computer
interface and yields measurable benefit by gaining and
holding attention and interest in short,multimedia improve
information retention.When it’s properly
constructed,multimedia can also be profoundly entertaining as
well as useful.Multimedia in Business,Multimedia
in Presentation,Multimedia in Classroom,Multimedia at
home,Multimedia in Web Design,Multimedia in
Medical, Multimedia in Public Places,etc…
8. Multimedia in games
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Our Multimedia Computing and Games Development courses
will equip you with the required theoretical, creative and
technical skills to become part of the next generation of the
digital creative industries.
Our computing undergraduate teaching is based at our
Cavendish Campus in central London, close to major industry,
business centres and the City. As well as access to extensive
facilities including updated desktops equipped with Windows,
Unix and Mac OS X, you will have access to advanced
specialist multimedia and computer games laboratories
equipped with the latest graphics and animation software,
motion capture equipment, game consoles and game
engines/middleware.
9. Multimedia in tele-action
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We present the concept of tele-action objects (TAOs), which possess
private knowledge specific to the object instances. The user can create and
modify the private knowledge of a tele-action object, so that the tele-action
object will automatically react to certain events to pre-perform operations
for generating timely response, improving operational efficiency and
maintaining consistency. Moreover tele-action objects also possess a
hypergraph structure leading to the effective presentation and efficient
communication of multimedia information. The active multimedia system
(AMS) is provided to manipulate and maintain the TAOs. The user interface
and the system architecture for the AMS are described. A multimedia mail
system is implemented to illustrate the usefulness of tele-action objects.
Finally, we discuss the advantages of the proposed approach and future
research.
10. Multimedia Messaging Service
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Multimedia Messaging Service (MMS) is a standard way to
send messages that include multimedia content to and from
a mobile phone over a cellular network. Users and
providers may refer to such a message as a PXT, a picture
message, or a multimedia message. The MMS standard
extends the core SMS (Short Message Service) capability,
allowing the exchange of text messages greater than 160
characters in length. Unlike text-only SMS, MMS can deliver
a variety of media, including up to forty seconds of video,
one image, a slideshow of multiple images, or audio.
11. Multimedia in tele shopping
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In the framework of the RACE Programme of the European
Union on advanced communications, the project ESSAI —
Experimental Service Sale Automation on an IBC Network,
has investigated the issues related to the provision of
Teleshopping Services for services and goods based on a
broadband communication infrastructure.
The Project ESSAI has focused on a very broad spectrum
of issues spanning the identification of the users'
requirements, the assessment of the different architectural
and technological options for the provision of the
teleshopping service, the analysis of costs and benefits of
teleshopping in different market segments and the definition
of a methodology for the assessment of the users'
acceptance.
12. UNIT 2
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13. The Hardware Requirements of Multimedia
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In developing a multimedia system, the participants need to
consider the type of hardware as well as software used. The
hardware must be capable of supplying the needs of the
multimedia system. These needs are:
Primary and secondary storage capabilities – which will
enable bit depth and colour to be represented and also
enabling the audio data to be sampled.
Processing speed – which will enable video data and
frames rates to be maintained, the processing of images
such as morphing and distorting as well as animation.
Display devices – which are capable of displaying good
pixel and resolution quality.
14. Digital media devices - media specific
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• Capture : Keyboard, scanner, video grabber, audio
grabber
• Presentation: Display driver, printer, synthetized, audio-
converter
Analog media devices - media specific
• Sources: Microphone, camera, tape(video-audio)
player,
• Sinks: Speaker, video display, tape recorder,
15. Multimedia applications
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• Interactive videodisc
• Electronic games
• Hypermedia browsers
• Multimedia presentation systems
• MM authoring systems
• MM mail systems
• Desktop video systems
• Desktop conferencing
• Multimedia services
16. Media types
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In the previous section we identified common properties for different
digital media. The digital media artifact can be represented on digital
media as files or more generally as data in computer memory or storage.
Different media artifacts (text, video, image, sound) have also typical
properties of their own. Therefore we can characterize the different
media as media types.
In conventional programming we define variable types (integer,
character, floating-point number, records, files). The characterization of
digital media is on the machine level based in these types, but here we
characterize the media types on a higher abstraction level. We try to
avoid references to concrete types (such as GIF,AIFF, MPEG, ASCII),
but try to characterize the nature of the types.
17. Each type is described by two components
• Representation
• Operations
Representation:
How the artefact of that media type is represented on
digital media, standards, sizes, resolutions, number of
bytes the data itself et c. are part of the representation.
Operations:
How the artefact of this particular media can be
manipulated. (created, presented, changed, ..). Some
operations can be common to several types - some are
specific to that particular type.
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18. Animation Concepts and Methods
With 3ds Max, you can create 3D computer animation for
a variety of applications. You can animate characters and
vehicles for computer games and produce special effects
for film and broadcast. Additional applications include
medical illustration and forensic presentation in the
courtroom. Whatever reasons you have for producing
animation, you'll find 3ds Max a capable environment for
achieving your goals.
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19. Topics in this section
Animation Concepts
Animation is based on a principle of human sight called persistence of vision. If
you view a series of related still images in quick succession, you perceive them
as continuous motion. Each individual image is referred to as a frame, and the
illusion of motion comes from the fact that your visual system retains each
frame for a short time after you see it.
Using Auto Key Mode
To start creating animation, first turn on the Auto Key button, use the time slider
to go to a particular frame, and then change something in your scene. You can
animate the position, rotation, and scale of an object, and almost all other
settings and parameters.
Using Set Key Mode
The Set Key animation method is for the professional character animator who
wants be able to try out poses and then commit those poses to keyframes
intentionally. Animators can also use it to set keys on specific tracks of objects.
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20. Production Cycle
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Planning Meeting
A planning meeting is a crucial part of the multimedia development
process; it creates a shared vision for everyone working on the project.
The meeting usually kicks off a project, bringing together the team. During
the meeting, the project manager communicates the major goals and lays
out the milestones. The meeting may include a discussion of the target
audience and how each division can help support the overarching goal.
Script Writing
Most multimedia projects have a story behind them. After the initial
meeting, the people in charge of the background story write a script,
creative brief or outline. The text hits the main points of the projectand
uses language that appeals to the audience in jargon, tone and style.
21. Story Boarding
A multimedia project usually includes multiple pieces: audio, video,
imagery, text for voiceovers and on-screen titles. Story boarding ties
everything together; a story board panel for a scene includes a sketch of
the visual elements, the voiceover or title text, and any production notes.
It guides the process, keeps everyone in check and gives structure to
the project.
Designing
During the design stage, designers take over the visual aspects of the
project to determine how it looks and feels. Using the notes from the
storyboard, they create graphics, design the navigation and give
direction to photographers and videographers regarding the correct
shots. Depending on the project, the design stage might include graphic
design, web design, information design, photography or image
collection. Design is always done with an eye toward the audience
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22. Editing
Editing is one of the most involved and complex stages of the multimedia
development process. The people responsible for editing the project turn the
various pieces into a cohesive product, taking into consideration the time
constraints, story line and creative specifications. Depending on the scope of the
project, pieces of the project may be edited separately. For projects with a large
amount of video, editing is often the longest stage of the process; a minute of final
video can take hours of editing. The editing stage usually involves internal review
iterations and may also include rounds of client review and editing.
Production
The production stage is when all the parts of a multimedia project come together.
The production staff gathers all of the edited assets in one place and puts them
together in a logical sequence, using the story board as a guide. The rough draft is
then put through rounds of review and final edits, both internally and with the client.
To ensure that a project has the desired impact on the target audience, a company
may engage in user testing as part of production. During this stage, test members
of the audience use the multimedia piece while team members observe.
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23. UNIT 3
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24. Text
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It may be an easy content type to forget when considering
multimedia systems, but text content is by far the most
common media type in computing applications. Most
multimedia systems use a combination of text and other
media to deliver functionality. Text in multimedia systems
can express specific information, or it can act as
reinforcement for information contained in other media
items. This is a common practice in applications with
accessibility requirements. For example, when Web pages
include image elements, they can also include a short
amount of text for the user's browser to include as an
alternative, in case the digital image item is not available.
25. Images
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Digital image files appear in many multimedia
applications. Digital photographs can display application
content or can alternatively form part of a user interface.
Interactive elements, such as buttons, often use custom
images created by the designers and developers involved
in an application. Digital image files use a variety of
formats and file extensions. Among the most common are
JPEGs and PNGs. Both of these often appear on
websites, as the formats allow developers to minimize on
file size while maximizing on picture quality. Graphic
design software programs such as Photoshop and
Paint.NET allow developers to create complex visual
effects with digital images.
26. Audio
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Audio files and streams play a major role in some
multimedia systems. Audio files appear as part of
application content and also to aid interaction. When they
appear within Web applications and sites, audio files
sometimes need to be deployed using plug-in media
players. Audio formats include MP3, WMA, Wave, MIDI
and RealAudio. When developers include audio within a
website, they will generally use a compressed format to
minimize on download times. Web services can also
stream audio, so that users can begin playback before the
entire file is downloaded.
27. Video
Digital video appears in many multimedia applications,
particularly on the Web. As with audio, websites can
stream digital video to increase the speed and availability
of playback. Common digital video formats include Flash,
MPEG, AVI, WMV and QuickTime. Most digital video
requires use of browser plug-ins to play within Web
pages, but in many cases the user's browser will already
have the required resources installed.
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28. Animation
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Animated components are common within both Web and
desktop multimedia applications. Animations can also include
interactive effects, allowing users to engage with the
animation action using their mouse and keyboard. The most
common tool for creating animations on the Web is Adobe
Flash, which also facilitates desktop applications. Using
Flash, developers can author FLV files, exporting them as
SWF movies for deployment to users. Flash also uses
ActionScript code to achieve animated and interactive
effects.
29. UNIT 4
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30. THE MULTIMEDIA DEVELOPMENT PROCESS
Software Evaluation Criteria
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1.Usefulness - does the application accomplish an important task?
2.Efficiency - how efficiently does the software get its job done?
3.Stability - how stable and predictable is the application?
4.Portability - can the application run on multiple platforms with
minimal redevelopment?
5.Scalability - can additional functions be readily added on?
6.Ease of Use - do users find it easy or hard to make the program
work? Do they like using it?
31. Development Cycle
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Rapid prototyping is typical of multimedia applications.
Software developed for testing with focus groups, such as at Microsoft, takes
about half of an 18-month development cycle for a new title. After testing and
revision, the test software yields the interface and media content, but the
application is typically recoded in a lower-level language, like C++.
Most CD-ROM games, educational and reference titles, take about 18 months
to develop also. They are typically coded in a higher-level language, like Lingo,
and programming is also about half of the development cycle. For CPU-
intensive 3D games, programming takes up almost all of the development cycle.
Web site development is very rapid. Depending on the size and complexity of
the project, development time can be as little as a month.Typically though there
is more programming involved and most sites take 3 - 6 months to launch.
Some large corporate sites can take over a year to launch.
32. Steps in the Process
The steps taken in developing a multimedia
product are like those of any software project
• Determine project goals
• Develop work scope
• Assess system requirements
• Design the system
• Develop the system
• Test
• Deliver
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33. Assess System Requirements
The first step in any application development is an
assessment of...
• Technical requirements
• Market or client requirements
• Current means of accomplishing the task,
including competition
• Task analysis
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34. Technical requirements
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These generally translate to restrictions or constraints that
will help guide your design, including
• Low-end system specs
• Special capabilities that must be supported
• Budgetary and scheduling constraints
35. Market or client requirements
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Know thy user, for he (or she) is not thyself
• Educational background
• Level of technical expertise
• Physical or mental limitations
• Language and common terminology
• Cultural preferences
Applications that are easy to learn are more likely
to attract a wider audience. Take advantage of your
users' considerable knowledge and experience
36. Current means of accomplishing the task,
including competition
Using a computer should always be easier than
not using a computer.
• Reliability - absence of malfunctions
• Robustness - tolerance and protection of user
• Tailoring - accommodates differences without
burdening user
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37. Design the System
Several different types of design,
undertaken by different designers/teams,
go into a multimedia product. At the very
least, these include...
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• Interface design
• Functional design
38. Interface design
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Ease of use is a property of the system; not a "feature" tacked on at
the end.
-Repetoire of functionality
-Concept of operations - how the user uses the system, and how the
system fits in the user's life
-External behavior of the system, including response to errors
Myth vs. Conceptual model
Designers make myths
Consistent external behavior
Does not necessarily reveal internal behavior
Users make conceptual models
Mental representation of what the system is doing
Used to make predictions, extrapolations, educated guesses
about system behavior
39. Functional design
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Functional design describes how exactly the
system will do what it is supposed to.
• System architecture
• Data descriptions
• Unit-level code specification
40. Develop the system
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Development of the system includes ...
• Creating the user interface
• Writing code
• Editing content
• Integrating the pieces
• It is strongly advisable to use incremental
development.
41. Deliver
Chanderprabhu Jain College of Higher Studies & School of Law
Plot No. OCF, Sector A-8, Narela, New Delhi – 110040
(Affiliated to Guru Gobind Singh Indraprastha University and Approved by Govt of NCT of Delhi & Bar Council ofIndia)
When delivering the finished system, it is
important to
• Ensure that the correct end-users are aware
of this new product
• Provide training, user manuals, or other
support to make learning easier
• Gather feedback to help improve the next
version and/or product
42. Support
Even when the system is delivered, the work isn't
over.
Chanderprabhu Jain College of Higher Studies & School of Law
Plot No. OCF, Sector A-8, Narela, New Delhi – 110040
(Affiliated to Guru Gobind Singh Indraprastha University and Approved by Govt of NCT of Delhi & Bar Council ofIndia)
Maintain system
- Fix bugs
- Enhance functionality
- Maintain versions
43. THANK YOU
Chanderprabhu Jain College of Higher Studies & School of Law
Plot No. OCF, Sector A-8, Narela, New Delhi – 110040
(Affiliated to Guru Gobind Singh Indraprastha University and Approved by Govt of NCT of Delhi & Bar Council ofIndia)