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  3. 3. What is MULTIMEDIA? Multimedia is combination of more than one media into an information source or presentation.
  4. 4. Elements of Multimedia are documented through HTML DHTML Macromedia flash Adobe live motion Quick time player
  5. 5. Multimedia Computer System • It is the capability to integrate two or more types of media ( text, graphics, images, audio and video) for the purpose of generation, storage, representation and access of multimedia information.
  6. 6. Requirements of Multimedia Computer System • Faster Central Processing Unit (CPU) • Large Storage Devices. • Larger Main Memory. • Good Graphics Terminals. • Input/Output Devices.
  7. 7. MULTIMEDIA COMPONENTS • Text • Graphics • Audio • Video • Animation
  8. 8. TEXT Alphanumeric character are used to present information in text form. The native language of web is HTML, which is designed to display simple text documents on computer screen.
  9. 9. Hardware and Software requirements for text Keyboard. Optical Character Recognizers (OCR). Text Editors. Text Style. Text Searching. Hypertext. Text Importing and Exporting.
  10. 10. GRAPHICS Computer graphics deals with the generation, representation, manipulation and display of pictures with the aid of a computer.
  11. 11. Types of Graphics • Generative Graphics • Images
  12. 12. Generative Graphics Drawings and Illustrations in the form of 2- Dimensional and 3-Dimensional pictures created for mathematical representation of simple objects. Examples – Illustrative Diagrams
  13. 13. Applications Computer Aided Design (CAD). Computer Aided Manufacturing (CAM).
  14. 14. Images • These are pictures and photographs . composed of a collection of pixels
  15. 15. A Bit About Graphics ©1999 Theta Data Vector Graphics - .eps, Bitmapped Graphics - .png, drawing programs, .gif, .jpg, .bmp, .ticc, .pcx, CAD, some clipart scanned graphics, photos
  16. 16. Hardware and Software requirements for Graphics  Painting or Drawing Software.  Screen Capture Software.  Digitizer  Scanners  Plotters
  17. 17. AUDIO
  18. 18. Computer audio deals with synthesizing, recording and playback of audio or sound with the aid of computer. Example In Learning audio can be added to the animation clip.
  19. 19. ANALOG AND DIGITAL AUDIO • Audio information travels in natural medium in the form of sound waves which are analog in nature. • Analog Is converted in digital form by Transducer for the computer. • Example Microphone
  20. 20. Hardware and Software requirements for Audio • Sound Card. • Output Device. • Audio File Importing. • Recording and playback capability. • Voice Recognition software.
  21. 21. Video
  22. 22. • Computer video deals with the recording and display of a sequence of images at a reasonable speed to create impression of movement. • Each individual image of a sequence of images is called a Frame. • For jerk-free full motion video 25-30 frames have to be displayed per second.
  23. 23. Hardware and Software requirements for Video • Video Editors. • Video Monitor. • Video Board. • Input Device like video camera • Recording and Playback Capability.
  24. 24. MULTIMEDIA APPLICATION • Multimedia presentation • Distance and interactive training • Foreign language learning • Video games • Animated advertisements • Multimedia conferencing • Special effects in films • Multimedia kiosk
  26. 26. VIDEO GAMES game
  30. 30. MULTIMEDIA KIOSK • Multimedia kiosk has a touch-screen monitor with user friendly graphical user interface for ease of operation by general public. • Multimedia kiosk are often used in public places as information providers. • Example – At Airport
  31. 31. MULTIMEDIA CONFERENCING • Multimedia conferencing refers to a system that simulates face-to-face interactions among participating users located far from each other.
  32. 32. ANIMATION • Animation deals with the generation, sequencing and display of a set of images to create an effect of visual motion. • Visual effects such as wipes ,fades, zooms and dissolves , available in most authoring packages , are a simple form of animation. • Television video build 30 entire frames every second. Movies are typically shot at a shutter rate of 24 frames per second.
  33. 33. Why use Animation? • Animation can help organize thoughts and illustrate processes. • Animation is useful for illustrating concepts which involve movement.
  34. 34. Example • Teaching swimming –the proper way to swing hands for swimming can be more effectively illustrated with an animation. • Flow of blood in arteries and veins can be illustrated with the help of animation.
  35. 35. TYPES OF ANIMATION • 2-Dimensional animation • 2-1/2 Dimensional animation • 3-Dimensional animation
  36. 36. 2-DIMENSIONAL • The visual changes that bring an image alive occur on the flat Cartesian x and y axes on the screen. • These are simple and static , not changing their position on the screen. • Authoring and presentation software such as Flash or Power-point provide user friendly tools to compute positional changes.
  37. 37. 2-1/2 DIMENSIONAL • An illusion of depth is added to an image through shadowing and highlighting, but image still rests on flat x and y axes. • Embossing, shadowing, beveling and highlighting provide a sense of depth by raising an image . • Examples are Adobe illustrator , Photoshop, Fireworks, and After effects.
  38. 38. 3-DIMENSIONAL • Software creates a virtual realm in three dimension, and changes are calculated along all three axes. • It allows the viewer to wander around and get a look at all the object’s parts from all angles.
  39. 39. PRINCIPLES OF ANIMATION • Animation is possible because of a biological phenomenon known as persistence of vision and a psychological phenomenon called phi. • With the simplest tools you can make a bouncing ball to animate your web-site using GIF89a. • Making animations appear natural requires a basic understanding of the principles of physics.
  40. 40. Difference between animation and video • Animation is commonly used in those instances where video graphy is not possible. • Animation can better illustrate the concept than video. • Example- Earth is revolving around its axis can not be video graphed but can show through animation.
  41. 41. MORPHING • Transformation of object shapes from one form to another is called morphing.
  42. 42. CONCLUSION • Multimedia serves us an opportunity to create animated objects. • Multimedia is used in every field In industry. In schools ,colleges. In day to day life. In designing. • Multimedia will provoke radical changes in the teaching process during coming decades, students can discover they can go beyond the limits of traditional teaching.