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MULTIMEDIA AND SYSTEM DESIGN

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  • Lecture1

    1. 1. Multimedia Systems 2 Dr Paul Newbury School of Engineering and Information Technology ENGG II - 3A11 Ext: 2615 www.mtllive.com
    2. 2. Introduction  Web, Video and Graphical Systems  Introduction to Multimedia  Perception  The Internet & Networked Multimedia  Multimedia & Web  Video Hardware  Display Adapters  Graphics Primitives  Graphics Pipeline  Graphics Cards  Digital Video  Communications Theory
    3. 3. Course Aims  This course aims to give the student a broad introduction to multimedia systems  The course covers the principles of interactive multimedia production and delivery
    4. 4. Course Objectives  The student will understand the components and processes necessary to capture, manipulate and output multimedia content. Along with an understanding of the wider issues involved with multimedia production and distribution  They will be required to understand the principles of multimedia creation and processing and the main features of multimedia systems
    5. 5. Structure  Three single lectures per week:  Monday 16:00 AS2  Tuesday 16:00 AS2  Thursday 16.00 AS2  One, 2 hour lab per week  See lab time table  One problem sheet every two weeks  Fragments of exam style questions  To be handed in to the post box in the photocopier room by 11.15 the following Friday
    6. 6. Course Web Page  All support materials for this course are available at: www.mtllive.com  This includes All Lecture slides in .pdf and .ppt format All Problem sheets in .pdf format All Lab sheets in .pdf format Links to support information on particular topics
    7. 7. Lab Work  Lab activities The Internet Web page creation Flash Design Java Multimedia
    8. 8. Course Assessment  Unseen exam 70% 3 Questions out of 4 1.5 Hours Sample paper and last years paper on the web page  Lab work 30% Web design exercise
    9. 9. Reading Material  Look at the web pages for useful links  Books: Theoretical Foundations of Multimedia • Robert S. Tannenbaum • Freeman (1998) • This is a introductory text which covers much of the course • Worth considering if you wish to find out more detail about the topics covered in the course
    10. 10. Introduction What is Multimedia?
    11. 11. What is Multimedia
    12. 12. What is Multimedia GameBoy
    13. 13. What is Multimedia Short Audio Course
    14. 14. What is Multimedia Asthma
    15. 15. What is Multimedia Penguin
    16. 16. Multimedia  EOD definition  Using more than one medium of expression, communication etc.  The prevision of audio and video material cross-referenced to a computer text
    17. 17. Multimedia  An interactive computer-mediated presentation that includes at least two of the following elements: Text Sound Still graphic images Motion graphics Animation
    18. 18. Multimedia  Multimedia computers serve two primary functions: Development tools for the creation of multimedia productions e.g. • Macromedia – Flash, Dreamweaver, Director etc • Real Systems Producer Plus • CoolEdit Delivery devices for multimedia presentations • Browser plug-ins or player applications
    19. 19. Applications of Multimedia  Multimedia has traditionally been limited to instructional materials Computer-assisted instruction (CAI) Computer-assisted learning (CAL) Computer-based instruction (CBI) etc….  However, the present range of applications is extremely broad and growing rapidly:
    20. 20. Applications of Multimedia  Instruction  Entertainment  Scientific analysis, research and presentations  Business applications, advertising and sales  Art and other humanities purposes  Adaptive technologies for the disabled  Virtual reality
    21. 21. Instruction  Almost all teaching is Multimedia
    22. 22. Instruction
    23. 23. Entertainment
    24. 24. Scientific Analysis, Research and Presentations
    25. 25. Business Applications  Until recently the primary use of multimedia in business was training  Now the multimedia business presentation is a large part of this market
    26. 26. Art Sock
    27. 27. Adaptive Technologies
    28. 28. Virtual Reality
    29. 29. Fin Fin

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