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Introduction to Multimedia
SMM 2005
Fatimah Khalid
Jabatan Multimedia, FSKTM, UPM
fatimahk@fsktm.upm.edu.my
03-89466528
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.
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.
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
Elements of Multimedia
TEXT
TEXT
AUDIO
GRAPHIC
VIDEO
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
Elements of Multimedia
TEXT
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
 Example
Elements of Multimedia
GRAPHIC
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
 Two-dimensional figure or illustration
 Could be produced manually (by drawing, painting,
carving, etc.) or by computer graphics technology.
 Used in multimedia to show more clearly what a
particular information is all about (diagrams, picture).
Elements of Multimedia
GRAPHIC
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
 Example
Elements of Multimedia
AUDIO
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
 Produced by vibration, as perceived by the
sense of hearing.
 In multimedia, audio could come in the form of
speech, sound effects and also music score.
Elements of Multimedia
AUDIO
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
 Example
Elements of Multimedia
ANIMATION
TEXT
AUDIO
GRAPHIC
VIDEO
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.
Elements of Multimedia
ANIMATION
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
 Example
Elements of Multimedia
VIDEO
TEXT
AUDIO
GRAPHIC
VIDEO
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.
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.
Example
Interactive Multimedia
Example
Hyper Media
Main Page
1. Video link
2. Image link
3. Audio Link
Linear VS Non-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
LINEAR
Linear VS 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
NON-LINEAR
Authoring Tools
 Use to merge multimedia elements (text,
audio, graphic, animation, video) into a
project.
 Designed to manage individual multimedia
elements and provide user interaction (if
required).
Authoring Tools
 Example:
 Macromedia Authorware
 Macromedia Director
 Macromedia Flash
 Microsoft Power Point
Importance of Multimedia
There are a number of fields where
multimedia could be of use. Examples
are:-
Business
Education
Entertainment
Home
Public Places
Importance of Multimedia
 Business
Use and Applications
Sales / Marketing Presentation
Trade show production
Staff Training Application
Company Kiosk
Importance of Multimedia
 Education
Use and Applications
Courseware / Simulations
E-Learning / Distance Learning
Information Searching
Importance of Multimedia
 Entertainment
Use and Applications
Games (Leisure / Educational)
Movies
Video on Demand
Online
Importance of Multimedia
 Home
Use and Applications
Television
Satellite TV
SMS services (chats, voting, reality TV)
Importance of Multimedia
 Public Places
Use and Applications
Information Kiosk
Smart Cards, Security
Multimedia Products
1. Briefing Products
2. Reference Products
3. Database Products
4. Education and Training Products
5. Kiosk
6. Entertainment and Games
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.
1/2
Multimedia Products
Briefing Products
• Good briefing presentation depends on:
 The understanding of the presented subject.
 Seamless integration of content.
 Consistent layout
• Example:
 Corporate Presentation
 Sales Presentation
 Educational Lectures
2/2
Multimedia Products
Reference Products
1/2
• 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.
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.
2/2
Multimedia Products
Reference Products
• Example:
2/2
Multimedia Products
Database Products
1/2
• 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
 Content based search
 Simultaneous access
 Online database
 Relational consistency in data management.
Multimedia Products
Database Products
• Examples are:
 Google Search
 Google Earth
2/2
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 pre-
kindergarten to postgraduate offerings from technical to corporate
training products.
• 2 categories of reference product:
 Instructor Support Products
 Standalone or Self-Paced Products
 Combination Products
• Shares the same characteristics as Reference Product
1/2
Multimedia Products
Education and Training Products
• Example
2/2
Multimedia Products
Kiosk Products
1/2
• 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.
Multimedia Products
Kiosk Products
2/2
• Categories of Kiosk
 Point Of Information
 Provide certain information (example map, timetable etc)
 Point Of Sales System
 Allow users to purchase or make orders
• Example of Kiosk Products:-
 Instant Photo Booth
 Banking Kiosk (money deposit, cheque)
 University Information Kiosk
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.

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Chapt 01

  • 1. Introduction to Multimedia SMM 2005 Fatimah Khalid Jabatan Multimedia, FSKTM, UPM fatimahk@fsktm.upm.edu.my 03-89466528
  • 2. 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.
  • 3. 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. TEXT AUDIO GRAPHIC VIDEO ANIMATION
  • 4. Elements of Multimedia TEXT TEXT AUDIO GRAPHIC VIDEO 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
  • 6. Elements of Multimedia GRAPHIC TEXT AUDIO GRAPHIC VIDEO ANIMATION  Two-dimensional figure or illustration  Could be produced manually (by drawing, painting, carving, etc.) or by computer graphics technology.  Used in multimedia to show more clearly what a particular information is all about (diagrams, picture).
  • 8. Elements of Multimedia AUDIO TEXT AUDIO GRAPHIC VIDEO ANIMATION  Produced by vibration, as perceived by the sense of hearing.  In multimedia, audio could come in the form of speech, sound effects and also music score.
  • 10. Elements of Multimedia ANIMATION TEXT AUDIO GRAPHIC VIDEO 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.
  • 12. Elements of Multimedia VIDEO TEXT AUDIO GRAPHIC VIDEO 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.
  • 13. 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.
  • 15. Example Hyper Media Main Page 1. Video link 2. Image link 3. Audio Link
  • 16. Linear VS Non-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 LINEAR
  • 17. Linear VS 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 NON-LINEAR
  • 18. Authoring Tools  Use to merge multimedia elements (text, audio, graphic, animation, video) into a project.  Designed to manage individual multimedia elements and provide user interaction (if required).
  • 19. Authoring Tools  Example:  Macromedia Authorware  Macromedia Director  Macromedia Flash  Microsoft Power Point
  • 20. Importance of Multimedia There are a number of fields where multimedia could be of use. Examples are:- Business Education Entertainment Home Public Places
  • 21. Importance of Multimedia  Business Use and Applications Sales / Marketing Presentation Trade show production Staff Training Application Company Kiosk
  • 22. Importance of Multimedia  Education Use and Applications Courseware / Simulations E-Learning / Distance Learning Information Searching
  • 23. Importance of Multimedia  Entertainment Use and Applications Games (Leisure / Educational) Movies Video on Demand Online
  • 24. Importance of Multimedia  Home Use and Applications Television Satellite TV SMS services (chats, voting, reality TV)
  • 25. Importance of Multimedia  Public Places Use and Applications Information Kiosk Smart Cards, Security
  • 26. Multimedia Products 1. Briefing Products 2. Reference Products 3. Database Products 4. Education and Training Products 5. Kiosk 6. Entertainment and Games
  • 27. 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. 1/2
  • 28. Multimedia Products Briefing Products • Good briefing presentation depends on:  The understanding of the presented subject.  Seamless integration of content.  Consistent layout • Example:  Corporate Presentation  Sales Presentation  Educational Lectures 2/2
  • 29. Multimedia Products Reference Products 1/2 • 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.
  • 30. 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. 2/2
  • 32. Multimedia Products Database Products 1/2 • 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  Content based search  Simultaneous access  Online database  Relational consistency in data management.
  • 33. Multimedia Products Database Products • Examples are:  Google Search  Google Earth 2/2
  • 34. 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 pre- kindergarten to postgraduate offerings from technical to corporate training products. • 2 categories of reference product:  Instructor Support Products  Standalone or Self-Paced Products  Combination Products • Shares the same characteristics as Reference Product 1/2
  • 35. Multimedia Products Education and Training Products • Example 2/2
  • 36. Multimedia Products Kiosk Products 1/2 • 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.
  • 37. Multimedia Products Kiosk Products 2/2 • Categories of Kiosk  Point Of Information  Provide certain information (example map, timetable etc)  Point Of Sales System  Allow users to purchase or make orders • Example of Kiosk Products:-  Instant Photo Booth  Banking Kiosk (money deposit, cheque)  University Information Kiosk
  • 38. 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.