CIT742: Multimedia Technology
Unit 1: Fundamentals of Multimedia
Sample Teaching Deck (15–20 slides)
Introduction
• This unit introduces the basics of multimedia.
• - History of multimedia
• - Definitions
• - Applications
• - Multimedia vs. Hypermedia
Intended Learning Outcomes
• By the end of this unit, you should be able to:
• • Outline the development stages of
multimedia
• • Define multimedia and hypermedia
• • State typical applications of multimedia
• • Differentiate between multimedia and
hypertext
History of Multimedia
• - Term first used in 1966 by Bob Goldstein
• - 1970s: Slide shows with audio tracks
• - 1990s: Modern definition of multimedia
emerged
• - Defined as combination of text, graphics,
sound, animation, and video
What is Multimedia?
• Multimedia is the integration of text, graphics,
images, audio, video, and animation,
• controlled by a computer, where information
can be stored, transmitted, and processed
digitally.
Components of Multimedia
• - Text
• - Images/Graphics
• - Audio
• - Video
• - Animation
• - Interactivity
Examples of Multimedia
• • Online learning platforms
• • Business presentations
• • Entertainment (games, VR)
• • Advertising and marketing
• • Virtual reality and simulations
Applications of Multimedia
• - Education: e-learning, simulations
• - Business: presentations, marketing
• - Entertainment: video games, movies
• - Medicine: imaging, training
• - Science & Research: visualization tools
What is Hypertext?
• Hypertext is text containing links to other
texts.
• - Non-linear structure
• - Foundation of the World Wide Web (HTML,
HTTP)
• - Enables quick access to related information
What is Hypermedia?
• Hypermedia extends hypertext by including
other media:
• - Images, graphics, audio, video
• - Allows dynamic navigation and interactivity
• - Example: World Wide Web
Multimedia vs. Hypermedia
• • Multimedia: Combination of different media
(passive use)
• • Hypermedia: Multimedia + interactivity
(active user involvement)
• Example: Watching a video (multimedia) vs.
navigating a website (hypermedia)
Multimedia in Practice
• Modern uses of multimedia include:
• - Social media platforms
• - Virtual and augmented reality
• - Interactive storytelling
• - Online shopping and advertising
Benefits of Multimedia
• - Enhances communication
• - Increases engagement and motivation
• - Improves retention of information
• - Allows interactive learning
• - Supports multiple learning styles
Challenges of Multimedia
• - High storage requirements
• - Hardware/software dependencies
• - Bandwidth limitations
• - Accessibility concerns
• - Cost of production
Case Study: E-Learning Platform
• • Uses video lectures, text, animations, and
interactive quizzes
• • Benefits: Accessibility, self-paced learning
• • Challenges: Internet access, learner
engagement
Summary
• In this unit, we covered:
• - History and definition of multimedia
• - Components and applications
• - Hypertext and hypermedia
• - Benefits and challenges
Self-Assessment Questions
• 1. Define multimedia and give examples.
• 2. Differentiate between multimedia and
hypermedia.
• 3. List three applications of multimedia.
• 4. State one challenge of multimedia systems.

CIT742_Unit1_Fundamentals_of_Multimedia.pptx

  • 1.
    CIT742: Multimedia Technology Unit1: Fundamentals of Multimedia Sample Teaching Deck (15–20 slides)
  • 2.
    Introduction • This unitintroduces the basics of multimedia. • - History of multimedia • - Definitions • - Applications • - Multimedia vs. Hypermedia
  • 3.
    Intended Learning Outcomes •By the end of this unit, you should be able to: • • Outline the development stages of multimedia • • Define multimedia and hypermedia • • State typical applications of multimedia • • Differentiate between multimedia and hypertext
  • 4.
    History of Multimedia •- Term first used in 1966 by Bob Goldstein • - 1970s: Slide shows with audio tracks • - 1990s: Modern definition of multimedia emerged • - Defined as combination of text, graphics, sound, animation, and video
  • 5.
    What is Multimedia? •Multimedia is the integration of text, graphics, images, audio, video, and animation, • controlled by a computer, where information can be stored, transmitted, and processed digitally.
  • 6.
    Components of Multimedia •- Text • - Images/Graphics • - Audio • - Video • - Animation • - Interactivity
  • 7.
    Examples of Multimedia •• Online learning platforms • • Business presentations • • Entertainment (games, VR) • • Advertising and marketing • • Virtual reality and simulations
  • 8.
    Applications of Multimedia •- Education: e-learning, simulations • - Business: presentations, marketing • - Entertainment: video games, movies • - Medicine: imaging, training • - Science & Research: visualization tools
  • 9.
    What is Hypertext? •Hypertext is text containing links to other texts. • - Non-linear structure • - Foundation of the World Wide Web (HTML, HTTP) • - Enables quick access to related information
  • 10.
    What is Hypermedia? •Hypermedia extends hypertext by including other media: • - Images, graphics, audio, video • - Allows dynamic navigation and interactivity • - Example: World Wide Web
  • 11.
    Multimedia vs. Hypermedia •• Multimedia: Combination of different media (passive use) • • Hypermedia: Multimedia + interactivity (active user involvement) • Example: Watching a video (multimedia) vs. navigating a website (hypermedia)
  • 12.
    Multimedia in Practice •Modern uses of multimedia include: • - Social media platforms • - Virtual and augmented reality • - Interactive storytelling • - Online shopping and advertising
  • 13.
    Benefits of Multimedia •- Enhances communication • - Increases engagement and motivation • - Improves retention of information • - Allows interactive learning • - Supports multiple learning styles
  • 14.
    Challenges of Multimedia •- High storage requirements • - Hardware/software dependencies • - Bandwidth limitations • - Accessibility concerns • - Cost of production
  • 15.
    Case Study: E-LearningPlatform • • Uses video lectures, text, animations, and interactive quizzes • • Benefits: Accessibility, self-paced learning • • Challenges: Internet access, learner engagement
  • 16.
    Summary • In thisunit, we covered: • - History and definition of multimedia • - Components and applications • - Hypertext and hypermedia • - Benefits and challenges
  • 17.
    Self-Assessment Questions • 1.Define multimedia and give examples. • 2. Differentiate between multimedia and hypermedia. • 3. List three applications of multimedia. • 4. State one challenge of multimedia systems.