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LEARNING AREA 4 - MULTIMEDIA

TOPICS FOR MULTIMEDIA

      4.1    Multimedia Concepts
             4.1.1 Definition of Multimedia
             4.1.2 Usage of multimedia in various fields
                   i. Entertainment industry
                   ii. Business
                   iii. Arts
                   iv. Medicine
                   v. Engineering
             4.1.3 Interactivity: Characteristics of linear and non-linear multimedia
             4.1.4 Differentiate between characteristics of linear and non-linear multimedia
             4.1.5 Medium of delivery
             4.1.6 Compare and contrast the mediums of delivery
             4.1.7 Multimedia elements
                   i. Text
                   ii. Graphics
                   iii. Video
                   iv. Audio
                   v. Animation
             4.1.8 Standard file formats

      4.2    Hardware and Software
             4.2.1 Identifying hardware that can be used to produce multimedia products
                   i. Scanner
                   ii. Video camera
                   iii. Digital camera
                   iv. Audio devices
                   v. Video capture devices
             4.2.2 Identify editing software that can be used to produce multimedia elements
                   i. Text editor
                   ii. Graphics and image editor
                   iii. Audio editor
                   iv. Video editor
                   v. Animation editor
             4.2.3 Authoring tools
                   4.2.3.1 Define the concepts in authoring tools
                           i. Time frame concept
                           ii. Icon concept
                           iii. Card concept
             4.2.4 Web editor
                   4.2.4.1 Describe and give examples of:
                           i. Text-based
                           ii. WYSIWYG

      4.3    Multimedia Development
             4.3.1 User interface principles
                   4.3.1.1 State user interface principles
                              i. Consistency
                             ii. Clarity
                            iii.   Context
                            iv. Navigation

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                                v.    Search
                               vi. Personalisation
                              vii. Learnability
                             viii.    Flexibility
                     4.3.1.2 Apply suitable user interface principles in a project
             4.3.2   Development Team
                     4.3.2.1 State the role of each member in development team
                             i. Project manager
                             ii. Subject matter expert
                             iii. Instructional designer
                             iv. Graphics artist
                             v. Audio-video technician
                             vi. Programmer
             4.3.3   Multimedia production
                     4.3.3.1 Describe the phases in multimedia production
                             i. Phase 1 - Analysis
                             ii. Phase 2 - Design
                             iii. Phase 3 - Implementation
                             iv. Phase 4 - Testing
                             v. Phase 5 - Evaluation
                             vi. Phase 6 - Publishing




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4.0      MULTIMEDIA
         4.1 Multimedia Concepts
             4.1.1 Definition of Multimedia
                    “Multimedia” comes from the word “multi” and “media”. “Multi” means
                      various. “Media” refers to any hardware or software used for
                      communicating.
                    Multimedia is the presentation of information by using a combination of
                      text, audio, graphic, video and animation.
                    In the field of Information and Communication Technology, multimedia
                      is an interactive communication process that uses an integration of five
                      main elements such as texts, graphics, audio, video and animation.

                       4.1.2      Usage of multimedia in various fields
                                  i. Entertainment industry
                                        Produces computer games, and develop animations or special effects
                                          for cartoons and movies.
                                  ii. Business
                                        Multimedia applications are used in advertising products.
                                        Many companies nowadays develop and distribute catalogues in the
                                          form of a CD-ROM as it is more interesting to the consumers.
                                  iii. Arts
                                        Artists use multimedia elements by combining drawing and
                                          animation.
                                  iv. Medicine
                                        Doctors can practice or be trained in performing high-risk surgery by
                                          using virtual surgery.
                                  v. Engineering
                                        Uses an application called Computer-Aided Design or CAD.
                                        By using this application, engineers can view the design from many
                                          aspects and improve on it before production.

                       4.1.3      Interactivity: Characteristics of linear and non-linear multimedia
                                                                    Interactivity

                                                              Refers to how a user
                                                                interacts with a
                                                                   multimedia
                                                                 application or
                                                                    program




                                  Linear                                                                     Non-Linear
                               Interactivity                                                                 Interactivity

                           Characteristics                                                                  Characteristics

 The user interacts
                                                  The content is                The user can control
 with the multimedia       The user is the                                                                  The user is can
                                                   arranged in                   the progress of the                             The user controls the
 application without      passive receiver of                                                               interact with the
                                                 sequence. This                       multimedia                                   sequence of the
    controlling the         the multimedia                                                               application according
                                                means, everything               application content by                            multimedia content.
   progress of the              content                                                                   to how they want to
                                                happens in order                using buttons or links
       content

                         FIGURE 1: Characteristics of linear and non-liner multimedia




                       4.1.4      Differentiate between characteristics of linear and non-linear multimedia

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                                                         Provides more buttonsor
     NON-LINEAR                The user can controlthe                                    The user can control the
                                                         links for the user to control
     MULTIMEDIA                       progress                                                  sequence
                                                                the application




                                                                                                   Of Content
                                                                                                   Sequence
                                                                    Buttons
                                                                    & Links
                                       Control
                                        User
                                                         Provides limited buttons
       LINEAR                  The user cannot control                                    The content is played in
                                                         or links that limit the user’s
     MULTIMEDIA                     the progress                                                sequence
                                                                    control

              FIGURE 2: Difference between linear and non-linear multimedia

             4.1.5   Medium of delivery
                      “Medium of delivery” means the ways to distribute a multimedia
                       application.
                      There are two most common medium of delivery.
                      They are:
                           i. Web-based
                           ii. CD-based
                      For web-based multimedia, the multimedia content will be delivered
                       through Web pages using the Internet technology. It can only be viewed
                       using a web browser such as Internet Explorer and Mozilla Firefox.
                      For CD-based multimedia, the multimedia content will be delivered in
                       CD-ROMs. These CD-ROMs are usually used with computers.

             4.1.6   Compare and contrast the mediums of delivery
                                   Web-based                           CD-based
                      Limited in picture size and low Can store high end multimedia
                      resolution video                    elements such as video
                      Can be changed, damaged or deleted Can be permanently stored and are
                      by irresponsible individuals        not changeable
                      Information for multimedia can be Information on a multimedia can be
                      updated easily and its cheaper      quickly outdated
                                 TABLE 1: Comparison between mediums of delivery




             4.1.7   Multimedia elements


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                                                        5 Main Elements of
                                                           Multimedia




                         Text            Graphics             Video               Audio         Animation




                             Static elements                                 Dynamic Elements
                            (Does not move)                                      (Moves)

                                      FIGURE 3: 5 Main Elements of Multimedia

                     vi. Text
                          The most basic element
                          Involves the use of text types, sizes, colours and background colour

                     vii. Graphics
                           Graphics help to illustrate ideas through still pictures.
                           There are two types of graphics used; bitmaps and vector.
                           Bitmaps are real images captured using cameras or scanners
                           Vectors are images drawn on the computer

                     viii.Video
                           Videos can be obtained from various sources
                           It can be recorded using a digital video camera and transferred to a
                             computer or created from a photo slideshow and saved in video
                             format

                     ix. Audio
                          Examples of audio elements are speech, music and sound effects.
                          There are two types of audio; analog and digital
                          In multimedia, digital audio is used
                          We must convert an analog audio into digital audio before using it in
                            a multimedia application

                     x. Animation
                         Animation is a process of making a static image look like its moving.
                         In multimedia, digital animation is used.
                         Digital animation can be divided into 2 areas; 2D (2-Dimensional)
                           and 3D (3-Dimensional) animations.

             4.1.8   Standard file formats
                      Each of the five elements of multimedia has various standard file
                        formats.
                      File formats can be determined by looking at the file extensions.
                      For example, a file named Multimedia.doc has the file extension of .doc.




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                                                                          5 Main Elements of
                                                                             Multimedia




            Text                              Graphics                           Video                                Audio                            Animation




   File                              File                               File                              File                                File
                  Full name                         Full name                           Full name                         Full name                          Full name
extension                         extension                          extension                         extension                           extension
             Microsoft Word                     Joint Photographic                    Audio Video
  *.doc                             *.jpg                              *.avi                             *.wav            Waveform           *.swf        Shockwave Flash
               Document                            Expert Group                        interleave
                                                     Graphics                                                         Musical Instrument                       Graphics
  *.txt            ASCII            *.gif                             *.mov          Quicktime Movie     *.midi                              *.gif
                                               Interchange Format                                                      Digital Interface                 Interchange Format
                                                Tagged Image File                    Motion Picture                   Audio Interchange                    Animation Swish
  *.rtf      Rich Text Format       *.tiff                            *.mpeg                           *.aif/*.aiff                          *.swi
                                                      Format                         Experts Group                       File Format                            Format
                                                                                     Windows Media
                                   *.bmp             Bitmap           *.wmv                               *.au                Audio
                                                                                         Video
                                                Portable Network                                                       Windows Media
                                   *.png                                                                *.wma
                                                    Graphics                                                               Audio
                                                   Photoshop
                                    *.psd
                                                   Document

                              FIGURE 4: Standard File Formats of the Multimedia Elements


            4.2         Hardware and Software




                                       FIGURE 5: Hardware Used In Multimedia Production

                        4.2.1     Identifying hardware that can be used to produce multimedia products
                                  i. Scanner
                                      Used to convert conventional images, texts, drawings and photos into
                                          digital form that can be understood by the computer.
                                      There are four types of scanners: flatbed scanner, hand held scanner,
                                          sheet-fed scanner and 3D scanner.




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                               FIGURE 6: Types of Scanner

                   ii. Video camera
                        There are two types of video cameras: analog video camera and
                          digital video camera (DV).
                        An analog video camera records video in analog signals on a
                          magnetic video tape.
                        A digital video camera records video in digital signals, which can be
                          stored in various forms of media, such as digital video tape or
                          memory cards.




                           FIGURE 7: Types of Video Camera

                   iii. Digital camera
                         In a digital camera, images are captured and stored in a media card.
                         The advantages of having a digital camera is that the images captured
                           can directly be used in the computer.
                         It saves cost as we do not have to buy films and can choose to keep or
                           delete the pictures in the memory card.




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                               FIGURE 8: Types of Camera

                   iv. Audio devices
                        Audio devices are needed to record analog sound.
                        The sounds are then changed into digital sound.
                        Examples of devices used for recording sounds or audio are
                          microphone, sound card and voice synthesizer.




                           FIGURE 9: Types of Audio Devices

                   v. Video capture devices
                       Video capture devices help to convert analog video to digital video.
                         The firewire helps to transfer the video from video camera to the
                         computer.
                       They also transfer digital video to the computer so that the data can
                         be edited or stored.




                      FIGURE 10: How Video Capture Device Works




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               4.2.2   Identify editing software that can be used to produce multimedia elements




                       FIGURE 6: Editing Software Used in Multimedia Production

                       i. Text editor
                             Used to edit plain text
                       ii. Graphics and image editor
                             Used to edit images, draw or illustrate pictures or objects
                       iii. Audio editor
                             Used for voice recording or producing music and special sound
                               effects
                       iv. Video editor
                             Used to edit video
                       v. Animation editor
                             Used for producing 2D, 3D, special effects and animation for the web

       ELEMENTS                              EDITING SOFTWARE
       Text              •   Notepad
                         •   Microsoft Word
                         •   Open Office Writer
       Graphics          •   Microsoft Paint
                         •   Adobe Photoshop
                         •   Corel Draw
       Audio             •   Sound Recorder
                         •   Sony Sound Forge
                         •   Adobe Audition
       Video             •   Adobe Premiere
                         •   Pinnacle Studio
                         •   Ulead MediaStudio Pro
       Animation         •   Macromedia Flash (2D)
                         •   Asymmetrix 3DFX (3D)
                         •   Magic Morph (special effect)
                         •   Ulead Gif Animator (Web animation)
                              TABLE 2: Examples of Editing Software




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             4.2.3   Authoring tools
                      Authoring tool is a program that helps you write multimedia applications.
                      Authoring tools usually enable you to create a final application by
                        linking together objects such as a paragraph of text, graphic or a video.
                      By sequencing them in an appropriate order, authoring tools can produce
                        attractive and useful multimedia applications.

                     4.2.3.2 Define the concepts in authoring tools
                             i. Time frame concept
                                 the multimedia elements or events are presented and
                                    organised along a time line
                                 This type of tool helps users coordinate when each
                                    multimedia element (text, graphics, audio, video or
                                    animation) plays.
                                 Examples of authoring tools using the time frame concept are
                                    Flash and Director.




                               FIGURE 7: Time Frame Concept

                            ii. Icon concept
                                 The icon concept provides the multimedia developer with a
                                   visual programming approach to sequencing events in the
                                   multimedia application.
                                 In this concept, elements and events are organised in a
                                   structural framework.
                                 Users can present visually a logical flow of events by
                                   dragging icons from an icon menu.
                                 The icon can represent graphics, audio files, animation, text,
                                   movies, and other elements
                                 These icons represent:
                                   o events such as mouse clicks, key press
                                   o actions to be performed after an event e.g. a transition, a
                                       sound
                                   o routines to perform loops, conditional branches
                                 Several multimedia authoring tools which use this icon
                                   concept are Authorware and IconAuthor.




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                                FIGURE 8: Icon Concept

                          iii. Card concept
                                The card concept is based on the idea of card stacks
                                  containing graphics, audio, video, text and animation.
                                Elements and events in card concept authoring tools are
                                  organised as pages in a book or a stack of cards.
                                When card concept authoring tools starts, a blank page is
                                  displayed. Certain objects can be inserted e.g. text, pictures
                                  and buttons.
                                By inserting objects into several pages, a multimedia "book''
                                  is eventually created.
                                Examples of the card concept in authoring tools are
                                  ToolBook, HyperCard and SuperCard.




                                FIGURE 9: Card Concept




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             4.2.4   Web editor
                      Web editor is a program that you use to create Web page.
                      It can be something as simple as the text editor that came with your
                       operating system.
                      It can be something as simple as the text editor.
                      It can also be something that creates the Websites as you point and click
                       away.

                     4.2.4.1 Describe and give examples of:
                             iii. Text-based
                                   A text-based Web editor is a basic editor where you work
                                     with Hypertext Markup Language (HTML) tags to create a
                                     Web page.
                                   It can be used to change HTML source codes.
                                   Using a text-based Web editor requires you to have HTML
                                     knowledge to get started.
                                   Notepad and PSPad are examples of text-based editors.




                        FIGURE 10: Examples of Text-based Editors

                            iv. WYSIWYG
                                 WYSIWYG stands for What You See Is What You Get.
                                 WYSIWYG web editors provide an editing interface that
                                  shows how the pages will be displayed in a web browser.
                                 Using a WYSIWYG editor does not require any HTML
                                  knowledge. It is easier for an average computer user.
                                 Examples of WYSIWYG web editor are Microsoft FrontPage
                                  and Macromedia Dreamweaver.




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                        FIGURE 11: How WYSIWYG Editor Works




                       FIGURE 12: Examples of WYSIWYG Editors


      4.3    Multimedia Development
             4.3.1 User interface principles
                    User interface refers to how human can interact with a computer
                    In multimedia, the most common type of user interface used is Graphical
                      User Interface (GUI)
                    To create a good user interface, there are several principles that we must
                      consider

                    4.3.1.3 State user interface principles
                             ix. Consistency
                                     Consistency means the interface design is in harmony and
                                        applies to all screen in a software program.
                                     The same words or commands perform the same functions
                                        throughout the user interface.




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                          FIGURE 13: Example of Consistency

                               x.   Clarity
                                     Clarity means that the icons, words or commands are
                                       clearly labeled and easy to understand.
                                     Users should be able to use relevant icons or graphics to
                                       guide them through the multimedia application.




                                FIGURE 14: Example of Clarity

                           xi.      Context
                                     Context means that the content of the multimedia
                                       application should be relevant to its title.
                                     Ideas must be presented in relation to the title.

                           xii.     Navigation
                                     Navigation means users can move around or navigate
                                       through the multimedia application easily using the
                                       menus, buttons, links help files or other screens in a
                                       system.




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                           FIGURE 15: Example of Navigation

                          xiii.   Search
                                   Search means the system enables users to search
                                     keywords or glossary.
                                   The user interface should have a search function.




                        FIGURE 16: Example of Search Function

                          xiv.    Personalisation
                                   Personalisation means the users can make their own
                                     personal or individual learning.
                                   Users can choose their display options.




                         FIGURE 17: Example of Personalisation


                           xv.    Learnability
                                   Learnability means the system provides support
                                     information and help files to make the system easy to
                                     understand.
                                   Support information is important, especially in helping the
                                     user to use the system.

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                                     The help function should be available to speed up the
                                      interaction for both experienced and inexperienced users.




                              FIGURE 18: Example of Help Tool

                            xvi.    Flexibility
                                     Flexibility means a user has the authority to navigate
                                       through all the sections without any limitations.
                                     For example, the user is allowed to access any of the
                                       lessons, sections and pages of the program.




                              FIGURE 19: Example of Flexibility

                     4.3.1.4 Apply suitable user interface principles in a project

             4.3.2   Development Team
                      A multimedia production team consists of a Project Manager, Subject
                        Matter Expert (SME), Graphic Artist, Audio-Video Technician,
                        Instructional Designer and Programmer.




                FIGURE 20: Hierarchy of a Multimedia Development Team




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                     4.3.2.2 State the role of each member in development team
                             i. Project manager
                                  Define the scope of the project
                                  Meet and discuss with clients
                                  Search for financial resources
                                  Search for equipment and facilities
                                  Coordinate the production team

                            ii. Subject matter expert
                                 Do research on the content of a multimedia program
                                 Provide content for the multimedia content

                            iii. Instructional designer
                                  Decide the best educational strategies and practices to present
                                     the information

                            iv. Graphics artist
                                 Develop the graphic elements of the multimedia program such
                                   as backgrounds, buttons, photo collages, animations, 3D
                                   objects and logos.

                            v. Audio-video technician
                                Responsible for recording the voice or audio for the program
                                Edits audio files such as sound effects, music and narrations
                                Capturing, editing and digitizing videos

                            vi. Programmer
                                 Writes the program code or scripts using the authoring tool
                                 Combines all the multimedia elements into a multimedia
                                   program.

             4.3.3   Multimedia production
                     4.3.3.2 Describe the phases in multimedia production
               PHASE 1                      PHASE 2                     PHASE 3

              ANALYSIS                      DESIGN                 IMPLEMENTATION



                                   PHASES OF MULTIMEDIA
                                       PRODUCTION


               PHASE 6                      PHASE 5                     PHASE 4

             PUBLISHING                  EVALUATION                     TESTING

                         FIGURE 21: Phases of Multimedia Production

                            i. Phase 1 - Analysis
                               The Analysis Phase is the main phase of a multimedia production.
                               Enables multimedia developers to set the focus of the project.
                               The multimedia developers will identify the project title, problem,
                                  objectives, possible solution and target users.


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                          ii. Phase 2 - Design
                               The Design Phase refers to the planning of the design of the
                                 multimedia program to be developed.
                               There are two popular tools used in the Design Phase, namely
                                 the Flow Chart and Storyboard.




                           FIGURE 22: Example of Storyboard

                          iii. Phase 3 - Implementation
                                The multimedia developers will convert a design plan such as
                                  a Storyboard into a multimedia program.
                                This is the phase where the multimedia program is produced
                                  using an authoring tool such as Toolbook Assistant 2004.

                          iv. Phase 4 - Testing
                               The Testing Phase begins after the Implementation Phase.
                               The Testing Phase involves multimedia developers and does
                                 not involve the users yet.
                               The purpose of testing is to ensure that the program runs
                                 correctly without errors.

                          v. Phase 5 - Evaluation
                              Selected users are involved in the evaluation of multimedia
                                programs.
                              Focuses on overall presentation and effectiveness of the
                                multimedia.

                          vi. Phase 6 - Publishing
                               In the publishing phase, the multimedia contents will be
                                 published so that it can be delivered to the client.
                               We have two options of mediums used in delivering
                                 multimedia contents:
                                     o CD-based
                                     o Web-based




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TOPICS FOR PROGRAMMING

      5.1    Basic Programming Concepts
             5.1.1 Define Program and Programming Language.
             5.1.2 Levels and Generations of Programming Languages
             5.1.3 Programming Language Approaches
                    5.1.3.1 Structured approach
                    5.1.3.2 Object-oriented approach
                    5.1.3.3 Differentiate between structured and object-oriented
             5.1.4 Translator
                    5.1.4.1 Describe translation methods using:
                            5.1.4.1.1 Assembler
                            5.1.4.1.2 Interpreter
                            5.1.4.1.3 Compiler
             5.1.5 Basic Elements in Programming
                    5.1.5.1 Differentiate between constants and variables
                    5.1.5.2 Differentiate between the data types: Boolean, integer, double, string
                            and date
                    5.1.5.3 Differentiate between mathematical and logical operators
                    5.1.5.4 Differentiate between sequence control structure and selection
                            control structure (flow chart)

      5.2    Program Development
             5.2.1 Program Development Phases
             5.2.2 Describe the five main phases in program development
                   i. PHASE 1 - Problem analysis
                   ii. PHASE 2 - Program design
                   iii. PHASE 3 - Coding
                   iv. PHASE 4 - Testing and debugging
                   v. PHASE 5 - Documentation




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5.0       PROGRAMMING
          5.1 Basic Programming Concepts
              5.1.1 Define Program and Programming Language.
                      Program is a series of organized instructions that directs a computer to
                        perform tasks. It contains a list of variables and a list of statements
                        that tell the computer what to do with the variables.

                              A programming language is a set of words, symbols and codes that
                               enables humans to communicate with computers.

                     5.1.2   Levels and Generations of Programming Languages
                                                  PROGRAMMING
                                                   LANGUAGES




                        Low-level                                          High-level
                       Languages                                           Languages




  First Generation            Second Generation      Third Generation   Fourth Generation   Fifth Generation
        (1GL)                      (2GL)                   (3GL)             (4GL)                (5GL)


      EXAMPLE(S)                EXAMPLE(S)             EXAMPLE(S)         EXAMPLE(S)         EXAMPLE(S)
                                                         COBOL
                                                        FORTRAN
                                                                             SQL
                                                         BASIC                                PROLOG
 Machine Language            Assembly Language                              NOMAD
                                                         COBOL                                MERCURY
                                                                            FOCUS
                                                           C
                                                          C++

                                    FIGURE 1: Levels of Programming Languages

                     5.1.3   Programming Language Approaches
                             5.1.3.1 Structured approach
                                      Uses a top-down design model
                                      Programs are drawn as rectangles
                                      The whole program is broken down into modules

                             5.1.3.2 Object-oriented approach
                                      A special type of programming approach that combines data with
                                        functions to create objects
                                      The objects have relationships with one another

                             5.1.3.3 Differentiate between structured and object-oriented
                                                  Structured                      Object-oriented
                                      Uses top-down design model         Uses objects
                                        TABLE 1: Difference between structured and object-oriented

                     5.1.4   Translator
                             5.1.4.1 Describe translation methods using:
                                     5.1.4.1.1 Assembler
                                                 A computer program for translating assembly
                                                    language into machine language
                                                 Examples of assemblers are MACRO-80 Assembler
                                                    and Microsoft MASM.


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                              5.1.4.1.2    Interpreter
                                            Used to interpret and execute program directly from
                                               its source without compiling it first
                                            The source code is interpreted and executed in real
                                               time when the user executes it
                                            The interpreter will read each code, converts it to
                                               machine code and executes it line by line until the
                                               end of the program

                              5.1.4.1.3    Compiler
                                            The source code will be converted into machine code
                                            If the compiler encounters any errors, it records them
                                             in the program-listing file
                                            A compiled code runs faster than programs based on
                                             interpreted language.

             5.1.5   Basic Elements in Programming
                                                             Basic elements




                                                                                                          Control
                         Constant            Variables         Data types            Operators
                                                                                                         structures

                                        FIGURE 2: 5 Basic Elements in Programming

                     5.1.5.1 Differentiate between constants and variables
                                                      Constants                            Variables
                      Characteristics        The value will never           The value can change anytime during
                                             change during the course       the course of the program
                                             of the program
                      Usage                  Used when we want to           Used to store data that may or will
                                             declare something that         change during the running of the
                                             won’t be changed during        program
                                             the program execution
                                 TABLE 2: Differences between constants and variables




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                   5.1.5.2 Differentiate between the data types: Boolean, integer, double, string
                           and date
                                                                       Data types




                         Boolean                 Integer                 Double                 String                Date



                                              Contains any
                                              type of whole           Any number            Any value that
                     Consists either a                                                                            Any value that
                                              number value           value that may           contains a
                     TRUE or FALSE                                                                                contains date
                                              that does not          contain decimal         sequence of
                          value                                                                                      format
                                                have any                  points              characters
                                                decimals


                        Example:                Example:                Example:              Example:              Example:
                         TRUE                     1990                   3.142              Kuala Lumpur         30 October 2007
                                          FIGURE 3: Difference between data types

                   5.1.5.3 Differentiate between mathematical and logical operators
                                                                     Operators




                                           Mathematical                                      Logical



                                      Performs mathematical                         Performs logical operation
                                    operations such as addition,                       such as checking the
                                   subtraction, multiplication and                   condition of two Boolean
                                              division                                        values

                                             Example:                                       Example:
                                           20 + 25 = 45                                     A AND B
                                            20 – 15 = 5                                     C OR D
                                           20 x 15 = 300                                     NOT E

                       FIGURE 4: Difference between mathematical and logical operators




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                      5.1.5.4 Differentiate between sequence control structure and selection
                              control structure (flow chart)

                                Sequence Control                     Selection Control Structure
                                    Structure
              Usage          Used when we want      Used when we want to implement decision making process
                             to execute the codes   in the program
                             line by line
              Execution      Executes statements    Executes different statements for different conditions
              flow           one by one in linear
                             or consecutive order
              Flow chart     Does not use the       Uses the decision symbol
                             decision symbol
                                                                                BEGIN
                                    BEGIN



                                 STATEMENT 1                                  Request mark



                                 STATEMENT 2
                                                                               PROCESS


                                 STATEMENT 3
                                                               TRUE           Mark >= 50?       FALSE

                                     END

                                                               Print                             Print
                                                          “Congratulations”                  “Work harder!”



                                                                                 END

                           TABLE 3: Difference between Sequence and Selection Control




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      5.2    Program Development
             5.2.1 Program Development Phases
                 Problem Analysis


              Find out the user’s needs
                   or requirement



                                          Program Design

                                    The programmer designs
                                    the program using a flow
                                              chart


                                                                   Coding

                                                           The programmer starts
                                                           doing the coding for the
                                                                   program


                                                                                 Testing and Debugging
                                                                                The programmer tests the
                                                                                program at the user’s site
                                                                                    and performs the
                                                                                 debugging for any errors
                                                                                         found

                                                                                                             Documentation
                                                                                                          The programmer
                                                                                                           completes the
                                                                                                        documentation for the
                                                                                                      program which includes a
                                                                                                            user manual
                                          FIGURE 5: Program Development Phases

             5.2.2    Describe the five main phases in program development
                      vi. PHASE 1 - Problem analysis
                           In this phase, a programmer will:
                             a. Review and define the problem
                             b. Identify the input
                             c. Identify process
                             d. Identify the output
                           Usually the programmer will interview the client to know their needs
                             and requirements

                      vii. PHASE 2 - Program design
                            There are 3 types of designs used. These designs must be done
                             accordingly. They are:
                             a. top-down design (to know what are the input, process and output)




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                                            MAIN PROGRAM
                                           Student Registration




              Input                               Process                                      Output




             Request                         Verify Students’                Print Students’            Print Error
          Students’ Data                           Data                           Class                 Message


                           FIGURE 6: Example of Top-Down Design

                              b. pseudo code
                                   BEGIN
                                   Key in students’ data
                                             If all fields are filled Then
                                                           Print Class
                                             Else
                                                           Print Error Message
                                             End If
                                   END


                              FIGURE 7: Example of Pseudo Code

                              c. flow chart (to show the data flow of the program)
                                                     BEGIN




                                                  Request mark




                                                   PROCESS




                                   TRUE           Mark >= 50?            FALSE



                                   Print                                 Print
                              “Congratulations”                      “Work harder!”



                                                      END

                               FIGURE 8: Example of Flow Chart

                       viii.PHASE 3 - Coding
                             This is the phase where the program is written using a computer
                              programming language
                             A programmer will use a program development tool (such as Visual
                              Basic 6.0) which generates the codes




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                            FIGURE 9: Example of Program Development Tool

                           ix. PHASE 4 - Testing and debugging
                                Before a program or software is released to the client, it must go
                                 through the testing and debugging phase
                                This phase is to ensure that the program has no errors
                                Testing means to run the program and try all the functions in the
                                 program to make sure that they work accordingly
                                Debugging means to correct or repair any errors found
                                Usually testing and debugging is done at the client’s site and the
                                 tester will be the client
                                There are 3 types of errors:
                                 a. Syntax error
                                 b. Logic error
                                 c. Run-time error
                                               TYPES OF ERROR




          SYNTAX ERROR                           LOGIC ERROR                    RUN-TIME ERROR




            DESCRIPTION                          DESCRIPTION                       DESCRIPTION

      A syntax error is caused by
                                             A logic error occurs when       A run-time error is an error
          a wrong spelling in
                                            the actual output does not          that occurs while the
      command and declaration,
                                            match the expected output.          program is running or
      case sensitive , punctuation
                                            For example 2+1=3 but the        executing. It may cause the
        marks and wrong word
                                              program shows 2+1=4.            program to stop running.
              command.

                                 FIGURE 10: Types of Error and Description

                           x. PHASE 5 - Documentation
                               Documentation refers to any written materials produced during the
                                program development
                               It includes:
                                a. detailed problem definition
                                b. program plan (flow chart or pseudo code)
                                c. comments within the source code

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                         d. testing procedures
                         e. user manual
                        Proper documentation is important because it will help new
                         programmers to learn the existing program if the program requires
                         changes in the future




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TOPICS FOR INFORMATION SYSTEMS

      6.1    Concepts of Information Systems
             6.1.1 Definition
                   6.1.1.1 Give the meaning of:
                           i. Data
                           ii. Information
                           iii. Information Systems
             6.1.2 Usage of Information Systems in various fields.
                   6.1.2.1 State the usage of Information Systems in:
                           i. Education
                           ii. Business
                           iii. Management.
             6.1.3 Information Systems components
                   6.1.3.1 List the Information Systems components:
                   6.1.3.2 Define each of the Information Systems components
                           i. Data
                           ii. Hardware
                           iii. Software
                           iv. People
                           v. Procedure
                   6.1.3.3 Describe the interrelation between Information Systems components
                           using a diagram.
             6.1.4 Types of Information Systems
                   6.1.4.1 List FIVE types of Information Systems
                   6.1.4.2 State the usage of each type of Information Systems
                           i. Management Information System (MIS)
                           ii. Transaction Processing System (TPS)
                           iii. Decision Support System (DSS)
                           iv. Executive Information System (EIS)
                           v. Expert System (ES)
                           vi. Artificial Intelligence (AI)
             6.1.5 Hierarchy of data
                   6.1.5.1 Define:
                           i. Bit
                           ii. Byte
                           iii. Field
                           iv. Record
                           v. File
                   6.1.5.2 State the hierarchy of data

      6.2    Software
             6.2.1 Definition
                   6.2.1.1 Define:
                           i. Database
                           ii. Database Management Systems (DBMS)
                   6.2.1.2 List the benefits of using database
             6.2.2 Features
                   6.2.2.1 State the relationship between attribute (field), row (record) and
                           relation (file)
                   6.2.2.2 Define:
                           i. Primary key

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                             ii. Foreign key
                     6.2.2.3 State the importance of primary key
                     6.2.2.4 Differentiate between the primary key and foreign key
                     6.2.2.5 State the importance of relationship between the primary key and
                             foreign key
             6.2.3   Database objects
                     6.2.3.1 Define the following database objects/tools:
                             i. Table
                             ii. Form
                             iii. Query
                             iv. Report
                     6.2.3.2 Identify table, query, form and report as database objects/tools
             6.2.4   Data manipulation
                     6.2.4.1 List the basic operations of data manipulation:
                     6.2.4.2 State the usage of basic operations in data manipulation
                             i. Update
                             ii. Insert
                             iii. Delete
                             iv. Retrieve
                             v. Sort
                             vi. Filter
                             vii. Search

      6.3    Database development
             6.3.1 Phases of Systems Development
                   6.3.1.1 Describe the phases of systems development
                           i. Analysis
                           ii. Design
                           iii. Implementation
                           iv. Testing
                           v. Documentation
                           vi. Maintenance




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6.0   INFORMATION SYSTEMS
      6.1  Concepts of Information Systems
           6.1.1 Definition
                 6.1.1.1 Give the meaning of:
                         iv. Data
                              Data includes any text, numbers, images, audio and video that
                                will provide information on specific things

                            v. Information
                                Information is processed data that are organized, meaningful
                                   and useful.

                            vi. Information Systems
                                 A collection of hardware, software, data, people and
                                    procedures that work together to produce quality information.

             6.1.2   Usage of Information Systems in various fields.
                     6.1.2.1 State the usage of Information Systems in:
                             iv. Education
                                  Keep track of students’ statistics and grades
                                  Help students and teachers in online learning and discussion
                                  Store subject content

                            v. Business
                                Carry out online buying and selling
                                Help plan the delivery of goods and services
                                Make room bookings and check for the best rates

                            vi. Management.
                                 See employee records
                                 Analyse products, services and product prices
                                 Process customer orders, organize production times and keep
                                  track of product inventory

             6.1.3   Information Systems components
                     6.1.3.1 List the Information Systems components:
                             i. Data
                             ii. Hardware
                             iii. Software
                             iv. People
                             v. Procedure

                     6.1.3.2 Define each of the Information Systems components
                             vi. Data
                                  The raw, unorganised, discrete and potentially-useful facts
                                    and figures that are later processed (manipulated) to produce
                                    information.

                            vii. Hardware
                                  The set of hardware used to enter, retrieve and manipulate the
                                    data in the information system.


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                            viii.Software
                                  A program that consists of series of instructions that tells the
                                    computers what to do and how to do it. In Information
                                    Systems, software is used to convert data into useful
                                    information.

                            ix. People
                                 People involved in the process of developing, maintaining and
                                   using the database. These people include systems analyst,
                                   programmer, Manager of Information Systems (MIS) and data
                                   entry operator.

                            x. Procedure
                                A procedure is a series of documented actions taken to
                                  achieve something and it is usually more than a single simple
                                  task. A procedure can be quite complex and involved, such as
                                  performing a backup, shutting down a system, patching
                                  software.

                     6.1.3.3 Describe the interrelation between Information Systems components
                             using a diagram.
                                                                 Data


                                                Hardware
                                                                                    People




                                                    Software              Procedure

                                  FIGURE 1: Interrelation between Information Systems
                                                     components

             6.1.4   Types of Information Systems
                     6.1.4.1 List FIVE types of Information Systems:
                             i. Management Information System (MIS)
                             ii. Transaction Processing System (TPS)
                             iii. Decision Support System (DSS)
                             iv. Executive Information System (EIS)
                             v. Expert System (ES) / Artificial Intelligence (AI)

                     6.1.4.2 State the usage of each type of Information Systems
                             vii. Management Information System (MIS)
                                   An information system that generates accurate, timely and
                                     organized information so managers and other users can make
                                     decision, solve problems, supervise activities and track
                                     progress.

                            viii.Transaction Processing System (TPS)
                                  An information system that processes data generated from
                                    business transactions; usually used for daily routine

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                                    transactions and record-keeping, especially sales, payroll,
                                    reservations, shipping, and worker tracking

                            ix. Decision Support System (DSS)
                                 A system that provides data, structured models and ad-hoc
                                   query tools to enable business decision development and
                                   analysis.

                            x. Executive Information System (EIS)
                                An Executive Information System (EIS) is a computer-based
                                  system that facilitates and supports the information and
                                  decision making needs of senior executives by providing easy
                                  access to information relevant to organization’s objectives. It
                                  is commonly considered as a specialized form of Decision
                                  Support System (DSS).

                            xi. Expert System (ES)
                                 A type of system that makes decisions or solves problems in a
                                   particular field by using knowledge and analytical rules
                                   defined by experts in the field.

                            xii. Artificial Intelligence (AI)
                                  The ability of a computer to perform tasks, such as reasoning
                                     and learning, that human intelligence is capable of doing.

             6.1.5   Hierarchy of data
                     6.1.5.1 Define:
                             vi. Bit
                                 A binary digit, taking a value of either 0 or 1.

                            vii. Byte
                                 A unit of measurement of information storage consisting of 8 bits
                                 that represents a single character.

                            viii.Field
                                 A field holds a single data. For example, a birthdate field that
                                 shows the date of birth of a person in the database.

                            ix. Record
                                A group of related fields that provides information about
                                someone or something in a database. For example, an Employee
                                record may contain a name field, address field or birthdate field.

                            x. File
                               A collection of related records stored on a storage medium.




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                              6.1.5.2 State the hierarchy of data:
                                       Bit  byte (character)  field  record  file  database

                                                                Database




                               File                                                                 File




            Record                             Record                              Record                          Record




   Field              Field           Field             Field              Field            Field          Field            Field


   Bytes              Bytes           Bytes             Bytes              Bytes            Bytes          Bytes            Bytes


   Bits                Bits           Bits              Bits               Bits             Bits           Bits             Bits



                                              FIGURE 2: Hierarchy of Data

           6.2       Software
                     6.2.1 Definition
                           6.2.1.1 Define:
                                   iii. Database
                                        A database is a collection of data organized in a manner that
                                        allow access, retrieval and use of that data.

                                      iv. Database Management Systems (DBMS)
                                          A collection of programs that enables us to store, modify, extract
                                          and manage information from a database.

                              6.2.1.2 List the benefits of using database
                                      i. Data redundancies and inconsistencies are reduced.
                                      ii. Access is restricted to authorized people.
                                      iii. Information can be presented in a variety of formats.
                                      iv. Data filtering is much easier.
                                      v. Data manipulation can be done easily.
                                      vi. Users may share data with one another
                                      vii. Data integrity is preserved because changes in one file are made
                                           in other files as well.

                     6.2.2    Features
                              6.2.2.1 State the relationship between attribute (field), row (record) and
                                      relation (file)
                                      i. Data is organized into related tables.
                                      ii. Each table is made up of rows which are called records and
                                           columns which are called fields.
                                      iii. Each record contains fields of information about some specific
                                           item.

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                                                          Field




     Record




                                                 FIGURE 3: Fields and Records

                      6.2.2.2 Define:
                              iii. Primary key
                                    A field that uniquely identifies each record in a file.

                             iv. Foreign key
                                  A primary key that exist in other tables in order to link the
                                    related tables together.

                      6.2.2.3 State the importance of primary key
                              i. Used for the purpose of indexing the tables in a database which
                                   makes it more efficient to:
                                    search for specific record
                                    sort the data or
                                    link tables.
                              ii. Helps to avoid duplicating records.
                              iii. Prevents null values from being entered in the unique field.

                      6.2.2.4 Differentiate between the primary key and foreign key
                                          Primary key                        Foreign key
                               Must contain unique values         May have duplicate values
                               Used to uniquely identity each     Used to link to a primary key in
                               record in a table                  another table
                                  TABLE 1: Differences between primary key and foreign key

                      6.2.2.5 State the importance of relationship between the primary key and
                              foreign key
                               To enable users to retrieve all the related information from
                                  different tables.
                               The primary key of one table becomes a foreign key in other
                                  table.
                               A primary key makes creating Queries, Forms and Reports easier.
                               A primary key improves data performance by relating a smaller
                                  table into meaningful database.
                               By matching a foreign key with primary key, the data does not
                                  need to be entered repeatedly.

              6.2.3   Database objects
                      6.2.3.1 Define the following database objects/tools:

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                          v. Table
                              A set of data arranged in rows and columns.

                          vi. Form
                               A form is a type of a database object that is primarily used to
                                 enter or display data in a database.

                          vii. Query
                                An object that requests information from a database and
                                  creates a dataset of the requested information.

                          viii.Report
                                A report is an effective way to present data in a printed
                                  format. Since we have control over the size and appearance of
                                  everything on a report, we can display the information the
                                  way we want to see it.

                   6.2.3.2 Identify table, query, form and report as database objects/tools




                                                    FIGURE 4: Table




                                                    FIGURE 5: Query




                                                    FIGURE 6: Form

M.D.A.S-SMK BELAGA ICT DEPARTMENT             35
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                                                      FIGURE 7: Report

             6.2.4   Data manipulation
                     6.2.4.1 List the basic operations of data manipulation:
                             i. Update
                             ii. Insert
                             iii. Delete
                             iv. Retrieve
                             v. Sort
                             vi. Filter
                             vii. Search

                     6.2.4.2 State the usage of basic operations in data manipulation
                             viii.Update
                                   To correct inaccurate data and to change old data with new
                                     data.

                            ix. Insert
                                 To add new records in the file when new data are obtained.

                            x. Delete
                                To remove a record from a file when it is no longer needed.

                            xi. Retrieve
                                 To obtain specific information from the tables in order to refer
                                   or make changes to the information.

                            xii. Sort
                                  To arrange the records according to ascending or descending
                                    order based on a specified field.

                            xiii.Filter
                                  To exclude unwanted records from being retrieved by using
                                     certain condition or criteria in a query.
                                 .
                            xiv.Search
                                  To find specific records that fulfills the users’ requirements.

      6.3    Database development
             6.3.1 Phases of Systems Development




M.D.A.S-SMK BELAGA ICT DEPARTMENT              36
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          Analysis


                          Design


                                      Implementation


                                                         Testing


                                                                     Documentation


                                                                                      Maintenance

                             FIGURE 8: Phases of Systems Development

                     6.3.1.1 Describe the phases of systems development
                             vii. Analysis
                                   In analysis phase, the developer will determine the problem or
                                     understanding the existing system. Several things will be
                                     considered such as users’ wants, needs and requirements in
                                     order to come up with a solution.
                             viii.Design
                                   In this phase, the developer will begin to plan the system.
                                     Several things will be considered in this phase such as the
                                     hardware and software requirement, technical specifications
                                     and input and output design.
                             ix. Implementation
                                   The purpose of the implementation phase is to construct or
                                     build the new or modified system and then deliver it to the
                                     users. Everything which has been considered and decided in
                                     design phase will be implemented in this phase.
                             x. Testing
                                   When the system has been developed, the programmers or
                                     system analysts will perform a program testing. The purpose
                                     of doing the testing is to find any possible errors in the system
                                     and correct them. The errors are usually one of the two types;
                                     syntax error and logic errors. Another type of error will be
                                     the run-time error. Run-time error causes the program to stop
                                     until the problem is resolved.


                            xi. Documentation
                                  In the documentation phase, the programmer will prepare all
                                   the documentation on the program. This documentation
                                   includes charts, solution algorithms, test data, program code
                                   listing and user guide. All documents should be made
                                   complete and accurate.
                            xii. Maintenance
                                  Keeping the system up to date with the changes in the
                                   organization and ensuring it meets the goals of the

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                                organization by having a help desk to support the system
                                users, having a team available to aid technical difficulties,
                                answer questions and implementing changes to the system
                                when necessary.




M.D.A.S-SMK BELAGA ICT DEPARTMENT         38
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References:

1. ICT CD Courseware Notes
2. Shelly Cashman Series – Discovering Computers 2007
3. Various sources from the Internet




M.D.A.S-SMK BELAGA ICT DEPARTMENT           39

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Form 5 topics combined

  • 1. LEARNING AREA 4 - MULTIMEDIA TOPICS FOR MULTIMEDIA 4.1 Multimedia Concepts 4.1.1 Definition of Multimedia 4.1.2 Usage of multimedia in various fields i. Entertainment industry ii. Business iii. Arts iv. Medicine v. Engineering 4.1.3 Interactivity: Characteristics of linear and non-linear multimedia 4.1.4 Differentiate between characteristics of linear and non-linear multimedia 4.1.5 Medium of delivery 4.1.6 Compare and contrast the mediums of delivery 4.1.7 Multimedia elements i. Text ii. Graphics iii. Video iv. Audio v. Animation 4.1.8 Standard file formats 4.2 Hardware and Software 4.2.1 Identifying hardware that can be used to produce multimedia products i. Scanner ii. Video camera iii. Digital camera iv. Audio devices v. Video capture devices 4.2.2 Identify editing software that can be used to produce multimedia elements i. Text editor ii. Graphics and image editor iii. Audio editor iv. Video editor v. Animation editor 4.2.3 Authoring tools 4.2.3.1 Define the concepts in authoring tools i. Time frame concept ii. Icon concept iii. Card concept 4.2.4 Web editor 4.2.4.1 Describe and give examples of: i. Text-based ii. WYSIWYG 4.3 Multimedia Development 4.3.1 User interface principles 4.3.1.1 State user interface principles i. Consistency ii. Clarity iii. Context iv. Navigation M.D.A.S-SMK BELAGA ICT DEPARTMENT 1
  • 2. LEARNING AREA 4 - MULTIMEDIA v. Search vi. Personalisation vii. Learnability viii. Flexibility 4.3.1.2 Apply suitable user interface principles in a project 4.3.2 Development Team 4.3.2.1 State the role of each member in development team i. Project manager ii. Subject matter expert iii. Instructional designer iv. Graphics artist v. Audio-video technician vi. Programmer 4.3.3 Multimedia production 4.3.3.1 Describe the phases in multimedia production i. Phase 1 - Analysis ii. Phase 2 - Design iii. Phase 3 - Implementation iv. Phase 4 - Testing v. Phase 5 - Evaluation vi. Phase 6 - Publishing M.D.A.S-SMK BELAGA ICT DEPARTMENT 2
  • 3. LEARNING AREA 4 - MULTIMEDIA 4.0 MULTIMEDIA 4.1 Multimedia Concepts 4.1.1 Definition of Multimedia  “Multimedia” comes from the word “multi” and “media”. “Multi” means various. “Media” refers to any hardware or software used for communicating.  Multimedia is the presentation of information by using a combination of text, audio, graphic, video and animation.  In the field of Information and Communication Technology, multimedia is an interactive communication process that uses an integration of five main elements such as texts, graphics, audio, video and animation. 4.1.2 Usage of multimedia in various fields i. Entertainment industry  Produces computer games, and develop animations or special effects for cartoons and movies. ii. Business  Multimedia applications are used in advertising products.  Many companies nowadays develop and distribute catalogues in the form of a CD-ROM as it is more interesting to the consumers. iii. Arts  Artists use multimedia elements by combining drawing and animation. iv. Medicine  Doctors can practice or be trained in performing high-risk surgery by using virtual surgery. v. Engineering  Uses an application called Computer-Aided Design or CAD.  By using this application, engineers can view the design from many aspects and improve on it before production. 4.1.3 Interactivity: Characteristics of linear and non-linear multimedia Interactivity Refers to how a user interacts with a multimedia application or program Linear Non-Linear Interactivity Interactivity Characteristics Characteristics The user interacts The content is The user can control with the multimedia The user is the The user is can arranged in the progress of the The user controls the application without passive receiver of interact with the sequence. This multimedia sequence of the controlling the the multimedia application according means, everything application content by multimedia content. progress of the content to how they want to happens in order using buttons or links content FIGURE 1: Characteristics of linear and non-liner multimedia 4.1.4 Differentiate between characteristics of linear and non-linear multimedia M.D.A.S-SMK BELAGA ICT DEPARTMENT 3
  • 4. LEARNING AREA 4 - MULTIMEDIA Provides more buttonsor NON-LINEAR The user can controlthe The user can control the links for the user to control MULTIMEDIA progress sequence the application Of Content Sequence Buttons & Links Control User Provides limited buttons LINEAR The user cannot control The content is played in or links that limit the user’s MULTIMEDIA the progress sequence control FIGURE 2: Difference between linear and non-linear multimedia 4.1.5 Medium of delivery  “Medium of delivery” means the ways to distribute a multimedia application.  There are two most common medium of delivery.  They are: i. Web-based ii. CD-based  For web-based multimedia, the multimedia content will be delivered through Web pages using the Internet technology. It can only be viewed using a web browser such as Internet Explorer and Mozilla Firefox.  For CD-based multimedia, the multimedia content will be delivered in CD-ROMs. These CD-ROMs are usually used with computers. 4.1.6 Compare and contrast the mediums of delivery Web-based CD-based Limited in picture size and low Can store high end multimedia resolution video elements such as video Can be changed, damaged or deleted Can be permanently stored and are by irresponsible individuals not changeable Information for multimedia can be Information on a multimedia can be updated easily and its cheaper quickly outdated TABLE 1: Comparison between mediums of delivery 4.1.7 Multimedia elements M.D.A.S-SMK BELAGA ICT DEPARTMENT 4
  • 5. LEARNING AREA 4 - MULTIMEDIA 5 Main Elements of Multimedia Text Graphics Video Audio Animation Static elements Dynamic Elements (Does not move) (Moves) FIGURE 3: 5 Main Elements of Multimedia vi. Text  The most basic element  Involves the use of text types, sizes, colours and background colour vii. Graphics  Graphics help to illustrate ideas through still pictures.  There are two types of graphics used; bitmaps and vector.  Bitmaps are real images captured using cameras or scanners  Vectors are images drawn on the computer viii.Video  Videos can be obtained from various sources  It can be recorded using a digital video camera and transferred to a computer or created from a photo slideshow and saved in video format ix. Audio  Examples of audio elements are speech, music and sound effects.  There are two types of audio; analog and digital  In multimedia, digital audio is used  We must convert an analog audio into digital audio before using it in a multimedia application x. Animation  Animation is a process of making a static image look like its moving.  In multimedia, digital animation is used.  Digital animation can be divided into 2 areas; 2D (2-Dimensional) and 3D (3-Dimensional) animations. 4.1.8 Standard file formats  Each of the five elements of multimedia has various standard file formats.  File formats can be determined by looking at the file extensions.  For example, a file named Multimedia.doc has the file extension of .doc. M.D.A.S-SMK BELAGA ICT DEPARTMENT 5
  • 6. LEARNING AREA 4 - MULTIMEDIA 5 Main Elements of Multimedia Text Graphics Video Audio Animation File File File File File Full name Full name Full name Full name Full name extension extension extension extension extension Microsoft Word Joint Photographic Audio Video *.doc *.jpg *.avi *.wav Waveform *.swf Shockwave Flash Document Expert Group interleave Graphics Musical Instrument Graphics *.txt ASCII *.gif *.mov Quicktime Movie *.midi *.gif Interchange Format Digital Interface Interchange Format Tagged Image File Motion Picture Audio Interchange Animation Swish *.rtf Rich Text Format *.tiff *.mpeg *.aif/*.aiff *.swi Format Experts Group File Format Format Windows Media *.bmp Bitmap *.wmv *.au Audio Video Portable Network Windows Media *.png *.wma Graphics Audio Photoshop *.psd Document FIGURE 4: Standard File Formats of the Multimedia Elements 4.2 Hardware and Software FIGURE 5: Hardware Used In Multimedia Production 4.2.1 Identifying hardware that can be used to produce multimedia products i. Scanner  Used to convert conventional images, texts, drawings and photos into digital form that can be understood by the computer.  There are four types of scanners: flatbed scanner, hand held scanner, sheet-fed scanner and 3D scanner. M.D.A.S-SMK BELAGA ICT DEPARTMENT 6
  • 7. LEARNING AREA 4 - MULTIMEDIA FIGURE 6: Types of Scanner ii. Video camera  There are two types of video cameras: analog video camera and digital video camera (DV).  An analog video camera records video in analog signals on a magnetic video tape.  A digital video camera records video in digital signals, which can be stored in various forms of media, such as digital video tape or memory cards. FIGURE 7: Types of Video Camera iii. Digital camera  In a digital camera, images are captured and stored in a media card.  The advantages of having a digital camera is that the images captured can directly be used in the computer.  It saves cost as we do not have to buy films and can choose to keep or delete the pictures in the memory card. M.D.A.S-SMK BELAGA ICT DEPARTMENT 7
  • 8. LEARNING AREA 4 - MULTIMEDIA FIGURE 8: Types of Camera iv. Audio devices  Audio devices are needed to record analog sound.  The sounds are then changed into digital sound.  Examples of devices used for recording sounds or audio are microphone, sound card and voice synthesizer. FIGURE 9: Types of Audio Devices v. Video capture devices  Video capture devices help to convert analog video to digital video. The firewire helps to transfer the video from video camera to the computer.  They also transfer digital video to the computer so that the data can be edited or stored. FIGURE 10: How Video Capture Device Works M.D.A.S-SMK BELAGA ICT DEPARTMENT 8
  • 9. LEARNING AREA 4 - MULTIMEDIA 4.2.2 Identify editing software that can be used to produce multimedia elements FIGURE 6: Editing Software Used in Multimedia Production i. Text editor  Used to edit plain text ii. Graphics and image editor  Used to edit images, draw or illustrate pictures or objects iii. Audio editor  Used for voice recording or producing music and special sound effects iv. Video editor  Used to edit video v. Animation editor  Used for producing 2D, 3D, special effects and animation for the web ELEMENTS EDITING SOFTWARE Text • Notepad • Microsoft Word • Open Office Writer Graphics • Microsoft Paint • Adobe Photoshop • Corel Draw Audio • Sound Recorder • Sony Sound Forge • Adobe Audition Video • Adobe Premiere • Pinnacle Studio • Ulead MediaStudio Pro Animation • Macromedia Flash (2D) • Asymmetrix 3DFX (3D) • Magic Morph (special effect) • Ulead Gif Animator (Web animation) TABLE 2: Examples of Editing Software M.D.A.S-SMK BELAGA ICT DEPARTMENT 9
  • 10. LEARNING AREA 4 - MULTIMEDIA 4.2.3 Authoring tools  Authoring tool is a program that helps you write multimedia applications.  Authoring tools usually enable you to create a final application by linking together objects such as a paragraph of text, graphic or a video.  By sequencing them in an appropriate order, authoring tools can produce attractive and useful multimedia applications. 4.2.3.2 Define the concepts in authoring tools i. Time frame concept  the multimedia elements or events are presented and organised along a time line  This type of tool helps users coordinate when each multimedia element (text, graphics, audio, video or animation) plays.  Examples of authoring tools using the time frame concept are Flash and Director. FIGURE 7: Time Frame Concept ii. Icon concept  The icon concept provides the multimedia developer with a visual programming approach to sequencing events in the multimedia application.  In this concept, elements and events are organised in a structural framework.  Users can present visually a logical flow of events by dragging icons from an icon menu.  The icon can represent graphics, audio files, animation, text, movies, and other elements  These icons represent: o events such as mouse clicks, key press o actions to be performed after an event e.g. a transition, a sound o routines to perform loops, conditional branches  Several multimedia authoring tools which use this icon concept are Authorware and IconAuthor. M.D.A.S-SMK BELAGA ICT DEPARTMENT 10
  • 11. LEARNING AREA 4 - MULTIMEDIA FIGURE 8: Icon Concept iii. Card concept  The card concept is based on the idea of card stacks containing graphics, audio, video, text and animation.  Elements and events in card concept authoring tools are organised as pages in a book or a stack of cards.  When card concept authoring tools starts, a blank page is displayed. Certain objects can be inserted e.g. text, pictures and buttons.  By inserting objects into several pages, a multimedia "book'' is eventually created.  Examples of the card concept in authoring tools are ToolBook, HyperCard and SuperCard. FIGURE 9: Card Concept M.D.A.S-SMK BELAGA ICT DEPARTMENT 11
  • 12. LEARNING AREA 4 - MULTIMEDIA 4.2.4 Web editor  Web editor is a program that you use to create Web page.  It can be something as simple as the text editor that came with your operating system.  It can be something as simple as the text editor.  It can also be something that creates the Websites as you point and click away. 4.2.4.1 Describe and give examples of: iii. Text-based  A text-based Web editor is a basic editor where you work with Hypertext Markup Language (HTML) tags to create a Web page.  It can be used to change HTML source codes.  Using a text-based Web editor requires you to have HTML knowledge to get started.  Notepad and PSPad are examples of text-based editors. FIGURE 10: Examples of Text-based Editors iv. WYSIWYG  WYSIWYG stands for What You See Is What You Get.  WYSIWYG web editors provide an editing interface that shows how the pages will be displayed in a web browser.  Using a WYSIWYG editor does not require any HTML knowledge. It is easier for an average computer user.  Examples of WYSIWYG web editor are Microsoft FrontPage and Macromedia Dreamweaver. M.D.A.S-SMK BELAGA ICT DEPARTMENT 12
  • 13. LEARNING AREA 4 - MULTIMEDIA FIGURE 11: How WYSIWYG Editor Works FIGURE 12: Examples of WYSIWYG Editors 4.3 Multimedia Development 4.3.1 User interface principles  User interface refers to how human can interact with a computer  In multimedia, the most common type of user interface used is Graphical User Interface (GUI)  To create a good user interface, there are several principles that we must consider 4.3.1.3 State user interface principles ix. Consistency  Consistency means the interface design is in harmony and applies to all screen in a software program.  The same words or commands perform the same functions throughout the user interface. M.D.A.S-SMK BELAGA ICT DEPARTMENT 13
  • 14. LEARNING AREA 4 - MULTIMEDIA FIGURE 13: Example of Consistency x. Clarity  Clarity means that the icons, words or commands are clearly labeled and easy to understand.  Users should be able to use relevant icons or graphics to guide them through the multimedia application. FIGURE 14: Example of Clarity xi. Context  Context means that the content of the multimedia application should be relevant to its title.  Ideas must be presented in relation to the title. xii. Navigation  Navigation means users can move around or navigate through the multimedia application easily using the menus, buttons, links help files or other screens in a system. M.D.A.S-SMK BELAGA ICT DEPARTMENT 14
  • 15. LEARNING AREA 4 - MULTIMEDIA FIGURE 15: Example of Navigation xiii. Search  Search means the system enables users to search keywords or glossary.  The user interface should have a search function. FIGURE 16: Example of Search Function xiv. Personalisation  Personalisation means the users can make their own personal or individual learning.  Users can choose their display options. FIGURE 17: Example of Personalisation xv. Learnability  Learnability means the system provides support information and help files to make the system easy to understand.  Support information is important, especially in helping the user to use the system. M.D.A.S-SMK BELAGA ICT DEPARTMENT 15
  • 16. LEARNING AREA 4 - MULTIMEDIA  The help function should be available to speed up the interaction for both experienced and inexperienced users. FIGURE 18: Example of Help Tool xvi. Flexibility  Flexibility means a user has the authority to navigate through all the sections without any limitations.  For example, the user is allowed to access any of the lessons, sections and pages of the program. FIGURE 19: Example of Flexibility 4.3.1.4 Apply suitable user interface principles in a project 4.3.2 Development Team  A multimedia production team consists of a Project Manager, Subject Matter Expert (SME), Graphic Artist, Audio-Video Technician, Instructional Designer and Programmer. FIGURE 20: Hierarchy of a Multimedia Development Team M.D.A.S-SMK BELAGA ICT DEPARTMENT 16
  • 17. LEARNING AREA 4 - MULTIMEDIA 4.3.2.2 State the role of each member in development team i. Project manager  Define the scope of the project  Meet and discuss with clients  Search for financial resources  Search for equipment and facilities  Coordinate the production team ii. Subject matter expert  Do research on the content of a multimedia program  Provide content for the multimedia content iii. Instructional designer  Decide the best educational strategies and practices to present the information iv. Graphics artist  Develop the graphic elements of the multimedia program such as backgrounds, buttons, photo collages, animations, 3D objects and logos. v. Audio-video technician  Responsible for recording the voice or audio for the program  Edits audio files such as sound effects, music and narrations  Capturing, editing and digitizing videos vi. Programmer  Writes the program code or scripts using the authoring tool  Combines all the multimedia elements into a multimedia program. 4.3.3 Multimedia production 4.3.3.2 Describe the phases in multimedia production PHASE 1 PHASE 2 PHASE 3 ANALYSIS DESIGN IMPLEMENTATION PHASES OF MULTIMEDIA PRODUCTION PHASE 6 PHASE 5 PHASE 4 PUBLISHING EVALUATION TESTING FIGURE 21: Phases of Multimedia Production i. Phase 1 - Analysis The Analysis Phase is the main phase of a multimedia production. Enables multimedia developers to set the focus of the project. The multimedia developers will identify the project title, problem, objectives, possible solution and target users. M.D.A.S-SMK BELAGA ICT DEPARTMENT 17
  • 18. LEARNING AREA 4 - MULTIMEDIA ii. Phase 2 - Design  The Design Phase refers to the planning of the design of the multimedia program to be developed.  There are two popular tools used in the Design Phase, namely the Flow Chart and Storyboard. FIGURE 22: Example of Storyboard iii. Phase 3 - Implementation  The multimedia developers will convert a design plan such as a Storyboard into a multimedia program.  This is the phase where the multimedia program is produced using an authoring tool such as Toolbook Assistant 2004. iv. Phase 4 - Testing  The Testing Phase begins after the Implementation Phase.  The Testing Phase involves multimedia developers and does not involve the users yet.  The purpose of testing is to ensure that the program runs correctly without errors. v. Phase 5 - Evaluation  Selected users are involved in the evaluation of multimedia programs.  Focuses on overall presentation and effectiveness of the multimedia. vi. Phase 6 - Publishing  In the publishing phase, the multimedia contents will be published so that it can be delivered to the client.  We have two options of mediums used in delivering multimedia contents: o CD-based o Web-based M.D.A.S-SMK BELAGA ICT DEPARTMENT 18
  • 19. LEARNING AREA 4 - MULTIMEDIA TOPICS FOR PROGRAMMING 5.1 Basic Programming Concepts 5.1.1 Define Program and Programming Language. 5.1.2 Levels and Generations of Programming Languages 5.1.3 Programming Language Approaches 5.1.3.1 Structured approach 5.1.3.2 Object-oriented approach 5.1.3.3 Differentiate between structured and object-oriented 5.1.4 Translator 5.1.4.1 Describe translation methods using: 5.1.4.1.1 Assembler 5.1.4.1.2 Interpreter 5.1.4.1.3 Compiler 5.1.5 Basic Elements in Programming 5.1.5.1 Differentiate between constants and variables 5.1.5.2 Differentiate between the data types: Boolean, integer, double, string and date 5.1.5.3 Differentiate between mathematical and logical operators 5.1.5.4 Differentiate between sequence control structure and selection control structure (flow chart) 5.2 Program Development 5.2.1 Program Development Phases 5.2.2 Describe the five main phases in program development i. PHASE 1 - Problem analysis ii. PHASE 2 - Program design iii. PHASE 3 - Coding iv. PHASE 4 - Testing and debugging v. PHASE 5 - Documentation M.D.A.S-SMK BELAGA ICT DEPARTMENT 19
  • 20. LEARNING AREA 4 - MULTIMEDIA 5.0 PROGRAMMING 5.1 Basic Programming Concepts 5.1.1 Define Program and Programming Language.  Program is a series of organized instructions that directs a computer to perform tasks. It contains a list of variables and a list of statements that tell the computer what to do with the variables.  A programming language is a set of words, symbols and codes that enables humans to communicate with computers. 5.1.2 Levels and Generations of Programming Languages PROGRAMMING LANGUAGES Low-level High-level Languages Languages First Generation Second Generation Third Generation Fourth Generation Fifth Generation (1GL) (2GL) (3GL) (4GL) (5GL) EXAMPLE(S) EXAMPLE(S) EXAMPLE(S) EXAMPLE(S) EXAMPLE(S) COBOL FORTRAN SQL BASIC PROLOG Machine Language Assembly Language NOMAD COBOL MERCURY FOCUS C C++ FIGURE 1: Levels of Programming Languages 5.1.3 Programming Language Approaches 5.1.3.1 Structured approach  Uses a top-down design model  Programs are drawn as rectangles  The whole program is broken down into modules 5.1.3.2 Object-oriented approach  A special type of programming approach that combines data with functions to create objects  The objects have relationships with one another 5.1.3.3 Differentiate between structured and object-oriented Structured Object-oriented Uses top-down design model Uses objects TABLE 1: Difference between structured and object-oriented 5.1.4 Translator 5.1.4.1 Describe translation methods using: 5.1.4.1.1 Assembler  A computer program for translating assembly language into machine language  Examples of assemblers are MACRO-80 Assembler and Microsoft MASM. M.D.A.S-SMK BELAGA ICT DEPARTMENT 20
  • 21. LEARNING AREA 4 - MULTIMEDIA 5.1.4.1.2 Interpreter  Used to interpret and execute program directly from its source without compiling it first  The source code is interpreted and executed in real time when the user executes it  The interpreter will read each code, converts it to machine code and executes it line by line until the end of the program 5.1.4.1.3 Compiler  The source code will be converted into machine code  If the compiler encounters any errors, it records them in the program-listing file  A compiled code runs faster than programs based on interpreted language. 5.1.5 Basic Elements in Programming Basic elements Control Constant Variables Data types Operators structures FIGURE 2: 5 Basic Elements in Programming 5.1.5.1 Differentiate between constants and variables Constants Variables Characteristics The value will never The value can change anytime during change during the course the course of the program of the program Usage Used when we want to Used to store data that may or will declare something that change during the running of the won’t be changed during program the program execution TABLE 2: Differences between constants and variables M.D.A.S-SMK BELAGA ICT DEPARTMENT 21
  • 22. LEARNING AREA 4 - MULTIMEDIA 5.1.5.2 Differentiate between the data types: Boolean, integer, double, string and date Data types Boolean Integer Double String Date Contains any type of whole Any number Any value that Consists either a Any value that number value value that may contains a TRUE or FALSE contains date that does not contain decimal sequence of value format have any points characters decimals Example: Example: Example: Example: Example: TRUE 1990 3.142 Kuala Lumpur 30 October 2007 FIGURE 3: Difference between data types 5.1.5.3 Differentiate between mathematical and logical operators Operators Mathematical Logical Performs mathematical Performs logical operation operations such as addition, such as checking the subtraction, multiplication and condition of two Boolean division values Example: Example: 20 + 25 = 45 A AND B 20 – 15 = 5 C OR D 20 x 15 = 300 NOT E FIGURE 4: Difference between mathematical and logical operators M.D.A.S-SMK BELAGA ICT DEPARTMENT 22
  • 23. LEARNING AREA 4 - MULTIMEDIA 5.1.5.4 Differentiate between sequence control structure and selection control structure (flow chart) Sequence Control Selection Control Structure Structure Usage Used when we want Used when we want to implement decision making process to execute the codes in the program line by line Execution Executes statements Executes different statements for different conditions flow one by one in linear or consecutive order Flow chart Does not use the Uses the decision symbol decision symbol BEGIN BEGIN STATEMENT 1 Request mark STATEMENT 2 PROCESS STATEMENT 3 TRUE Mark >= 50? FALSE END Print Print “Congratulations” “Work harder!” END TABLE 3: Difference between Sequence and Selection Control M.D.A.S-SMK BELAGA ICT DEPARTMENT 23
  • 24. LEARNING AREA 4 - MULTIMEDIA 5.2 Program Development 5.2.1 Program Development Phases Problem Analysis Find out the user’s needs or requirement Program Design The programmer designs the program using a flow chart Coding The programmer starts doing the coding for the program Testing and Debugging The programmer tests the program at the user’s site and performs the debugging for any errors found Documentation The programmer completes the documentation for the program which includes a user manual FIGURE 5: Program Development Phases 5.2.2 Describe the five main phases in program development vi. PHASE 1 - Problem analysis  In this phase, a programmer will: a. Review and define the problem b. Identify the input c. Identify process d. Identify the output  Usually the programmer will interview the client to know their needs and requirements vii. PHASE 2 - Program design  There are 3 types of designs used. These designs must be done accordingly. They are: a. top-down design (to know what are the input, process and output) M.D.A.S-SMK BELAGA ICT DEPARTMENT 24
  • 25. LEARNING AREA 4 - MULTIMEDIA MAIN PROGRAM Student Registration Input Process Output Request Verify Students’ Print Students’ Print Error Students’ Data Data Class Message FIGURE 6: Example of Top-Down Design b. pseudo code BEGIN Key in students’ data If all fields are filled Then Print Class Else Print Error Message End If END FIGURE 7: Example of Pseudo Code c. flow chart (to show the data flow of the program) BEGIN Request mark PROCESS TRUE Mark >= 50? FALSE Print Print “Congratulations” “Work harder!” END FIGURE 8: Example of Flow Chart viii.PHASE 3 - Coding  This is the phase where the program is written using a computer programming language  A programmer will use a program development tool (such as Visual Basic 6.0) which generates the codes M.D.A.S-SMK BELAGA ICT DEPARTMENT 25
  • 26. LEARNING AREA 4 - MULTIMEDIA FIGURE 9: Example of Program Development Tool ix. PHASE 4 - Testing and debugging  Before a program or software is released to the client, it must go through the testing and debugging phase  This phase is to ensure that the program has no errors  Testing means to run the program and try all the functions in the program to make sure that they work accordingly  Debugging means to correct or repair any errors found  Usually testing and debugging is done at the client’s site and the tester will be the client  There are 3 types of errors: a. Syntax error b. Logic error c. Run-time error TYPES OF ERROR SYNTAX ERROR LOGIC ERROR RUN-TIME ERROR DESCRIPTION DESCRIPTION DESCRIPTION A syntax error is caused by A logic error occurs when A run-time error is an error a wrong spelling in the actual output does not that occurs while the command and declaration, match the expected output. program is running or case sensitive , punctuation For example 2+1=3 but the executing. It may cause the marks and wrong word program shows 2+1=4. program to stop running. command. FIGURE 10: Types of Error and Description x. PHASE 5 - Documentation  Documentation refers to any written materials produced during the program development  It includes: a. detailed problem definition b. program plan (flow chart or pseudo code) c. comments within the source code M.D.A.S-SMK BELAGA ICT DEPARTMENT 26
  • 27. LEARNING AREA 4 - MULTIMEDIA d. testing procedures e. user manual  Proper documentation is important because it will help new programmers to learn the existing program if the program requires changes in the future M.D.A.S-SMK BELAGA ICT DEPARTMENT 27
  • 28. LEARNING AREA 4 - MULTIMEDIA TOPICS FOR INFORMATION SYSTEMS 6.1 Concepts of Information Systems 6.1.1 Definition 6.1.1.1 Give the meaning of: i. Data ii. Information iii. Information Systems 6.1.2 Usage of Information Systems in various fields. 6.1.2.1 State the usage of Information Systems in: i. Education ii. Business iii. Management. 6.1.3 Information Systems components 6.1.3.1 List the Information Systems components: 6.1.3.2 Define each of the Information Systems components i. Data ii. Hardware iii. Software iv. People v. Procedure 6.1.3.3 Describe the interrelation between Information Systems components using a diagram. 6.1.4 Types of Information Systems 6.1.4.1 List FIVE types of Information Systems 6.1.4.2 State the usage of each type of Information Systems i. Management Information System (MIS) ii. Transaction Processing System (TPS) iii. Decision Support System (DSS) iv. Executive Information System (EIS) v. Expert System (ES) vi. Artificial Intelligence (AI) 6.1.5 Hierarchy of data 6.1.5.1 Define: i. Bit ii. Byte iii. Field iv. Record v. File 6.1.5.2 State the hierarchy of data 6.2 Software 6.2.1 Definition 6.2.1.1 Define: i. Database ii. Database Management Systems (DBMS) 6.2.1.2 List the benefits of using database 6.2.2 Features 6.2.2.1 State the relationship between attribute (field), row (record) and relation (file) 6.2.2.2 Define: i. Primary key M.D.A.S-SMK BELAGA ICT DEPARTMENT 28
  • 29. LEARNING AREA 4 - MULTIMEDIA ii. Foreign key 6.2.2.3 State the importance of primary key 6.2.2.4 Differentiate between the primary key and foreign key 6.2.2.5 State the importance of relationship between the primary key and foreign key 6.2.3 Database objects 6.2.3.1 Define the following database objects/tools: i. Table ii. Form iii. Query iv. Report 6.2.3.2 Identify table, query, form and report as database objects/tools 6.2.4 Data manipulation 6.2.4.1 List the basic operations of data manipulation: 6.2.4.2 State the usage of basic operations in data manipulation i. Update ii. Insert iii. Delete iv. Retrieve v. Sort vi. Filter vii. Search 6.3 Database development 6.3.1 Phases of Systems Development 6.3.1.1 Describe the phases of systems development i. Analysis ii. Design iii. Implementation iv. Testing v. Documentation vi. Maintenance M.D.A.S-SMK BELAGA ICT DEPARTMENT 29
  • 30. LEARNING AREA 4 - MULTIMEDIA 6.0 INFORMATION SYSTEMS 6.1 Concepts of Information Systems 6.1.1 Definition 6.1.1.1 Give the meaning of: iv. Data  Data includes any text, numbers, images, audio and video that will provide information on specific things v. Information  Information is processed data that are organized, meaningful and useful. vi. Information Systems  A collection of hardware, software, data, people and procedures that work together to produce quality information. 6.1.2 Usage of Information Systems in various fields. 6.1.2.1 State the usage of Information Systems in: iv. Education  Keep track of students’ statistics and grades  Help students and teachers in online learning and discussion  Store subject content v. Business  Carry out online buying and selling  Help plan the delivery of goods and services  Make room bookings and check for the best rates vi. Management.  See employee records  Analyse products, services and product prices  Process customer orders, organize production times and keep track of product inventory 6.1.3 Information Systems components 6.1.3.1 List the Information Systems components: i. Data ii. Hardware iii. Software iv. People v. Procedure 6.1.3.2 Define each of the Information Systems components vi. Data  The raw, unorganised, discrete and potentially-useful facts and figures that are later processed (manipulated) to produce information. vii. Hardware  The set of hardware used to enter, retrieve and manipulate the data in the information system. M.D.A.S-SMK BELAGA ICT DEPARTMENT 30
  • 31. LEARNING AREA 4 - MULTIMEDIA viii.Software  A program that consists of series of instructions that tells the computers what to do and how to do it. In Information Systems, software is used to convert data into useful information. ix. People  People involved in the process of developing, maintaining and using the database. These people include systems analyst, programmer, Manager of Information Systems (MIS) and data entry operator. x. Procedure  A procedure is a series of documented actions taken to achieve something and it is usually more than a single simple task. A procedure can be quite complex and involved, such as performing a backup, shutting down a system, patching software. 6.1.3.3 Describe the interrelation between Information Systems components using a diagram. Data Hardware People Software Procedure FIGURE 1: Interrelation between Information Systems components 6.1.4 Types of Information Systems 6.1.4.1 List FIVE types of Information Systems: i. Management Information System (MIS) ii. Transaction Processing System (TPS) iii. Decision Support System (DSS) iv. Executive Information System (EIS) v. Expert System (ES) / Artificial Intelligence (AI) 6.1.4.2 State the usage of each type of Information Systems vii. Management Information System (MIS)  An information system that generates accurate, timely and organized information so managers and other users can make decision, solve problems, supervise activities and track progress. viii.Transaction Processing System (TPS)  An information system that processes data generated from business transactions; usually used for daily routine M.D.A.S-SMK BELAGA ICT DEPARTMENT 31
  • 32. LEARNING AREA 4 - MULTIMEDIA transactions and record-keeping, especially sales, payroll, reservations, shipping, and worker tracking ix. Decision Support System (DSS)  A system that provides data, structured models and ad-hoc query tools to enable business decision development and analysis. x. Executive Information System (EIS)  An Executive Information System (EIS) is a computer-based system that facilitates and supports the information and decision making needs of senior executives by providing easy access to information relevant to organization’s objectives. It is commonly considered as a specialized form of Decision Support System (DSS). xi. Expert System (ES)  A type of system that makes decisions or solves problems in a particular field by using knowledge and analytical rules defined by experts in the field. xii. Artificial Intelligence (AI)  The ability of a computer to perform tasks, such as reasoning and learning, that human intelligence is capable of doing. 6.1.5 Hierarchy of data 6.1.5.1 Define: vi. Bit A binary digit, taking a value of either 0 or 1. vii. Byte A unit of measurement of information storage consisting of 8 bits that represents a single character. viii.Field A field holds a single data. For example, a birthdate field that shows the date of birth of a person in the database. ix. Record A group of related fields that provides information about someone or something in a database. For example, an Employee record may contain a name field, address field or birthdate field. x. File A collection of related records stored on a storage medium. M.D.A.S-SMK BELAGA ICT DEPARTMENT 32
  • 33. LEARNING AREA 4 - MULTIMEDIA 6.1.5.2 State the hierarchy of data:  Bit  byte (character)  field  record  file  database Database File File Record Record Record Record Field Field Field Field Field Field Field Field Bytes Bytes Bytes Bytes Bytes Bytes Bytes Bytes Bits Bits Bits Bits Bits Bits Bits Bits FIGURE 2: Hierarchy of Data 6.2 Software 6.2.1 Definition 6.2.1.1 Define: iii. Database A database is a collection of data organized in a manner that allow access, retrieval and use of that data. iv. Database Management Systems (DBMS) A collection of programs that enables us to store, modify, extract and manage information from a database. 6.2.1.2 List the benefits of using database i. Data redundancies and inconsistencies are reduced. ii. Access is restricted to authorized people. iii. Information can be presented in a variety of formats. iv. Data filtering is much easier. v. Data manipulation can be done easily. vi. Users may share data with one another vii. Data integrity is preserved because changes in one file are made in other files as well. 6.2.2 Features 6.2.2.1 State the relationship between attribute (field), row (record) and relation (file) i. Data is organized into related tables. ii. Each table is made up of rows which are called records and columns which are called fields. iii. Each record contains fields of information about some specific item. M.D.A.S-SMK BELAGA ICT DEPARTMENT 33
  • 34. LEARNING AREA 4 - MULTIMEDIA Field Record FIGURE 3: Fields and Records 6.2.2.2 Define: iii. Primary key  A field that uniquely identifies each record in a file. iv. Foreign key  A primary key that exist in other tables in order to link the related tables together. 6.2.2.3 State the importance of primary key i. Used for the purpose of indexing the tables in a database which makes it more efficient to:  search for specific record  sort the data or  link tables. ii. Helps to avoid duplicating records. iii. Prevents null values from being entered in the unique field. 6.2.2.4 Differentiate between the primary key and foreign key Primary key Foreign key Must contain unique values May have duplicate values Used to uniquely identity each Used to link to a primary key in record in a table another table TABLE 1: Differences between primary key and foreign key 6.2.2.5 State the importance of relationship between the primary key and foreign key  To enable users to retrieve all the related information from different tables.  The primary key of one table becomes a foreign key in other table.  A primary key makes creating Queries, Forms and Reports easier.  A primary key improves data performance by relating a smaller table into meaningful database.  By matching a foreign key with primary key, the data does not need to be entered repeatedly. 6.2.3 Database objects 6.2.3.1 Define the following database objects/tools: M.D.A.S-SMK BELAGA ICT DEPARTMENT 34
  • 35. LEARNING AREA 4 - MULTIMEDIA v. Table  A set of data arranged in rows and columns. vi. Form  A form is a type of a database object that is primarily used to enter or display data in a database. vii. Query  An object that requests information from a database and creates a dataset of the requested information. viii.Report  A report is an effective way to present data in a printed format. Since we have control over the size and appearance of everything on a report, we can display the information the way we want to see it. 6.2.3.2 Identify table, query, form and report as database objects/tools FIGURE 4: Table FIGURE 5: Query FIGURE 6: Form M.D.A.S-SMK BELAGA ICT DEPARTMENT 35
  • 36. LEARNING AREA 4 - MULTIMEDIA FIGURE 7: Report 6.2.4 Data manipulation 6.2.4.1 List the basic operations of data manipulation: i. Update ii. Insert iii. Delete iv. Retrieve v. Sort vi. Filter vii. Search 6.2.4.2 State the usage of basic operations in data manipulation viii.Update  To correct inaccurate data and to change old data with new data. ix. Insert  To add new records in the file when new data are obtained. x. Delete  To remove a record from a file when it is no longer needed. xi. Retrieve  To obtain specific information from the tables in order to refer or make changes to the information. xii. Sort  To arrange the records according to ascending or descending order based on a specified field. xiii.Filter  To exclude unwanted records from being retrieved by using certain condition or criteria in a query. . xiv.Search  To find specific records that fulfills the users’ requirements. 6.3 Database development 6.3.1 Phases of Systems Development M.D.A.S-SMK BELAGA ICT DEPARTMENT 36
  • 37. LEARNING AREA 4 - MULTIMEDIA Analysis Design Implementation Testing Documentation Maintenance FIGURE 8: Phases of Systems Development 6.3.1.1 Describe the phases of systems development vii. Analysis  In analysis phase, the developer will determine the problem or understanding the existing system. Several things will be considered such as users’ wants, needs and requirements in order to come up with a solution. viii.Design  In this phase, the developer will begin to plan the system. Several things will be considered in this phase such as the hardware and software requirement, technical specifications and input and output design. ix. Implementation  The purpose of the implementation phase is to construct or build the new or modified system and then deliver it to the users. Everything which has been considered and decided in design phase will be implemented in this phase. x. Testing  When the system has been developed, the programmers or system analysts will perform a program testing. The purpose of doing the testing is to find any possible errors in the system and correct them. The errors are usually one of the two types; syntax error and logic errors. Another type of error will be the run-time error. Run-time error causes the program to stop until the problem is resolved. xi. Documentation  In the documentation phase, the programmer will prepare all the documentation on the program. This documentation includes charts, solution algorithms, test data, program code listing and user guide. All documents should be made complete and accurate. xii. Maintenance  Keeping the system up to date with the changes in the organization and ensuring it meets the goals of the M.D.A.S-SMK BELAGA ICT DEPARTMENT 37
  • 38. LEARNING AREA 4 - MULTIMEDIA organization by having a help desk to support the system users, having a team available to aid technical difficulties, answer questions and implementing changes to the system when necessary. M.D.A.S-SMK BELAGA ICT DEPARTMENT 38
  • 39. LEARNING AREA 4 - MULTIMEDIA References: 1. ICT CD Courseware Notes 2. Shelly Cashman Series – Discovering Computers 2007 3. Various sources from the Internet M.D.A.S-SMK BELAGA ICT DEPARTMENT 39