Multimedia offers powerful means of communication.
Multimedia is good for:
Showing what things look like, how they move and how they change
Keeping an audience’s interest
Establishing personal contact
Establishing the identity and academic credibility of a speaker
Communicating the speaker’s enthusiasm for the subject.
3. What is Multimedia?
• Derived from the word “Multi” and “Media”
• Multi
• Many, Multiple,
• Media
• Distribution tool & information presentation – text, graphic,
voice, images, music and etc.
Hence, multimedia means a usage of multiple media to
communicate.
4. Definition of Multimedia
• Multimedia is a combination of text, graphic art,
sound, animation, and video elements delivered to
you by computer or other electronic means.
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
6. Why use Multimedia?
oMultimedia offers powerful means of communication.
oMultimedia is good for:
Showing what things look like, how they move and how
they change
Keeping an audience’s interest
Establishing personal contact
Establishing the identity and academic credibility of a
speaker
Communicating the speaker’s enthusiasm for the
subject.
7. A broad term for something that contains words
to express something.
Text is the most basic element of multimedia.
A good choice of words could help convey the
intended message to the users (keywords).
Used in contents, menus, navigational buttons
TEXT
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
8. o It may be an easy type to forget when considering multimedia systems, but
text content is by far the most common media type in computing
applications.
o Most multimedia systems use a combination of text and other media to
deliver functionality. Text in multimedia systems can express specific
information, or it can act as reinforcement for information contained in
other media items.
o For example, when web pages include image elements, they can also
include a short amount of text for the user’s browser to include as an
alternative, in case the digital image is not available.
TEXT
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
10. Two-dimensional figure or illustration
Could be produced manually (by drawing,
painting, carving, etc.) or by computer graphics
technology.
Used in multimedia to show more clearly what a
particular information is all about (diagrams,
picture).
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
GRAPHIC
11. o Digital image files appear in many multimedia applications. Digital photographs can display
application content or can alternatively form part of a user interface.
o Information communicated through images is easier to remember and understand.
o Interactive elements, such as buttons, often use custom images created by the designers
and developers involved in an application.
o Digital image files use a variety of formats and file extensions.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
GRAPHIC
12. o Digital image files formats and file extensions.
• JPEG: Joint Photographic Experts Group, commonly used for photographs.
• PNG: Portable Network Graphics, commonly used for images that need to be displayed on the
web.
• GIF: Graphics Interchange Format, supports animations.
• BMP: Bitmap, commonly used in Windows operating systems.
• TIFF: Tagged Image File Format, commonly used for images that need to be edited or printed.
• RAW: unprocessed image data from a digital camera's sensor.
• PSD: Photoshop Document, used by Adobe Photoshop.
• SVG: Scalable Vector Graphics, commonly used for logos and icons.
• EPS: Encapsulated PostScript, commonly used for print design.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
GRAPHIC
13. “A picture means a thousand words”
A single image can convey a complex idea or convey a message more
effectively than a large amount of written or spoken words.
Visual information has the power to evoke emotions, capture attention, and
communicate nuanced concepts in a concise and powerful manner.
In essence, a picture can communicate a wealth of information and evoke a
strong response in a way that words alone may struggle to achieve.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
GRAPHIC
17. Produced by vibration, as perceived by the sense of
hearing.
In multimedia, audio could come in the form of speech,
sound effects and also music score.
Audio files and streams play a major role in some
multimedia systems. Audio enhances multimedia
applications with music, sound effects, and speech.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
AUDIO
19. The illusion of motion created by the consecutive
display of images of static elements.
In multimedia, animation is used to further
enhance / enriched the experience of the user to
further understand the information conveyed to
them.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
ANIMATION
21. Is the technology of capturing, recording, processing,
transmitting, and reconstructing moving pictures.
Video is more towards photo realistic image sequence /
live recording as in comparison to animation.
Video also takes a lot of storage space. So plan carefully
before you are going to use it.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
VIDEO
22. • Video has the ability to convey more information, more accurately
than text, graphics, or still pictures online. It is also a more engaging
and exciting way to communicate.
• Video in digital format becomes even more powerful because we
can capture, edit, and play it back on existing computer systems and
integrate it into a wide variety of applications.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
VIDEO
23. o Any static presentation becomes lively by adding a video or animation.
o Video refers to the sequence of natural scenes captured using analog
or digital video capturing device. Animation is a visual change over
time. The digital images are played one after the other to create a
moving effect.
o We can say that animation is created from drawn pictures and video is
created using real time visuals.
5 Elements of Multimedia
TEXT
AUDIO
GRAPHIC
VIDEO
ANIMATION
VIDEO
24. • When the user is given the option of controlling the elements.
Hypermedia
A combination of hypertext, graphics, audio, video, (linked
elements) and interactivity culminating in a complete,
non-linear computer-based experience.
Hypermedia provides a structure of linked elements
through which the user can navigate.
Interactive Multimedia
31. Linear VS Non-Linear
• A Multimedia Project is identified as Linear when:
• It is not interactive
• User have no control over the content that is being
showed to them.
• Example:
• A movie
• A non-interactive lecture
ordemo show
LINEAR
32. Linear VS Non-Linear
• A Multimedia Project is identified as Non-Linear when:
• It is interactive
• Users have control over the content that is being showed to them.
• Users are given navigational control
• Example:
• Games
• Courseware
• Virtual Reality
• Augmented Reality
• Web Applications
• Simulations
NON-LINEAR
33. Overview of Multimedia Software Tools
Music Sequencing and Notation
o Cakewalk, Cubase, Soundedit
Digital Audio
o Adobe Audition, Cool Edit, Sound Forge, Pro Tools, Audacity
Graphics and Image Editing
o Adobe Illustrator, Adobe Photoshop, Adobe Fireworks, Adobe Freehand
Video Editing
o Adobe Premiere, Adobe After Effects, Cyberlink PowerDirector
Animation
o Java 4D, DirectX, OpenGL, 3D Studio Max, SoftImage XSI, Maya
34. • Use to merge multimedia elements (text, audio,
graphic, animation, video) into a project.
• Designed to manage individual multimedia
elements and provide user interaction (if required).
Authoring Tools
35. An authoring tool is a software application that helps users create multimedia
content, such as eLearning courses, presentations, and simulations.Authoring tools
typically offer a variety of features, such as:
• A drag-and-drop interface that makes it easy to add and arrange content
• A library of pre-built templates that can be used to quickly create courses
• The ability to incorporate multimedia content, such as text, images, video,
and audio
• The ability to create interactive content, such as quizzes and simulations
• The ability to export content in a variety of formats, such as HTML, SCORM,
and AICC
Authoring tools can be used by a variety of users, including instructional designers,
trainers, and subject matter experts.They can be used to create content for a
variety of purposes, such as training, education, and marketing.
Authoring Tools
39. Importance of Multimedia
• There are a number of fields where multimedia could be of
use. Examples are:-
• Business
• Education
• Entertainment
• Home
• Public Places
40. • Business
• Use andApplications
• Sales / Marketing Presentation
• Trade show production
• StaffTraining Application
• Company Kiosk
Importance of Multimedia
41. Importance of Multimedia
• Education
• Use andApplications
• Courseware / Simulations
• E-Learning / Distance Learning
• Information Searching
42. Importance of Multimedia
• Entertainment
• Use andApplications
• Games (Leisure / Educational)
• Movies
• Video on Demand
•Online
44. Importance of Multimedia
• Public Places
• Use andApplications
• Information Kiosk
• Smart Cards, Security
45. Multimedia Products
1. Briefing Products
2. Reference Products
3. Database Products
4. Education andTraining Products
5. Kiosk
6. Entertainment and Games
46. Multimedia Products
• Small, straightforward, linear products used to present
information quickly and concisely.
• Characteristic of briefing product:
Short Development Cycle
Limited Number of Presentations
Usage of text to present information with limited use of
graphic, audio and video.
Have few navigational controls. (mouse click and button
press to move from one page to another)
Content and the format are suitable for the audience and
fulfill the purpose of the presentation.
1/2
Briefing Products
47. Multimedia Products
Briefing Products
• Good briefing presentation depends on:
The understanding of the presented subject.
Seamless integration of content.
Consistent layout
2/2
51. Reference Products
1/2
• Often used for answering specific questions or for general browsing of
information. (stored on CD/ DVD ROM)
• Characteristic of reference product:
Used by wide range of user (small – adult)
Have navigational menu, book marking, searching, printing utility
• 2 Basic classes of reference product:
Generalized Content (dictionary/encyclopedia)
Provides broad treatment of content at a limited depth
Detailed Content (Cookbooks/Scientific Surveys)
Focus on specific area and provide extensive information.
Multimedia Products
52. Reference Products
• Good usability and success depends on:
The developers understanding the body of information and
how the end user will want to access it.
Help function should always available to explain how to
access and use the information
2/2
Multimedia Products
56. Reference Products
• Examples are electronic forms of:
Historical, Informative, Scientific Surveys.
2/2
Multimedia Products
57. Database Products
1/2
• Similar to reference product in a sense that large amount of information
are made available to the end user.
• Focus on storing and accessing the actual data (multimedia data such
as text, graphic, audio, animation and video)
• Characteristics of Database Products are:
Manages multimedia data (large data)
Descriptive finding methods
Content based search
Simultaneous access
Online database
Relational consistency in data management.
Multimedia Products
59. Education and Training Products
• Similar to textbook or training manuals but have added media such as
audio, animation and video.
• Make up a significant share of the multimedia market ranging from pre-
kindergarten to postgraduate offerings from technical to corporate
training products.
• 3 categories of E&T product:
Instructor Support Products
Standalone or Self-Paced Products
Combination Products
• Shares the same characteristics as Reference Product
1/2
Multimedia Products
60. Education and Training Products
2/2
Multimedia Products
• Education and Training products make up a significant share of the multimedia market
ranging from pre-kindergarten to postgraduate offerings to technical and corporate
training products.
• Education and training products often mirror textbooks and training manuals.
Examples:
• Learning Management System (LMS)
• Virtual Learning Environment (VLE)
• Online Course Platforms
• Simulation Software
• Augmented Reality (AR) &
• Virtual Reality (VR)
61. Kiosk Products
1/2
• A product which is usually stationed at public places and allow the user
to find information interactively and also other types of transaction.
• Characteristics of Kiosk Products:-
Limited target users and usage.
User friendly and easily used by user.
Fast response.
Multimedia Products
62. Kiosk Products
2/2
• Categories of Kiosk
Point Of Information
Provide certain information (example map, timetable etc)
Point Of Sales System
Allow users to purchase or make orders
• Example of Kiosk Products:-
Instant Photo Booth
Banking Kiosk (money deposit, cheque)
University Information Kiosk
Multimedia Products
63. Entertainment & Games
• The most popular multimedia products.
• Delivered on machines ranging from the Home PC via CD/DVD ROM or networks,
to dedicated game-stations that connect to televisions, to stand-alone arcade
machines.
• Computer games are responsible for many of the progressions in technology, which are later
adapted into other products.
• Characteristics of E & G Products:-
Immersive.
Requires constant feedback and interaction with the user.
Challenging and sometimes intriguing for user
Enabled online play for more than one user experience.
Multimedia Products
64. Delivering Multimedia
Multimedia products can be delivered through various channels and
platforms. Here are some common methods of delivering multimedia content:
• Web-Based Delivery
• Mobile Applications
• DVDs and CDs
• Online Streaming Platforms
• Digital Downloads
• Broadcasting
• Interactive Multimedia Platforms
• Virtual Reality (VR) and Augmented Reality (AR) devices
Editor's Notes
This image captures the unconditional love, joy, and bond between a parent and child.
It conveys the tenderness, vulnerability, and the immense sense of connection that words might struggle to capture fully.
The emotions and the beauty of the moment are encapsulated in the picture, and a viewer can instantly understand and appreciate the depth of the relationship between the mother and her baby.
The image captures the struggles and challenges faced by individuals who are marginalized and living in poverty.
The picture evokes a sense of empathy and compassion, as viewers can witness the difficulties and adversity that the beggar endures.
It reminds us of the disparities in society and the need for support and understanding for those less fortunate.