The document discusses multimedia and provides definitions, history, categorization, types, features, platforms, visuals used, advantages, and disadvantages. Multimedia is defined as media that uses a combination of different content forms like text, audio, images, videos and interactivity. It briefly outlines the history of the term and how it has evolved over time to include digital media. It also categorizes multimedia as linear or non-linear and lists common file types used like MOV, MP4 and JPG. The key features of multimedia are also identified as text, audio, images, video, animation and interactivity.
This is a simple presentation on multimedia. This is simple and easy to do presentation for a presentation class. Students with multimedia projects can also use it.
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.
what is multimedia?
- Multimedia is a combination of text, graphic, sound, animation, and video that is delivered interactively to the user by electronic or digitally manipulated means.
Objectives
1. What is Multimedia.
2. Elements of Multimedia.
3. Hyper Media.
4. Linear Multimedia.
5. Non-Linear Multimedia.
6. Authoring Tools.
7. Importance of Multimedia
This is a simple presentation on multimedia. This is simple and easy to do presentation for a presentation class. Students with multimedia projects can also use it.
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.
what is multimedia?
- Multimedia is a combination of text, graphic, sound, animation, and video that is delivered interactively to the user by electronic or digitally manipulated means.
Objectives
1. What is Multimedia.
2. Elements of Multimedia.
3. Hyper Media.
4. Linear Multimedia.
5. Non-Linear Multimedia.
6. Authoring Tools.
7. Importance of Multimedia
This presentation contains :-
1.Introduction to multimedia
2.History of multimedia
3. Definiation of multimedia
4. Types of multimedia
5. Uses of multimedia
6. Computer assisted learning
7. Purpose of cal
8. Types of CAL
9. Advantages of CAL
10. Disadvantages of CAL
This presentation contains :-
1.Introduction to multimedia
2.History of multimedia
3. Definiation of multimedia
4. Types of multimedia
5. Uses of multimedia
6. Computer assisted learning
7. Purpose of cal
8. Types of CAL
9. Advantages of CAL
10. Disadvantages of CAL
The increased availability of biomedical data, particularly in the public domain, offers the opportunity to better understand human health and to develop effective therapeutics for a wide range of unmet medical needs. However, data scientists remain stymied by the fact that data remain hard to find and to productively reuse because data and their metadata i) are wholly inaccessible, ii) are in non-standard or incompatible representations, iii) do not conform to community standards, and iv) have unclear or highly restricted terms and conditions that preclude legitimate reuse. These limitations require a rethink on data can be made machine and AI-ready - the key motivation behind the FAIR Guiding Principles. Concurrently, while recent efforts have explored the use of deep learning to fuse disparate data into predictive models for a wide range of biomedical applications, these models often fail even when the correct answer is already known, and fail to explain individual predictions in terms that data scientists can appreciate. These limitations suggest that new methods to produce practical artificial intelligence are still needed.
In this talk, I will discuss our work in (1) building an integrative knowledge infrastructure to prepare FAIR and "AI-ready" data and services along with (2) neurosymbolic AI methods to improve the quality of predictions and to generate plausible explanations. Attention is given to standards, platforms, and methods to wrangle knowledge into simple, but effective semantic and latent representations, and to make these available into standards-compliant and discoverable interfaces that can be used in model building, validation, and explanation. Our work, and those of others in the field, creates a baseline for building trustworthy and easy to deploy AI models in biomedicine.
Bio
Dr. Michel Dumontier is the Distinguished Professor of Data Science at Maastricht University, founder and executive director of the Institute of Data Science, and co-founder of the FAIR (Findable, Accessible, Interoperable and Reusable) data principles. His research explores socio-technological approaches for responsible discovery science, which includes collaborative multi-modal knowledge graphs, privacy-preserving distributed data mining, and AI methods for drug discovery and personalized medicine. His work is supported through the Dutch National Research Agenda, the Netherlands Organisation for Scientific Research, Horizon Europe, the European Open Science Cloud, the US National Institutes of Health, and a Marie-Curie Innovative Training Network. He is the editor-in-chief for the journal Data Science and is internationally recognized for his contributions in bioinformatics, biomedical informatics, and semantic technologies including ontologies and linked data.
Nutraceutical market, scope and growth: Herbal drug technologyLokesh Patil
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A brief information about the SCOP protein database used in bioinformatics.
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of the long-lived Pele plume deposit. Although this type of resurfacing event may be common on Io, few have been detected due to the rarity of spacecraft visits and the previously low spatial resolution available from Earth-based telescopes. The SHARK-VIS instrument ushers in a new era of high resolution imaging of Io’s surface using adaptive
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This pdf is about the Schizophrenia.
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3. TABLES OF CONTENT
• INTODUCTION
• HISTORY
• CATEGORIZATION
• TYPES OF MULTIMEDIA
• FEATURES OF MULTIMEDIA
• TABLE MOST POPULAR MULTIMEDIA PLATFORM
• MOST FREQUENT USED VISUALS
• ADVANTAGES OF MULTIMEDIA
• DIS – ADVANTAGES OF MULTIIMEDIA
• USES
4.
5. MULTIMEDIA
Multimedia is media and content that uses a
combination of different content forms
The term is used contrast to media which only
use traditional forms of printed or hand –
produced materials
Multimedia includes a combination of
Text
Audio
Still Images
Animation Videos
Interactivity Content Forms
6. HISTORY
• The term “Multimedia” was first used by BOB GLODSTIEN in July 1996 to promote of his light works
• In 1970s the term was used to describe presentations consisting of muti – projector slide shows timed
to an audio track.
• In 1990s ‘multimedia’ took on its current meaning.
• TAY VAGHAN declared “Multimedia” as combination of text, graphic art, sound, animation, and video
that is delivered by computer.
• Computers Marketed in 1990s where refered to as “Multimedia computers” because they contained a
CD – ROM drive.
7. CATEGOORIZATION
LINER MULTIMEDIA NON – LINER MULTIMEDIA
Linear activity content progresses
without any navigational control for
the viewer.
Non – linear content offers users
Interactivity to control progress as
used with a computer game
Cinema presentation is an example
of linear multimedia.
Hypermedia is an example of non-
linear multimedia.
8. TYPES OF MULTIMEDIA
• Multimedia format includes
AUDIO
CAPTURE ON TAPE
FUNCTIONING OF PHOTOGRAPHY
SIDE SHOWS
9. TYPES OF MULTIMEDIA
The following extensions commonly used to lay up multimedia documentation:
• MOV
• MP4
• 3GP
* VOB
* FLV.
• Files with augmentation MOV are used to lay up capture on film and song in order.
• MP4 is fundamentally identical to MOV format and lone differs by provided that roughly added metadata.
• MP4 put on record augmentation is supported by multiple applications with Apple Itunes , Xbox 360.
• MPEG is a align of compressions methods designed for audio and visual data.
• 3GP on PC may perhaps be viewed VLC media player, RealPlayer, QuickTime, GOM Player and Media Player
Classic.
• File Extension VOB (Video Object) is commonly locate such documents in DVD-Video media.
• File Extension FLV is used to deposit Macromedia Flash Player collection. It can assign vector graphics, spill
videocassette, audio and text
11. TEXT
• Text is the most widely used and flexible means of presenting information on screen and conveying
ideas.
• Text is an essential aspect of presenting the information.
• Like each element of the multimedia design, effective use of text can either direct users/readers
attention or divert it.
AUDIO
• Audio songs also come under the heading multimedia.
• Multimedia presentations often have some audio tracks which makes it easier for people to
understand.
• Multimedia phones have music players to run audio music.
• Various audio software include VLC media player, real play etc.
PICTURES
• Pictures (images) is a two-dimensional screen display, and as well as a three-dimensional, such as a statue
or hologram.
• Graphs, pie-charts, painting etc. all come under images.
• Images are a very useful feature of multimedia.
• Multimedia presentation uses pictures or clip-art to make people understand.
• Various file formats of images are .jpg, .png, .gif
12. VIDEO
• A video is unedited material as it had been originally filmed by movie camera or recorded by a video
camera.
• The embedding of video in multimedia applications is a powerful way to convey information which can
incorporate a personal element which other media lack.
• Video enhances, dramatizes, and gives impact to your multimedia application.
• The advantage of integrating video into a multimedia presentation is the capacity to effectively convey a
grea deal of information in the least amount of time.
ANIMATION
• Animation is the rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to
create an illusion of movement.
• The effect is an optical illusion of motion due to the phenomenon of persistence of vision.
• Animation adds visual impact to the multimedia project.
• Animation are used in cartoons, scientific visualization.
INTERACTIVITY
Interactivity can be termed as the dialog that occurs between an individual and a computer program.
Interactive multimedia refers to the multimedia applications that allow users to actively participate rather than
being passive recipients of information.
Technologies such as DVDs and digital TV are classi examples of interactive media devices, where a user can
control what they watch and when.
13.
14. • The technology of multimedia design utilizes various features like animation, video, graphics, audio and sound
to impress the users.
• Multimedia technology is used for 3D cinema applications and mobile 3DTV environments.
• Animation is also being used in titling films, creating special effects or in web entertainment programs. Thus
scope of animation is huge in context to market.
• In the field of education multimedia is being used extensively especially for online courses and trainings.
• Multimedia is also used in advertising purposes.
15. • 25-34
• Boomers
• 18-24,25-34
• Millennials
• 25-34,35-49
• Educated/Wealt
hy
• 46-55
• Professionals
• 10 -19
• Females (60%)
• 13-17,25-34
• teens
• photos & links
• Information
• Live Video
• Inspiration &
adventure
• Question/polls
• News
• Discussion
• Humour
• Long form content
• Core values
• Entertainment
• Humour
• Challenges
• Silly
• Feel-good
• Trends
• Local Marketing
• Advertising
• Relationship
building
• Ecommerce
• Organic
engagement
• Influencer
• Customer service
• Ads for males
• B2B
• Organic
engagement
• International
• Influencer
marketing
• Video ads
• Location-based
marketing
• App marketing
• Beauty/Fitness
• Jobs/education
• Employment/job
train
• Healthcare
• Restaurants
• Finance
• Higher ed
• Sports teams
• Non-profits
• Technology
• Consumer goods
• Office supplies
• Higher ed
• Sports teams
• Food & Bev
• Alcohol
• Final svc
• Healthcare
communication
• Hospital/health
• IT
• Construction
• Public admin
• Retail
• Manufacturing
• Entertainment
• FM consumer
goods
• Interior design
• Beauty ,art
,fashion ,
jewellery
• School/collage
• Gyms
• Salons
• Restaurants
• Concerts
• Informed
• Overwhelmed
• Guilty
• Curious
• Self-conscious
• Connected
• Entertained
• Isolated
• Lonely
• Inspired
• Entertained
• Adventurous
• Smart
• Flirtatious
• Self-conscious
• Creative
• Playful
• Attractive
• Anxious
• Isolated
• Overwhelmed
• Informed
• Informed
• Flirtatious
• Lonely
• Self-conscious
• Guilty
• Depressed
• Informed
• Smart
• Inspired
• Celebratory
• Connected
• Motivated
• (Not backed by
study)
• Funny
• Creative
• Informed
• Motivated
• Practical
• Silly
• Creative
• Attractive
• Adventurous
• Flirtatious
• Excited
• Happy
• Playful
• Spontaneous
• Weak organic
reach
• High at cost • See above • Reporting and
custom audience
• Least popular for
marketing
• Can’t build
relationships
PEOPLE
CONTENT
STRATEGIES
INDUSTRIES
EMOTIONS
WEAKNESS
18. Multimedia enhances the effect of text presentations.
Improves the quality of presentation and retains the attention of audience.
It can be used for educational as well as entertainment purpose.
It is quick and easier to operate for the instructor.
Multimedia presentations can be modified very easily.
Multimedia is Entertaining as Well as Educational.
19.
20. Non-interactive - if one-way, no feedback.
Complex to create.
Time consuming.
Use of multimedia is expensive.
•Multimedia requires electricity to run, which adds to the cost of its use.
21.
22. Much of the electronic old and new media used artists is multimedia. by
commercial artists in multimedia.
Exciting presentations are used to grab and keep attention in advertising.
*Multimedia is heavily used in the entertainment industry, especially to develop special effects in
movies and animations
*Multimedia games are also very popular.
23. Multimedia is used to produce computer-based training courses.
Edutainment is an informal term used to describe combining education with
entertainment, especially multimedia entertainment.
Software engineers may use multimedia in Computer Simulations.
Multimedia for software interfaces are often done as a collaboration
between creative professionals and software engineers.