The document discusses multimedia documents and hypermedia. It describes how multimedia documents contain both continuous and discrete media and require models for content, structure, manipulation, and representation. Standards for describing multimedia documents include SGML, HTML, and MHEG. Hypertext and hypermedia are discussed as ways to link related multimedia content. The World Wide Web and technologies like HTML, URLs, and HTTP enable the delivery of hypermedia over the internet. Forms and CGI allow client-server interaction, while Java applets enable client-side scripting. Problems with the early web are also outlined.
The document compares and contrasts different mediums for delivering multimedia applications, identifies common multimedia elements, and discusses their standard file formats. It examines web-based and CD-based delivery mediums, and lists text, audio, video, graphics, and animation as key multimedia elements. The document also instructs students to discuss similarities and differences between delivery mediums, and match multimedia elements to their standard file formats.
Multimedia refers to any combination of text, graphics, audio, animations, and video delivered via computer. It allows for information to be represented through multiple mediums beyond just text. Multimedia can be linear, like movies, or non-linear with user interactivity like games. The main components of multimedia are text, graphics, audio, animations, and video. Multimedia has applications in education for computer-based training, in business for presentations and marketing, and in entertainment with virtual reality and digital kiosks. While it utilizes our natural senses, multimedia also has disadvantages like requiring powerful computers and high development costs. Multimedia authoring tools help create interactive multimedia projects.
This document provides an introduction to multimedia, including defining multimedia as the combination of text, graphics, audio, video and animation delivered through various media. It describes the key characteristics and uses of multimedia in entertainment, business, learning, medicine and more. Specifically, it outlines the objectives of describing multimedia systems and their components, as well as exploring digital cameras, video formats, image file formats and sources of videos and pictures.
This document discusses opportunities in multimedia production. It defines different levels of multimedia presentations from linear slideshows to interactive multimedia with user input. It then outlines various job opportunities in industries like marketing, entertainment, education and more. It describes the roles of different team members needed for multimedia development like producers, designers, programmers. Finally, it lists potential opportunities for work in fields like marketing, education, games and more and encourages the reader to check their skills in multimedia authoring tools.
This document discusses the elements and process of producing multimedia educational programs for open and distance learning. It outlines the key stages of program production including planning, research, scripting, production, editing, evaluation. The major elements are infrastructure like equipment and facilities, and human resources like production staff. It also describes common program formats like interviews, panels, documentaries and quizzes. The goal is to effectively engage the target audience and convey educational content through an entertaining presentation using various multimedia elements.
The document provides an introduction to multimedia, defining it as a combination of various media types including text, graphics, audio, video and animation that is delivered interactively to users. It discusses the different elements of multimedia and provides examples of interactive and hypermedia applications. The document also outlines several types of multimedia products including briefing products, reference products, databases, education/training products, kiosks, and entertainment/games.
Multimedia is a combination of different media types like text, graphics, audio, video and animation that is delivered interactively. The key elements of multimedia are text, graphics, audio, video and animation. Multimedia can be linear with no user interaction or non-linear with user control. Authoring tools are used to develop multimedia content. Multimedia has various applications in business, education, entertainment and more. Common multimedia products include briefing products, reference products, databases, education/training products, kiosks and entertainment/games.
This document introduces multimedia and its key elements. It defines multimedia as a combination of text, graphics, sound, animation and video delivered interactively. The 5 main elements are described as text, audio, graphics, video and animation. It also discusses linear vs non-linear multimedia, authoring tools, importance and applications of multimedia, and different types of multimedia products including briefing, reference, database, education/training, kiosk and entertainment products.
The document compares and contrasts different mediums for delivering multimedia applications, identifies common multimedia elements, and discusses their standard file formats. It examines web-based and CD-based delivery mediums, and lists text, audio, video, graphics, and animation as key multimedia elements. The document also instructs students to discuss similarities and differences between delivery mediums, and match multimedia elements to their standard file formats.
Multimedia refers to any combination of text, graphics, audio, animations, and video delivered via computer. It allows for information to be represented through multiple mediums beyond just text. Multimedia can be linear, like movies, or non-linear with user interactivity like games. The main components of multimedia are text, graphics, audio, animations, and video. Multimedia has applications in education for computer-based training, in business for presentations and marketing, and in entertainment with virtual reality and digital kiosks. While it utilizes our natural senses, multimedia also has disadvantages like requiring powerful computers and high development costs. Multimedia authoring tools help create interactive multimedia projects.
This document provides an introduction to multimedia, including defining multimedia as the combination of text, graphics, audio, video and animation delivered through various media. It describes the key characteristics and uses of multimedia in entertainment, business, learning, medicine and more. Specifically, it outlines the objectives of describing multimedia systems and their components, as well as exploring digital cameras, video formats, image file formats and sources of videos and pictures.
This document discusses opportunities in multimedia production. It defines different levels of multimedia presentations from linear slideshows to interactive multimedia with user input. It then outlines various job opportunities in industries like marketing, entertainment, education and more. It describes the roles of different team members needed for multimedia development like producers, designers, programmers. Finally, it lists potential opportunities for work in fields like marketing, education, games and more and encourages the reader to check their skills in multimedia authoring tools.
This document discusses the elements and process of producing multimedia educational programs for open and distance learning. It outlines the key stages of program production including planning, research, scripting, production, editing, evaluation. The major elements are infrastructure like equipment and facilities, and human resources like production staff. It also describes common program formats like interviews, panels, documentaries and quizzes. The goal is to effectively engage the target audience and convey educational content through an entertaining presentation using various multimedia elements.
The document provides an introduction to multimedia, defining it as a combination of various media types including text, graphics, audio, video and animation that is delivered interactively to users. It discusses the different elements of multimedia and provides examples of interactive and hypermedia applications. The document also outlines several types of multimedia products including briefing products, reference products, databases, education/training products, kiosks, and entertainment/games.
Multimedia is a combination of different media types like text, graphics, audio, video and animation that is delivered interactively. The key elements of multimedia are text, graphics, audio, video and animation. Multimedia can be linear with no user interaction or non-linear with user control. Authoring tools are used to develop multimedia content. Multimedia has various applications in business, education, entertainment and more. Common multimedia products include briefing products, reference products, databases, education/training products, kiosks and entertainment/games.
This document introduces multimedia and its key elements. It defines multimedia as a combination of text, graphics, sound, animation and video delivered interactively. The 5 main elements are described as text, audio, graphics, video and animation. It also discusses linear vs non-linear multimedia, authoring tools, importance and applications of multimedia, and different types of multimedia products including briefing, reference, database, education/training, kiosk and entertainment products.
This document introduces multimedia and its key elements. It defines multimedia as a combination of text, graphics, sound, animation and video delivered interactively. The 5 main elements are described as text, audio, graphics, video and animation. It also discusses linear vs non-linear multimedia, authoring tools, importance and applications of multimedia, and different types of multimedia products including briefing, reference, database, education/training, kiosk and entertainment products.
Multimedia is a combination of different media types like text, audio, images, animations and video that is delivered interactively. It allows for non-linear experiences through hyperlinks. There are many types of multimedia products including briefing products for quick presentations, reference products for information browsing, database products for storing and accessing large amounts of data, education products for teaching, kiosk products for public information access, and entertainment products like games. Each product type has distinct characteristics and purposes.
This document provides an introduction to multimedia, including definitions and key elements. It defines multimedia as the use of multiple media types (text, audio, video, graphics, and animation) to present information to an audience. The main multimedia elements discussed are text, audio, graphics, animation, and video. Examples of formats and properties of each element type are provided. The document concludes with discussion questions and an activity to create a multimedia presentation using various media elements.
1) Definition of Multimedia and it's basic elements
2) Meaning of Multimedia Products
3) Types of Multimedia Products along with characteristics and examples
5) It's Importance and Application
Multimedia is a combination of different media types like text, audio, images, animations and video that is delivered interactively. It allows users to control the elements. There are many types of multimedia products including briefing products for quick presentations, reference products for information browsing, database products for storing and accessing data, education products for teaching, kiosks for public information, and entertainment games. Multimedia is widely used in business, education, home and other areas.
This document discusses multimedia and its applications. It defines multimedia as a combination of different media types, and notes that multimedia becomes interactive when users can control elements. It then describes common applications of multimedia in business, education, homes, and public spaces. Finally, it discusses methods of delivering multimedia, including via CD-ROM, DVD, and virtual reality.
The document discusses multimedia and hypermedia in education. It defines multimedia as combining various media like images, sound, video and text, while hypermedia refers to interactive, linked media. It describes the history of multimedia and hypermedia in education since 1966. It also discusses research on the impact of multimedia and hypermedia systems on learning, commercial authoring tools available, and strategies for developing and integrating multimedia content in the classroom.
The document provides an introduction to multimedia, defining it as a combination of various media types including text, graphics, audio, video and animation. It discusses the key elements of multimedia and how they can be combined in linear and non-linear formats. Examples are also given of different types of multimedia products and their uses in education, business, entertainment and other areas.
This document discusses considerations for multimedia design and development. It defines multimedia as the integration of multiple media types, including text, audio, images, and video. The development process involves concept definition, storyboarding, creating multimedia building blocks, authoring using software, testing and revision, and delivery. Key factors in multimedia application design include understanding the target audience, objectives, structure, interactivity, and resources required. Goals and objectives should be established, and problems avoided by carefully planning for the intended use and content of the application throughout development.
Multimedia is a combination of different media types like text, graphics, sound, animation and video that is delivered interactively to the user through electronic means. It has various elements like text, graphics, video, audio and animation. Multimedia can be interactive, allowing user control, or non-linear, with the user having no control over the content. Authoring tools are used to combine different multimedia elements into an interactive project. Multimedia has various important uses in business, education and entertainment. There are different types of multimedia products like briefing products, reference products, database products, education/training products, kiosk products and entertainment/games.
B.sc i bio chem u 3introduction to multimediaRai University
Multimedia is a combination of different media types like text, audio, images, animations and video. It allows interactive delivery of information to users. The key elements of multimedia are text, audio, graphics, video and animations. Multimedia can be linear, with no user control, or non-linear with navigational options. Authoring tools are used to combine different media types into multimedia projects. Multimedia has various applications in business, education, entertainment and more. Common multimedia products include briefing products, reference products, databases, education/training products, kiosks and games.
Multimedia is a combination of different media types like text, audio, images, animations and video. It allows interactive delivery of information to users. The key elements of multimedia are text, audio, graphics, video and animations. Multimedia can be linear, with no user control, or non-linear with user navigation. Authoring tools are used to combine different media elements. Multimedia has various applications in business, education, entertainment and more. Common multimedia products include briefing products, reference products, databases, education/training products, kiosks and games.
Here are some potential applications for virtual reality and benefits of haptics with examples:
Virtual Reality Applications:
- Medical training - surgeons could practice complex procedures virtually
- Education - virtual field trips or experiencing historical events
- Entertainment - immersive gaming or virtual tourism experiences
- Design/engineering - prototyping products virtually before manufacturing
Benefits of Haptics:
- Provides tactile feedback to create more immersive and realistic simulations
- Allows users to "feel" virtual objects they interact with
- Improves task performance for applications requiring fine motor skills
Haptics Applications:
- Surgical simulators - trainees can practice suturing, cutting, etc. while receiving
The document introduces multimedia and defines it as a combination of text, graphics, audio, video and animation that is delivered interactively to the user through electronic means. It distinguishes between linear and non-linear multimedia, with the latter being interactive and giving the user navigational control. Several authoring tools for creating multimedia are mentioned, such as Flash and PowerPoint. The importance of multimedia is discussed for uses in business, education, entertainment and public spaces.
Multimedia is defined as the combination of various forms of media like text, graphics, audio, video, and animation presented on a computer. It allows for interactive and immersive experiences that can improve understanding and retention compared to traditional linear media. There are two main types: linear multimedia where users passively view content, and interactive multimedia where users control the flow. A degree in multimedia technology teaches skills like web development, design, and digital media production to prepare students for careers in fields like marketing, education, and publishing. As technology advances, multimedia is playing an increasing role in communication and is projected to continue expanding capabilities.
This document provides an overview of multimedia, including its history, characteristics, types, features, scope, applications, advantages, and disadvantages. It discusses how multimedia combines different media types like text, audio, images, video and animation into a single presentation. Examples of multimedia include video podcasts, audio slideshows and animated videos. The document also outlines various multimedia file formats and extensions.
This document defines multimedia and discusses its appropriate uses in education. Multimedia combines various media types like text, images, sound, and video. It should be used to enrich learning, not replace traditional teaching. When woven properly, multimedia can improve information retention by provoking active learning. Content is often organized into learning objects and delivered via CD-ROM, DVD, or websites with consideration for file sizes and bandwidth.
Multimedia development and evaluation discusses key aspects of multimedia including definitions, elements, uses, advantages, disadvantages, and evaluation. It defines multimedia as the combination of various media types including sound, image, video, and text. Common elements are described as text, graphics, audio, animation, and video. Multimedia has various uses in commercial, entertainment, education, and engineering applications. Evaluation of multimedia involves assessing how well it meets its objectives at both the content and technological levels. Formative and summative evaluations provide feedback during and after development.
Hypermedia is a non-linear medium that includes graphics, audio, video, text, and hyperlinks. It allows users to combine different media streams on a timeline and synchronize playback. Hypermedia applications consist of compound multimedia objects structured by an authoring application. Good hypermedia design determines information structure, navigation, access methods, user interface, and registration for the web.
The presentation layer formats and encrypts data before sending it over the network. It ensures the receiver can understand the information by standardizing formats. It performs tasks like data compression, encryption, and converting between data representations. Common presentation layer protocols are SSL, XDR, and AFP. The layer defines file formats for images, sound, video and other multimedia, as well as text and markup languages.
This document provides an introduction to HTML and web development. It outlines Richard Dron's role helping students develop technical skills, and the aims and learning outcomes of the Principles of Systems Development course. The document discusses the history of HTML, recommends learning HTML 4.01 and introduces key HTML elements and markup essentials. It also provides examples of document structure, hyperlinks, and lists before directing students to additional resources.
IWMW 2002: Web standards briefing (session C2)IWMW
Web Standards Briefing session at IWMW 2002 event by Brian Kelly.
See http://www.ukoln.ac.uk/web-focus/events/workshops/webmaster-2002/materials/kelly1/
This document introduces multimedia and its key elements. It defines multimedia as a combination of text, graphics, sound, animation and video delivered interactively. The 5 main elements are described as text, audio, graphics, video and animation. It also discusses linear vs non-linear multimedia, authoring tools, importance and applications of multimedia, and different types of multimedia products including briefing, reference, database, education/training, kiosk and entertainment products.
Multimedia is a combination of different media types like text, audio, images, animations and video that is delivered interactively. It allows for non-linear experiences through hyperlinks. There are many types of multimedia products including briefing products for quick presentations, reference products for information browsing, database products for storing and accessing large amounts of data, education products for teaching, kiosk products for public information access, and entertainment products like games. Each product type has distinct characteristics and purposes.
This document provides an introduction to multimedia, including definitions and key elements. It defines multimedia as the use of multiple media types (text, audio, video, graphics, and animation) to present information to an audience. The main multimedia elements discussed are text, audio, graphics, animation, and video. Examples of formats and properties of each element type are provided. The document concludes with discussion questions and an activity to create a multimedia presentation using various media elements.
1) Definition of Multimedia and it's basic elements
2) Meaning of Multimedia Products
3) Types of Multimedia Products along with characteristics and examples
5) It's Importance and Application
Multimedia is a combination of different media types like text, audio, images, animations and video that is delivered interactively. It allows users to control the elements. There are many types of multimedia products including briefing products for quick presentations, reference products for information browsing, database products for storing and accessing data, education products for teaching, kiosks for public information, and entertainment games. Multimedia is widely used in business, education, home and other areas.
This document discusses multimedia and its applications. It defines multimedia as a combination of different media types, and notes that multimedia becomes interactive when users can control elements. It then describes common applications of multimedia in business, education, homes, and public spaces. Finally, it discusses methods of delivering multimedia, including via CD-ROM, DVD, and virtual reality.
The document discusses multimedia and hypermedia in education. It defines multimedia as combining various media like images, sound, video and text, while hypermedia refers to interactive, linked media. It describes the history of multimedia and hypermedia in education since 1966. It also discusses research on the impact of multimedia and hypermedia systems on learning, commercial authoring tools available, and strategies for developing and integrating multimedia content in the classroom.
The document provides an introduction to multimedia, defining it as a combination of various media types including text, graphics, audio, video and animation. It discusses the key elements of multimedia and how they can be combined in linear and non-linear formats. Examples are also given of different types of multimedia products and their uses in education, business, entertainment and other areas.
This document discusses considerations for multimedia design and development. It defines multimedia as the integration of multiple media types, including text, audio, images, and video. The development process involves concept definition, storyboarding, creating multimedia building blocks, authoring using software, testing and revision, and delivery. Key factors in multimedia application design include understanding the target audience, objectives, structure, interactivity, and resources required. Goals and objectives should be established, and problems avoided by carefully planning for the intended use and content of the application throughout development.
Multimedia is a combination of different media types like text, graphics, sound, animation and video that is delivered interactively to the user through electronic means. It has various elements like text, graphics, video, audio and animation. Multimedia can be interactive, allowing user control, or non-linear, with the user having no control over the content. Authoring tools are used to combine different multimedia elements into an interactive project. Multimedia has various important uses in business, education and entertainment. There are different types of multimedia products like briefing products, reference products, database products, education/training products, kiosk products and entertainment/games.
B.sc i bio chem u 3introduction to multimediaRai University
Multimedia is a combination of different media types like text, audio, images, animations and video. It allows interactive delivery of information to users. The key elements of multimedia are text, audio, graphics, video and animations. Multimedia can be linear, with no user control, or non-linear with navigational options. Authoring tools are used to combine different media types into multimedia projects. Multimedia has various applications in business, education, entertainment and more. Common multimedia products include briefing products, reference products, databases, education/training products, kiosks and games.
Multimedia is a combination of different media types like text, audio, images, animations and video. It allows interactive delivery of information to users. The key elements of multimedia are text, audio, graphics, video and animations. Multimedia can be linear, with no user control, or non-linear with user navigation. Authoring tools are used to combine different media elements. Multimedia has various applications in business, education, entertainment and more. Common multimedia products include briefing products, reference products, databases, education/training products, kiosks and games.
Here are some potential applications for virtual reality and benefits of haptics with examples:
Virtual Reality Applications:
- Medical training - surgeons could practice complex procedures virtually
- Education - virtual field trips or experiencing historical events
- Entertainment - immersive gaming or virtual tourism experiences
- Design/engineering - prototyping products virtually before manufacturing
Benefits of Haptics:
- Provides tactile feedback to create more immersive and realistic simulations
- Allows users to "feel" virtual objects they interact with
- Improves task performance for applications requiring fine motor skills
Haptics Applications:
- Surgical simulators - trainees can practice suturing, cutting, etc. while receiving
The document introduces multimedia and defines it as a combination of text, graphics, audio, video and animation that is delivered interactively to the user through electronic means. It distinguishes between linear and non-linear multimedia, with the latter being interactive and giving the user navigational control. Several authoring tools for creating multimedia are mentioned, such as Flash and PowerPoint. The importance of multimedia is discussed for uses in business, education, entertainment and public spaces.
Multimedia is defined as the combination of various forms of media like text, graphics, audio, video, and animation presented on a computer. It allows for interactive and immersive experiences that can improve understanding and retention compared to traditional linear media. There are two main types: linear multimedia where users passively view content, and interactive multimedia where users control the flow. A degree in multimedia technology teaches skills like web development, design, and digital media production to prepare students for careers in fields like marketing, education, and publishing. As technology advances, multimedia is playing an increasing role in communication and is projected to continue expanding capabilities.
This document provides an overview of multimedia, including its history, characteristics, types, features, scope, applications, advantages, and disadvantages. It discusses how multimedia combines different media types like text, audio, images, video and animation into a single presentation. Examples of multimedia include video podcasts, audio slideshows and animated videos. The document also outlines various multimedia file formats and extensions.
This document defines multimedia and discusses its appropriate uses in education. Multimedia combines various media types like text, images, sound, and video. It should be used to enrich learning, not replace traditional teaching. When woven properly, multimedia can improve information retention by provoking active learning. Content is often organized into learning objects and delivered via CD-ROM, DVD, or websites with consideration for file sizes and bandwidth.
Multimedia development and evaluation discusses key aspects of multimedia including definitions, elements, uses, advantages, disadvantages, and evaluation. It defines multimedia as the combination of various media types including sound, image, video, and text. Common elements are described as text, graphics, audio, animation, and video. Multimedia has various uses in commercial, entertainment, education, and engineering applications. Evaluation of multimedia involves assessing how well it meets its objectives at both the content and technological levels. Formative and summative evaluations provide feedback during and after development.
Hypermedia is a non-linear medium that includes graphics, audio, video, text, and hyperlinks. It allows users to combine different media streams on a timeline and synchronize playback. Hypermedia applications consist of compound multimedia objects structured by an authoring application. Good hypermedia design determines information structure, navigation, access methods, user interface, and registration for the web.
The presentation layer formats and encrypts data before sending it over the network. It ensures the receiver can understand the information by standardizing formats. It performs tasks like data compression, encryption, and converting between data representations. Common presentation layer protocols are SSL, XDR, and AFP. The layer defines file formats for images, sound, video and other multimedia, as well as text and markup languages.
This document provides an introduction to HTML and web development. It outlines Richard Dron's role helping students develop technical skills, and the aims and learning outcomes of the Principles of Systems Development course. The document discusses the history of HTML, recommends learning HTML 4.01 and introduces key HTML elements and markup essentials. It also provides examples of document structure, hyperlinks, and lists before directing students to additional resources.
IWMW 2002: Web standards briefing (session C2)IWMW
Web Standards Briefing session at IWMW 2002 event by Brian Kelly.
See http://www.ukoln.ac.uk/web-focus/events/workshops/webmaster-2002/materials/kelly1/
This document provides an overview of digital libraries, including definitions, benefits, limitations, components, standards, and challenges. It defines a digital library as a collection of information stored and accessed electronically, extending the functions of a traditional library digitally. Benefits include improved access and searchability, easier information sharing and preservation. Emerging technologies discussed include metadata standards, XML, and protocols like OAI-PMH for metadata harvesting. Common digital library software includes DSpace, Greenstone, and EPrints. Challenges involve digitization, description, legal issues, presentation of heterogeneous resources, and economic sustainability.
This document provides an overview of digital libraries, including definitions, benefits, limitations, components, standards, and challenges. It defines a digital library as a collection of information stored and accessed electronically, extending the functions of a traditional library digitally. Benefits include improved access, information sharing, and preservation, while limitations include technological obsolescence and rights management. Key components discussed include digital objects, metadata, and tools like DSpace and Greenstone for developing digital libraries. Emerging standards around identifiers, encoding, and metadata are also summarized.
The document provides information about the World Wide Web (WWW) and its evolution. It discusses how Tim Berners-Lee invented the World Wide Web in 1989 while working at CERN to facilitate information sharing between scientists. It describes the key technologies that enabled the WWW like HTML, URLs, and HTTP. It also explains the basic functioning of the WWW including how web servers store and transfer web pages to users, and how browsers allow users to access these pages. Finally, it discusses the progression from static Web 1.0 to user-generated content on Web 2.0 to the AI-powered Web 3.0.
Building bridges - Plone Conference 2015 BucharestAndreas Jung
This document discusses integrative publishing solutions using Plone and external storage systems and document formats. It introduces the XML Director toolkit which provides unified access to external storages like S3, WebDAV, FTP through a common API. It allows mounting these storages in Plone and integrating them with Dexterity content. The document also discusses various document formats like DOCX, DITA, HTML, PDF, EPUB and tools for converting between these formats to support an XML-based publishing workflow in Plone.
This document provides an introduction to web technologies courses. It defines key terms like the Internet and the World Wide Web. It outlines the history and growth of the web from 1995 to present day. It also describes the focus of the course which is web development technologies including protocols, architectures, languages, and methods/tools. The document lists prerequisites and provides an overview of course contents, exams, and references.
This document summarizes a research paper about reengineering PDF documents containing complex software specifications into multilayer hypertext interfaces. The paper proposes extracting the logical structure and text from PDFs, transforming them into XML, and generating multiple interconnected HTML pages. It describes techniques for extracting figures, tables, lists and concepts to produce navigable outputs that improve on original PDFs and HTML conversions. The framework is evaluated on its usability and architecture with the goal of future work expanding its capabilities to other document formats.
This document provides an introduction and overview of an interactive media and web design technology module. The summary includes:
1) The module will cover topics related to the internet, HTML, scripting languages, hosting, multimedia authoring, and web design principles.
2) Students will learn key terms and be able to create basic webpages and animations.
3) Assessment will include assignments, class participation, group discussions, and presentations. Students are expected to participate actively and work collaboratively.
4) Support resources include consultation hours, online courseware, and recommended software and references.
This document provides an introduction to creating basic web pages using HTML. It covers the structure of the World Wide Web and the Internet, the development of hypertext and the World Wide Web, and an overview of HTML. The objectives are to learn the basic principles of web documents, create an HTML document, view it in a browser, and use common HTML tags for text formatting, headings, paragraphs, lists, images, and special characters.
This document discusses different types of tools that support metadata creation, including templates, editors, and generators. Templates provide a basic framework for metadata elements but do not link to supporting documentation. Editors are more sophisticated as they provide direct access to metadata standards and documentation while assisting with syntax. Generators automatically produce metadata by analyzing a resource's content and code. The document also outlines required features for a framework to support flexible, collaborative, and contextual metadata creation tools.
The document discusses the history and evolution of the Internet and World Wide Web. It begins with the creation of ARPANET in 1969, which laid the foundations for the Internet. In 1989, Tim Berners-Lee developed HTML, URLs, and HTTP, which led to the creation of the World Wide Web. The document then explores differences between the Internet and Web and describes various versions of the Web from Web 1.0 to the proposed Web 5.0. It also discusses basic web architecture including clients, servers, and different tiered architectures.
The Internet can be defined as:
“A GLOBAL NETWORK CONNECTING MILLIONS OF COMPUTERS.”
It is a network of networks (i.e., interconnection between several autonomous computers) that carries various information and services, such as E-mail, online chat, file transfer, and interlinked web pages and other resources of the World Wide Web.
World Wide Web
The World Wide Web gives a graphical, easy – to – navigate interface for looking at documents on the Internet.
The WORLD WIDE WEB may be defined as:
“A NETWORK OF SERVERS LINKED TOGETHER BY A COMMON PROTOCOL (SET OF RULES), ALLOWING ACCESS TO MILLIONS OF HYPERTEXT RESOURCES.”
shobhit training report (3) (4).pdf reportpoojaranga2911
A report is a nonfiction account that presents and summarizes the facts about a particular event, topic, or issue. The idea is that people who are unfamiliar with the subject can find everything they need to know from a good report. Reports make it easy to catch someone up to speed on a subject, but actually writing a report is anything but easy. So to help you understand what to do, below we present a little report of our own, all about report writing and report format best practices.A report is a nonfiction account that presents and/or summarizes the facts about a particular event, topic, or issue. The idea is that people who are unfamiliar with the subject can find everything they need to know from a good report.Reports make it easy to catch someone up to speed on a subject, but actually writing a report is anything but easy. So to help you understand what to do, below we present a little report of our own, all about report writing and report format best practices.A report is a nonfiction account that presents and/or summarizes the facts about a particular event, topic, or issue. The idea is that people who are unfamiliar with the subject can find everything they need to know from a good report.
Reports make it easy to catch someone up to speed on a subject, but actually writing a report is anything but easy. So to help you understand what to do, below we present a little report of our own, all about report writing and report format best practices.A report is a nonfiction account that presents and/or summarizes the facts about a particular event, topic, or issue. The idea is that people who are unfamiliar with the subject can find everything they need to know from a good report. Reports make it easy to catch someone up to speed on a subject, but actually writing a report is anything but easy. So to help you understand what to do, below we present a little report of our own, all about report writing and report format best practices.A report is a nonfiction account that presents and/or summarizes the facts about a particular event, topic, or issue. The idea is that people who are unfamiliar with the subject can find everything they need to know from a good report. Reports make it easy to catch someone up to speed on a subject, but actually writing a report is anything but easy. So to help you understand what to do, below we present a little report of our own, all about report writing and report format best practices.A report is a nonfiction account that
presents and/or summarizes the facts about a particular event, topic, or issue. The idea is that people who are unfamiliar with the subject can find everything they need to know from a good report. A report is a nonfiction account that presents and/or summarizes the facts about a particular event, topic, or issue. The idea is that people who are unfamiliar with the subject can find everything they need to know from a good report. Reports make it easy to catch someone up to speed A report it
IBM InterConnect 2015 - IIB Effective Application DevelopmentAndrew Coleman
The document discusses considerations for building effective connectivity solutions with IBM Integration Bus. It recommends (1) designing solutions that make use of built-in IIB features, (2) designing for performance and scalability from the start, and (3) designing solutions with administration and monitoring in mind. It also discusses techniques like using shared libraries and subflows, modeling message formats, and patterns to simplify development and improve reusability. Testing is emphasized as a critical part of the development process.
Tim Berners-Lee invented the World Wide Web in 1989. He proposed an information management system and implemented the first successful communication between an HTTP client and server via the Internet. The World Wide Web uses interlinked hypertext documents that are accessed using the HTTP protocol in a client-server architecture. HTML is used to define the structure and layout of a web page using tags, and CSS is used to style web pages. JavaScript and jQuery can be used to add interactive elements and effects to web pages.
Unit 6 - Internet and Intranet Systems Development - ITDeepraj Bhujel
Intranets are private computer networks within an organization that utilize standard network technologies like Ethernet and TCP/IP. They provide benefits like improved communication, collaboration, web publishing for internal documents, and business management tools. While intranets use the same protocols as the internet, they are firewalled for security. Content management involves roles like content creators, editors, publishers and administrators who manage versions and permissions. Open-source intranet tools like Drupal and Joomla allow customization of intranet design and content through modular frameworks.
XSD (XML Schema Definition) is used to describe and validate the structure and content of XML data. It provides more powerful capabilities than DTD. XML Schemas support data types, restrictions on elements and attributes, and namespaces. With XML Schema, groups can agree on standards for exchanging data and documents can be verified. XML Schemas use XML syntax, so they can be edited, parsed, and manipulated like any other XML document. The purpose of an XML Schema is to define the legal building blocks of an XML document, such as elements, attributes, and their structure.
XML is a markup language that is used to define and store data in a structured format. It allows data to be separated from its presentation and is extensible to add new tags. An XML document must have a root element and follow syntax rules to be well-formed. It can also be validated against a DTD or schema to check that the elements and structure match the definitions.
This document discusses HTML collections and event handling in JavaScript. It provides examples of how to access elements in HTML collections using methods like getElementsByTagName. It also covers different types of events like click, mouseover, form submit and how to attach event handlers using inline, traditional and modern approaches. It discusses timing events like setTimeout and setInterval. Finally it covers event propagation models of bubbling and capturing.
The document discusses the basics of JavaScript, including:
- JavaScript is used to add dynamic behavior to web pages by modifying HTML content, changing attributes, styles, and showing/hiding elements.
- It describes how to embed JavaScript code in HTML using <script> tags and how to output content using methods like innerHTML, document.write(), and alerts.
- The core JavaScript syntax is covered, including variables, operators, conditional statements, loops, and functions. Built-in functions and objects like Strings are also introduced.
The document discusses various HTML tags and properties related to images. It describes the <img> tag used to embed images, and attributes like src, alt, width, and height. It also covers image maps defined using <map> and <area> tags, floating images, setting background images, and positioning images using absolute vs relative positioning. The document provides examples of how to style links and text, add audio and video, work with frames, and includes tags like <head>, <script>, and <meta>.
HTML forms are used to collect user input on web pages. The <form> element defines an HTML form, which contains various form elements like text fields, checkboxes, radio buttons, and submit buttons to collect input from the user. Forms submit data using the GET or POST methods, with POST being more secure as it does not display submitted data in the URL. Common form elements include <input>, <select>, <textarea> to collect different types of user input like text, selections, and multi-line text. Forms are an essential part of creating interactive web pages that collect and process user data.
HTML forms are used to collect user input on web pages. The <form> element defines an HTML form, which contains various form elements like text fields, checkboxes, radio buttons, and submit buttons to collect input from the user. Forms submit data using the GET or POST methods, with POST being more secure as it does not display submitted data in the URL. Common form elements include <input>, <select>, <textarea> to collect different types of user input like text, selections, and multi-line text. Forms are an essential part of creating interactive web pages that collect and process user data.
The document discusses styling HTML with CSS. It describes CSS as a language that describes the style of HTML elements and is used to describe how elements should be displayed. It outlines the different ways CSS can be added, including inline, internally, and externally. It provides examples of CSS syntax, selectors, and properties for styling text, colors, borders, padding, and margins.
The document provides information on various HTML elements for styling and formatting text, including comments, style attributes, colors, fonts, borders, padding, and margins. It also covers CSS for defining styles through inline, internal, and external stylesheets. Additional topics include HTML tables, lists, links, and images. Key elements covered are tags for headings, paragraphs, bold, italics, superscript, formatting text size and color, and applying styles through CSS selectors like id and class.
HTML is a markup language used to define the structure and layout of web pages. HTML uses tags to label different parts of a web page like headings, paragraphs, links, and images. The basic structure of an HTML page includes <html>, <head>, and <body> tags. Common HTML tags are <h1> for main headings, <p> for paragraphs, <a> for links, <img> for images, and <div> and <span> for dividing content. HTML documents are displayed in web browsers which use the HTML tags to render the page elements properly.
This document provides an introduction and overview of ActionScript-1. It discusses that ActionScript adds interactivity to Flash movies by allowing scripts to trigger actions based on user events. It describes the Actions panel for creating and editing scripts using Normal Mode or Expert Mode. It also covers assigning actions to buttons, movie clips, and frames. Finally, it discusses writing scripts with ActionScript, including its syntax, comments, keywords, constants, and data types.
This document outlines 17 lessons on programming in Visual Basic. The lessons cover topics such as working with controls, managing data, building applications, writing code, controlling program flow with conditional statements, and working with files, graphics, and multimedia. Early lessons introduce the Visual Basic environment and teach basic programming concepts. Later lessons demonstrate more advanced techniques like looping, functions, arrays, and mouse/file programming. The document provides code examples and step-by-step instructions to illustrate key Visual Basic programming concepts and skills.
This document discusses human factors and human information processing. It provides definitions of human factors as a field that applies human characteristics like perception and memory to product and system design. It then discusses models of human information processing, comparing the human to a computer system with input, processing, and output subsystems. The document outlines several stages of human information processing - perceptual, cognitive, and action stages. It also discusses perspectives on user interface design, focusing on functional, aesthetic, and structural perspectives.
Multimedia system(OPEN DOCUMENT ARCHITECTURE AND INTERCHANGING FORMAT)pavishkumarsingh
The document discusses multimedia documents and hypermedia. It describes how multimedia documents contain both continuous and discrete media and require models for content, structure, manipulation, and representation. Standards for describing multimedia documents include SGML, HTML, and MHEG. Hypertext links discrete chunks of text, while hypermedia generalizes this to include additional media types and synchronization. The World Wide Web uses HTTP, URLs, and HTML to access and display hypermedia documents over the internet. Forms and CGI scripts allow for user interaction, while Java applets enable interactive content to run in web browsers.
Multimedia authoring tools allow importing, creating, integrating, and delivering various media types. They are based on metaphors that influence how elements are organized, sequenced, and delivered. Common metaphors include the slide show, book/page, windowing, and icon metaphors. The slide show metaphor treats each screen as a slide, the book metaphor treats an application as a book with pages, and the windowing metaphor groups objects into windows in a hierarchy. The appropriate tool depends on the type of application being developed and its required interactivity.
This document provides an introduction and overview of ActionScript-1. It discusses that ActionScript adds interactivity to Flash movies by allowing scripts to trigger actions based on user events. It describes the Actions panel for creating and editing scripts using Normal Mode or Expert Mode. It also covers assigning actions to buttons, movie clips, and frames. Finally, it discusses writing scripts with ActionScript, including its syntax, comments, keywords, constants, and data types.
This document discusses cognitive aspects of multimedia presentations for learning. It covers several topics:
- Multimedia can enhance learning by conveying information through multiple modes like text, images, sound, video.
- Cognitive psychology and learning theories should inform multimedia design to best facilitate learning.
- Learning involves cognitive processes like memory, problem-solving, and different learning styles.
- The cognitive domain of learning includes remembering, understanding, applying, analyzing, evaluating knowledge.
- Both cognitive and affective/emotional aspects are important for effective multimedia learning. Presentations should aim to engage and interest learners, not just convey dry facts.
The document discusses the importance of creating scripts, flowcharts, and storyboards for multimedia presentations. It provides details on each:
- Flowcharts are visual blueprints that show the flow of a program and relationships between content and user. Storyboards show what screens and media will be included, and their order. Scripts are used by production teams.
- Storyboards start as sketches and evolve with the project. They help ensure all team members understand the structure and user experience. Interactive storyboards can be made using tools like HyperCard or Director.
- Well-documented projects using these tools can speed development and reduce costs. Storyboarding identifies issues early and provides a shared reference for teams.
This document provides an overview of computer networks and their basic components. It discusses how networks connect devices like computers, printers and servers to allow sharing of resources. Local area networks (LANs) connect devices within a building, while wide area networks (WANs) span greater distances. The two main types of networks are peer-to-peer and client-server. Client-server networks have centralized data storage on servers for easier management. Network topologies like star, bus and ring determine how data flows. Key network components include network interface cards, hubs, switches, bridges, routers and gateways. The document also describes the CSMA/CD and token ring access methods for transmitting data over the network.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
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ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
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Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
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Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
1. Lehrstuhl für Informatik 4
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Page1Chapter 5.1: Documents and Hypermedia
Chapter 2: Basics
Chapter 3: Multimedia Systems – Communication Aspects and Services
Chapter 4: Multimedia Systems – Storage Aspects
Chapter 5: Multimedia Usage and Applications
• Documents and Hypermedia
• Multimedia User Interfaces
• Abstractions for Programming
• Multimedia Applications
5.1: Documents and Hypermedia
• Multimedia Documents
• Hypertext, Hypermedia and
SGML
• WWW and HyperText
Markup Language (HTML)
• Multimedia and Hypermedia
Information Coding Expert
Group (MHEG)
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Multimedia Applications
Needed for Multimedia:
• Encoding of multimedia data
• Protocols for multimedia communication, network and system resources, synchronization
• Data storage on hard disk, CD, databases
Now: how to design and work with multimedia applications?
• Multimedia documents: How to describe, structure and access documents containing
several media in an appropriate way?
• Design of multimedia system interfaces: How to design good interfaces for a human user
to access the applications?
• Programming: How to ease the way of constructing multimedia applications?
First: multimedia documents
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Presentation
Model
Manipulation
Model
Representation
Model
Content
Structure
Multimedia Documents
Exchanging documents requires that the
document architecture is known. This
requires a definition of an architecture:
• Content: multi-/mono-media information
• Structure: spatial and temporal relations
between information
• Manipulation Model: definition of
operations for creation, change and
deletion of information
• Representation Model: exchange protocol
and data format
• Presentation Model: rules for document
presentation
A multimedia document then is a document which
comprises at least one continuous (time-dependent)
medium and one discrete (time-independent) medium
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Mono-media Document Example: Hypertext
Hypertext System
• A system that allows to read several related textual documents nonlinearly
Node-Link Hypertext Model:
• Individually chunks of (textual) information (also called nodes) are set in relation by
means of hyperlinks
• Hyperlink: relation between two or more nodes, defining a structure
• Hypertext Document: distinct set of nodes and links which constitutes a logical entity
• Hyperweb: distinct set of hyperlinks
Linear text
Hypertext
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Multimedia Documents: Hypermedia
• Hypermedia is the generalization of hypertext to include additional media like
graphics, photos, audio clips, video sequences, animations
• Synchronization and linking of these media elements to other elements must be
possible
• Hypermedia systems allow interactive, integrated and synchronized presentation of
multimedia information
Multimedia Hypermedia Hypertext
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Hypermedia
Presentation and user interface
Based on a given structure and user’s display, it is decided:
• which data to present
• how the data are presented
Hypermedia abstract machine
• Determine the structure of the document
• Knowledge about references, data structures, attributes
Database
• Storage of data as objects without semantics or structure definitions
• Storage management: consistency for multi-user access, persistency, fault
tolerance, …
3 Layers of different functionalities:
Description of hypermedia documents is possible e.g. with SGML, HTML/XML, or MHEG
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Standard Generalized Markup Language (SGML)
SGML was evolved from an IBM internal project, and was strongly supported by
American publishers:
• Authors define titles, tables, etc. inside a document in a uniform way, without any
description of the actual representation
• Publisher determines layout
Basic ideas:
• Author uses tags (markups) to mark parts of the text to be e.g. a title or a table
• SGML determines how tags have to look like
• User groups agree on the meaning of the tags
• Formatter generates document layout from tags
SGML defines a syntax, not semantics!
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SGML: Concept
Relationship between:
• Document
Data content
Tags (markups)
• Document Type Definition (DTD):
Set of markup declarations, define
• Element types
• Attributes of elements
• Hierarchical relationships between elements
• Procedures
Specify the document processing
Correspond to functions of the formatter
Example:
<title>Multimedia Systems</title>
<author>Otto Spaniol</author>
<site>RWTH Aachen</site>
<summary>In multimedia systems, …
</summary>
…
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SGML: Tag Categories
Descriptive Tags:
• Define the structure of the document in the form <tag> text </tag>
Entity Reference:
• For symbol substitution and file, data set, and variable embedding; the actual
content can be inserted later at the corresponding place
• Example: &Ae.rger ... means ... Ärger
Processing instructions:
• Instructions used by other programs, e.g. a formatter
• E.g. for the embedding of different media
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SGML: Tag Categories
Tag declaration:
• Can define the entities referred to by the entity references, e.g.
<!ELEMENT Ae (...)>
• Can define rules for the structure of the document, e.g.
<!Element paper (preamble, body, postamble)>
<!Element preamble (title, author, side)>
<!Element title (#CDATA)> --character data
<!Element body (...)>
...
paper
postamblebodypreamble
title author address
characters
chapter 1
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SGML and Multimedia
Embedding of multimedia data:
• As external document parts from separate files
• Originally embedded as CGM (Computer Graphics Metafile) graphic
Concrete data referred by using NDATA
Example:
<!ATTLIST video id ID #IMPLIED>
<!ATTLIST video synch #IMPLIED>
<!ELEMENT video (audio, movpic)>
<!ELEMENT audio (#NDATA)> -- non-text media
<!ELEMENT movpic (#NDATA)> -- non-text media
...
<!ELEMENT story (preamble, body, postamble)>
• Used now: HTML
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SGML Conformant Languages
HTML
• HyperText Markup Language
• For description of hypertext / hypermedia in the World Wide Web (WWW)
• Most used SGML-language today
HyTime
• ISO standard for structured presentation of hypermedia information
SMDL
• Standard Music Description Language
XML
• eXtensible Markup Language
• Driven by W3C consortium (XML working group)
• Designed to enable the use of SGML on the WWW
• “Meta language”: lets you design your own markup language
• Conforms better to SGML as HTML does – “format of the future”
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The World Wide Web (WWW)
• WWW: Internet-wide distributed hypermedia information retrieval system, provides
access to large universe of documents
• Client-server model:
Clients: (Web browsers) collection of programs which can send requests for
documents to WWW servers
Servers: programs that, after they receive requests, send back the appropriate
answers - either documents or error messages
• Major WWW standards:
HTTP: HyperText Transfer Protocol
(transmission of documents)
URL: Uniform Resource Locator
(address of document)
HTML: HyperText Markup Language
(document format)
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The World Wide Web – Functional Model
• Proxy breaks up the connection into client/proxy and proxy/server requests and responses
• Allows for
Caching
Prefetching (proxy prefetches the links included in the last requested document)
Usage of dedicated (transport) protocols between client/proxy and server/proxy
Conversion of transferred content to meet the client requirements and transfer
medium (e.g. low bandwidth transfer medium like wireless access)
Set of WWW Servers
Client (Browser)
Request Response
Request
Response
Proxy
(optional)
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Proxy/Cache Approaches
Autonomous Caching
• Each proxy itself decides whether to cache or to
displace a document
• No additional management overhead
Hierarchical Caching
• Information about requests is forwarded “upwards”
• Central management
Cooperative Caching
• Groups of proxies may exchange documents
• Even documents that are retrieved very often don’t need to
be stored everywhere (allows for better scalability)
• Group management needed
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Hypertext in the WWW
Nodes
• Hypertext documents represented by HyperText Markup Language (HTML) or
arbitrary information objects referenced by means of an URL
Hyperlinks
• Embedded in HTML documents, directional point-to-point
Source anchors
• Text portions or images regions included in HTML documents
Destination anchors
• Either information objects addressable through an URL or specific parts of HTML
documents
Link type
• Always a reference for further reading
• Further information in addition to the pure link between two nodes
• Example: differentiation between different kinds of destination nodes
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HTML is a SGML Document Type Definition (DTD), giving syntax and semantics of
hypertext documents by defining tags for
• describing the text structure (not the layout)
• creating hyperlinks
• embedding objects like graphics
• describing tables
• ...
Coding
• HTML Documents are usually stored as text files
Browsers
• Can understand tags
• Can convert them into page layout
Hypertext Markup Language (HTML)
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Hypertext Markup Language
Source document
Parser
Formatter
Target document
HTML
Rules
Document
type
Semantics of
attributes
The basic definitions of HTML support only the representation of hypertext documents.
Numerous extensions exist that move HTML to more interactive documents and
hypermedia.
Drawback: documents that use extensions maybe are tailored to particular browsers
stored on
the server
done by the
browser
presented
to the user
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Document: Internal Representation
Some HTML tags:
<HEAD>...</HEAD>: Page header
<B>...</B>: Bold text
<P>: New paragraph
<IMG SRC=“...”>: Inclusion of picture
<A HREF=“...”>...</A>: Link to another document
<HEAD>My Page</HEAD>
<BODY>
This is my own web page.
<P><B>Ain’t it nice?</B>
<P>Here’s my picture: <IMG SRC=“myself.jpg”>
<P><A HREF=“http://www.me.info/myself.html”>Here</A>
you can find further information about me.
</BODY>
Example:
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Forms and CGI (Common Gateway Interface)
Forms are used to convey information from client to server:
HTML representation:
...
<FORM ACTION=“http://www.info.com/cgi-bin/order“ METHOD=POST>
<P>Please send me more information!
<P>Name <INPUT NAME=“customer“ SIZE=30>
<P>Street <INPUT NAME=“street“ SIZE=30>
<P>Name <INPUT NAME=“city“ SIZE=30>
<INPUT TYPE=SUBMIT VALUE=“Send!“>
</FORM>
...
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Forms and CGI
The <FORM> tag specifies
• Transmission method
GET: get document from URL
POST: in this case, a document is sent to the server, e.g.
customer=Bill+Clinton&street=The+White+House&city=Washington
• Action to be taken by server, e.g. execution of a CGI script
CGI: Common Gateway Interface
• CGI script: a program which is
executed at the server
on behalf of clients’ request (as defined by transmitted parameters)
e.g. a database query
• Output of the CGI script is returned to client, e.g. newly generated WWW page
• Addressing of scripts via URLs, usually in directory cgi-bin
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Enhanced Client-Server Interaction
Problem with CGI scripts: client interactions are limited - programs are executed on the
server
Solution: execute scripts/programs on client side
Main idea
• URL on a page points to small program
• Program is called applet
• When clicked: browser downloads applet to the client and executes it there
Advantages:
• WWW pages become more interactive
• Browser capabilities can be extended on-the-fly
• E.g. loading of new viewers when needed
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Java: Fundamentals
Java:
• Programming language to write applets
• Originated from Sun Microsystems
Inclusion of applets into HTML documents by new tag <APPLET>
• E.g. <APPLET CODE=game.class WIDTH=100 HEIGHT=200></APPLET>
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Applet Lifecycle
import java.applet.*;
public class myApplet extends Applet {
public void init()
{
... // called on first startup
}
public void start()
{
... // called when page entered (again)
}
public void stop()
{
... // called when page left
}
public void destroy()
{
... // called when browser/runtime environment is finally left
}
public void myMethod(){
... // do something
}
}
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The World Wide Web – Problems
The WWW with HTML in combination with scripts and applets serves as a basis for
presenting multimedia content. But:
• Users can get “lost in hyperspace” because documents are arbitrarily structured, no
overview is possible
• Difficult to find information (search engines have scalability problems)
• No version control of documents (detection of outdated information)
• No support for document authoring
• No link consistency: dangling links are created by the deletion of one link end
• Low performance and high network load (solution: proxy servers)
• No linking between dynamic media possible (no real hypermedia)
• ... much more
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Multimedia and Hypermedia Information Coding
Expert Group (MHEG)
MHEG is an “umbrella standard” for multimedia objects. It provides a language for
control of delivery of multimedia objects:
• Exchange format and representation for composed (time-dependent) multimedia
information
• Provides a structures for interactive, spatial and temporal related information
• Suitable for real-time (distributed) multimedia/hypermedia applications (no complex
parsing and interpretation required)
• Platform independent description
• Typical application: devices with small resources like point-of-sales terminals, video
on demand set-top boxes (MHEG is e.g. used in DVB), ...
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MHEG Family
Outdated standards:
• MHEG-1: MHEG Object Representation, Base Notation (ASN.1)
• MHEG-2: MHEG Alternate Notation (SGML)
• MHEG-3: MHEG Extension for Scripting Language Support
• MHEG-4: Registration Procedures for Format Identifiers
Current standards:
• MHEG-5: Support for Base-Level Interactive Applications
• MHEG-6: Support for Enhanced Interactive Applications: JavaVM
• MHEG-7: Conformance Testing
• MHEG-8: XML
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Page28Chapter 5.1: Documents and Hypermedia
MHEG-5: Objects, Events, Links
Multimedia applications can be described using MHEG as collection of scenes. Both
contain objects and links; on the happening of certain events for an object (mouse
movement, clicks, …) the effects of the corresponding link are processed.
Objects
Events
Links
MHEG application
MHEG scene
MHEG scene
MHEG scene
Objects
Links
Objects
Links
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Kommunikation und verteilte Systeme
Page29Chapter 5.1: Documents and Hypermedia
MHEG
Formatter
MHEG Engine
MHEG
Object
Storage
Information input
(e.g. web of hypermedia documents)
MHEG
Parser
MHEG Engine
MHEG
Object
Storage
Object Transfer
Object Request
Interactive presentation
MHEG Objects
MHEG standard: data structures and binary representation of MHEG objects
(not: retrieval protocol or MHEG Engine)
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Kommunikation und verteilte Systeme
Page30Chapter 5.1: Documents and Hypermedia
MHEG Object Classes
MHEG objects are defining
• contents (Content Class)
• user Interaction (Interaction Class)
• presentation attributes (Behavior Class)
• …
Instances can be created from all leaves
of this MHEG class hierarchy tree.
Instances cannot be created from
internal nodes of the tree.
MH Object
Behavior Descriptor Component Macro
Action Link Script Content Interaction Composite
Selection Modification
e.g. “push Stop button“
e.g. “edit a data input file“
e.g. graphics, text, ...e.g. “start“
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Kommunikation und verteilte Systeme
Page31Chapter 5.1: Documents and Hypermedia
MHEG Objects Examples
Complex MHEG Objects include several other MHEG objects that determine
• the content (output objects)
• the user interaction (input objects)
• the presentation (action objects)
• the relations between the different objects (link objects)
Input Objects
(user Interaction)
Button A (start)
Button B (stop)
Slider A
(Volume)
Menu A
(Control)
Output Objects
Picture A
(e.g. JPEG)
Video 1
(e.g. MPEG)
Text A
Text B
Action Objects
Action 1
Volume = 50%
Action 2
Pos. = (100,200)
Action 3
Pos. = (250,100)
Link Objects
LINK Action 1
TO Video 1
LINK Action 2
TO Picture A
Action 3
START
Action 4
START Script 1
LINK Action 3
TO Button A
IF Button A =
CLICKED
LINK Action 3
TO Video 1
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Kommunikation und verteilte Systeme
Page32Chapter 5.1: Documents and Hypermedia
MHEG Presentable Object Example
Structural information included in MHEG objects allows to determine the presentation of
the object:
MHEG Hypermedia Object
Presentation
Video
start stop
Video 1
(e.g. MPEG)
Button A (start)
Button B (stop)
Text A
Action 1
Pos. = (100,200)
Action 2
Pos. = (100,180)
IF Button A =
CLICKED
LINK Action 3
TO Video 1
LINK Action 1
TO Video 1
presentation as described
by the included set of link,
action and script objects
external references
MHEG Objects may be distributed
MHEG Objects
MHEG ObjectsMHEG ObjectsMHEG Objects
Text A
Action 3
...
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Page33Chapter 5.1: Documents and Hypermedia
MHEG Scheduling of Objects
MHEG supports real-time hypermedia presentations by allowing to add time
dependent object preparation and presentation attributes (time stamps)
Video
Audio
Text A Text B
Sec.
0 5 10 15 20 25
prepare audio
prepare text A
prepare text B
timestamps and actions stored
in the MHEG-Object
Presentation
The PREPARE action triggers the retrieval and initialization of the MHEG object.
Problem: delays cannot be exactly predicted by the MHEG engine.
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Kommunikation und verteilte Systeme
Page34Chapter 5.1: Documents and Hypermedia
Conclusions
Multimedia documents can be represented using several techniques
• SGML provides a description language for “everything”. But: only a theoretical
construct
• HTML as reduced version of SGML for hypertext in the WWW
Different media can be linked in a document
Scripts and applets allow for dynamic content
But: some problems, e.g. no linking of different media possible
• MHEG as description language for multimedia objects
Allows for composing complex objects and specifying time dependencies
Also gives an integration with Java
Newer standards allow for the usage of XML for description