The document discusses multimedia concepts and defines multimedia as the presentation of information using a combination of text, audio, graphics, video, and animation. It provides examples of how multimedia is used in various aspects of life like business, entertainment, education, and more. The document also discusses key multimedia concepts like linear and non-linear interactivity, common mediums of delivery like web-based and CD-based multimedia, and how multimedia has benefited and improved society.
The document discusses the roles and responsibilities of different members of a multimedia production team. It states that a multimedia production team typically consists of a project manager, subject matter expert, graphic artist, audio-video technician, instructional designer, and programmer. It then provides more details on the specific roles of each member, such as the project manager coordinating the team, the subject matter expert researching content, and the graphic artist developing visual elements.
The document discusses the concept of multimedia, defining it as the presentation of information using a combination of text, audio, graphics, video, and animation. It provides examples of how multimedia is used in various aspects of life, such as in business, entertainment, and education. The document also examines key elements of multimedia like hardware, software, file formats, and how authoring tools can be used to integrate different multimedia elements into interactive applications.
A multimedia production team consists of various roles including a project manager, subject matter expert, graphic artist, audio/video technician, instructional designer, and programmer. The project manager defines the project scope and coordinates the team. Each role contributes different elements - the subject matter expert provides content, the graphic artist develops visual elements, the audio/video technician records and edits sound/video, the instructional designer plans educational strategies, and the programmer codes the program. The team goes through various phases from analysis to design, implementation, testing, evaluation, and publishing to produce high-quality multimedia applications.
Multimedia is the presentation of information using a combination of various media such as text, audio, images, animation, and video. The document discusses the definition of multimedia and its applications in various fields such as education, entertainment, business, and more. It also covers the five main elements of multimedia - text, graphics, audio, video, and animation - and explains hardware and software used for multimedia production and authoring tools that help integrate different media elements.
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.
The document discusses multimedia concepts and defines multimedia as the presentation of information using a combination of text, audio, graphics, video, and animation. It describes the five main elements of multimedia as text, graphics, audio, video, and animation. It also discusses hardware and software used for multimedia production, including scanners, video cameras, digital cameras, audio devices, video capture devices, and editing software for different media types.
This document discusses multimedia concepts and definitions. It defines multimedia as the presentation of information using a combination of text, audio, graphics, video and animation. Multimedia involves both hardware and software used to communicate information, such as radios, TVs, computers, phones, email and video conferencing. Multimedia is commonly used in education, entertainment, business and scientific research. It can improve learning and make it more engaging through edutainment. The document also discusses interactivity in multimedia, distinguishing between linear and non-linear interactivity and how users can interact with and control multimedia content. Common mediums for delivering multimedia include web-based multimedia through websites and CD-based multimedia through discs like CD-ROMs and Blu
This document provides an overview and definitions of key terms related to multimedia. It discusses how multimedia combines various digital media types, including text, images, sound, animation and video. It describes how multimedia can be linear or nonlinear/interactive depending on whether the user has navigational control. The document also outlines some common uses of multimedia and discusses CD-ROMs and DVDs as distribution methods for multimedia projects, noting their ability to store large amounts of content. It defines key terms like authoring tools, integration, interactive and hypermedia.
The document discusses the roles and responsibilities of different members of a multimedia production team. It states that a multimedia production team typically consists of a project manager, subject matter expert, graphic artist, audio-video technician, instructional designer, and programmer. It then provides more details on the specific roles of each member, such as the project manager coordinating the team, the subject matter expert researching content, and the graphic artist developing visual elements.
The document discusses the concept of multimedia, defining it as the presentation of information using a combination of text, audio, graphics, video, and animation. It provides examples of how multimedia is used in various aspects of life, such as in business, entertainment, and education. The document also examines key elements of multimedia like hardware, software, file formats, and how authoring tools can be used to integrate different multimedia elements into interactive applications.
A multimedia production team consists of various roles including a project manager, subject matter expert, graphic artist, audio/video technician, instructional designer, and programmer. The project manager defines the project scope and coordinates the team. Each role contributes different elements - the subject matter expert provides content, the graphic artist develops visual elements, the audio/video technician records and edits sound/video, the instructional designer plans educational strategies, and the programmer codes the program. The team goes through various phases from analysis to design, implementation, testing, evaluation, and publishing to produce high-quality multimedia applications.
Multimedia is the presentation of information using a combination of various media such as text, audio, images, animation, and video. The document discusses the definition of multimedia and its applications in various fields such as education, entertainment, business, and more. It also covers the five main elements of multimedia - text, graphics, audio, video, and animation - and explains hardware and software used for multimedia production and authoring tools that help integrate different media elements.
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.
The document discusses multimedia concepts and defines multimedia as the presentation of information using a combination of text, audio, graphics, video, and animation. It describes the five main elements of multimedia as text, graphics, audio, video, and animation. It also discusses hardware and software used for multimedia production, including scanners, video cameras, digital cameras, audio devices, video capture devices, and editing software for different media types.
This document discusses multimedia concepts and definitions. It defines multimedia as the presentation of information using a combination of text, audio, graphics, video and animation. Multimedia involves both hardware and software used to communicate information, such as radios, TVs, computers, phones, email and video conferencing. Multimedia is commonly used in education, entertainment, business and scientific research. It can improve learning and make it more engaging through edutainment. The document also discusses interactivity in multimedia, distinguishing between linear and non-linear interactivity and how users can interact with and control multimedia content. Common mediums for delivering multimedia include web-based multimedia through websites and CD-based multimedia through discs like CD-ROMs and Blu
This document provides an overview and definitions of key terms related to multimedia. It discusses how multimedia combines various digital media types, including text, images, sound, animation and video. It describes how multimedia can be linear or nonlinear/interactive depending on whether the user has navigational control. The document also outlines some common uses of multimedia and discusses CD-ROMs and DVDs as distribution methods for multimedia projects, noting their ability to store large amounts of content. It defines key terms like authoring tools, integration, interactive and hypermedia.
This document discusses the role of multimedia in education. It defines multimedia as using multiple mediums like sound, images, text, animation and video, especially when used with computer technology. The document outlines how multimedia incorporates these different elements and can be used in education to enhance learning. It notes multimedia's ability to engage students and help explain complex topics through visual and auditory elements. The document also discusses some challenges in implementing multimedia in classrooms and concerns about overstating its educational benefits.
This document discusses the five elements of multimedia: 1) text, 2) audio sound, 3) static graphics images, 4) animation, and 5) full-motion video. It provides details on each element, including that text is the basis for many applications and can be displayed in various formats, audio enhances understanding through narration and conveying information not possible through other media, static graphics are important for visual learners and come in various formats, animation helps illustrate concepts involving movement better than static images, and full-motion video adds more but has limitations in quality and file size currently.
Std 11 Chapter 1 Introduction to Multimedia (Part 2)Nuzhat Memon
Std 11 Chapter 1 Introduction to Multimedia (Part 2) by Nuzhat Memon
Audio in Multimedia
Audio Recording Application
Audio Format (midi, ram wav, wma, mp3)
Image in Multimedia
Two types of image file
bitmap/raster images
vector images
Image formats (bmp, gif, png, jpg/jpeg, psd, tiff)
Video and Animation
Classification of Animation (2d Animation and 3d Animation)
Video Recording Application
Video format (avi, wmv, mpeg, mov, ram, swf, mp4)
The document discusses the stages of the multimedia development process, including planning and costing, design and production, testing, and delivery. It describes key aspects of planning and costing such as determining objectives, identifying the target audience, developing a design template and navigation structure, and creating a schedule and budget. Common project management tools for planning include flowcharts, storyboards, organizational structures like hierarchies, and Gantt charts.
This document discusses the role of multimedia in education. It defines multimedia as communicating in multiple ways using various media elements like audio, video, animation, graphics and text. Multimedia provides benefits in education like interactivity and self-paced learning. It can be delivered through standalone applications or web-based applications. The internet also functions as an educational tool by allowing students to search for and receive information, publish and provide information, communicate through chat rooms and email, and collaborate on joint projects. Developing effective multimedia involves principles like usability and an interdisciplinary team approach.
This document discusses multimedia and its elements. It defines multimedia as media that uses multiple forms of content like text, audio, graphics, video, and interactivity. The five main categories of multimedia are described as text, graphics, audio, video, and animation. Examples and file formats are provided for each category. Applications of multimedia discussed include entertainment, business, software, and e-learning. Multimedia is said to be an important part of any presentation and its use has increased with the internet and demand for digital content.
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.
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 information about Unit 62: Digital Video Production for Interactive Media. The unit aims to introduce learners to producing and using digital video for interactive media products. Learners will examine video technology, plan and create a video sequence, and prepare it for use in an interactive media product. The unit assesses understanding of digital video technology, devising a video sequence, shooting/sourcing assets, and creating a sequence following industry standards. Resources listed include textbooks, websites, and possible work experience.
Multimedia refers to the combination of various media types, including text, audio, images, video, and animation. It is commonly used in fields like business, education, and entertainment. A complete multimedia system incorporates five main elements - text, graphics, audio, video, and animation. Multimedia has improved society in many ways, such as through references, education, entertainment, and scientific research.
Technical Writer's Influence on Social Media Strategy 2Fer O'Neil
The document discusses the technical writer's role in social media strategy and initiatives. It argues that technical writers can help improve support channels by creating social media presences to directly engage with users. This allows for questions to be answered quickly and content to be updated based on trends. Technical writers are well-suited to develop, link, and administer social media accounts due to their communication skills and understanding of user needs. While support initiatives may not directly produce returns on investment, they can provide additional marketing and public relations value by increasing exposure for help documents and knowledgebases.
Using YouTube Videos to Enhance 'Traditional' SupportBen Johnson
The document discusses using videos to enhance traditional technical support documentation. It describes how two technical writers, Ben Johnson from HP and Fer O'Neil from ESET, began creating video tutorials and incorporating them into their companies' support articles and YouTube channels starting in 2009. The presentation they gave provides guidance on best practices for preparing, producing, publishing, promoting and analyzing the effectiveness of instructional support videos.
The document provides an introduction to multimedia, defining it as the use of computers to integrate text, graphics, video, animation and sound. It discusses multimedia developers and projects, and how multimedia can be used for education, marketing, training and more. It also covers linear and non-linear presentations, multimedia systems and their components, as well as applications and methods for delivering multimedia.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. Learners are also asked to create a newsletter outlining how digital video technology helps user experience across different delivery platforms. The tasks aim to develop learners' understanding and application of pre-production techniques and principles of digital video technology in interactive media.
Dokumen tersebut membincangkan proses pembangunan multimedia, termasuk prinsip antarmuka pengguna, peranan ahli pasukan pembangun, dan fasa-fasa produksi multimedia seperti analisis, reka bentuk, pelaksanaan, pengujian, penilaian, dan penerbitan.
This document discusses computer generations and their characteristics from the 1st to 5th generations. It describes the transition from vacuum tubes to transistors to integrated circuits. It also discusses the positive and negative impacts of information and communication technology on society, as well as the need for ethics and law in computing. Finally, it covers security threats and measures related to computers and networks.
Bahasa pengaturcaraan terkini meliputi bahasa generasi kelima yang tertumpu pada penyelesaian masalah, bahasa tabii yang menggunakan bahasa Inggeris biasa, dan pustaka grafik terbuka (OpenGL) yang menyediakan spesifikasi untuk aplikasi grafik 3D dan 2D.
This document discusses the role of multimedia in education. It defines multimedia as using multiple mediums like sound, images, text, animation and video, especially when used with computer technology. The document outlines how multimedia incorporates these different elements and can be used in education to enhance learning. It notes multimedia's ability to engage students and help explain complex topics through visual and auditory elements. The document also discusses some challenges in implementing multimedia in classrooms and concerns about overstating its educational benefits.
This document discusses the five elements of multimedia: 1) text, 2) audio sound, 3) static graphics images, 4) animation, and 5) full-motion video. It provides details on each element, including that text is the basis for many applications and can be displayed in various formats, audio enhances understanding through narration and conveying information not possible through other media, static graphics are important for visual learners and come in various formats, animation helps illustrate concepts involving movement better than static images, and full-motion video adds more but has limitations in quality and file size currently.
Std 11 Chapter 1 Introduction to Multimedia (Part 2)Nuzhat Memon
Std 11 Chapter 1 Introduction to Multimedia (Part 2) by Nuzhat Memon
Audio in Multimedia
Audio Recording Application
Audio Format (midi, ram wav, wma, mp3)
Image in Multimedia
Two types of image file
bitmap/raster images
vector images
Image formats (bmp, gif, png, jpg/jpeg, psd, tiff)
Video and Animation
Classification of Animation (2d Animation and 3d Animation)
Video Recording Application
Video format (avi, wmv, mpeg, mov, ram, swf, mp4)
The document discusses the stages of the multimedia development process, including planning and costing, design and production, testing, and delivery. It describes key aspects of planning and costing such as determining objectives, identifying the target audience, developing a design template and navigation structure, and creating a schedule and budget. Common project management tools for planning include flowcharts, storyboards, organizational structures like hierarchies, and Gantt charts.
This document discusses the role of multimedia in education. It defines multimedia as communicating in multiple ways using various media elements like audio, video, animation, graphics and text. Multimedia provides benefits in education like interactivity and self-paced learning. It can be delivered through standalone applications or web-based applications. The internet also functions as an educational tool by allowing students to search for and receive information, publish and provide information, communicate through chat rooms and email, and collaborate on joint projects. Developing effective multimedia involves principles like usability and an interdisciplinary team approach.
This document discusses multimedia and its elements. It defines multimedia as media that uses multiple forms of content like text, audio, graphics, video, and interactivity. The five main categories of multimedia are described as text, graphics, audio, video, and animation. Examples and file formats are provided for each category. Applications of multimedia discussed include entertainment, business, software, and e-learning. Multimedia is said to be an important part of any presentation and its use has increased with the internet and demand for digital content.
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.
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 information about Unit 62: Digital Video Production for Interactive Media. The unit aims to introduce learners to producing and using digital video for interactive media products. Learners will examine video technology, plan and create a video sequence, and prepare it for use in an interactive media product. The unit assesses understanding of digital video technology, devising a video sequence, shooting/sourcing assets, and creating a sequence following industry standards. Resources listed include textbooks, websites, and possible work experience.
Multimedia refers to the combination of various media types, including text, audio, images, video, and animation. It is commonly used in fields like business, education, and entertainment. A complete multimedia system incorporates five main elements - text, graphics, audio, video, and animation. Multimedia has improved society in many ways, such as through references, education, entertainment, and scientific research.
Technical Writer's Influence on Social Media Strategy 2Fer O'Neil
The document discusses the technical writer's role in social media strategy and initiatives. It argues that technical writers can help improve support channels by creating social media presences to directly engage with users. This allows for questions to be answered quickly and content to be updated based on trends. Technical writers are well-suited to develop, link, and administer social media accounts due to their communication skills and understanding of user needs. While support initiatives may not directly produce returns on investment, they can provide additional marketing and public relations value by increasing exposure for help documents and knowledgebases.
Using YouTube Videos to Enhance 'Traditional' SupportBen Johnson
The document discusses using videos to enhance traditional technical support documentation. It describes how two technical writers, Ben Johnson from HP and Fer O'Neil from ESET, began creating video tutorials and incorporating them into their companies' support articles and YouTube channels starting in 2009. The presentation they gave provides guidance on best practices for preparing, producing, publishing, promoting and analyzing the effectiveness of instructional support videos.
The document provides an introduction to multimedia, defining it as the use of computers to integrate text, graphics, video, animation and sound. It discusses multimedia developers and projects, and how multimedia can be used for education, marketing, training and more. It also covers linear and non-linear presentations, multimedia systems and their components, as well as applications and methods for delivering multimedia.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. Learners are also asked to create a newsletter outlining how digital video technology helps user experience across different delivery platforms. The tasks aim to develop learners' understanding and application of pre-production techniques and principles of digital video technology in interactive media.
Dokumen tersebut membincangkan proses pembangunan multimedia, termasuk prinsip antarmuka pengguna, peranan ahli pasukan pembangun, dan fasa-fasa produksi multimedia seperti analisis, reka bentuk, pelaksanaan, pengujian, penilaian, dan penerbitan.
This document discusses computer generations and their characteristics from the 1st to 5th generations. It describes the transition from vacuum tubes to transistors to integrated circuits. It also discusses the positive and negative impacts of information and communication technology on society, as well as the need for ethics and law in computing. Finally, it covers security threats and measures related to computers and networks.
Bahasa pengaturcaraan terkini meliputi bahasa generasi kelima yang tertumpu pada penyelesaian masalah, bahasa tabii yang menggunakan bahasa Inggeris biasa, dan pustaka grafik terbuka (OpenGL) yang menyediakan spesifikasi untuk aplikasi grafik 3D dan 2D.
Dokumen tersebut membincangkan tentang keselamatan komputer, termasuk definisi keselamatan komputer, ancaman terhadap keselamatan komputer seperti virus dan penggodaman, serta langkah-langkah keselamatan seperti penggunaan antivirus, enkripsi, dan tembok api.
The document defines multimedia and its key elements. It discusses how multimedia involves various media like text, graphics, audio, video and animation. It also explains how multimedia applications allow nonlinear interactivity for users to navigate content. Common file formats and authoring tools for developing multimedia are also covered.
Dokumen tersebut membahas mengenai etika penggunaan komputer dan isu-isu yang terkait. Beberapa isu yang dibahas adalah hak harta intelek, privasi data, dan dampak penggunaan komputer terhadap masyarakat. Dokumen tersebut juga menjelaskan definisi etika komputer, kode etika, dan perbedaan antara etika dan undang-undang.
This document provides an overview of computer systems and networking. It discusses the history of computer generations from vacuum tubes to modern integrated circuits. It also covers networking topics like topologies, protocols, standards, and network devices. Security measures are described like authentication, verification, filtering, and preventing computer crimes. The roles of hardware, software, operating systems, and networking components are defined.
This document provides information about multimedia concepts and multimedia authoring tools. It discusses the definition of multimedia and the five main elements of multimedia - text, graphics, audio, video and animation. It also describes different authoring tool concepts, including time frame, icon and card concepts. Authoring tools help users integrate various multimedia elements into an interactive application by organizing elements and sequencing events.
This document provides an overview of multimedia concepts. It defines multimedia as the presentation of information using a combination of text, audio, graphics, video, and animation. It discusses how multimedia is used in various aspects of life, such as business, entertainment, education, and scientific research. It also describes the hardware and software used to develop multimedia content, including devices like cameras, microphones, and video capture cards, as well as editing software for different media types.
(Part 4) This is the ICT students' module for Malaysia's previous ICT education syllabus. SHARED ONLY FOR EDUCATIONAL PURPOSES.
-I apologize but (Part 3) is not available for sharing-
This document provides an overview of multimedia concepts. It defines multimedia as the presentation of information using a combination of text, audio, graphics, video, and animation. It discusses the different elements of multimedia like text, audio, graphics, video, and animation. It also explains key multimedia concepts such as linear and non-linear interactivity, and different mediums for delivering multimedia content like web-based and CD-based.
This document provides an overview of a textbook about multimedia in the 21st century. It contains 5 chapters that explore various topics related to multimedia, including the internet and multimedia, exploring the world of multimedia, multimedia and society, multimedia and business, and multimedia and education/healthcare. The first chapter examines the concept of multimedia and discusses the integration of text, images, sound, and video using computer technology. It also outlines the historic development of multimedia and provides examples of how it is used in different contexts.
This document discusses multimedia and its principles. Multimedia engages the senses through various forms of media like text, images, music, and video. It can be linear, with a predetermined flow, or non-linear, allowing user interaction and navigation. The document also categorizes different types of multimedia, including presentations, games, and navigation-based formats. It describes how multimedia is applied in various fields such as education, entertainment, business, medicine, research, and government. Finally, it instructs learners to complete an activity creating a visual comparing linear and non-linear multimedia types.
This document discusses multimedia concepts and authoring tools. It defines multimedia as the presentation of information using a combination of text, audio, graphics, video and animation. Multimedia authoring tools allow users to develop multimedia elements and integrate them into interactive applications. There are three main concepts for multimedia applications - time frame, icon, and card. The time frame concept organizes multimedia elements along a timeline to coordinate when each element plays.
The document discusses the evolution of educational technology through different revolutions: 1) Printing press, 2) Libraries, 3) Computers. It describes how computers transformed into ICT in education by allowing various uses like communication, audiovisual media, and multimedia. Computers in classrooms allow teachers to demonstrate lessons, programs, and websites. The key programs installed on computers that support education are discussed. Finally, it examines how ICT like radio, TV, computers and the internet have been used to enhance teaching and learning.
Multimedia involves combining different media types such as video, audio, images, and text. It makes websites and applications more engaging by providing rich content. Multimedia can be linear, with predetermined flow set by the creator, or nonlinear, allowing users more interactivity and freedom to navigate. It has various applications in advertising, entertainment, education, and industries. New forms include online participation in communities, video on demand systems, and open courseware from universities published freely online.
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.
Multimedia is defined as using multiple forms of media like text, audio, graphics, animation, and video to inform or entertain users. It combines elements like text, sound, images, animation, and video. Multimedia can be linear or non-linear. It has various applications in creative industries, commercial use, education, engineering, homes, industries, medicine, and public places. It is used for purposes like advertising, training, simulations, reference materials, and providing information.
The document introduces multimedia and its uses. It defines multimedia as using more than one media element, such as text, graphics, sound, animation and video. Most multimedia is digitized and interactive, allowing users some control over the content. It is used in business, education, entertainment and on the internet. Careers in multimedia include positions in management, production, art, content and support.
Multimedia refers to the integration of various media types like text, graphics, audio and video that are delivered by computers. The document discusses the history, basic elements, advantages, disadvantages and applications of multimedia. It notes that multimedia originated from Paul Nipkow's invention of the Nipkow disk in the late 1800s and was further developed in the 1900s. The basic elements include text, audio, video, graphics and animation. Multimedia has applications in education, entertainment, business and other fields. The future of multimedia is expected to include seamless access across devices and improved technologies like virtual and augmented reality.
This document discusses the role of computers and information and communication technology (ICT) in education. It begins by outlining how computer technology has amplified learning and allowed for interactive engagement with information. It then discusses the rise of computer-assisted instruction and personal computers in classrooms. The document outlines key computer programs and their educational uses. It also discusses how ICTs like radio, television, and the internet can expand access to education, prepare students for the workplace, improve education quality, and transform learning to be more learner-centered. Key ways ICTs have been used for teaching and learning are also summarized.
This document discusses multimedia and provides definitions, categories, components, advantages, disadvantages, and applications of multimedia. Multimedia is defined as the combination of different media types, including text, graphics, audio, video, and animations, delivered interactively to the user. It discusses linear and non-linear multimedia and provides examples. The document also outlines the main components of multimedia, advantages like increased learning effectiveness, and disadvantages such as requiring more time and storage space. Finally, it discusses applications of multimedia in various fields like business, education, marketing, and entertainment.
This document provides an introduction to multimedia, including:
1) It defines multimedia as involving multiple modalities such as text, audio, images, video and discusses common multimedia applications.
2) It explains that hypermedia is not constrained to text and can include other media like graphics and video, with the World Wide Web being a prominent example.
3) It gives a brief history of multimedia technology from newspapers to the development of the World Wide Web.
Multimedia is the field concerned with the computer controlled integration of text, graphics, drawings, still and moving images (Video), animation, audio, and any other media where every type of information can be signified, stored, communicated and handled digitally.
Multimedia as a Technology Enhanced Communication Devices in Teaching Life ...Dadu Brutally Innocent
The document discusses the use of multimedia in teaching life science. It defines multimedia as content that uses a combination of text, audio, images, video, and interactive elements. Multimedia can help visualize concepts that are difficult to understand from text alone. It offers advantages like allowing students to learn at their own pace and experience subjects vicariously. While multimedia requires powerful computers and developing content takes time and money, it enhances learning in life science by demonstrating processes visually and engaging students. Studies show that incorporating multimedia into education improves learning, and it will continue to be an important part of teaching, particularly in fields like life science.
This document discusses multimedia and provides an overview of key topics. It defines multimedia as content that uses a combination of different media types like text, audio, images, video and interactive content. The history of multimedia is explored, noting how newspapers were early adopters of multiple media elements. Multimedia is then categorized as either linear or non-linear, with linear following a set sequence and non-linear allowing free movement. Features of multimedia like text, audio, images, video and animation are described. The document also outlines applications of multimedia in areas like commercial, entertainment, education and engineering. It concludes by discussing the future potential of multimedia.
Dokumen tersebut merupakan buku panduan unit hal ehwal murid (HEM) di sebuah sekolah menengah kejuruan. Ia menyediakan prosedur kerja untuk guru tingkatan dalam menguruskan pelbagai aspek pentadbiran kelas seperti jadual kedatangan murid, pengurusan disiplin, inventori kelas, dan pengurusan fail peribadi murid. Buku panduan ini bertujuan memastikan pengurusan kelas dilaksanakan dengan sistematik
The document provides an introduction to information and communication technology (ICT). It discusses the evolution of communication from older forms like sign language to modern technologies like the internet and smartphones. It defines key terms like information, communication, and technology. It then covers the history of computers from early counting machines to modern devices. It discusses the impact of ICT on sectors like education, banking, industry, and commerce. The document also outlines some social impacts of ICT like faster communication, lower costs, and the creation of a paperless environment as well as some problems like health issues and social isolation.
This document provides an introduction to computer networks and communications. It discusses what a computer network is, how computers communicate on a network using hardware, software and protocols. It describes the different types of networks - local area networks (LANs), metropolitan area networks (MANs), and wide area networks (WANs) - and compares their key characteristics like size, speed, and transmission media. The document also covers the basic components needed for network communications, including physical transmission channels, network interface cards, routers, and network software.
The document provides information about various advanced features and utilities available in common application software programs like Microsoft Word, Excel, PowerPoint, and graphics editing software.
It begins by explaining features like mail merge, drop caps, and watermarks available in word processing software. It then discusses advanced spreadsheet features such as macros, lookup functions, protection, and pivot tables. Presentation software features covered include organization charts, rehearse timing, photo albums, and comparisons between PowerPoint and OpenOffice Impress. Graphics editing software capabilities like cropping and photo enhancement are also summarized.
The document concludes by describing different types of utility programs such as file managers, diagnostic utilities, disk defragmenters, backup utilities, data recovery tools,
The document provides information about computer input and output devices. It discusses different types of input devices including keyboards, mice, scanners, microphones, webcams, and digital cameras. It also covers various output devices such as monitors, printers, speakers, projectors, and photo printers. The summary discusses how input devices capture different types of data like text, graphics, audio, and video, and how output devices present the processed results in forms that are useful to users.
The document discusses computer security and threats. It defines computer security as protecting computer systems and information from unwanted access, damage, or modification. It describes three types of computer security: hardware security, software/data security, and network security. It also discusses various threats like viruses, Trojans, hackers, and natural disasters. It provides checklists and security measures like backups, antivirus software, firewalls, and access controls to protect against these threats.
A computer network allows interconnected computing devices to communicate and share resources through defined rules of data communication. A network can operate via wired or wireless connections. When two or more networks are linked, it is called an internetwork. Communications involve transferring information from a sender to a receiver across a distance via a physical medium using signals. Computer networks use digital signals while older technologies use analog. A modem converts between digital and analog for communications. Effective networking requires a physical medium, communication protocols, and network management applications.
The document provides an overview of computer input devices. It discusses that input devices feed raw data into a computer system. Some common input devices include keyboards for text input, mice and scanners for graphical input, and microphones and webcams for audio/video input. The document also gives examples of specific input devices for text like keyboards, optical readers, and for graphics like scanners and digital cameras.
This document provides an overview of information and communication technology (ICT). It discusses the evolution of communication from older forms like sign language to modern technologies like cellular phones and the internet. ICT is defined as the use of computers, communication devices, and software to store, process, transmit, and retrieve information. Information and communication are explained as the exchange of messages and knowledge. The document then traces the history and development of technologies like the telephone, television, and computer from their early inception to modern times. It also summarizes the key developments across five generations of computers and their impact on society.
Sistem komputer terdiri daripada empat komponen utama: input, pemproses, output, dan penyimpanan. Input merupakan data dan arahan yang dimasukkan ke dalam sistem, pemproses memproses input, output mengeluarkan hasil prosesan, dan penyimpanan menyimpan data, arahan, dan maklumat untuk digunakan kemudian. Unit Pemprosesan Pusat (CPU) mengawal seluruh sistem dengan mengambil arahan dari ingatan, mentafsirkan dan melaksanak
The document provides an introduction to information and communication technology (ICT). It discusses the evolution of communication from older forms like sign language to modern technologies like the internet and cell phones. It defines ICT as the use of electronic devices and software to store, process, transmit and retrieve information. Information and communication are defined, and examples of how technology aids communication and spreads information are provided. A timeline of technological developments from writing systems to modern computers is included. The document then discusses the evolution of computers from early counting machines to modern personal computers. It covers the characteristics and technologies of the first 5 generations of computers. The document concludes by discussing how ICT is used in education and banking.
The document provides information about the different phases of system development:
1) The Analysis Phase involves problem analysis and identifying user requirements, inputs, processes and outputs.
2) The Design Phase involves planning the system design including creating entity relationship diagrams and determining fields.
3) The Implementation Phase involves creating the database objects like tables, queries, forms and reports.
4) The Testing Phase involves entering test data and testing the functionality and objects.
5) The Documentation Phase involves producing documentation like user manuals and technical documentation.
1. The document discusses data, information, and information systems. It defines data as unorganized raw material with little value, while information is organized data that is meaningful to users.
2. An information system is described as a set of related components that collects data, processes it, and provides information. It includes input, processes, and output.
3. Examples of information systems include school grading systems, business retail systems, transportation delivery systems, and hotel booking systems.
The document discusses the roles and responsibilities of different members of a multimedia production team. It describes the roles of the project manager, subject matter expert, graphic artist, audio-video technician, instructional designer, and programmer. It also discusses the phases of multimedia production including analysis, design, implementation, testing, evaluation, and publishing.
The document discusses the five main phases of program development:
1) Problem analysis phase where the programmer interviews the client to understand needs.
2) Program design phase where the programmer designs a flowchart representing client needs.
3) Coding phase where the programmer performs coding based on the flowchart.
4) Testing and debugging phase where the program is tested by users and errors are fixed.
5) Documentation phase where the programmer completes documentation like a user manual.
This document provides an introduction to basic programming concepts including programs, programming, programming languages, and careers in programming.
A program is a series of organized instructions that directs a computer to perform tasks. Programming involves creating a set of commands that direct a computer. Programming languages allow humans to communicate with computers through words, symbols, and codes. There are many programming languages with different rules. Careers in programming include programmer, programmer analyst, computer scientist, and software engineer.
The document discusses the five main phases of program development:
1) Problem analysis phase where the programmer identifies client needs and program requirements.
2) Program design phase where the programmer designs flowcharts and interfaces.
3) Coding phase where the programmer writes the code.
4) Testing and debugging phase where the program is tested for errors.
5) Documentation phase where all documentation for the program is completed.
A foreign key is a field or group of fields in a table that links to the primary key of another table. It works like a cross-reference between two related tables. For example, a student registration system may have a Courses table with a primary key of CourseID. The Students table would then have a foreign key of CourseID to link each student record to the course they are enrolled in. Together the primary key and foreign key help define the relationship between tables and maintain data integrity.
The document provides information about the different phases of system development:
1) The Analysis Phase involves problem analysis and identifying user requirements, inputs, processes and outputs.
2) The Design Phase involves planning the system design including creating entity relationship diagrams and determining fields.
3) The Implementation Phase involves creating the database objects like tables, queries, forms and reports.
4) The Testing Phase involves entering test data and testing the functionality and objects.
5) The Documentation Phase involves producing documentation like user manuals and technical documentation.
This document provides an overview of the different phases involved in database system development: analysis, design, implementation, testing, and maintenance. It describes key activities in each phase such as problem analysis, designing entity relationship diagrams, creating tables and relationships, and testing the system functionality. The implementation phase involves using database software like Access to construct the system based on the design. Data validation techniques are also discussed to minimize errors. Overall it outlines the systematic process for developing a high-quality database system.
1. SMK TIWA
MULTIMEDIA
LESSON 21
MULTIMEDIA CONCEPTS
The word multimedia is commonly used in our life. For example, we send
messages through our mobile phones using Multimedia Messaging System
(MMS). In schools, we use the multimedia courseware to learn.
DEFINITION OF MULTIMEDIA
Multimedia has been used in many aspects in our lives, for example in the
field of business, entertainment and the sciences. “Multimedia” comes from
the word “multi” and “media”.“Multi” means various. “Media” refers to any
hardware or software used for communicating.
These are some examples of hardware and software that we use in
communicating with others.
Examples of hardware are: the radio, television, computer and mobile
phone.
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Examples of software are: email, Yahoo Messenger, Multimedia Message
Service (MMS) and video conferencing.
The usage of text, audio, graphic, video and animation are all involved in
describing media. So, multimedia is the presentation of information by using
a combination of text, audio, graphic, video and animation.
CURRENT DEFINITION OF MULTIMEDIA IN ICT
In the field of Information and Communication Technology, multimedia
means more than the use of the various media. A computer user interacts
with the computer to perform tasks such as finding information or play
games to develop a skill.
Thus, the meaning of multimedia has changed as technology advanced in
our lives.
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There are five main elements in a complete multimedia system.
MULTIMEDIA APPLICATIONS IN SOCIETY
Multimedia has improved our lives in
many ways.
Firstly, multimedia is used as a
common source of reference.
Encyclopedias, directories,
dictionaries and electronic books are
among common multimedia
references.
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Multimedia is also used in education and training. Learning has become
more interesting and effective with educational programmes such as
“edutainment” that is a combination of education and entertainment.
Besides that, multimedia is greatly used in
entertainment industry.
These industries produce computer
games, and develop animations or special
effects for cartoons and movies.
Multimedia applications are also widely used
in scientific research.
For example, from research, new findings
can help the researchers to improve the
condition of sick people.
MORE MULTIMEDIA APPLICATIONS IN VARIOUS
FIELDS
Multimedia has played an important role in other fields, such as business,
arts, medicine and engineering.
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In business, multimedia applications are used in advertising products.
Many companies nowadays develop and distribute catalogues in the form of
a CD-ROM as it is more interesting to the consumers.
In art, artists use multimedia elements by combining drawing and
animation.
In medicine, doctors can practice or
be trained in performing high-risk
surgery by using virtual surgery.
In engineering, Computer-Aided
Design or CAD is used. By using this
application, engineers can view the
design from many aspects and
improve on it before production.
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EXTENSION : MULTIMEDIA FOR THOSE WITH LOW
VISION
Multimedia applications have greatly benefited those with low vision as it
helps them in performing tasks normally in their daily lives.
Users who have vision problems, can use the multimedia for their
educational and rehabilitation program to improve their lives.
LESSON 22
INTERACTIVITY OF MULTIMEDIA
INTERACTIVITY
If you use the first multimedia application, the content
progresses without you having to control the flow of the
movie. Your only control is to press the “play” and the
“stop” buttons.
This interaction is called linear interactivity.
On the other hand, the second multimedia application
allows you to decide which part you would like to view, or
how much you want to know about the content.
This interaction is named non-linear interactivity.
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WHAT IS INTERACTIVITY?
Interactivity refers to the way users interact with a multimedia application or
program.
How does a user control the content of a multimedia application? The user
can use input devices such as a keyboard, joystick, mouse and touch
screen to interact with the application through the computer.
The content of the application provided, determines the interactivity for the
user. An example is film that does not allow the user to control the content.
Another example is a computer game. It allows the user to use the left and
right arrow keys to control the movement of the game.
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WHAT IS LINEAR INTERACTIVITY?
In linear interactivity, the user
interacts with the multimedia
application without controlling the
progress of the content.
In other words, the user is a passive
receiver of the multimedia content
most of the time.
The linear content is usually arranged in sequence. An example of the
multimedia linear content is a movie.
Although a movie uses a combination of audio, graphics and animations,
the user has no control over the sequence of events.
WHAT IS NON-LINEAR INTERACTIVITY?
Unlike linear interactivity, non-linear interactivity allows the user to interact
with the content according to what the user wants from the content. In other
words, it is a two-way communication.
The user can control the progress and sequence of the multimedia content
by using buttons or links.
Non-linear interactivity uses tools like “hypertext” to connect a word or a
phrase to another screen.
An electronic book with links to another screen is considered as having
non-linear multimedia content.
Hypermedia is also used in non-linear interactivity. This tool is similar to
hypertext. However, it connects to different media elements such as audio
and video.
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EXTENSION : NON-LINEAR INTERACTIVITY AND
VIRTUAL REALITY
Virtual Reality is the best example of
multimedia technology which uses
non-linear interactivity.
Advanced virtual reality systems today
allow users to respond and interact in many
ways to its virtual surroundings.
In learning Geography, virtual reality can
recreate places and environment for you to
interact with. Viewing exploration programs,
like Discovery and Animal Planet will be even
more interesting.
This is because you will be able to enter
different environments virtually and interact
with your surroundings. You can learn at
your own pace and level of understanding.
LESSON 23
MEDIUM OF DELIVERY
COMMON MEDIUMS
Generally, there are two very common
mediums used in delivering multimedia
contents.
First, multimedia can be delivered through
Web pages. Thus, this kind of content is said to
be a Web-based multimedia.
Secondly, multimedia can be delivered through
compact discs. Therefore, the multimedia content
is said to be a CD-based multimedia.
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WEB-BASED MULTIMEDIA
Web-based multimedia is a combination of multimedia technology and
Internet technology. Web-based multimedia is popular nowadays.
In the past, Web pages were filled only
with static texts and graphics as there
were problems in downloading large
multimedia files through the Internet.
Downloading a video file could take a
long time as it is large.
MULTIMEDIA TECHNOLOGY IN THE INTERNET
Now, with the advancement of both technologies, most Web pages
integrate elements like text, graphic, audio, video and animation.
These dynamic elements make the process of distributing information
through the Internet more interesting and effective to the user.
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There are a lot of multimedia software including plug-ins, players and
browsers used in the Internet. These software allow better quality
multimedia programs to be stored and viewed.
Apart from using the software, the quality of a multimedia program received
will still depend on the Internet facilities that the user has.
CD-BASED MULTIMEDIA
CDs like CD-ROM (Compact Disc Read
Only Memory) have been used to
store and deliver multimedia content.
CDs are usually used with computers.
An improvement of the CD-ROM is the
Blu-ray disc which can store better
quality video.
However, the main problem in using CD-ROMs as a medium is that, it can be
costly as it takes a long time to produce a complete multimedia program.
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DIFFERENCES BETWEEN WEB-BASED AND CD-
BASED MULTIMEDIA APPLICATIONS
There are some differences between Web-based and CD-based multimedia
applications.
EXTENSION : INTERACTIVE TV
Interactive television is the use of digital
television to deliver high definition multimedia
content to the user.
When a user wants to watch interactive
television content, the user would
download it from the Internet.
An example of interactive television is Apple TV. In order to subscribe to
Apple TV services, a client needs to have a widescreen TV, a Mac or a PC, an
Internet connection, a High-Definition Multimedia Interface (HDMI) cable
and the software, iTunes 7.
Interactive TV or iTV does not only allow users to change channels but also
to interact with the content of a tv program.
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LESSON 24
MULTIMEDIA ELEMENTS
THE FIVE MAIN ELEMENTS OF MULTIMEDIA
In a multimedia application, basically the elements are divided into two:
dynamic (objects that move or change) and static (objects that do not
move).
Texts and graphics are two elements that do not move whereas the other
three elements: audio, video and animations are moving objects within a
multimedia application.
TEXT
Text is the basic element of multimedia. It involves the use of text types,
sizes, colours and background colour.
In a multimedia application, other media
or screen can be linked through the use
of text. This is what you call Hypertext.
To produce an effective multimedia program there are three things that
need to be considered. They are:
The position of the text on the screen.
Length of the message
And legibility of the text.
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GRAPHIC
Graphics make the multimedia application attractive. They help to illustrate
ideas through still pictures.
There are two types of graphics used: bitmaps (paint graphics) and vector
(draw graphics).
Bitmaps images are real images that can be captured from devices such as
cameras or scanners.
Vector graphics are drawn on the computer and only require a small amount
of memory.
AUDIO
A multimedia application may
require the use of speech, music and
sound effects. These are called audio
or the sound element.
There are two basic types of audio
or sound: analog and digital audio.
Analog audio refers to the original
sound signal. Digital audio refers to
the digital sampling of the actual
sound. The sound used in multimedia
is digital audio.
We can record analog audio file. We
can use special audio editors like
Sound Forge to convert analog audio
files into digital audio files.
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VIDEO
Video provides a powerful impact in a multimedia program. In multimedia
applications, the digital video is gaining popularity because of the following
reasons:
video clips can be edited easily
the digital video files can be stored like any other files in the computer
and the quality of the video can still be maintained
the video files can be transferred within a computer network
it allows non-linear editing in any part of the video
However, these digital video files are large in size. Transferring these files
can take a long time especially when using the Internet.
ANIMATION
Animation is a process of making a static image look like it is moving. In
multimedia, digital animation is used. Digital animation can be categorised
into two broad area: 2D (2 Dimension) and 3D (3 Dimension) animations.
2D animation refers to creating movements in basic objects. These objects
are put into various situations or positions and have movement on the
screen.
3D animation refers to creating movements to three dimensional digital
objects from photographs. Movements like spinning and flying across the
screen are some samples of animations.
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STANDARD FILE FORMATS
Each of the five elements mentioned has various standard file formats. file
format is a particular way to store information in a computer.
The formats will allow you to make decisions of the type of text, graphic,
audio, video and animation to use when developing your own multimedia
program.
STANDARD FILE FORMATS FOR EACH ELEMENT
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EXTENSION : MOBILE MULTIMEDIA IN
TELECOMMUNICATION
Multimedia has become a part of the
telecommunications industry.
Mobile phones can now display texts, graphics,
video and play audio. These are the
Multimedia Messaging Services (MMS) features
incorporated into most mobile phones.
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LESSON 25
HARDWARE AND EDITING SOFTWARE FOR MULTIMEDIA
PRODUCTION
In producing a multimedia program, we need to: Gather data for the 5 basic
elements of multimedia: text, animation, graphics, video and audio by using
hardware.
To edit the elements, we need special editing software.
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HARDWARE FOR PRODUCING MULTIMEDIA
The most common hardware used are scanner, video camera, camera for
still photos, audio device, and video capture device. Each of these hardware
has its functions and characteristics.
Knowing the functions of the hardware and how to use them are important.
This will enable us to integrate the basic elements of multimedia into a
program.
DESCRIPTION OF HARDWARE
Each hardware has its own functions.
Scanners are used to convert conventional images, texts, drawings and
photos into digital form that can be understood by the computer.
There are four types of
scanners: flatbed scanner,
hand held scanner, sheet-fed
scanner and 3D scanner.
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There are two types of
video cameras:
analog video camera and
digital video camera (DV).
An analog video camera
records video in analog
signals on a magnetic video
tape.
A digital video camera records video in digital signals, which can be stored in
various forms of media, such as digital video tape or memory cards.
Data stored in these DV tapes can directly be read by a computer system.
In an ordinary camera, images are captured on a roll of film. In a digital
camera, images are captured and stored in a media card.
The advantages of having a digital
camera is that the images captured
can directly be used in the computer.
It saves cost as we do not have to
buy films and can choose to keep or
delete the pictures in the memory
card.
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Audio devices are needed to
record analog sound.
The sounds are then changed into
digital sound.
Examples of devices used for recording sounds or audio are microphone,
sound card and voice synthesizer.
Video capture devices help to convert analog video to digital
video. The fire wire helps to transfer the video from video camera to the
computer.
They also transfer digital video to the computer so that the data can be
edited or stored.
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EDITING SOFTWARE FOR MULTIMEDIA
In producing multimedia, the data in the video camera can be edited,
changed, transferred and stored in the computer.
A text editor is used to edit plain text.
Generally a graphic editor can edit images,
draw or illustrate pictures or objects.
Animation editors are used for producing 2D,
3D, special effects and animation for the Web.
An audio editor is used for voice recording or
producing music and special sound effects.
A video editor is used to edit video.
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EXAMPLES OF EDITING SOFTWARE
These are examples of editing software that available for producing a
multimedia program.
EXTENSION : ANIME
Have you ever heard of “anime”?
Anime is one of the world’s most
popular animations.
It originated in Japan. In Japan,
anime refers to “animation” and
most of them are based on
“manga” comics.
Manga is a cultural force in Japan
and is gaining popularity in America.
You can add colour to the drawing by putting in a background, adding visual
effects and animating the objects to make it more attractive.
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LESSON 26
AUTHORING TOOL CONCEPT
Authoring tool is a program that helps you write multimedia applications.
Authoring tools usually enable you to create a final application by linking
together objects such as a paragraph of text, graphic or a video.
By sequencing them in an appropriate order, authoring tools can produce
attractive and useful multimedia applications.
MULTIMEDIA AUTHORING TOOLS
Multimedia authoring requires users to develop all the multimedia elements
and integrate them into an interactive application.
The tool of the multimedia professional is the authoring software or
authoring tool.
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All multimedia tools are based on a concept where the program organizes
elements, sequences events, and delivers the multimedia application.
Multimedia applications
can be classified into
three concepts, which are
time frame,
icon
and card.
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TIME FRAME CONCEPT
With time frame concept authoring tools, the multimedia elements or events
are presented and organised along a time line.This type of tool helps users
coordinate when each multimedia element (text, graphics, audio, video or
animation) plays.
In time frame concept authoring tools, a timeline consists of layers which
span several frames.
For example a simple presentation could contain three layers; layer one
could contain a picture of a blue sky, layer two could contain a picture of a
mountain and layer three a picture of a mountain climber.
If each of the layers span 10 frames and the user presses the "play" button,
then the presentation will show a picture containing all of the elements in
the layers e.g. blue sky, a mountain and a mountain climber.
If layer one however only spans 5 frames from the
beginning, then the blue sky would only show for 5 frames
and then disappear for the remaining 5.
Examples of authoring tools using the time frame concept
are Flash and Director. These two software can support
multi platform.
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ICON CONCEPT
The icon concept in authoring tools provides the multimedia developer
with a visual programming approach to sequencing events in the
multimedia application.
In this concept, elements and events are organised in a structural
framework.
With icon authoring tools, users can present visually a logical flow of
events by dragging icons from an icon menu.
The icon can represent graphics, audio files, animation, text, movies,
and other elements should be played in a logical flow or flow chart.
These entire icon concept authoring tools use "drag and drop" to pick
up and place icons on the presentation page.
These icons represent:
events such as mouse clicks, key press
actions to be performed after an event e.g. a transition, a sound
routines to perform loops, conditional branches
A presentation is built by inserting one object after another e.g. a simple
application could contain just three icons: picture, sound icon and text icon.
When we click on the Restart button, the presentation starts.
Several multimedia authoring tools which use this icon
concept are Authorware and IconAuthor. These two
software can support multi platforms.
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CARD CONCEPT
The card concept in authoring tools are based on the idea of card stacks
containing graphics, audio, video, text and animation.
Elements and events in card concept authoring tools are organised as pages
in a book or a stack of cards.
When card concept authoring tools starts, a blank page is displayed. Certain
objects can be inserted e.g. text, pictures and buttons.
By inserting objects into several pages, a multimedia "book'' is eventually
created.
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The developer can create transitions between pages and on the objects
themselves. Zoom text in and out, causing a picture to flow onto the page.
Examples of the card concept in Authoring Tools are ToolBook, HyperCard
and SuperCard.
ToolBook uses the Windows platform. ,Hypercard and Supercard uses the
Macintosh platform.
EXTENSION : CRITERIA IN EVALUATING AN
AUTHORING TOOL
It should be easy to use; thus non-programmers do not have to learn
a programming language in order to develop multimedia courseware.
It should have ready-made templates, including popular buttons or
signs and navigation tools.
It offers compatibility with the World Wide Web.
It has on-line help and learning aids.
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LESSON 27
WEB EDITORS
WEB EDITOR
Web editor is a program that you use to create Web page. It can be
something as simple as the text editor that came with your operating
system. It can be something as simple as the text editor. It can also be
something that creates the Websites as you point and click away.
A Web page is written in Hypertext Markup Language (HTML) which is a set
of "markup" symbols inserted into a file for a display on the World Wide Web
(WWW) browser.
The markup tells the Web browser how to display a Web page.
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There are two types of Web editors. They are text-based and What You See
Is What You Get (WYSIWYG).
TEXT-BASED EDITOR
A text-based Web editor is a basic
editor where you work with Hypertext
Markup Language (HTML) tags to
create a Web page.
It can be used to change HTML source
codes.
Using a text-based Web editor requires you to have HTML knowledge to get
started.
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Software such as Notepad and PSPad are examples of text-based editors.
PSPad has additional functions that include syntax highlighting and toolbars .
WYSIWYG WEB EDITOR
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WYSIWYG is an acronym for What You See Is What You Get. WYSIWYG web
editors provide an editing interface that shows how the pages will be
displayed in a web browser.
Using a WYSIWYG editor does not require any HTML knowledge. It is easier
for an average computer user.
Examples of WYSIWYG web editor are Microsoft FrontPage and Macromedia
Dreamweaver.
CHARACTERISTICS OF TEXT-BASED EDITORS AND
WYSIWYG EDITORS
User friendly - a text-based editor is less user friendly compared to a
WYSIWYG editor.
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Junk HTML – There is no junk HTML in text-based compared to WYSIWYG
editors.
HTML knowledge – a text-based editor requires HTML knowledge
compared to WYSIWYG editors.
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Inserting a specific tag – It is hard to insert a specific tag using a text-
based editor compared to WYSIWYG editor.
Visualize the design – a text-based editor cannot visualize the design
compared to a WYSIWYG editor.
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The differences between the text-based editor and WYSIWYG editor.
EXTENSION : WEB SITE BUILDER
A Web site builder is a software application that lets users create a Web
site. It will offer the user a collection of templates and can be modified by
the user.
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LESSON 28
USER INTERFACE PRINCIPLES
User interface is a program that provides an interface or medium for humans
to interact with the system.
USER INTERFACE PRINCIPLES
User interface is a way a computer program communicates with the person
who is using it. There are eight main principles of the user interface.
1. Consistency
2. Clarity
3. Context
4. Navigation
5. Search
6. Personalisation
7. Learnability
8. Flexibility
CONSISTENCY
Consistency means the interface design is in harmony and the same applies
to all screen in a software program.
The same words or commands perform the same functions throughout the
user interface.
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CLARITY
Clarity means clearness of labels on all icons to make the system easy to
understand. Users should use relevant icons or graphics to indicate the
information.
Icons, words or commands should be clearly labelled so that users can
understand them easily.
CONTEXT
Context means every part of a lesson should be relevant to a particular
title. Ideas presented need to relate to the title.
The user interface should be structured. For example, if the lesson is about
Flow Chart, all the sections including the introduction, content, activity,
evaluation, summary and extension should be related to the Flow Chart.
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NAVIGATION
Navigation means users can move
around the menus, help files or other
screens in a system
SEARCH
Search means the system enables users
to search keywords or glossary. The user
interface should have a search function.
It should provide multiple ways for users
to make queries by grouping or sorting.
The system should provide users a preview in order to get a word in the
correct page.
LEARNABILITY
Learnability means the system provides support information and help files to
make the system easy to understand.
Support information is important, especially in
helping the user to use the
system.
The help function should be available to speed up
the interaction for both experienced and
inexperienced users.
FLEXIBILITY
Flexibility means a user has the
authority to navigate through all the
sections without any limitations.
For example, the user is allowed to
access any of the lessons, sections
and pages of the program.
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PERSONALISATION
Personalisation means the users can
make their own personal or individual
learning.
Users can choose their display
options.
EXTENSION : GRAPHICAL USER INTERFACE (GUI)
Graphical User Interfaces is a set of screen presentations that utilise graphic
elements such as icons to make an operating system easier to use.
Graphical User Interfaces, such as Microsoft Windows has the following basic
components:
Pointer: A symbol that appears on the display screen that you move to
select objects and commands.
Icons: Small pictures that represent commands, files, or windows. By
moving the pointer to the icon and pressing a mouse button, you can
execute a command or convert the icon into a window.
You can also move the icons around the display screen as if they were real
objects on your desk.
Desktop: The area on the display screen is referred to the desktop.
Windows: You can divide the screen into different areas. In each window,
you can run a different program or display a different file.
You can move windows around the display screen, and change their shape
and size as well.
Menus: Most graphical user interfaces let you execute commands by
selecting a choice from a menu.
These features has made Microsoft Windows easy to use and a popular
operating system.
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LESSON 29
INSTALLATION OF TOOLBOOK ASSISTANT 2004
INSTALLING TOOLBOOK ASSISTANT 2004
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EXPLORE THE INTERFACE OF TOOLBOOK 2004
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ADDING MULTIMEDIA ELEMENTS INTO TOOLBOOK
Go to Quick Start Tab choose Blank
Native ToolBook Book and click ok.
Confirm Deployment method dialog box
pops up. Read through the message
and click yes.
Adjust screen.
Draw some objects. Click on the
Catalog. Choose draw objects and
double click circle and triangle.
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Adjust and resize the shapes.
Add colours to the shapes.
To make the triangle behind the circle,
Right click the triangle and click
properties, change layer 2 to layer 1.
Then close the properties box.
To close ToolBook, click file, then click
exit or press Alt+F4.
Save this project in your student folder.
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EXTENSION : TOOLBOOK AUTOPACKAGER
Toolbook Autopackager utility gathers all the files together in the same
directory.
The AutoPackager wizard will walk you through the steps to create this
installation set.
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LESSON 30
FEATURES OF TOOLBOOK ASSISTANT 2004
ToolBook Assistant 2004 is an authoring tool
used by non-technical people to create Web-
based training, computer based training, and
interactive e-learning contents.
Wizards, templates and catalog make it easy
for teachers, students and staff to learn and
use.
Features like the drag-and-drop environment
do not require any programming. It enables
fast and easy creation of online content.
THE FEATURES OF TOOLBOOK ASSISTANT 2004
Supports a wide range of multimedia elements:
ToolBook Assistant 2004 allows users to integrate text, graphic, audio,
video, hyperlinks and variety of exercises.
Easy-to-use and powerful hyperlink objects:
The hyperlinks can link to a variety of elements such as documents, pop-
ups, Web pages and applications.
Synchronisation Tool:
Coordinating images and sound in time becomes a very simple task that
can be performed by anyone without specialised skills .
Easy document editing:
With ToolBook Assistant 2004, the design of interactive multimedia training
courses are fast and easy. Work is done directly in a WYSIWYG environment.
There are many functions in this application. For example, drag and drop
user interface allows users to immediate in creating multimedia
presentation.
Test the document at any time:
Using the reader mode, we can preview our multimedia presentation. While
using the author mode, we can edit multimedia documents.
A variety of Customisable Learning Templates:
To speed up and simplify the multimedia presentation, ToolBook Assistant
2004 provides a variety of templates that can easily be customised by users.
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Course Publishing Made Easy:
The multimedia presentation can be automatically published in any of the
available delivery formats, including publishing to Web and CD-ROM.
Compliance HTML courseware :
ToolBook Assistant 2004 is an e-Learning solution for HTML Web-based
courseware content. The courseware can be viewed with Internet Explorer,
Netscape Navigator and Mozila Firefox.
CREATE A BOOK WITH QUICK SPECIALIST
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